| /* | |
| * shaders implementation | |
| * | |
| * Copyright 2002-2003 Jason Edmeades | |
| * 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 "config.h" | |
| #include <math.h> | |
| #include "wined3d_private.h" | |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); | |
| /* Shader debugging - Change the following line to enable debugging of software | |
| vertex shaders */ | |
| #if 0 /* Musxt not be 1 in cvs version */ | |
| # define VSTRACE(A) TRACE A | |
| # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) | |
| #else | |
| # define VSTRACE(A) | |
| # define TRACE_VSVECTOR(name) | |
| #endif | |
| #if 0 /* FIXME : Needs sorting when vshader code moved in properly */ | |
| /** | |
| * 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; | |
| DWORD min_version; | |
| DWORD max_version; | |
| } 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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; | |
| VSTRACE(("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) { | |
| 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; | |
| VSTRACE(("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; | |
| VSTRACE(("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_VAL; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { | |
| d->x = s0->x; | |
| d->y = s0->y; | |
| d->z = s0->z; | |
| d->w = s0->w; | |
| VSTRACE(("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; | |
| VSTRACE(("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_VAL : 1.0f / s0->w; | |
| VSTRACE(("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 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_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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 vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { | |
| d->x = d->y = d->z = d->w = powf(2.0f, s0->w); | |
| VSTRACE(("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_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_VAL; | |
| VSTRACE(("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 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; | |
| VSTRACE(("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[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; | |
| VSTRACE(("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)); | |
| VSTRACE(("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)); | |
| VSTRACE(("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)); | |
| VSTRACE(("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 vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 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; | |
| VSTRACE(("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)); | |
| VSTRACE(("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)); | |
| VSTRACE(("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)); | |
| VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); | |
| } | |
| void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) { | |
| 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; | |
| VSTRACE(("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)); | |
| VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); | |
| VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); | |
| VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); | |
| } | |
| void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) { | |
| 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; | |
| VSTRACE(("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)); | |
| VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); | |
| VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); | |
| VSTRACE(("executing m3x3(4): (%f) \n", d->w)); | |
| } | |
| 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, 0, 0}, | |
| {D3DSIO_MOV, "mov", 2, vshader_mov, 0, 0}, | |
| {D3DSIO_ADD, "add", 3, vshader_add, 0, 0}, | |
| {D3DSIO_SUB, "sub", 3, vshader_sub, 0, 0}, | |
| {D3DSIO_MAD, "mad", 4, vshader_mad, 0, 0}, | |
| {D3DSIO_MUL, "mul", 3, vshader_mul, 0, 0}, | |
| {D3DSIO_RCP, "rcp", 2, vshader_rcp, 0, 0}, | |
| {D3DSIO_RSQ, "rsq", 2, vshader_rsq, 0, 0}, | |
| {D3DSIO_DP3, "dp3", 3, vshader_dp3, 0, 0}, | |
| {D3DSIO_DP4, "dp4", 3, vshader_dp4, 0, 0}, | |
| {D3DSIO_MIN, "min", 3, vshader_min, 0, 0}, | |
| {D3DSIO_MAX, "max", 3, vshader_max, 0, 0}, | |
| {D3DSIO_SLT, "slt", 3, vshader_slt, 0, 0}, | |
| {D3DSIO_SGE, "sge", 3, vshader_sge, 0, 0}, | |
| {D3DSIO_EXP, "exp", 2, vshader_exp, 0, 0}, | |
| {D3DSIO_LOG, "log", 2, vshader_log, 0, 0}, | |
| {D3DSIO_LIT, "lit", 2, vshader_lit, 0, 0}, | |
| {D3DSIO_DST, "dst", 3, vshader_dst, 0, 0}, | |
| {D3DSIO_LRP, "lrp", 5, vshader_lrp, 0, 0}, | |
| {D3DSIO_FRC, "frc", 2, vshader_frc, 0, 0}, | |
| {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0}, | |
| {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0}, | |
| {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0}, | |
| {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0}, | |
| {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0}, | |
| /** FIXME: use direct access so add the others opcodes as stubs */ | |
| {D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0}, | |
| {D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0}, | |
| {0, NULL, 0, NULL, 0, 0} | |
| }; | |
| 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) TRACE("-"); | |
| switch (regtype << D3DSP_REGTYPE_SHIFT) { | |
| 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_ADDR: /*case D3DSPR_TEXTURE:*/ | |
| TRACE("a[%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; | |
| default: | |
| break; | |
| } | |
| if (!input) { | |
| /** operand output */ | |
| if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { | |
| if (param & D3DSP_WRITEMASK_0) TRACE(".x"); | |
| if (param & D3DSP_WRITEMASK_1) TRACE(".y"); | |
| if (param & D3DSP_WRITEMASK_2) TRACE(".z"); | |
| if (param & D3DSP_WRITEMASK_3) TRACE(".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) { | |
| TRACE(".%c", swizzle_reg_chars[swizzle_x]); | |
| } else { | |
| TRACE(".%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 ... | |
| */ | |
| HRESULT WINAPI 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 */ | |
| TRACE("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; | |
| /*TRACE("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) { | |
| TRACE("unrecognized opcode: %08lx\n", *pToken); | |
| ++pToken; | |
| ++len; | |
| } | |
| } else { | |
| TRACE("%s ", curOpcode->name); | |
| if (curOpcode->num_params > 0) { | |
| vshader_program_dump_param(*pToken, 0); | |
| ++pToken; | |
| ++len; | |
| for (i = 1; i < curOpcode->num_params; ++i) { | |
| TRACE(", "); | |
| vshader_program_dump_param(*pToken, 1); | |
| ++pToken; | |
| ++len; | |
| } | |
| } | |
| TRACE("\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; | |
| } | |
| return D3D_OK; | |
| } | |
| BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) { | |
| /** | |
| * TODO: use the NV_vertex_program (or 1_1) extension | |
| * and specifics vendors (ARB_vertex_program??) variants for it | |
| */ | |
| return TRUE; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* 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); */ | |
| #if 0 /* Must not be 1 in cvs */ | |
| TRACE("Input:\n"); | |
| TRACE_VSVECTOR(vshader->data->C[0]); | |
| TRACE_VSVECTOR(vshader->data->C[1]); | |
| TRACE_VSVECTOR(vshader->data->C[2]); | |
| TRACE_VSVECTOR(vshader->data->C[3]); | |
| TRACE_VSVECTOR(vshader->data->C[4]); | |
| TRACE_VSVECTOR(vshader->data->C[5]); | |
| TRACE_VSVECTOR(vshader->data->C[6]); | |
| TRACE_VSVECTOR(vshader->data->C[7]); | |
| TRACE_VSVECTOR(vshader->data->C[8]); | |
| TRACE_VSVECTOR(vshader->data->C[64]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]); | |
| TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]); | |
| #endif | |
| TRACE_VSVECTOR(vshader->data->C[64]); | |
| /* 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) { | |
| TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1)); | |
| } | |
| TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken); | |
| vshader_program_dump_param(*pToken, i); | |
| TRACE("\n"); | |
| ++i; | |
| ++pToken; | |
| } | |
| /*return FALSE;*/ | |
| } else { | |
| if (curOpcode->num_params > 0) { | |
| /*TRACE(">> 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: | |
| /*TRACE("p[%d]=R[%d]\n", i, reg);*/ | |
| p[i] = &R[reg]; | |
| break; | |
| case D3DSPR_INPUT: | |
| /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/ | |
| p[i] = &input->V[reg]; | |
| break; | |
| case D3DSPR_CONST: | |
| if (pToken[i] & 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; | |
| } | |
| /*TRACE("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: | |
| /*TRACE("p[%d]=oD[%d]\n", i, reg);*/ | |
| p[i] = &output->oD[reg]; | |
| break; | |
| case D3DSPR_TEXCRDOUT: | |
| /*TRACE("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[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG); | |
| if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { | |
| /*TRACE("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; | |
| /*TRACE("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; | |
| } | |
| #if 0 | |
| TRACE_VSVECTOR(output->oPos); | |
| TRACE_VSVECTOR(output->oD[0]); | |
| TRACE_VSVECTOR(output->oD[1]); | |
| TRACE_VSVECTOR(output->oT[0]); | |
| TRACE_VSVECTOR(output->oT[1]); | |
| TRACE_VSVECTOR(R[0]); | |
| TRACE_VSVECTOR(R[1]); | |
| TRACE_VSVECTOR(R[2]); | |
| TRACE_VSVECTOR(R[3]); | |
| TRACE_VSVECTOR(R[4]); | |
| TRACE_VSVECTOR(R[5]); | |
| #endif | |
| /* to next opcode token */ | |
| pToken += curOpcode->num_params; | |
| } | |
| #if 0 | |
| TRACE("End of current instruction:\n"); | |
| TRACE_VSVECTOR(output->oPos); | |
| TRACE_VSVECTOR(output->oD[0]); | |
| TRACE_VSVECTOR(output->oD[1]); | |
| TRACE_VSVECTOR(output->oT[0]); | |
| TRACE_VSVECTOR(output->oT[1]); | |
| TRACE_VSVECTOR(R[0]); | |
| TRACE_VSVECTOR(R[1]); | |
| TRACE_VSVECTOR(R[2]); | |
| TRACE_VSVECTOR(R[3]); | |
| TRACE_VSVECTOR(R[4]); | |
| TRACE_VSVECTOR(R[5]); | |
| #endif | |
| } | |
| #if 0 /* Must not be 1 in cvs */ | |
| TRACE("Output:\n"); | |
| TRACE_VSVECTOR(output->oPos); | |
| TRACE_VSVECTOR(output->oD[0]); | |
| TRACE_VSVECTOR(output->oD[1]); | |
| TRACE_VSVECTOR(output->oT[0]); | |
| TRACE_VSVECTOR(output->oT[1]); | |
| #endif | |
| 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) { | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) { | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount) { | |
| if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { | |
| ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| if (NULL == pConstantData) { | |
| return D3DERR_INVALIDCALL; | |
| } | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, int* pConstantData, UINT Vector4iCount) { | |
| TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount); | |
| if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { | |
| return D3DERR_INVALIDCALL; | |
| } | |
| if (NULL == pConstantData) { | |
| return D3DERR_INVALIDCALL; | |
| } | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) { | |
| if (StartRegister + BoolCount > D3D_VSHADER_MAX_CONSTANTS) { | |
| ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| if (NULL == pConstantData) { | |
| return D3DERR_INVALIDCALL; | |
| } | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, BOOL* pConstantData, UINT BoolCount) { | |
| FIXME("(%p) : stub\n", This); | |
| return D3D_OK; | |
| } | |
| #endif | |
| /* ******************************************* | |
| IWineD3DVertexShader IUnknown parts follow | |
| ******************************************* */ | |
| HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) | |
| { | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; | |
| FIXME("(%p) :stub\n",This); | |
| return E_NOINTERFACE; | |
| } | |
| ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) { | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; | |
| TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); | |
| return InterlockedIncrement(&This->ref); | |
| } | |
| ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) { | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)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; | |
| } | |
| /* ******************************************* | |
| IWineD3DVertexShader IWineD3DVertexShader parts follow | |
| ******************************************* */ | |
| HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){ | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; | |
| *parent= (IUnknown*) parent; | |
| IUnknown_AddRef(*parent); | |
| TRACE("(%p) : returning %p\n", This, *parent); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){ | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; | |
| IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice); | |
| *pDevice = (IWineD3DDevice *)This->wineD3DDevice; | |
| TRACE("(%p) returning %p\n", This, *pDevice); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) { | |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)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; | |
| } | |
| IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = | |
| { | |
| /*** IUnknown methods ***/ | |
| IWineD3DVertexShaderImpl_QueryInterface, | |
| IWineD3DVertexShaderImpl_AddRef, | |
| IWineD3DVertexShaderImpl_Release, | |
| /*** IWineD3DVertexShader methods ***/ | |
| IWineD3DVertexShaderImpl_GetParent, | |
| IWineD3DVertexShaderImpl_GetDevice, | |
| IWineD3DVertexShaderImpl_GetFunction | |
| }; |