| /* |
| * shaders implementation |
| * |
| * Copyright 2005 Oliver Stieber |
| * |
| * 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 "config.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info |
| |
| #if 0 /* Must not be 1 in cvs version */ |
| # define PSTRACE(A) TRACE A |
| # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) |
| #else |
| # define PSTRACE(A) |
| # define TRACE_VSVECTOR(name) |
| #endif |
| |
| /* The maximum size of the program */ |
| #define PGMSIZE 65535 |
| |
| #define REGMASK 0x00001FFF |
| |
| #define GLNAME_REQUIRE_GLSL ((const char *)1) |
| /* ******************************************* |
| IWineD3DPixelShader IUnknown parts follow |
| ******************************************* */ |
| HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseShader) |
| || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) { |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return D3D_OK; |
| } |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); |
| return InterlockedIncrement(&This->ref); |
| } |
| |
| ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %ld\n", This, This->ref); |
| ref = InterlockedDecrement(&This->ref); |
| if (ref == 0) { |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* TODO: At the momeny the function parser is single pass, it achievs this |
| by passing constants to a couple of functions where they are then modified. |
| At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader) |
| when happens constants should be worked out in the first pass to tidy up the second pass a bit. |
| */ |
| |
| /* ******************************************* |
| IWineD3DPixelShader IWineD3DPixelShader parts follow |
| ******************************************* */ |
| |
| HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){ |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| |
| *parent = This->parent; |
| IUnknown_AddRef(*parent); |
| TRACE("(%p) : returning %p\n", This, *parent); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice); |
| *pDevice = (IWineD3DDevice *)This->wineD3DDevice; |
| TRACE("(%p) returning %p\n", This, *pDevice); |
| return D3D_OK; |
| } |
| |
| |
| HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl; |
| FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, 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 { |
| if (This->functionLength == 0) { |
| |
| } |
| TRACE("(%p) : GetFunction copying to %p\n", This, pData); |
| memcpy(pData, This->function, This->functionLength); |
| } |
| return D3D_OK; |
| } |
| |
| /******************************* |
| * pshader functions software VM |
| */ |
| |
| void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing add: 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 pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; |
| PSTRACE(("executing dp3: 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 pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("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 pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| d->x = 1.0f; |
| d->y = s0->y * s1->y; |
| d->z = s0->z; |
| d->w = s1->w; |
| PSTRACE(("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 pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| union { |
| float f; |
| DWORD d; |
| } tmp; |
| |
| tmp.f = floorf(s0->w); |
| d->x = powf(2.0f, tmp.f); |
| d->y = s0->w - tmp.f; |
| tmp.f = powf(2.0f, s0->w); |
| tmp.d &= 0xFFFFFF00U; |
| d->z = tmp.f; |
| d->w = 1.0f; |
| PSTRACE(("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 pshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("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 pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL; |
| PSTRACE(("executing logp: 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 pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%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, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w)); |
| } |
| |
| void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing max: 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 pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing min: 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 pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| d->x = s0->x; |
| d->y = s0->y; |
| d->z = s0->z; |
| d->w = s0->w; |
| PSTRACE(("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 pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("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 pshader_nop(void) { |
| /* NOPPPP ahhh too easy ;) */ |
| PSTRACE(("executing nop\n")); |
| } |
| |
| void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; |
| PSTRACE(("executing rcp: 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 pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| float tmp_f = fabsf(s0->w); |
| 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); |
| PSTRACE(("executing rsq: 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 pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing sge: 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 pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing slt: 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 pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("executing sub: 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)); |
| } |
| |
| /** |
| * Version 1.1 specific |
| */ |
| |
| void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| d->x = d->y = d->z = d->w = powf(2.0f, s0->w); |
| PSTRACE(("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 pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL; |
| PSTRACE(("executing log: 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 pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| d->x = s0->x - floorf(s0->x); |
| d->y = s0->y - floorf(s0->y); |
| d->z = 0.0f; |
| d->w = 1.0f; |
| PSTRACE(("executing frc: 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)); |
| } |
| |
| typedef FLOAT D3DMATRIX44[4][4]; |
| typedef FLOAT D3DMATRIX43[4][3]; |
| typedef FLOAT D3DMATRIX34[3][4]; |
| typedef FLOAT D3DMATRIX33[3][3]; |
| typedef FLOAT D3DMATRIX23[2][3]; |
| |
| void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { |
| /* |
| * Buggy CODE: here only if cast not work for copy/paste |
| WINED3DSHADERVECTOR* mat2 = mat1 + 1; |
| WINED3DSHADERVECTOR* mat3 = mat1 + 2; |
| WINED3DSHADERVECTOR* mat4 = mat1 + 3; |
| d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w; |
| d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w; |
| d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w; |
| d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w; |
| */ |
| d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; |
| d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; |
| d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; |
| d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w; |
| PSTRACE(("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)); |
| PSTRACE(("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)); |
| PSTRACE(("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)); |
| PSTRACE(("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 pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 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; |
| PSTRACE(("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)); |
| PSTRACE(("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)); |
| PSTRACE(("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)); |
| PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); |
| } |
| |
| void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 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; |
| PSTRACE(("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)); |
| PSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); |
| PSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); |
| PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); |
| } |
| |
| void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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; |
| PSTRACE(("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)); |
| PSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); |
| PSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); |
| PSTRACE(("executing m3x3(4): (%f) \n", d->w)); |
| } |
| |
| void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 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 pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { |
| 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->w; |
| } |
| |
| void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| d->x = s0->y * s1->z - s0->z * s1->y; |
| d->y = s0->z * s1->x - s0->x * s1->z; |
| d->z = s0->x * s1->y - s0->y * s1->x; |
| d->w = 0.9f; /* w is undefined, so set it to something safeish */ |
| |
| PSTRACE(("executing crs: 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 pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| d->x = fabsf(s0->x); |
| d->y = fabsf(s0->y); |
| d->z = fabsf(s0->z); |
| d->w = fabsf(s0->w); |
| PSTRACE(("executing abs: 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)); |
| } |
| |
| /* Stubs */ |
| void pshader_texcoord(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texkill(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_tex(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { |
| FIXME(" : Stub\n"); |
| } |
| |
| /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */ |
| void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texdepth(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_call(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_ret(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_endloop(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_sng(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_sincos(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_rep(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_endrep(void) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_if(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_else(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_label(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_endif(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_break(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_breakc(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_mova(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_defb(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_defi(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_dp2add(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_dsx(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_dsy(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texldd(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_setp(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_texldl(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| |
| void pshader_breakp(WINED3DSHADERVECTOR* d) { |
| FIXME(" : Stub\n"); |
| } |
| /** |
| * log, exp, frc, m*x* seems to be macros ins ... to see |
| */ |
| CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { |
| {D3DSIO_NOP, "nop", "NOP", 0, pshader_nop, 0, 0}, |
| {D3DSIO_MOV, "mov", "MOV", 2, pshader_mov, 0, 0}, |
| {D3DSIO_ADD, "add", "ADD", 3, pshader_add, 0, 0}, |
| {D3DSIO_SUB, "sub", "SUB", 3, pshader_sub, 0, 0}, |
| {D3DSIO_MAD, "mad", "MAD", 4, pshader_mad, 0, 0}, |
| {D3DSIO_MUL, "mul", "MUL", 3, pshader_mul, 0, 0}, |
| {D3DSIO_RCP, "rcp", "RCP", 2, pshader_rcp, 0, 0}, |
| {D3DSIO_RSQ, "rsq", "RSQ", 2, pshader_rsq, 0, 0}, |
| {D3DSIO_DP3, "dp3", "DP3", 3, pshader_dp3, 0, 0}, |
| {D3DSIO_DP4, "dp4", "DP4", 3, pshader_dp4, 0, 0}, |
| {D3DSIO_MIN, "min", "MIN", 3, pshader_min, 0, 0}, |
| {D3DSIO_MAX, "max", "MAX", 3, pshader_max, 0, 0}, |
| {D3DSIO_SLT, "slt", "SLT", 3, pshader_slt, 0, 0}, |
| {D3DSIO_SGE, "sge", "SGE", 3, pshader_sge, 0, 0}, |
| {D3DSIO_ABS, "abs", "ABS", 2, pshader_abs, 0, 0}, |
| {D3DSIO_EXP, "exp", "EX2", 2, pshader_exp, 0, 0}, |
| {D3DSIO_LOG, "log", "LG2", 2, pshader_log, 0, 0}, |
| {D3DSIO_LIT, "lit", "LIT", 2, pshader_lit, 0, 0}, |
| {D3DSIO_DST, "dst", "DST", 3, pshader_dst, 0, 0}, |
| {D3DSIO_LRP, "lrp", "LRP", 4, pshader_lrp, 0, 0}, |
| {D3DSIO_FRC, "frc", "FRC", 2, pshader_frc, 0, 0}, |
| {D3DSIO_M4x4, "m4x4", "undefined", 3, pshader_m4x4, 0, 0}, |
| {D3DSIO_M4x3, "m4x3", "undefined", 3, pshader_m4x3, 0, 0}, |
| {D3DSIO_M3x4, "m3x4", "undefined", 3, pshader_m3x4, 0, 0}, |
| {D3DSIO_M3x3, "m3x3", "undefined", 3, pshader_m3x3, 0, 0}, |
| {D3DSIO_M3x2, "m3x2", "undefined", 3, pshader_m3x2, 0, 0}, |
| |
| |
| /** FIXME: use direct access so add the others opcodes as stubs */ |
| /* NOTE: gl function is currently NULL for calls and loops because they are not yet supported |
| They can be easily managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */ |
| {D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, pshader_call, 0, 0}, |
| {D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, pshader_callnz, 0, 0}, |
| {D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, pshader_loop, 0, 0}, |
| {D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, pshader_ret, 0, 0}, |
| {D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, pshader_endloop, 0, 0}, |
| {D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, pshader_label, 0, 0}, |
| /* DCL is a specil operation */ |
| {D3DSIO_DCL, "dcl", NULL, 1, pshader_dcl, 0, 0}, |
| {D3DSIO_POW, "pow", "POW", 3, pshader_pow, 0, 0}, |
| {D3DSIO_CRS, "crs", "XPS", 3, pshader_crs, 0, 0}, |
| /* TODO: sng can possibly be performed as |
| RCP tmp, vec |
| MUL out, tmp, vec*/ |
| {D3DSIO_SGN, "sng", NULL, 2, pshader_sng, 0, 0}, |
| /* TODO: xyz normalise can be performed as VS_ARB using one temporary register, |
| DP3 tmp , vec, vec; |
| RSQ tmp, tmp.x; |
| MUL vec.xyz, vec, tmp; |
| but I think this is better because it accounts for w properly. |
| DP3 tmp , vec, vec; |
| RSQ tmp, tmp.x; |
| MUL vec, vec, tmp; |
| |
| */ |
| {D3DSIO_NRM, "nrm", NULL, 2, pshader_nrm, 0, 0}, |
| {D3DSIO_SINCOS, "sincos", NULL, 2, pshader_sincos, 0, 0}, |
| {D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 2, pshader_rep, 0, 0}, |
| {D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, pshader_endrep, 0, 0}, |
| {D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 2, pshader_if, 0, 0}, |
| {D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, pshader_ifc, 0, 0}, |
| {D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 2, pshader_else, 0, 0}, |
| {D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 2, pshader_endif, 0, 0}, |
| {D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 2, pshader_break, 0, 0}, |
| {D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, pshader_breakc, 0, 0}, |
| {D3DSIO_MOVA, "mova", GLNAME_REQUIRE_GLSL, 2, pshader_mova, 0, 0}, |
| {D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, pshader_defb, 0, 0}, |
| {D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, pshader_defi, 0, 0}, |
| |
| {D3DSIO_TEXCOORD, "texcoord", "undefined", 1, pshader_texcoord, 0, D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXCOORD, "texcrd", "undefined", 2, pshader_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, |
| {D3DSIO_TEXKILL, "texkill", "KIL", 1, pshader_texkill, D3DPS_VERSION(1,0), D3DPS_VERSION(1,4)}, |
| {D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, 0, D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEX, "texld", GLNAME_REQUIRE_GLSL, 2, pshader_texld, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, |
| {D3DSIO_TEX, "texld", GLNAME_REQUIRE_GLSL, 3, pshader_texld, D3DPS_VERSION(2,0), -1}, |
| {D3DSIO_TEXBEM, "texbem", "undefined", 2, pshader_texbem, 0, D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 2, pshader_texbeml, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 2, pshader_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 2, pshader_texreg2gb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 2, pshader_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 2, pshader_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 2, pshader_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3diff, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)}, |
| {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 3, pshader_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x3VSPEC, "texm3x3vspe", "undefined", 2, pshader_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 2, pshader_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, |
| {D3DSIO_EXPP, "expp", "EXP", 2, pshader_expp, 0, 0}, |
| {D3DSIO_LOGP, "logp", "LOG", 2, pshader_logp, 0, 0}, |
| {D3DSIO_CND, "cnd", GLNAME_REQUIRE_GLSL, 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)}, |
| /* def is a special operation */ |
| {D3DSIO_DEF, "def", "undefined", 5, pshader_def, 0, 0}, |
| {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x2depth,D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, |
| {D3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL,1, pshader_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, |
| {D3DSIO_CMP, "cmp", GLNAME_REQUIRE_GLSL, 4, pshader_cmp, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)}, |
| {D3DSIO_BEM, "bem", GLNAME_REQUIRE_GLSL, 3, pshader_bem, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, |
| /* TODO: dp2add can be made out of multiple instuctions */ |
| {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 2, pshader_dp2add, 0, 0}, |
| {D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 2, pshader_dsx, 0, 0}, |
| {D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 2, pshader_dsy, 0, 0}, |
| {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 2, pshader_texldd, 0, 0}, |
| {D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 2, pshader_setp, 0, 0}, |
| {D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, pshader_texldl, 0, 0}, |
| {D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 2, pshader_breakp, 0, 0}, |
| {D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, pshader_nop, 0, 0}, |
| {0, NULL, NULL, 0, NULL, 0, 0} |
| }; |
| |
| |
| inline static const SHADER_OPCODE* pshader_program_get_opcode(IWineD3DPixelShaderImpl *This, const DWORD code) { |
| DWORD i = 0; |
| DWORD version = This->version; |
| DWORD hex_version = D3DPS_VERSION(version/10, version%10); |
| const SHADER_OPCODE *shader_ins = This->shader_ins; |
| |
| /** TODO: use dichotomic search */ |
| while (NULL != shader_ins[i].name) { |
| if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) && |
| (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) || |
| ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) { |
| return &shader_ins[i]; |
| } |
| ++i; |
| } |
| FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n", code, code, code & D3DSI_OPCODE_MASK, version); |
| 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 get_register_name(const DWORD param, char* regstr, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { |
| static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; |
| |
| DWORD reg = param & REGMASK; |
| DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); |
| |
| switch (regtype) { |
| 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: |
| FIXME("Unhandled register name Type(%ld)\n", regtype); |
| break; |
| } |
| } |
| |
| 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 addline(unsigned int *lineNum, char *pgm, unsigned int *pgmLength, char *line) { |
| int lineLen = strlen(line); |
| if(lineLen + *pgmLength > PGMSIZE - 1 /* - 1 to allow a NULL at the end */) { |
| ERR("The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required.\n", PGMSIZE, lineLen + *pgmLength); |
| return; |
| } else { |
| memcpy(pgm + *pgmLength, line, lineLen); |
| } |
| |
| *pgmLength += lineLen; |
| ++(*lineNum); |
| TRACE("GL HW (%u, %u) : %s", *lineNum, *pgmLength, line); |
| } |
| |
| static const 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 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, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { |
| /* 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, constants); |
| |
| TRACE(" Register name %s\n", 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; |
| } |
| /* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */ |
| inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| const DWORD *pToken = pFunction; |
| const SHADER_OPCODE *curOpcode = NULL; |
| const DWORD *pInstr; |
| DWORD i; |
| unsigned lineNum = 0; /* The line number of the generated program (for loging)*/ |
| char *pgmStr = NULL; /* A pointer to the program data generated by this function */ |
| char tmpLine[255]; |
| DWORD nUseAddressRegister = 0; |
| #if 0 /* TODO: loop register (just another address register ) */ |
| BOOL hasLoops = FALSE; |
| #endif |
| |
| BOOL saturate; /* clamp to 0.0 -> 1.0*/ |
| int row = 0; /* not sure, something to do with macros? */ |
| DWORD tcw[2]; |
| int version = 0; /* The version of the shader */ |
| |
| /* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */ |
| unsigned int pgmLength = 0; |
| |
| #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders |
| it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ |
| if (This->device->fixupVertexBufferSize < PGMSIZE) { |
| HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); |
| This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE); |
| This->fixupVertexBufferSize = PGMSIZE; |
| This->fixupVertexBuffer[0] = 0; |
| } |
| pgmStr = This->device->fixupVertexBuffer; |
| #else |
| pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, PGMSIZE); /* 64kb should be enough */ |
| #endif |
| |
| |
| /* TODO: Think about using a first pass to work out what's required for the second pass. */ |
| for(i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; i++) |
| This->constants[i] = 0; |
| |
| if (NULL != pToken) { |
| while (D3DPS_END() != *pToken) { |
| #if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */ |
| if (version >= 2) { |
| instructionSize = pToken & SIZEBITS >> 27; |
| } |
| #endif |
| 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("found version token 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\n"); |
| break; |
| case 20: numTemps=12; |
| numConstants=8; |
| strcpy(tmpLine, "!!ARBfp2.0\n"); |
| FIXME("No work done yet to support ps2.0 in hw\n"); |
| break; |
| case 30: numTemps=32; |
| numConstants=8; |
| strcpy(tmpLine, "!!ARBfp3.0\n"); |
| FIXME("No work done yet to support ps3.0 in hw\n"); |
| break; |
| default: |
| numTemps=12; |
| numConstants=8; |
| strcpy(tmpLine, "!!ARBfp1.0\n"); |
| FIXME("Unrecognized pixel shader version!\n"); |
| } |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* TODO: find out how many registers are really needed */ |
| for(i = 0; i < 6; i++) { |
| sprintf(tmpLine, "TEMP T%lu;\n", i); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| |
| for(i = 0; i < 6; i++) { |
| sprintf(tmpLine, "TEMP R%lu;\n", i); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| |
| sprintf(tmpLine, "TEMP TMP;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEMP TMP2;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEMP TA;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEMP TB;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEMP TC;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| strcpy(tmpLine, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| strcpy(tmpLine, "PARAM coefmul = { 2, 4, 8, 16 };\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| strcpy(tmpLine, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| for(i = 0; i < 4; i++) { |
| sprintf(tmpLine, "MOV T%lu, fragment.texcoord[%lu];\n", i, i); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| |
| ++pToken; |
| continue; |
| } |
| |
| if (pshader_is_comment_token(*pToken)) { /** comment */ |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| FIXME("#%s\n", (char*)pToken); |
| pToken += comment_len; |
| continue; |
| } |
| /* here */ |
| #if 0 /* Not sure what these are here for, they're not required for vshaders */ |
| code = *pToken; |
| #endif |
| pInstr = pToken; |
| curOpcode = pshader_program_get_opcode(This, *pToken); |
| ++pToken; |
| if (NULL == curOpcode) { |
| /* unknown current opcode ... (shouldn't be any!) */ |
| while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */ |
| FIXME("unrecognized opcode: %08lx\n", *pToken); |
| ++pToken; |
| } |
| } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) { |
| /* if the token isn't supported by this cross compiler then skip it and its parameters */ |
| FIXME("Token %s requires greater functionality than Fragment_Progarm_ARB supports\n", curOpcode->name); |
| pToken += curOpcode->num_params; |
| } else { |
| TRACE("Found opcode %s %s\n", curOpcode->name, curOpcode->glname); |
| saturate = FALSE; |
| |
| /* Build opcode for GL vertex_program */ |
| switch (curOpcode->opcode) { |
| case D3DSIO_NOP: |
| case D3DSIO_PHASE: |
| continue; |
| case D3DSIO_MOV: |
| /* Address registers must be loaded with the ARL instruction */ |
| if ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) == D3DSPR_ADDR) { |
| if (((*pToken) & REGMASK) < nUseAddressRegister) { |
| strcpy(tmpLine, "ARL"); |
| break; |
| } else |
| FIXME("(%p) Try to load A%ld an undeclared address register!\n", This, ((*pToken) & REGMASK)); |
| } |
| /* fall through */ |
| case D3DSIO_CND: |
| case D3DSIO_CMP: |
| 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: |
| case D3DSIO_EXPP: |
| case D3DSIO_LOGP: |
| case D3DSIO_EXP: |
| case D3DSIO_LOG: |
| case D3DSIO_LRP: |
| case D3DSIO_TEXKILL: |
| TRACE("Appending glname %s to tmpLine\n", curOpcode->glname); |
| strcpy(tmpLine, curOpcode->glname); |
| break; |
| case D3DSIO_DEF: |
| { |
| DWORD reg = *pToken & REGMASK; |
| sprintf(tmpLine, "PARAM C%lu = { %f, %f, %f, %f };\n", reg, |
| *((const float *)(pToken + 1)), |
| *((const float *)(pToken + 2)), |
| *((const float *)(pToken + 3)), |
| *((const float *)(pToken + 4)) ); |
| |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| This->constants[reg] = 1; |
| pToken += 5; |
| continue; |
| } |
| break; |
| case D3DSIO_TEX: |
| { |
| char tmp[20]; |
| get_write_mask(*pToken, tmp); |
| if (version != 14) { |
| DWORD reg = *pToken & REGMASK; |
| sprintf(tmpLine,"TEX T%lu%s, T%lu, texture[%lu], 2D;\n", reg, tmp, reg, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| } else { |
| char reg[20]; |
| DWORD reg1 = *pToken & REGMASK; |
| DWORD reg2 = *++pToken & REGMASK; |
| if (gen_input_modifier_line(*pToken, 0, reg, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine,"TEX R%lu%s, %s, texture[%lu], 2D;\n", reg1, tmp, reg, reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| } |
| continue; |
| } |
| break; |
| case D3DSIO_TEXCOORD: |
| { |
| char tmp[20]; |
| get_write_mask(*pToken, tmp); |
| if (version != 14) { |
| DWORD reg = *pToken & REGMASK; |
| sprintf(tmpLine, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| } else { |
| DWORD reg1 = *pToken & REGMASK; |
| DWORD reg2 = *++pToken & REGMASK; |
| sprintf(tmpLine, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| } |
| continue; |
| } |
| break; |
| case D3DSIO_TEXM3x2PAD: |
| { |
| DWORD reg = *pToken & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine, "DP3 TMP.x, T%lu, %s;\n", reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXM3x2TEX: |
| { |
| DWORD reg = *pToken & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine, "DP3 TMP.y, T%lu, %s;\n", reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXREG2AR: |
| { |
| DWORD reg1 = *pToken & REGMASK; |
| DWORD reg2 = *++pToken & REGMASK; |
| sprintf(tmpLine, "MOV TMP.r, T%lu.a;\n", reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MOV TMP.g, T%lu.r;\n", reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXREG2GB: |
| { |
| DWORD reg1 = *pToken & REGMASK; |
| DWORD reg2 = *++pToken & REGMASK; |
| sprintf(tmpLine, "MOV TMP.r, T%lu.g;\n", reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MOV TMP.g, T%lu.b;\n", reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXBEM: |
| { |
| DWORD reg1 = *pToken & REGMASK; |
| DWORD reg2 = *++pToken & REGMASK; |
| |
| /* FIXME: Should apply the BUMPMAPENV matrix */ |
| sprintf(tmpLine, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXM3x3PAD: |
| { |
| DWORD reg = *pToken & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine, "DP3 TMP.%c, T%lu, %s;\n", 'x'+row, reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| tcw[row++] = reg; |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXM3x3TEX: |
| { |
| DWORD reg = *pToken & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| |
| sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| row = 0; |
| ++pToken; |
| continue; |
| } |
| case D3DSIO_TEXM3x3VSPEC: |
| { |
| DWORD reg = *pToken & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| sprintf(tmpLine, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", tcw[0]); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", tcw[1]); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ |
| sprintf(tmpLine, "DP3 TMP.w, TMP, TMP2;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| row = 0; |
| ++pToken; |
| continue; |
| } |
| break; |
| case D3DSIO_TEXM3x3SPEC: |
| { |
| DWORD reg = *pToken & REGMASK; |
| DWORD reg3 = *(pToken + 2) & REGMASK; |
| char buf[50]; |
| if (gen_input_modifier_line(*(pToken + 1), 0, buf, tmpLine, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ |
| sprintf(tmpLine, "DP3 TMP.w, TMP, C[%lu];\n", reg3); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| row = 0; |
| pToken += 3; |
| continue; |
| } |
| break; |
| |
| default: |
| if (curOpcode->glname == GLNAME_REQUIRE_GLSL) { |
| FIXME("Opcode %s requires Gl Shader languange 1.0\n", curOpcode->name); |
| } else { |
| FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); |
| } |
| pToken += curOpcode->num_params; /* maybe + 1 */ |
| continue; |
| } |
| |
| if (0 != (*pToken & D3DSP_DSTMOD_MASK)) { |
| DWORD mask = *pToken & D3DSP_DSTMOD_MASK; |
| switch (mask) { |
| case D3DSPDM_SATURATE: saturate = TRUE; break; |
| #if 0 /* as yet unhandled modifiers */ |
| case D3DSPDM_CENTROID: centroid = TRUE; break; |
| case D3DSPDM_PP: partialpresision = TRUE; break; |
| case D3DSPDM_X2: X2 = TRUE; break; |
| case D3DSPDM_X4: X4 = TRUE; break; |
| case D3DSPDM_X8: X8 = TRUE; break; |
| case D3DSPDM_D2: D2 = TRUE; break; |
| case D3DSPDM_D4: D4 = TRUE; break; |
| case D3DSPDM_D8: D8 = TRUE; break; |
| #endif |
| default: |
| TRACE("_unhandled_modifier(0x%08lx)\n", mask); |
| } |
| } |
| |
| /* Generate input and output registers */ |
| if (curOpcode->num_params > 0) { |
| char regs[5][50]; |
| char operands[4][100]; |
| char swzstring[20]; |
| int saturate = 0; |
| char tmpOp[256]; |
| TRACE("(%p): Opcode has %d params\n", This, curOpcode->num_params); |
| |
| /* Generate lines that handle input modifier computation */ |
| for (i = 1; i < curOpcode->num_params; ++i) { |
| TRACE("(%p) : Param %ld token %lx\n", This, i, *(pToken + i)); |
| if (gen_input_modifier_line(*(pToken + i), i - 1, regs[i - 1], tmpOp, This->constants)) { |
| addline(&lineNum, pgmStr, &pgmLength, tmpOp); |
| } |
| } |
| |
| /* 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, tmpOp, This->constants); |
| strcpy(operands[0], tmpOp); |
| get_write_mask(*pToken, tmpOp); |
| strcat(operands[0], tmpOp); |
| |
| /* This function works because of side effects from gen_input_modifier_line */ |
| /* Handle input registers */ |
| for (i = 1; i < curOpcode->num_params; ++i) { |
| TRACE("(%p) : Regs = %s\n", This, regs[i - 1]); |
| strcpy(operands[i], regs[i - 1]); |
| get_input_register_swizzle(*(pToken + i), swzstring); |
| strcat(operands[i], swzstring); |
| } |
| |
| switch(curOpcode->opcode) { |
| case D3DSIO_CMP: |
| sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[1], operands[3], operands[2]); |
| break; |
| case D3DSIO_CND: |
| sprintf(tmpLine, "ADD TMP, -%s, coefdiv.x;", operands[1]); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[2], operands[3]); |
| break; |
| default: |
| 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,";\n"); |
| } |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| pToken += curOpcode->num_params; |
| } |
| #if 0 /* I Think this isn't needed because the code above generates the input / output registers. */ |
| 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, This->constants); |
| get_write_mask(param, write_mask); |
| gen_output_modifier_line(saturate, write_mask, shift, regstr, tmpLine); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| } |
| #endif |
| } |
| } |
| /* TODO: What about result.depth? */ |
| strcpy(tmpLine, "MOV result.color, R0;\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| |
| strcpy(tmpLine, "END\n"); |
| addline(&lineNum, pgmStr, &pgmLength, tmpLine); |
| } |
| |
| /* finally null terminate the pgmStr*/ |
| pgmStr[pgmLength] = 0; |
| if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { |
| /* Create the hw shader */ |
| |
| /* pgmStr sometimes gets too long for a normal TRACE */ |
| TRACE("Generated program:\n"); |
| if (TRACE_ON(d3d_shader)) { |
| fprintf(stderr, "%s\n", pgmStr); |
| } |
| |
| /* TODO: change to resource.glObjectHandel or something like that */ |
| GL_EXTCALL(glGenProgramsARB(1, &This->prgId)); |
| |
| TRACE("Creating a hw pixel shader, prg=%d\n", This->prgId); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->prgId)); |
| |
| TRACE("Created hw pixel shader, prg=%d\n", This->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("HW PixelShader Error at position %d: %s\n", |
| errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| This->prgId = -1; |
| } |
| } |
| #if 1 /* if were using the data buffer of device then we don't need to free it */ |
| HeapFree(GetProcessHeap(), 0, pgmStr); |
| #endif |
| } |
| |
| inline static void pshader_program_dump_ps_param(const DWORD param, int input) { |
| static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; |
| static const char swizzle_reg_chars[] = "rgba"; |
| |
| /* the unknown mask is for bits not yet accounted for by any other mask... */ |
| #define UNKNOWN_MASK 0xC000 |
| |
| /* for registeres about 7 we have to add on bits 11 and 12 to get the correct register */ |
| #define EXTENDED_REG 0x1800 |
| |
| DWORD reg = param & D3DSP_REGNUM_MASK; |
| DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) | ((param & EXTENDED_REG) >> 8); |
| |
| 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 (I don't know why this was here)*/) { |
| 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; |
| case D3DSPR_CONSTINT: |
| TRACE("i%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); |
| break; |
| case D3DSPR_CONSTBOOL: |
| TRACE("b%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); |
| break; |
| case D3DSPR_LABEL: |
| TRACE("l%lu", reg); |
| break; |
| case D3DSPR_LOOP: |
| TRACE("aL%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", 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_r = swizzle & 0x03; |
| DWORD swizzle_g = (swizzle >> 2) & 0x03; |
| DWORD swizzle_b = (swizzle >> 4) & 0x03; |
| DWORD swizzle_a = (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: |
| * RRGGBBAA |
| */ |
| if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ |
| if (swizzle_r == swizzle_g && |
| swizzle_r == swizzle_b && |
| swizzle_r == swizzle_a) { |
| TRACE(".%c", swizzle_reg_chars[swizzle_r]); |
| } else { |
| TRACE(".%c%c%c%c", |
| swizzle_reg_chars[swizzle_r], |
| swizzle_reg_chars[swizzle_g], |
| swizzle_reg_chars[swizzle_b], |
| swizzle_reg_chars[swizzle_a]); |
| } |
| } |
| } |
| } |
| |
| inline static void pshader_program_dump_decl_usage(IWineD3DPixelShaderImpl *This, DWORD token) { |
| TRACE("dcl_"); |
| switch(token & 0xFFFF) { |
| case D3DDECLUSAGE_POSITION: |
| TRACE("%s%ld ", "position",(token & 0xF0000) >> 16); |
| break; |
| case D3DDECLUSAGE_BLENDINDICES: |
| TRACE("%s ", "blend"); |
| break; |
| case D3DDECLUSAGE_BLENDWEIGHT: |
| TRACE("%s ", "weight"); |
| break; |
| case D3DDECLUSAGE_NORMAL: |
| TRACE("%s%ld ", "normal",(token & 0xF0000) >> 16); |
| break; |
| case D3DDECLUSAGE_PSIZE: |
| TRACE("%s ", "psize"); |
| break; |
| case D3DDECLUSAGE_COLOR: |
| if((token & 0xF0000) >> 16 == 0) { |
| TRACE("%s ", "color"); |
| } else { |
| TRACE("%s%ld ", "specular", ((token & 0xF0000) >> 16) - 1); |
| } |
| break; |
| case D3DDECLUSAGE_TEXCOORD: |
| TRACE("%s%ld ", "texture", (token & 0xF0000) >> 16); |
| break; |
| case D3DDECLUSAGE_TANGENT: |
| TRACE("%s ", "tangent"); |
| break; |
| case D3DDECLUSAGE_BINORMAL: |
| TRACE("%s ", "binormal"); |
| break; |
| case D3DDECLUSAGE_TESSFACTOR: |
| TRACE("%s ", "tessfactor"); |
| break; |
| case D3DDECLUSAGE_POSITIONT: |
| TRACE("%s%ld ", "positionT",(token & 0xF0000) >> 16); |
| break; |
| case D3DDECLUSAGE_FOG: |
| TRACE("%s ", "fog"); |
| break; |
| case D3DDECLUSAGE_DEPTH: |
| TRACE("%s ", "depth"); |
| break; |
| case D3DDECLUSAGE_SAMPLE: |
| TRACE("%s ", "sample"); |
| break; |
| default: |
| FIXME("Unrecognised dcl %08lx", token & 0xFFFF); |
| } |
| } |
| |
| HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| const DWORD* pToken = pFunction; |
| const SHADER_OPCODE *curOpcode = NULL; |
| DWORD len = 0; |
| DWORD i; |
| TRACE("(%p) : Parsing programme\n", This); |
| |
| if (NULL != pToken) { |
| while (D3DPS_END() != *pToken) { |
| if (pshader_is_version_token(*pToken)) { /** version */ |
| This->version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F); |
| TRACE("ps_%lu_%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); |
| ++pToken; |
| ++len; |
| continue; |
| } |
| if (pshader_is_comment_token(*pToken)) { /** comment */ |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| TRACE("//%s\n", (char*)pToken); |
| pToken += comment_len; |
| len += comment_len + 1; |
| continue; |
| } |
| if (!This->version) { |
| WARN("(%p) : pixel shader doesn't have a valid version identifier\n", This); |
| } |
| curOpcode = pshader_program_get_opcode(This, *pToken); |
| ++pToken; |
| ++len; |
| if (NULL == curOpcode) { |
| |
| /* TODO: Think of a good name for 0x80000000 and replace it with a constant */ |
| while (*pToken & 0x80000000) { |
| |
| /* unknown current opcode ... */ |
| TRACE("unrecognized opcode: %08lx", *pToken); |
| ++pToken; |
| ++len; |
| TRACE("\n"); |
| } |
| |
| } else { |
| if (curOpcode->opcode == D3DSIO_DCL) { |
| pshader_program_dump_decl_usage(This, *pToken); |
| ++pToken; |
| ++len; |
| pshader_program_dump_ps_param(*pToken, 0); |
| ++pToken; |
| ++len; |
| } else |
| if (curOpcode->opcode == D3DSIO_DEF) { |
| TRACE("def c%lu = ", *pToken & 0xFF); |
| ++pToken; |
| ++len; |
| TRACE("%f ,", *(float *)pToken); |
| ++pToken; |
| ++len; |
| TRACE("%f ,", *(float *)pToken); |
| ++pToken; |
| ++len; |
| TRACE("%f ,", *(float *)pToken); |
| ++pToken; |
| ++len; |
| TRACE("%f", *(float *)pToken); |
| ++pToken; |
| ++len; |
| } else { |
| TRACE("%s ", curOpcode->name); |
| if (curOpcode->num_params > 0) { |
| pshader_program_dump_ps_param(*pToken, 0); |
| ++pToken; |
| ++len; |
| for (i = 1; i < curOpcode->num_params; ++i) { |
| TRACE(", "); |
| pshader_program_dump_ps_param(*pToken, 1); |
| ++pToken; |
| ++len; |
| } |
| } |
| } |
| TRACE("\n"); |
| } |
| } |
| This->functionLength = (len + 1) * sizeof(DWORD); |
| } else { |
| This->functionLength = 1; /* no Function defined use fixed function vertex processing */ |
| } |
| |
| /* Generate HW shader in needed */ |
| if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) { |
| TRACE("(%p) : Generating hardware program\n", This); |
| #if 1 |
| IWineD3DPixelShaderImpl_GenerateProgramArbHW(iface, pFunction); |
| #endif |
| } |
| |
| TRACE("(%p) : Copying the function\n", This); |
| /* copy the function ... because it will certainly be released by application */ |
| if (NULL != pFunction) { |
| This->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->functionLength); |
| memcpy((void *)This->function, pFunction, This->functionLength); |
| } else { |
| This->function = NULL; |
| } |
| |
| /* TODO: Some proper return values for failures */ |
| TRACE("(%p) : Returning D3D_OK\n", This); |
| return D3D_OK; |
| } |
| |
| const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = |
| { |
| /*** IUnknown methods ***/ |
| IWineD3DPixelShaderImpl_QueryInterface, |
| IWineD3DPixelShaderImpl_AddRef, |
| IWineD3DPixelShaderImpl_Release, |
| /*** IWineD3DBase methods ***/ |
| IWineD3DPixelShaderImpl_GetParent, |
| /*** IWineD3DBaseShader methods ***/ |
| IWineD3DPixelShaderImpl_SetFunction, |
| /*** IWineD3DPixelShader methods ***/ |
| IWineD3DPixelShaderImpl_GetDevice, |
| IWineD3DPixelShaderImpl_GetFunction |
| }; |