| /* | |
| * 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); | |
| typedef void (*shader_fct0_t)(void); | |
| typedef void (*shader_fct1_t)(SHADER8Vector*); | |
| typedef void (*shader_fct2_t)(SHADER8Vector*,SHADER8Vector*); | |
| typedef void (*shader_fct3_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*); | |
| typedef void (*shader_fct4_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*,SHADER8Vector*); | |
| /* | |
| typedef union shader_fct { | |
| shader_fct0_t fct0; | |
| shader_fct1_t fct1; | |
| shader_fct2_t fct2; | |
| shader_fct3_t fct3; | |
| shader_fct4_t fct4; | |
| } shader_fct; | |
| */ | |
| typedef void (*shader_fct)(); | |
| typedef struct shader_opcode { | |
| CONST BYTE opcode; | |
| const char* name; | |
| CONST UINT num_params; | |
| shader_fct soft_fct; | |
| /* | |
| union { | |
| shader_fct0_t fct0; | |
| shader_fct1_t fct1; | |
| shader_fct2_t fct2; | |
| shader_fct3_t fct3; | |
| shader_fct4_t fct4; | |
| } shader_fct; | |
| */ | |
| } shader_opcode; | |
| typedef struct vshader_input_data { | |
| /*SHADER8Vector V[16];//0-15*/ | |
| SHADER8Vector V[16]; | |
| } vshader_input_data; | |
| typedef struct vshader_output_data { | |
| SHADER8Vector oPos; | |
| /*SHADER8Vector oD[2];//0-1*/ | |
| SHADER8Vector oD[2]; | |
| /*SHADER8Vector oT[4];//0-3*/ | |
| SHADER8Vector oT[4]; | |
| /*SHADER8Scalar oFog;*/ | |
| /*SHADER8Scalar oPts;*/ | |
| SHADER8Vector oFog; | |
| SHADER8Vector oPts; | |
| } vshader_output_data; | |
| /******************************* | |
| * vshader functions software VM | |
| */ | |
| void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { | |
| d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; | |
| } | |
| void vshader_dp4(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; | |
| } | |
| void vshader_dst(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { | |
| d->x = 1; | |
| d->y = s0->y * s1->y; | |
| d->z = s0->z; | |
| d->w = s1->w; | |
| } | |
| void vshader_expp(SHADER8Vector* d, SHADER8Vector* s0) { | |
| float tmp_f = floorf(s0->w); | |
| d->x = pow(2, tmp_f); | |
| d->y = s0->w - tmp_f; | |
| d->z = pow(2, s0->w); | |
| d->w = 1; | |
| } | |
| void vshader_lit(SHADER8Vector* d, SHADER8Vector* s0) { | |
| d->x = 1; | |
| d->y = (0 < s0->x) ? s0->x : 0; | |
| d->z = (0 < s0->x && 0 < s0->y) ? pow(s0->y, s0->w) : 0; | |
| d->w = 1; | |
| } | |
| void vshader_logp(SHADER8Vector* d, SHADER8Vector* s0) { | |
| d->x = d->y = d->z = d->w = (0 != s0->w) ? log(fabsf(s0->w))/log(2) : HUGE; | |
| } | |
| void vshader_mad(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1, SHADER8Vector* 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(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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(SHADER8Vector* d, SHADER8Vector* s0) { | |
| d->x = s0->x; | |
| d->y = s0->y; | |
| d->z = s0->z; | |
| d->w = s0->w; | |
| } | |
| void vshader_mul(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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_nop(void) { | |
| /* NOPPPP ahhh too easy ;) */ | |
| } | |
| void vshader_rcp(SHADER8Vector* d, SHADER8Vector* s0) { | |
| d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / s0->w; | |
| } | |
| void vshader_rsq(SHADER8Vector* d, SHADER8Vector* s0) { | |
| d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / sqrt(fabsf(s0->w)); | |
| } | |
| void vshader_sge(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { | |
| d->x = (s0->x >= s1->x) ? 1 : 0; | |
| d->y = (s0->y >= s1->y) ? 1 : 0; | |
| d->z = (s0->z >= s1->z) ? 1 : 0; | |
| d->w = (s0->w >= s1->w) ? 1 : 0; | |
| } | |
| void vshader_slt(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { | |
| d->x = (s0->x < s1->x) ? 1 : 0; | |
| d->y = (s0->y < s1->y) ? 1 : 0; | |
| d->z = (s0->z < s1->z) ? 1 : 0; | |
| d->w = (s0->w < s1->w) ? 1 : 0; | |
| } | |
| void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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 | |
| * | |
| * @TODO: find this fucking really opcodes values | |
| */ | |
| 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; | |
| 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 * 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, | |
| const vshader_input_data* input, | |
| vshader_output_data* output) { | |
| /** | |
| * TODO: use the NV_vertex_program (or 1_1) extension | |
| * and specifics vendors (ARB_vertex_program??) variants for it | |
| */ | |
| return TRUE; | |
| } | |
| BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader, | |
| vshader_input_data* input, | |
| vshader_output_data* output) { | |
| /** Vertex Shader Temporary Registers */ | |
| SHADER8Vector R[12]; | |
| /*SHADER8Scalar A0;*/ | |
| SHADER8Vector A[1]; | |
| /** temporary Vector for modifier management */ | |
| SHADER8Vector d; | |
| SHADER8Vector s[3]; | |
| /** parser datas */ | |
| const DWORD* pToken = vshader->function; | |
| const shader_opcode* curOpcode = NULL; | |
| /** functions parameters */ | |
| SHADER8Vector* p[4]; | |
| SHADER8Vector* p_send[4]; | |
| DWORD i; | |
| /* the first dword is the version tag */ | |
| /* TODO: parse it */ | |
| ++pToken; | |
| while (D3DVS_END() != *pToken) { | |
| curOpcode = vshader_program_get_opcode(*pToken); | |
| ++pToken; | |
| if (NULL == curOpcode) { | |
| /* unkown current opcode ... */ | |
| while (*pToken & 0x80000000) { | |
| DPRINTF("unrecognized opcode: %08lX\n", *pToken); | |
| ++pToken; | |
| } | |
| /*return FALSE;*/ | |
| } else { | |
| if (curOpcode->num_params > 0) { | |
| 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: | |
| p[i] = &R[reg]; | |
| break; | |
| case D3DSPR_INPUT: | |
| 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"); | |
| 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: | |
| p[i] = &output->oD[reg]; | |
| break; | |
| case D3DSPR_TEXCRDOUT: | |
| p[i] = &output->oT[reg]; | |
| break; | |
| default: | |
| break; | |
| } | |
| if (i > 1) { /* input reg */ | |
| DWORD swizzle = (pToken[i] & 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; | |
| if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { | |
| p_send[i] = p[i]; | |
| } else { | |
| float* tt = (float*) p[i]; | |
| s[i].x = tt[swizzle_x]; | |
| s[i].y = tt[swizzle_y]; | |
| s[i].z = tt[swizzle_z]; | |
| s[i].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; | |
| } | |
| /* to next opcode token */ | |
| pToken += curOpcode->num_params; | |
| } | |
| } | |
| return TRUE; | |
| } | |
| /************************************ | |
| * Vertex Shader Declaration Parser First draft ... | |
| */ | |
| /** 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 | |
| }; | |
| /** 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; | |
| 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: fvf |= D3DFVF_XYZ; 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: fvf |= D3DFVF_LASTBETA_UBYTE4; break; | |
| case D3DVSDE_NORMAL: fvf |= D3DFVF_NORMAL; break; | |
| case D3DVSDE_PSIZE: fvf |= D3DFVF_PSIZE; break; | |
| case D3DVSDE_DIFFUSE: fvf |= D3DFVF_DIFFUSE; break; | |
| case D3DVSDE_SPECULAR: fvf |= D3DFVF_SPECULAR; break; | |
| case D3DVSDE_TEXCOORD0: fvf |= D3DFVF_TEX1; break; | |
| case D3DVSDE_TEXCOORD1: fvf |= D3DFVF_TEX2; break; | |
| case D3DVSDE_TEXCOORD2: fvf |= D3DFVF_TEX3; break; | |
| case D3DVSDE_TEXCOORD3: fvf |= D3DFVF_TEX4; break; | |
| case D3DVSDE_TEXCOORD4: fvf |= D3DFVF_TEX5; break; | |
| case D3DVSDE_TEXCOORD5: fvf |= D3DFVF_TEX6; break; | |
| case D3DVSDE_TEXCOORD6: fvf |= D3DFVF_TEX7; break; | |
| case D3DVSDE_TEXCOORD7: fvf |= 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; | |
| } | |
| } | |
| len += tokenlen; | |
| pToken += tokenlen; | |
| } | |
| /* here D3DVSD_END() */ | |
| len += vshader_decl_parse_token(pToken); | |
| if (NULL == vshader->function) vshader->fvf = fvf; | |
| vshader->declLength = len * sizeof(DWORD); | |
| return len * sizeof(DWORD); | |
| } | |
| HRESULT WINAPI ValidateVertexShader(void) { | |
| FIXME("(void): stub\n"); | |
| return 0; | |
| } | |
| HRESULT WINAPI ValidatePixelShader(void) { | |
| FIXME("(void): stub\n"); | |
| return 0; | |
| } |