| /* |
| * 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 |
| * |
| * NVIDIA: DX8 Vertex Shader to NV Vertex Program |
| * http://developer.nvidia.com/view.asp?IO=vstovp |
| * |
| * NVIDIA: Memory Management with VAR |
| * http://developer.nvidia.com/view.asp?IO=var_memory_management |
| */ |
| |
| 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; |
| |
| /******************************* |
| * 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); |
| DWORD tmp_d = 0; |
| tmp_f = powf(2.0f, s0->w); |
| tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00; |
| |
| d->x = powf(2.0f, tmp_f); |
| d->y = s0->w - tmp_f; |
| d->z = *((float*) &tmp_d); |
| 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; |
| } |
| |
| /** |
| * Version 1.1 specific |
| */ |
| |
| void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| d->x = d->y = d->z = d->w = powf(2.0f, s0->w); |
| } |
| |
| void vshader_log(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_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| d->x = s0->x - floorf(s0->x); |
| d->y = s0->y - floorf(s0->y); |
| d->z = 0.0f; |
| d->w = 1.0f; |
| } |
| |
| typedef FLOAT D3DMATRIX44[4][4]; |
| typedef FLOAT D3DMATRIX43[4][3]; |
| typedef FLOAT D3DMATRIX34[4][4]; |
| typedef FLOAT D3DMATRIX33[4][3]; |
| typedef FLOAT D3DMATRIX32[4][2]; |
| |
| void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { |
| /* |
| * BuGGY CODE: here only if cast not work for copy/paste |
| D3DSHADERVECTOR* mat2 = mat1 + 1; |
| D3DSHADERVECTOR* mat3 = mat1 + 2; |
| D3DSHADERVECTOR* 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; |
| } |
| |
| void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) { |
| FIXME("check\n"); |
| 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; |
| } |
| |
| void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) { |
| FIXME("check\n"); |
| d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; |
| d->y = mat[2][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; |
| } |
| |
| void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) { |
| FIXME("check\n"); |
| d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z; |
| d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z; |
| d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; |
| d->w = 1.0f; |
| } |
| |
| void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 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 vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) { |
| 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->x; |
| } |
| |
| /** |
| * log, exp, frc, m*x* seems to be macros ins ... to see |
| */ |
| static CONST SHADER_OPCODE vshader_ins [] = { |
| {D3DSIO_NOP, "nop", 0, vshader_nop}, |
| {D3DSIO_MOV, "mov", 2, vshader_mov}, |
| {D3DSIO_ADD, "add", 3, vshader_add}, |
| {D3DSIO_SUB, "sub", 3, vshader_sub}, |
| {D3DSIO_MAD, "mad", 4, vshader_mad}, |
| {D3DSIO_MUL, "mul", 3, vshader_mul}, |
| {D3DSIO_RCP, "rcp", 2, vshader_rcp}, |
| {D3DSIO_RSQ, "rsq", 2, vshader_rsq}, |
| {D3DSIO_DP3, "dp3", 3, vshader_dp3}, |
| {D3DSIO_DP4, "dp4", 3, vshader_dp4}, |
| {D3DSIO_MIN, "min", 3, vshader_min}, |
| {D3DSIO_MAX, "max", 3, vshader_max}, |
| {D3DSIO_SLT, "slt", 3, vshader_slt}, |
| {D3DSIO_SGE, "sge", 3, vshader_sge}, |
| {D3DSIO_EXP, "exp", 2, vshader_exp}, |
| {D3DSIO_LOG, "log", 2, vshader_log}, |
| {D3DSIO_LIT, "lit", 2, vshader_lit}, |
| {D3DSIO_DST, "dst", 3, vshader_dst}, |
| {D3DSIO_LRP, "lrp", 5, vshader_lrp}, |
| {D3DSIO_FRC, "frc", 2, vshader_frc}, |
| {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4}, |
| {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3}, |
| {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4}, |
| {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3}, |
| {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2}, |
| /** FIXME: use direct acces so add the others opcodes as stubs */ |
| {D3DSIO_EXPP, "expp", 2, vshader_expp}, |
| {D3DSIO_LOGP, "logp", 2, vshader_logp}, |
| |
| {0, NULL, 0, NULL} |
| }; |
| |
| |
| inline static 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; |
| } |
| |
| inline static 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]); |
| } |
| } |
| } |
| } |
| |
| inline static BOOL vshader_is_version_token(DWORD token) { |
| return 0xFFFE0000 == (token & 0xFFFE0000); |
| } |
| |
| inline static BOOL vshader_is_comment_token(DWORD token) { |
| return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); |
| } |
| |
| /** |
| * Function parser ... |
| */ |
| inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) { |
| const DWORD* pToken = pFunction; |
| const SHADER_OPCODE* curOpcode = NULL; |
| DWORD len = 0; |
| DWORD i; |
| |
| if (NULL != pToken) { |
| while (D3DVS_END() != *pToken) { |
| if (vshader_is_version_token(*pToken)) { /** version */ |
| DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); |
| ++pToken; |
| ++len; |
| continue; |
| } |
| if (vshader_is_comment_token(*pToken)) { /** comment */ |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| /*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/ |
| pToken += comment_len; |
| len += comment_len + 1; |
| continue; |
| } |
| 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 */ |
| } |
| /* copy the function ... because it will certainly be released by application */ |
| |
| if (NULL != pFunction) { |
| vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength); |
| memcpy(vshader->function, pFunction, vshader->functionLength); |
| } else { |
| vshader->function = NULL; |
| } |
| } |
| |
| HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) { |
| IDirect3DVertexShaderImpl* object; |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl)); |
| if (NULL == object) { |
| *ppVertexShader = NULL; |
| return D3DERR_OUTOFVIDEOMEMORY; |
| } |
| /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/ |
| object->device = This; /* FIXME: AddRef(This) */ |
| object->ref = 1; |
| |
| object->usage = Usage; |
| object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADERDATA8)); |
| |
| IDirect3DVertexShaderImpl_ParseProgram(object, pFunction); |
| |
| *ppVertexShader = object; |
| return D3D_OK; |
| } |
| |
| BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* 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) |
| |
| HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* 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; |
| |
| /** init temporary register */ |
| 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 */ |
| |
| if (vshader_is_version_token(*pToken)) { /** version */ |
| ++pToken; |
| } |
| while (D3DVS_END() != *pToken) { |
| if (vshader_is_comment_token(*pToken)) { /** comment */ |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| pToken += comment_len; |
| continue ; |
| } |
| curOpcode = vshader_program_get_opcode(*pToken); |
| ++pToken; |
| if (NULL == curOpcode) { |
| i = 0; |
| /* unkown current opcode ... */ |
| while (*pToken & 0x80000000) { |
| if (i == 0) { |
| DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1)); |
| } |
| DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken); |
| vshader_program_dump_param(*pToken, i); |
| DPRINTF("\n"); |
| ++i; |
| ++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; |
| case 5: |
| curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]); |
| 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 D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* 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 { |
| TRACE("(%p) : GetFunction copying to %p\n", This, pData); |
| memcpy(pData, This->function, This->functionLength); |
| } |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) { |
| if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { |
| return D3DERR_INVALIDCALL; |
| } |
| if (NULL == This->data) { /* temporary while datas not supported */ |
| FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT)); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) { |
| if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { |
| return D3DERR_INVALIDCALL; |
| } |
| if (NULL == This->data) { /* temporary while datas not supported */ |
| return D3DERR_INVALIDCALL; |
| } |
| memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT)); |
| return D3D_OK; |
| } |
| |
| |
| /*********************************************************************** |
| * ValidateVertexShader (D3D8.@) |
| */ |
| BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) { |
| FIXME("(void): stub: %p %p\n", what, toto); |
| return TRUE; |
| } |
| |
| /*********************************************************************** |
| * ValidatePixelShader (D3D8.@) |
| */ |
| BOOL WINAPI ValidatePixelShader(LPVOID what) { |
| FIXME("(void): stub: %p\n", what); |
| return TRUE; |
| } |