2 * shaders implementation
4 * Copyright 2002-2004 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_hw_shader
);
40 /* Shader debugging - Change the following line to enable debugging of software
42 #if 0 /* Must not be 1 in cvs version */
43 # define VSTRACE(A) TRACE A
44 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
47 # define TRACE_VSVECTOR(name)
51 * DirectX9 SDK download
52 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
55 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
57 * Using Vertex Shaders
58 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
64 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
65 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
67 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
70 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
73 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
75 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
76 * http://developer.nvidia.com/view.asp?IO=vstovp
78 * NVIDIA: Memory Management with VAR
79 * http://developer.nvidia.com/view.asp?IO=var_memory_management
82 typedef void (*shader_fct_t
)();
84 typedef struct SHADER_OPCODE
{
87 CONST UINT num_params
;
88 shader_fct_t soft_fct
;
93 /*******************************
94 * vshader functions software VM
97 void vshader_add(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
100 d
->z
= s0
->z
+ s1
->z
;
101 d
->w
= s0
->w
+ s1
->w
;
102 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
103 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
106 void vshader_dp3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
107 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
;
108 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
109 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
112 void vshader_dp4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
113 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
+ s0
->w
* s1
->w
;
114 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
115 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
118 void vshader_dst(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
120 d
->y
= s0
->y
* s1
->y
;
123 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
124 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
127 void vshader_expp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
133 tmp
.f
= floorf(s0
->w
);
134 d
->x
= powf(2.0f
, tmp
.f
);
135 d
->y
= s0
->w
- tmp
.f
;
137 tmp
.f
= powf(2.0f
, s0
->w
);
138 tmp
.d
&= 0xFFFFFF00U
;
141 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
142 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
145 void vshader_lit(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
147 d
->y
= (0.0f
< s0
->x
) ? s0
->x
: 0.0f
;
148 d
->z
= (0.0f
< s0
->x
&& 0.0f
< s0
->y
) ? powf(s0
->y
, s0
->w
) : 0.0f
;
150 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
151 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
154 void vshader_logp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
155 float tmp_f
= fabsf(s0
->w
);
156 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
157 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
158 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
161 void vshader_mad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
162 d
->x
= s0
->x
* s1
->x
+ s2
->x
;
163 d
->y
= s0
->y
* s1
->y
+ s2
->y
;
164 d
->z
= s0
->z
* s1
->z
+ s2
->z
;
165 d
->w
= s0
->w
* s1
->w
+ s2
->w
;
166 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
167 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
));
170 void vshader_max(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
171 d
->x
= (s0
->x
>= s1
->x
) ? s0
->x
: s1
->x
;
172 d
->y
= (s0
->y
>= s1
->y
) ? s0
->y
: s1
->y
;
173 d
->z
= (s0
->z
>= s1
->z
) ? s0
->z
: s1
->z
;
174 d
->w
= (s0
->w
>= s1
->w
) ? s0
->w
: s1
->w
;
175 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
176 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
179 void vshader_min(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
180 d
->x
= (s0
->x
< s1
->x
) ? s0
->x
: s1
->x
;
181 d
->y
= (s0
->y
< s1
->y
) ? s0
->y
: s1
->y
;
182 d
->z
= (s0
->z
< s1
->z
) ? s0
->z
: s1
->z
;
183 d
->w
= (s0
->w
< s1
->w
) ? s0
->w
: s1
->w
;
184 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
185 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
188 void vshader_mov(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
193 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
194 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
197 void vshader_mul(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
198 d
->x
= s0
->x
* s1
->x
;
199 d
->y
= s0
->y
* s1
->y
;
200 d
->z
= s0
->z
* s1
->z
;
201 d
->w
= s0
->w
* s1
->w
;
202 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
203 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
206 void vshader_nop(void) {
207 /* NOPPPP ahhh too easy ;) */
210 void vshader_rcp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
211 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== s0
->w
) ? HUGE_VAL
: 1.0f
/ s0
->w
;
212 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
213 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
216 void vshader_rsq(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
217 float tmp_f
= fabsf(s0
->w
);
218 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
);
219 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
220 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
223 void vshader_sge(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
224 d
->x
= (s0
->x
>= s1
->x
) ? 1.0f
: 0.0f
;
225 d
->y
= (s0
->y
>= s1
->y
) ? 1.0f
: 0.0f
;
226 d
->z
= (s0
->z
>= s1
->z
) ? 1.0f
: 0.0f
;
227 d
->w
= (s0
->w
>= s1
->w
) ? 1.0f
: 0.0f
;
228 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
229 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
232 void vshader_slt(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
233 d
->x
= (s0
->x
< s1
->x
) ? 1.0f
: 0.0f
;
234 d
->y
= (s0
->y
< s1
->y
) ? 1.0f
: 0.0f
;
235 d
->z
= (s0
->z
< s1
->z
) ? 1.0f
: 0.0f
;
236 d
->w
= (s0
->w
< s1
->w
) ? 1.0f
: 0.0f
;
237 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
238 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
241 void vshader_sub(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
242 d
->x
= s0
->x
- s1
->x
;
243 d
->y
= s0
->y
- s1
->y
;
244 d
->z
= s0
->z
- s1
->z
;
245 d
->w
= s0
->w
- s1
->w
;
246 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
247 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
251 * Version 1.1 specific
254 void vshader_exp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
255 d
->x
= d
->y
= d
->z
= d
->w
= powf(2.0f
, s0
->w
);
256 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
257 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
260 void vshader_log(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
261 float tmp_f
= fabsf(s0
->w
);
262 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
263 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
264 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
267 void vshader_frc(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
268 d
->x
= s0
->x
- floorf(s0
->x
);
269 d
->y
= s0
->y
- floorf(s0
->y
);
272 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
273 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
276 typedef FLOAT D3DMATRIX44
[4][4];
277 typedef FLOAT D3DMATRIX43
[4][3];
278 typedef FLOAT D3DMATRIX34
[4][4];
279 typedef FLOAT D3DMATRIX33
[4][3];
280 typedef FLOAT D3DMATRIX32
[4][2];
282 void vshader_m4x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat
) {
284 * BuGGY CODE: here only if cast not work for copy/paste
285 D3DSHADERVECTOR* mat2 = mat1 + 1;
286 D3DSHADERVECTOR* mat3 = mat1 + 2;
287 D3DSHADERVECTOR* mat4 = mat1 + 3;
288 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
289 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
290 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
291 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
293 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
294 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
295 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
296 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
+ mat
[3][3] * s0
->w
;
297 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
));
298 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
));
299 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
));
300 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
));
303 void vshader_m4x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX43 mat
) {
304 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
305 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
306 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
308 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
));
309 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
));
310 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
));
311 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0
->w
, d
->w
));
314 void vshader_m3x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX34 mat
) {
315 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
316 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
317 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
318 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
;
319 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
));
320 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
321 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
));
322 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], s0
->w
, d
->w
));
325 void vshader_m3x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX33 mat
) {
326 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
327 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
328 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
330 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
));
331 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
332 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
));
333 VSTRACE(("executing m3x3(4): (%f) \n", d
->w
));
336 void vshader_m3x2(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX32 mat
) {
338 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
339 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
345 * Version 2.0 specific
347 void vshader_lrp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
, D3DSHADERVECTOR
* s3
) {
348 d
->x
= s0
->x
* (s1
->x
- s2
->x
) + s2
->x
;
349 d
->y
= s0
->y
* (s1
->y
- s2
->y
) + s2
->y
;
350 d
->z
= s0
->z
* (s1
->z
- s2
->z
) + s2
->z
;
351 d
->w
= s0
->w
* (s1
->w
- s2
->w
) + s2
->x
;
355 * log, exp, frc, m*x* seems to be macros ins ... to see
356 * Note opcode must be in uppercase if direct mapping to GL hw shaders
358 static CONST SHADER_OPCODE vshader_ins
[] = {
359 {D3DSIO_NOP
, "NOP", 0, vshader_nop
, 0, 0},
360 {D3DSIO_MOV
, "MOV", 2, vshader_mov
, 0, 0},
361 {D3DSIO_ADD
, "ADD", 3, vshader_add
, 0, 0},
362 {D3DSIO_SUB
, "SUB", 3, vshader_sub
, 0, 0},
363 {D3DSIO_MAD
, "MAD", 4, vshader_mad
, 0, 0},
364 {D3DSIO_MUL
, "MUL", 3, vshader_mul
, 0, 0},
365 {D3DSIO_RCP
, "RCP", 2, vshader_rcp
, 0, 0},
366 {D3DSIO_RSQ
, "RSQ", 2, vshader_rsq
, 0, 0},
367 {D3DSIO_DP3
, "DP3", 3, vshader_dp3
, 0, 0},
368 {D3DSIO_DP4
, "DP4", 3, vshader_dp4
, 0, 0},
369 {D3DSIO_MIN
, "MIN", 3, vshader_min
, 0, 0},
370 {D3DSIO_MAX
, "MAX", 3, vshader_max
, 0, 0},
371 {D3DSIO_SLT
, "SLT", 3, vshader_slt
, 0, 0},
372 {D3DSIO_SGE
, "SGE", 3, vshader_sge
, 0, 0},
373 {D3DSIO_EXP
, "EXP", 2, vshader_exp
, 0, 0},
374 {D3DSIO_LOG
, "LOG", 2, vshader_log
, 0, 0},
375 {D3DSIO_LIT
, "LIT", 2, vshader_lit
, 0, 0},
376 {D3DSIO_DST
, "DST", 3, vshader_dst
, 0, 0},
377 {D3DSIO_LRP
, "LRP", 5, vshader_lrp
, 0, 0},
378 {D3DSIO_FRC
, "FRC", 2, vshader_frc
, 0, 0},
379 {D3DSIO_M4x4
, "M4X4", 3, vshader_m4x4
, 0, 0},
380 {D3DSIO_M4x3
, "M4X3", 3, vshader_m4x3
, 0, 0},
381 {D3DSIO_M3x4
, "M3X4", 3, vshader_m3x4
, 0, 0},
382 {D3DSIO_M3x3
, "M3X3", 3, vshader_m3x3
, 0, 0},
383 {D3DSIO_M3x2
, "M3X2", 3, vshader_m3x2
, 0, 0},
384 /** FIXME: use direct access so add the others opcodes as stubs */
385 {D3DSIO_EXPP
, "EXPP", 2, vshader_expp
, 0, 0},
386 {D3DSIO_LOGP
, "LOGP", 2, vshader_logp
, 0, 0},
388 {0, NULL
, 0, NULL
, 0, 0}
392 inline static const SHADER_OPCODE
* vshader_program_get_opcode(const DWORD code
) {
394 /** TODO: use dichotomic search */
395 while (NULL
!= vshader_ins
[i
].name
) {
396 if ((code
& D3DSI_OPCODE_MASK
) == vshader_ins
[i
].opcode
) {
397 return &vshader_ins
[i
];
404 inline static BOOL
vshader_is_version_token(DWORD token
) {
405 return 0xFFFE0000 == (token
& 0xFFFE0000);
408 inline static BOOL
vshader_is_comment_token(DWORD token
) {
409 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
412 inline static void vshader_program_dump_param(const DWORD param
, int input
) {
413 static const char* rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
414 static const char swizzle_reg_chars
[] = "xyzw";
416 DWORD reg
= param
& 0x00001FFF;
417 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
419 if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) TRACE("-");
421 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
423 TRACE("R[%lu]", reg
);
426 TRACE("V[%lu]", reg
);
429 TRACE("C[%s%lu]", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
431 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
432 TRACE("a[%lu]", reg
);
435 TRACE("%s", rastout_reg_names
[reg
]);
438 TRACE("oD[%lu]", reg
);
440 case D3DSPR_TEXCRDOUT
:
441 TRACE("oT[%lu]", reg
);
448 /** operand output */
449 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
450 if (param
& D3DSP_WRITEMASK_0
) TRACE(".x");
451 if (param
& D3DSP_WRITEMASK_1
) TRACE(".y");
452 if (param
& D3DSP_WRITEMASK_2
) TRACE(".z");
453 if (param
& D3DSP_WRITEMASK_3
) TRACE(".w");
457 DWORD swizzle
= (param
& D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
458 DWORD swizzle_x
= swizzle
& 0x03;
459 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
460 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
461 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
463 * swizzle bits fields:
466 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
467 if (swizzle_x
== swizzle_y
&&
468 swizzle_x
== swizzle_z
&&
469 swizzle_x
== swizzle_w
) {
470 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
473 swizzle_reg_chars
[swizzle_x
],
474 swizzle_reg_chars
[swizzle_y
],
475 swizzle_reg_chars
[swizzle_z
],
476 swizzle_reg_chars
[swizzle_w
]);
482 inline static void vshader_program_add_param(const DWORD param
, int input
, char *hwLine
) {
483 /*static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; */
484 static const char* hwrastout_reg_names
[] = { "result.position", "result.fogcoord", "result.pointsize" };
485 static const char swizzle_reg_chars
[] = "xyzw";
487 DWORD reg
= param
& 0x00001FFF;
488 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
491 if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) {
492 strcat(hwLine
, " -");
497 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
499 sprintf(tmpReg
, "T%lu", reg
);
500 strcat(hwLine
, tmpReg
);
503 sprintf(tmpReg
, "vertex.attrib[%lu]", reg
);
504 strcat(hwLine
, tmpReg
);
507 sprintf(tmpReg
, "C[%s%lu]", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "A0.x + " : "", reg
);
508 strcat(hwLine
, tmpReg
);
510 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
511 sprintf(tmpReg
, "A%lu", reg
);
512 strcat(hwLine
, tmpReg
);
515 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
516 strcat(hwLine
, tmpReg
);
520 strcat(hwLine
, "result.color.primary");
522 strcat(hwLine
, "result.color.secondary");
525 case D3DSPR_TEXCRDOUT
:
526 sprintf(tmpReg
, "result.texcoord[%lu]", reg
);
527 strcat(hwLine
, tmpReg
);
534 /** operand output */
535 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
537 if (param
& D3DSP_WRITEMASK_0
) {
540 if (param
& D3DSP_WRITEMASK_1
) {
543 if (param
& D3DSP_WRITEMASK_2
) {
546 if (param
& D3DSP_WRITEMASK_3
) {
552 DWORD swizzle
= (param
& D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
553 DWORD swizzle_x
= swizzle
& 0x03;
554 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
555 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
556 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
558 * swizzle bits fields:
561 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
562 if (swizzle_x
== swizzle_y
&&
563 swizzle_x
== swizzle_z
&&
564 swizzle_x
== swizzle_w
) {
565 sprintf(tmpReg
, ".%c", swizzle_reg_chars
[swizzle_x
]);
566 strcat(hwLine
, tmpReg
);
568 sprintf(tmpReg
, ".%c%c%c%c",
569 swizzle_reg_chars
[swizzle_x
],
570 swizzle_reg_chars
[swizzle_y
],
571 swizzle_reg_chars
[swizzle_z
],
572 swizzle_reg_chars
[swizzle_w
]);
573 strcat(hwLine
, tmpReg
);
579 DWORD MacroExpansion
[4*4];
581 int ExpandMxMacro(DWORD macro_opcode
, const DWORD
* args
) {
585 switch(macro_opcode
) {
609 for (i
= 0; i
< nComponents
; i
++) {
610 MacroExpansion
[i
*4+0] = opcode
;
611 MacroExpansion
[i
*4+1] = ((*args
) & ~D3DSP_WRITEMASK_ALL
)|(D3DSP_WRITEMASK_0
<<i
);
612 MacroExpansion
[i
*4+2] = *(args
+1);
613 MacroExpansion
[i
*4+3] = (*(args
+2))+i
;
619 * Function parser ...
621 inline static VOID
IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVertexShaderImpl
* vshader
, CONST DWORD
* pFunction
) {
622 const DWORD
* pToken
= pFunction
;
623 const DWORD
* pSavedToken
= NULL
;
624 const SHADER_OPCODE
* curOpcode
= NULL
;
627 unsigned lineNum
= 0;
630 DWORD nUseAddressRegister
= 0;
631 DWORD nUseTempRegister
= 0;
634 IDirect3DDevice8Impl
* This
= vshader
->device
;
636 pgmStr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 65535); /* 64kb should be enough */
639 * First pass to determine what we need to declare:
640 * - Temporary variables
641 * - Address variables
643 if (NULL
!= pToken
) {
644 while (D3DVS_END() != *pToken
) {
645 if (vshader_is_version_token(*pToken
)) {
650 if (vshader_is_comment_token(*pToken
)) { /** comment */
651 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
653 pToken
+= comment_len
;
656 curOpcode
= vshader_program_get_opcode(*pToken
);
658 if (NULL
== curOpcode
) {
659 while (*pToken
& 0x80000000) {
660 /* skip unrecognized opcode */
664 if (curOpcode
->num_params
> 0) {
665 regtype
= ((((*pToken
) & D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
) << D3DSP_REGTYPE_SHIFT
);
666 reg
= ((*pToken
) & 0x00001FFF);
667 /** we should validate GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR limits here */
668 if (D3DSPR_ADDR
== regtype
&& nUseAddressRegister
<= reg
) nUseAddressRegister
= reg
+ 1;
669 /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
670 if (D3DSPR_TEMP
== regtype
&& nUseTempRegister
<= reg
) nUseTempRegister
= reg
+ 1;
672 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
673 regtype
= ((((*pToken
) & D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
) << D3DSP_REGTYPE_SHIFT
);
674 reg
= ((*pToken
) & 0x00001FFF);
675 /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
676 if (D3DSPR_TEMP
== regtype
&& nUseTempRegister
<= reg
) nUseTempRegister
= reg
+ 1;
684 /** second pass, now generate */
687 if (NULL
!= pToken
) {
688 while (D3DVS_END() != *pToken
) {
691 if ((nRemInstr
>= 0) && (--nRemInstr
== -1))
692 /* Macro is finished, continue normal path */
693 pToken
= pSavedToken
;
695 if (vshader_is_version_token(*pToken
)) { /** version */
697 /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
698 int version
= (((*pToken
>> 8) & 0x0F) * 10) + (*pToken
& 0x0F);
702 TRACE_(d3d_hw_shader
)("vs.%lu.%lu;\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
704 /* Each release of vertex shaders has had different numbers of temp registers */
707 case 11: numTemps
=12;
709 strcpy(tmpLine
, "!!ARBvp1.0\n");
710 TRACE_(d3d_hw_shader
)("GL HW (%u) : %s", strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
712 case 20: numTemps
=12;
714 strcpy(tmpLine
, "!!ARBvp2.0\n");
715 FIXME_(d3d_hw_shader
)("No work done yet to support vs2.0 in hw\n");
716 TRACE_(d3d_hw_shader
)("GL HW (%u) : %s", strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
718 case 30: numTemps
=32;
720 strcpy(tmpLine
, "!!ARBvp3.0\n");
721 FIXME_(d3d_hw_shader
)("No work done yet to support vs3.0 in hw\n");
722 TRACE_(d3d_hw_shader
)("GL HW (%u) : %s", strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
727 strcpy(tmpLine
, "!!ARBvp1.0\n");
728 FIXME_(d3d_hw_shader
)("Unrecognized vertex shader version!\n");
730 strcat(pgmStr
,tmpLine
);
733 for (i
= 0; i
< nUseTempRegister
/*we should check numTemps here*/; i
++) {
734 sprintf(tmpLine
, "TEMP T%ld;\n", i
);
736 TRACE_(d3d_hw_shader
)("GL HW (%u, %u) : %s", lineNum
, strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
737 strcat(pgmStr
,tmpLine
);
739 for (i
= 0; i
< nUseAddressRegister
; i
++) {
740 sprintf(tmpLine
, "ADDRESS A%ld;\n", i
);
742 TRACE_(d3d_hw_shader
)("GL HW (%u, %u) : %s", lineNum
, strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
743 strcat(pgmStr
,tmpLine
);
745 /* Due to the dynamic constants binding mechanism, we need to declare
746 * all the constants for relative addressing. */
747 /* Mesa supports only 95 constants for VS1.X although we should have at least 96.
748 * Let's declare max constants minus one for now. */
749 sprintf(tmpLine
, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants
-1, numConstants
-2);
750 TRACE("GL HW (%u) : %s", strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
751 strcat(pgmStr
, tmpLine
);
756 if (vshader_is_comment_token(*pToken
)) { /** comment */
757 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
759 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
760 pToken
+= comment_len
;
763 curOpcode
= vshader_program_get_opcode(*pToken
);
765 if (NULL
== curOpcode
) {
766 /* unkown current opcode ... */
767 while (*pToken
& 0x80000000) {
768 TRACE_(d3d_hw_shader
)("unrecognized opcode: %08lx\n", *pToken
);
772 /* Build opcode for GL vertex_program */
773 switch (curOpcode
->opcode
) {
775 /* Address registers must be loaded with the ARL instruction */
776 if (((*pToken
) & D3DSP_REGTYPE_MASK
) == D3DSPR_ADDR
) {
777 if (0 < nUseAddressRegister
) {
778 strcpy(tmpLine
, "ARL");
781 FIXME_(d3d_hw_shader
)("Try to load an undeclared address register!\n");
799 strcpy(tmpLine
, curOpcode
->name
);
803 strcpy(tmpLine
, "EXP");
806 strcpy(tmpLine
, "LOG");
809 strcpy(tmpLine
, "EX2");
812 strcpy(tmpLine
, "LG2");
820 /* Expand the macro and get number of generated instruction */
821 nRemInstr
= ExpandMxMacro(curOpcode
->opcode
, pToken
);
822 /* Save point to next instruction */
823 pSavedToken
= pToken
+ 3;
824 /* Execute expanded macro */
825 pToken
= MacroExpansion
;
829 FIXME_(d3d_hw_shader
)("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
832 if (curOpcode
->num_params
> 0) {
833 vshader_program_add_param(*pToken
, 0, tmpLine
);
836 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
837 strcat(tmpLine
, ",");
838 vshader_program_add_param(*pToken
, 1, tmpLine
);
842 strcat(tmpLine
,";\n");
844 TRACE_(d3d_hw_shader
)("GL HW (%u, %u) : %s", lineNum
, strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
845 strcat(pgmStr
, tmpLine
);
848 strcpy(tmpLine
, "END\n");
850 TRACE_(d3d_hw_shader
)("GL HW (%u, %u) : %s", lineNum
, strlen(pgmStr
), tmpLine
); /* Don't add \n to this line as already in tmpLine */
851 strcat(pgmStr
, tmpLine
);
854 /* Create the hw shader */
855 GL_EXTCALL(glGenProgramsARB(1, &vshader
->prgId
));
856 TRACE_(d3d_hw_shader
)("Creating a hw vertex shader, prg=%d\n", vshader
->prgId
);
858 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, vshader
->prgId
));
860 /* Create the program and check for errors */
861 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(pgmStr
), pgmStr
));
862 if (glGetError() == GL_INVALID_OPERATION
) {
864 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
865 FIXME_(d3d_hw_shader
)("HW VertexShader Error at position: %d\n%s\n", errPos
, glGetString(GL_PROGRAM_ERROR_STRING_ARB
));
869 HeapFree(GetProcessHeap(), 0, pgmStr
);
872 inline static VOID
IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl
* vshader
, CONST DWORD
* pFunction
, int useHW
) {
873 const DWORD
* pToken
= pFunction
;
874 const SHADER_OPCODE
* curOpcode
= NULL
;
878 if (NULL
!= pToken
) {
879 while (D3DVS_END() != *pToken
) {
880 if (vshader_is_version_token(*pToken
)) { /** version */
881 TRACE("vs.%lu.%lu\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
886 if (vshader_is_comment_token(*pToken
)) { /** comment */
887 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
889 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
890 pToken
+= comment_len
;
891 len
+= comment_len
+ 1;
894 curOpcode
= vshader_program_get_opcode(*pToken
);
897 if (NULL
== curOpcode
) {
898 /* unkown current opcode ... */
899 while (*pToken
& 0x80000000) {
900 TRACE("unrecognized opcode: %08lx\n", *pToken
);
905 TRACE("%s ", curOpcode
->name
);
906 if (curOpcode
->num_params
> 0) {
907 vshader_program_dump_param(*pToken
, 0);
910 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
912 vshader_program_dump_param(*pToken
, 1);
920 vshader
->functionLength
= (len
+ 1) * sizeof(DWORD
);
922 vshader
->functionLength
= 1; /* no Function defined use fixed function vertex processing */
925 /* Generate HW shader in needed */
926 if (useHW
&& NULL
!= pFunction
) {
927 IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader
, pFunction
);
930 /* copy the function ... because it will certainly be released by application */
931 if (NULL
!= pFunction
) {
932 vshader
->function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, vshader
->functionLength
);
933 memcpy(vshader
->function
, pFunction
, vshader
->functionLength
);
935 vshader
->function
= NULL
;
939 HRESULT WINAPI
IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl
* This
, CONST DWORD
* pFunction
, DWORD Usage
, IDirect3DVertexShaderImpl
** ppVertexShader
) {
940 IDirect3DVertexShaderImpl
* object
;
943 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IDirect3DVertexShaderImpl
));
944 if (NULL
== object
) {
945 *ppVertexShader
= NULL
;
946 return D3DERR_OUTOFVIDEOMEMORY
;
948 /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
949 object
->device
= This
; /* FIXME: AddRef(This) */
952 object
->usage
= Usage
;
953 object
->data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(VSHADERDATA8
));
955 useHW
= (((vs_mode
== VS_HW
) && GL_SUPPORT(ARB_VERTEX_PROGRAM
)) &&
956 This
->devType
!= D3DDEVTYPE_REF
&&
957 object
->usage
!= D3DUSAGE_SOFTWAREPROCESSING
);
959 IDirect3DVertexShaderImpl_ParseProgram(object
, pFunction
, useHW
);
961 *ppVertexShader
= object
;
965 BOOL
IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA8
* input
, VSHADEROUTPUTDATA8
* output
) {
967 * TODO: use the NV_vertex_program (or 1_1) extension
968 * and specifics vendors (ARB_vertex_program??) variants for it
973 HRESULT WINAPI
IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA8
* input
, VSHADEROUTPUTDATA8
* output
) {
974 /** Vertex Shader Temporary Registers */
975 D3DSHADERVECTOR R
[12];
976 /*D3DSHADERSCALAR A0;*/
977 D3DSHADERVECTOR A
[1];
978 /** temporary Vector for modifier management */
980 D3DSHADERVECTOR s
[3];
982 const DWORD
* pToken
= vshader
->function
;
983 const SHADER_OPCODE
* curOpcode
= NULL
;
984 /** functions parameters */
985 D3DSHADERVECTOR
* p
[4];
986 D3DSHADERVECTOR
* p_send
[4];
989 /** init temporary register */
990 memset(R
, 0, 12 * sizeof(D3DSHADERVECTOR
));
992 /* vshader_program_parse(vshader); */
993 #if 0 /* Must not be 1 in cvs */
995 TRACE_VSVECTOR(vshader
->data
->C
[0]);
996 TRACE_VSVECTOR(vshader
->data
->C
[1]);
997 TRACE_VSVECTOR(vshader
->data
->C
[2]);
998 TRACE_VSVECTOR(vshader
->data
->C
[3]);
999 TRACE_VSVECTOR(vshader
->data
->C
[4]);
1000 TRACE_VSVECTOR(vshader
->data
->C
[5]);
1001 TRACE_VSVECTOR(vshader
->data
->C
[6]);
1002 TRACE_VSVECTOR(vshader
->data
->C
[7]);
1003 TRACE_VSVECTOR(vshader
->data
->C
[8]);
1004 TRACE_VSVECTOR(vshader
->data
->C
[64]);
1005 TRACE_VSVECTOR(input
->V
[D3DVSDE_POSITION
]);
1006 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDWEIGHT
]);
1007 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDINDICES
]);
1008 TRACE_VSVECTOR(input
->V
[D3DVSDE_NORMAL
]);
1009 TRACE_VSVECTOR(input
->V
[D3DVSDE_PSIZE
]);
1010 TRACE_VSVECTOR(input
->V
[D3DVSDE_DIFFUSE
]);
1011 TRACE_VSVECTOR(input
->V
[D3DVSDE_SPECULAR
]);
1012 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD0
]);
1013 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD1
]);
1016 TRACE_VSVECTOR(vshader
->data
->C
[64]);
1018 /* the first dword is the version tag */
1019 /* TODO: parse it */
1021 if (vshader_is_version_token(*pToken
)) { /** version */
1024 while (D3DVS_END() != *pToken
) {
1025 if (vshader_is_comment_token(*pToken
)) { /** comment */
1026 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
1028 pToken
+= comment_len
;
1031 curOpcode
= vshader_program_get_opcode(*pToken
);
1033 if (NULL
== curOpcode
) {
1035 /* unkown current opcode ... */
1036 while (*pToken
& 0x80000000) {
1038 TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken
- 1) - vshader
->function
, *(pToken
- 1));
1040 TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken
- vshader
->function
, *pToken
);
1041 vshader_program_add_param(*pToken
, i
, NULL
); /* Add function just used for trace error scenario */
1048 if (curOpcode
->num_params
> 0) {
1049 /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
1050 for (i
= 0; i
< curOpcode
->num_params
; ++i
) {
1051 DWORD reg
= pToken
[i
] & 0x00001FFF;
1052 DWORD regtype
= ((pToken
[i
] & D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
1054 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
1056 /*TRACE("p[%d]=R[%d]\n", i, reg);*/
1060 /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
1061 p
[i
] = &input
->V
[reg
];
1064 if (pToken
[i
] & D3DVS_ADDRMODE_RELATIVE
) {
1065 p
[i
] = &vshader
->data
->C
[(DWORD
) A
[0].x
+ reg
];
1067 p
[i
] = &vshader
->data
->C
[reg
];
1070 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
1072 ERR("cannot handle address registers != a0, forcing use of a0\n");
1075 /*TRACE("p[%d]=A[%d]\n", i, reg);*/
1078 case D3DSPR_RASTOUT
:
1080 case D3DSRO_POSITION
:
1081 p
[i
] = &output
->oPos
;
1084 p
[i
] = &output
->oFog
;
1086 case D3DSRO_POINT_SIZE
:
1087 p
[i
] = &output
->oPts
;
1091 case D3DSPR_ATTROUT
:
1092 /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
1093 p
[i
] = &output
->oD
[reg
];
1095 case D3DSPR_TEXCRDOUT
:
1096 /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
1097 p
[i
] = &output
->oT
[reg
];
1103 if (i
> 0) { /* input reg */
1104 DWORD swizzle
= (pToken
[i
] & D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
1105 UINT isNegative
= ((pToken
[i
] & D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
);
1107 if (!isNegative
&& (D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) == swizzle
) {
1108 /*TRACE("p[%d] not swizzled\n", i);*/
1111 DWORD swizzle_x
= swizzle
& 0x03;
1112 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1113 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1114 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1115 /*TRACE("p[%d] swizzled\n", i);*/
1116 float* tt
= (float*) p
[i
];
1117 s
[i
].x
= (isNegative
) ? -tt
[swizzle_x
] : tt
[swizzle_x
];
1118 s
[i
].y
= (isNegative
) ? -tt
[swizzle_y
] : tt
[swizzle_y
];
1119 s
[i
].z
= (isNegative
) ? -tt
[swizzle_z
] : tt
[swizzle_z
];
1120 s
[i
].w
= (isNegative
) ? -tt
[swizzle_w
] : tt
[swizzle_w
];
1123 } else { /* output reg */
1124 if ((pToken
[i
] & D3DSP_WRITEMASK_ALL
) == D3DSP_WRITEMASK_ALL
) {
1127 p_send
[i
] = &d
; /* to be post-processed for modifiers management */
1133 switch (curOpcode
->num_params
) {
1135 curOpcode
->soft_fct();
1138 curOpcode
->soft_fct(p_send
[0]);
1141 curOpcode
->soft_fct(p_send
[0], p_send
[1]);
1144 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2]);
1147 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3]);
1150 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3], p_send
[4]);
1153 ERR("%s too many params: %u\n", curOpcode
->name
, curOpcode
->num_params
);
1156 /* check if output reg modifier post-process */
1157 if (curOpcode
->num_params
> 0 && (pToken
[0] & D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
1158 if (pToken
[0] & D3DSP_WRITEMASK_0
) p
[0]->x
= d
.x
;
1159 if (pToken
[0] & D3DSP_WRITEMASK_1
) p
[0]->y
= d
.y
;
1160 if (pToken
[0] & D3DSP_WRITEMASK_2
) p
[0]->z
= d
.z
;
1161 if (pToken
[0] & D3DSP_WRITEMASK_3
) p
[0]->w
= d
.w
;
1165 TRACE_VSVECTOR(output
->oPos
);
1166 TRACE_VSVECTOR(output
->oD
[0]);
1167 TRACE_VSVECTOR(output
->oD
[1]);
1168 TRACE_VSVECTOR(output
->oT
[0]);
1169 TRACE_VSVECTOR(output
->oT
[1]);
1170 TRACE_VSVECTOR(R
[0]);
1171 TRACE_VSVECTOR(R
[1]);
1172 TRACE_VSVECTOR(R
[2]);
1173 TRACE_VSVECTOR(R
[3]);
1174 TRACE_VSVECTOR(R
[4]);
1175 TRACE_VSVECTOR(R
[5]);
1178 /* to next opcode token */
1179 pToken
+= curOpcode
->num_params
;
1182 TRACE("End of current instruction:\n");
1183 TRACE_VSVECTOR(output
->oPos
);
1184 TRACE_VSVECTOR(output
->oD
[0]);
1185 TRACE_VSVECTOR(output
->oD
[1]);
1186 TRACE_VSVECTOR(output
->oT
[0]);
1187 TRACE_VSVECTOR(output
->oT
[1]);
1188 TRACE_VSVECTOR(R
[0]);
1189 TRACE_VSVECTOR(R
[1]);
1190 TRACE_VSVECTOR(R
[2]);
1191 TRACE_VSVECTOR(R
[3]);
1192 TRACE_VSVECTOR(R
[4]);
1193 TRACE_VSVECTOR(R
[5]);
1196 #if 0 /* Must not be 1 in cvs */
1198 TRACE_VSVECTOR(output
->oPos
);
1199 TRACE_VSVECTOR(output
->oD
[0]);
1200 TRACE_VSVECTOR(output
->oD
[1]);
1201 TRACE_VSVECTOR(output
->oT
[0]);
1202 TRACE_VSVECTOR(output
->oT
[1]);
1207 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl
* This
, VOID
* pData
, UINT
* pSizeOfData
) {
1208 if (NULL
== pData
) {
1209 *pSizeOfData
= This
->functionLength
;
1212 if (*pSizeOfData
< This
->functionLength
) {
1213 *pSizeOfData
= This
->functionLength
;
1214 return D3DERR_MOREDATA
;
1216 if (NULL
== This
->function
) { /* no function defined */
1217 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
1218 (*(DWORD
**) pData
) = NULL
;
1220 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
1221 memcpy(pData
, This
->function
, This
->functionLength
);
1226 HRESULT WINAPI
IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, CONST FLOAT
* pConstantData
, UINT Vector4fCount
) {
1227 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
1228 return D3DERR_INVALIDCALL
;
1230 if (NULL
== This
->data
) { /* temporary while datas not supported */
1231 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This
);
1232 return D3DERR_INVALIDCALL
;
1234 memcpy(&This
->data
->C
[StartRegister
], pConstantData
, Vector4fCount
* 4 * sizeof(FLOAT
));
1238 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, FLOAT
* pConstantData
, UINT Vector4fCount
) {
1239 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
1240 return D3DERR_INVALIDCALL
;
1242 if (NULL
== This
->data
) { /* temporary while datas not supported */
1243 return D3DERR_INVALIDCALL
;
1245 memcpy(pConstantData
, &This
->data
->C
[StartRegister
], Vector4fCount
* 4 * sizeof(FLOAT
));
1250 /**********************************************************************************************************************************************
1251 **********************************************************************************************************************************************
1252 **********************************************************************************************************************************************
1253 **********************************************************************************************************************************************
1254 **********************************************************************************************************************************************/
1256 void pshader_texcoord(D3DSHADERVECTOR
* d
) {
1259 void pshader_texkill(D3DSHADERVECTOR
* d
) {
1262 void pshader_tex(D3DSHADERVECTOR
* d
) {
1265 void pshader_texbem(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1268 void pshader_texbeml(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1271 void pshader_texreg2ar(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1274 void pshader_texreg2gb(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1277 void pshader_texm3x2pad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1280 void pshader_texm3x2tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1283 void pshader_texm3x3pad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1286 void pshader_texm3x3tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1289 void pshader_texm3x3diff(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1292 void pshader_texm3x3spec(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
1295 void pshader_texm3x3vspec(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1298 void pshader_cnd(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
1301 void pshader_def(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
, D3DSHADERVECTOR
* s3
) {
1304 void pshader_texreg2rgb(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1307 void pshader_texdp3tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1310 void pshader_texm3x2depth(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1313 void pshader_texdp3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1316 void pshader_texm3x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
1319 void pshader_texdepth(D3DSHADERVECTOR
* d
) {
1322 void pshader_cmp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
1325 void pshader_bem(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
1328 static CONST SHADER_OPCODE pshader_ins
[] = {
1329 {D3DSIO_NOP
, "nop", 0, vshader_nop
, 0, 0},
1330 {D3DSIO_MOV
, "mov", 2, vshader_mov
, 0, 0},
1331 {D3DSIO_ADD
, "add", 3, vshader_add
, 0, 0},
1332 {D3DSIO_SUB
, "sub", 3, vshader_sub
, 0, 0},
1333 {D3DSIO_MAD
, "mad", 4, vshader_mad
, 0, 0},
1334 {D3DSIO_MUL
, "mul", 3, vshader_mul
, 0, 0},
1335 {D3DSIO_RCP
, "rcp", 2, vshader_rcp
, 0, 0},
1336 {D3DSIO_RSQ
, "rsq", 2, vshader_rsq
, 0, 0},
1337 {D3DSIO_DP3
, "dp3", 3, vshader_dp3
, 0, 0},
1338 {D3DSIO_DP4
, "dp4", 3, vshader_dp4
, 0, 0},
1339 {D3DSIO_MIN
, "min", 3, vshader_min
, 0, 0},
1340 {D3DSIO_MAX
, "max", 3, vshader_max
, 0, 0},
1341 {D3DSIO_SLT
, "slt", 3, vshader_slt
, 0, 0},
1342 {D3DSIO_SGE
, "sge", 3, vshader_sge
, 0, 0},
1343 {D3DSIO_EXP
, "exp", 2, vshader_exp
, 0, 0},
1344 {D3DSIO_LOG
, "log", 2, vshader_log
, 0, 0},
1345 {D3DSIO_LIT
, "lit", 2, vshader_lit
, 0, 0},
1346 {D3DSIO_DST
, "dst", 3, vshader_dst
, 0, 0},
1347 {D3DSIO_LRP
, "lrp", 5, vshader_lrp
, 0, 0},
1348 {D3DSIO_FRC
, "frc", 2, vshader_frc
, 0, 0},
1349 {D3DSIO_M4x4
, "m4x4", 3, vshader_m4x4
, 0, 0},
1350 {D3DSIO_M4x3
, "m4x3", 3, vshader_m4x3
, 0, 0},
1351 {D3DSIO_M3x4
, "m3x4", 3, vshader_m3x4
, 0, 0},
1352 {D3DSIO_M3x3
, "m3x3", 3, vshader_m3x3
, 0, 0},
1353 {D3DSIO_M3x2
, "m3x2", 3, vshader_m3x2
, 0, 0},
1355 {D3DSIO_TEXCOORD
, "texcoord", 1, pshader_texcoord
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1356 {D3DSIO_TEXKILL
, "texkill", 1, pshader_texkill
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1357 {D3DSIO_TEX
, "tex", 1, pshader_tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
1358 {D3DSIO_TEXBEM
, "texbem", 2, pshader_texbem
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1359 {D3DSIO_TEXBEML
, "texbeml", 2, pshader_texbeml
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1360 {D3DSIO_TEXREG2AR
, "texreg2ar", 2, pshader_texreg2ar
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1361 {D3DSIO_TEXREG2GB
, "texreg2gb", 2, pshader_texreg2gb
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1362 {D3DSIO_TEXM3x2PAD
, "texm3x2pad", 2, pshader_texm3x2pad
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1363 {D3DSIO_TEXM3x2TEX
, "texm3x2tex", 2, pshader_texm3x2tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1364 {D3DSIO_TEXM3x3PAD
, "texm3x3pad", 2, pshader_texm3x3pad
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1365 {D3DSIO_TEXM3x3TEX
, "texm3x3tex", 2, pshader_texm3x3tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1366 {D3DSIO_TEXM3x3DIFF
, "texm3x3diff", 2, pshader_texm3x3diff
, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
1367 {D3DSIO_TEXM3x3SPEC
, "texm3x3spec", 3, pshader_texm3x3spec
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1368 {D3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", 2, pshader_texm3x3vspec
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1370 {D3DSIO_EXPP
, "expp", 2, vshader_expp
, 0, 0},
1371 {D3DSIO_LOGP
, "logp", 2, vshader_logp
, 0, 0},
1373 {D3DSIO_CND
, "cnd", 4, pshader_cnd
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
1374 {D3DSIO_DEF
, "def", 5, pshader_def
, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
1375 {D3DSIO_TEXREG2RGB
, "texbreg2rgb", 2, pshader_texreg2rgb
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1377 {D3DSIO_TEXDP3TEX
, "texdp3tex", 2, pshader_texdp3tex
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1378 {D3DSIO_TEXM3x2DEPTH
, "texm3x2depth", 2, pshader_texm3x2depth
, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
1379 {D3DSIO_TEXDP3
, "texdp3", 2, pshader_texdp3
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1380 {D3DSIO_TEXM3x3
, "texm3x3", 2, pshader_texm3x3
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1381 {D3DSIO_TEXDEPTH
, "texdepth", 1, pshader_texdepth
, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
1382 {D3DSIO_CMP
, "cmp", 4, pshader_cmp
, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
1383 {D3DSIO_BEM
, "bem", 3, pshader_bem
, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
1388 inline static const SHADER_OPCODE
* pshader_program_get_opcode(const DWORD code
) {
1390 /** TODO: use dichotomic search */
1391 while (NULL
!= pshader_ins
[i
].name
) {
1392 if ((code
& D3DSI_OPCODE_MASK
) == pshader_ins
[i
].opcode
) {
1393 return &pshader_ins
[i
];
1400 inline static BOOL
pshader_is_version_token(DWORD token
) {
1401 return 0xFFFF0000 == (token
& 0xFFFF0000);
1404 inline static BOOL
pshader_is_comment_token(DWORD token
) {
1405 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
1408 inline static void pshader_program_dump_opcode(const SHADER_OPCODE
* curOpcode
, const DWORD code
, const DWORD output
) {
1409 if (0 != (code
& ~D3DSI_OPCODE_MASK
)) {
1410 DWORD mask
= (code
& ~D3DSI_OPCODE_MASK
);
1412 case 0x40000000: TRACE("+"); break;
1414 TRACE(" unhandled modifier(0x%08lx) ", mask
);
1417 TRACE("%s", curOpcode
->name
);
1419 * normally this is a destination reg modifier
1420 * but in pixel shaders asm code its specified as:
1421 * dp3_x4 t1.rgba, r1, c1
1423 * dp3_x2_sat r0, t0_bx2, v0_bx2
1424 * so for better debbuging i use the same norm
1426 if (0 != (output
& D3DSP_DSTSHIFT_MASK
)) {
1427 DWORD shift
= (output
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
1429 TRACE("_x%u", 1 << shift
);
1431 TRACE("_d%u", 1 << (16-shift
));
1434 if (0 != (output
& D3DSP_DSTMOD_MASK
)) {
1435 DWORD mask
= output
& D3DSP_DSTMOD_MASK
;
1437 case D3DSPDM_SATURATE
: TRACE("_sat"); break;
1439 TRACE("_unhandled_modifier(0x%08lx)", mask
);
1445 inline static void pshader_program_dump_param(const DWORD param
, int input
) {
1446 static const char* rastout_reg_names
[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
1447 static const char swizzle_reg_chars
[] = "rgba";
1449 DWORD reg
= param
& 0x00001FFF;
1450 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
1453 if ( ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) ||
1454 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_BIASNEG
) ||
1455 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_SIGNNEG
) ||
1456 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_X2NEG
) )
1458 else if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_COMP
)
1462 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
1464 TRACE("R[%lu]", reg
);
1467 TRACE("V[%lu]", reg
);
1470 TRACE("C[%s%lu]", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
1472 case D3DSPR_TEXTURE
: /* case D3DSPR_ADDR: */
1473 TRACE("t[%lu]", reg
);
1475 case D3DSPR_RASTOUT
:
1476 TRACE("%s", rastout_reg_names
[reg
]);
1478 case D3DSPR_ATTROUT
:
1479 TRACE("oD[%lu]", reg
);
1481 case D3DSPR_TEXCRDOUT
:
1482 TRACE("oT[%lu]", reg
);
1489 /** operand output */
1491 * for better debugging traces it's done into opcode dump code
1492 * @see pshader_program_dump_opcode
1493 if (0 != (param & D3DSP_DSTMOD_MASK)) {
1494 DWORD mask = param & D3DSP_DSTMOD_MASK;
1496 case D3DSPDM_SATURATE: TRACE("_sat"); break;
1498 TRACE("_unhandled_modifier(0x%08lx)", mask);
1501 if (0 != (param & D3DSP_DSTSHIFT_MASK)) {
1502 DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
1504 TRACE("_x%u", 1 << shift);
1508 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
1509 if (param
& D3DSP_WRITEMASK_0
) TRACE(".r");
1510 if (param
& D3DSP_WRITEMASK_1
) TRACE(".g");
1511 if (param
& D3DSP_WRITEMASK_2
) TRACE(".b");
1512 if (param
& D3DSP_WRITEMASK_3
) TRACE(".a");
1515 /** operand input */
1516 DWORD swizzle
= (param
& D3DSP_SWIZZLE_MASK
) >> D3DSP_SWIZZLE_SHIFT
;
1517 DWORD swizzle_x
= swizzle
& 0x03;
1518 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1519 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1520 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1522 * swizzle bits fields:
1525 if ((D3DSP_NOSWIZZLE
>> D3DSP_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
1526 if (swizzle_x
== swizzle_y
&&
1527 swizzle_x
== swizzle_z
&&
1528 swizzle_x
== swizzle_w
) {
1529 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
1532 swizzle_reg_chars
[swizzle_x
],
1533 swizzle_reg_chars
[swizzle_y
],
1534 swizzle_reg_chars
[swizzle_z
],
1535 swizzle_reg_chars
[swizzle_w
]);
1538 if (0 != (param
& D3DSP_SRCMOD_MASK
)) {
1539 DWORD mask
= param
& D3DSP_SRCMOD_MASK
;
1540 /*TRACE("_modifier(0x%08lx) ", mask);*/
1542 case D3DSPSM_NONE
: break;
1543 case D3DSPSM_NEG
: break;
1544 case D3DSPSM_BIAS
: TRACE("_bias"); break;
1545 case D3DSPSM_BIASNEG
: TRACE("_bias"); break;
1546 case D3DSPSM_SIGN
: TRACE("_bx2"); break;
1547 case D3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1548 case D3DSPSM_COMP
: break;
1549 case D3DSPSM_X2
: TRACE("_x2"); break;
1550 case D3DSPSM_X2NEG
: TRACE("_x2"); break;
1551 case D3DSPSM_DZ
: TRACE("_dz"); break;
1552 case D3DSPSM_DW
: TRACE("_dw"); break;
1554 TRACE("_unknown(0x%08lx)", mask
);
1560 static int constants
[D3D8_PSHADER_MAX_CONSTANTS
];
1562 inline static void get_register_name(const DWORD param
, char* regstr
)
1564 static const char* rastout_reg_names
[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
1566 DWORD reg
= param
& 0x00001FFF;
1567 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
1569 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
1571 sprintf(regstr
, "R%lu", reg
);
1575 strcpy(regstr
, "fragment.color.primary");
1577 strcpy(regstr
, "fragment.color.secondary");
1582 sprintf(regstr
, "C%lu", reg
);
1584 sprintf(regstr
, "program.env[%lu]", reg
);
1586 case D3DSPR_TEXTURE
: /* case D3DSPR_ADDR: */
1587 sprintf(regstr
,"T%lu", reg
);
1589 case D3DSPR_RASTOUT
:
1590 sprintf(regstr
, "%s", rastout_reg_names
[reg
]);
1592 case D3DSPR_ATTROUT
:
1593 sprintf(regstr
, "oD[%lu]", reg
);
1595 case D3DSPR_TEXCRDOUT
:
1596 sprintf(regstr
, "oT[%lu]", reg
);
1603 inline static void addline(int* lineNum
, char* pgm
, char* line
)
1606 TRACE_(d3d_hw_shader
)("GL HW (%u, %u) : %s\n", *lineNum
, strlen(pgm
), line
);
1611 char* shift_tab
[] = {
1612 "dummy", /* 0 (none) */
1613 "coefmul.x", /* 1 (x2) */
1614 "coefmul.y", /* 2 (x4) */
1615 "coefmul.z", /* 3 (x8) */
1616 "coefmul.w", /* 4 (x16) */
1617 "dummy", /* 5 (x32) */
1618 "dummy", /* 6 (x64) */
1619 "dummy", /* 7 (x128) */
1620 "dummy", /* 8 (d256) */
1621 "dummy", /* 9 (d128) */
1622 "dummy", /* 10 (d64) */
1623 "dummy", /* 11 (d32) */
1624 "coefdiv.w", /* 12 (d16) */
1625 "coefdiv.z", /* 13 (d8) */
1626 "coefdiv.y", /* 14 (d4) */
1627 "coefdiv.x" /* 15 (d2) */
1630 inline static void get_write_mask(const DWORD output_reg
, char* write_mask
)
1633 if ((output_reg
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
1634 if (output_reg
& D3DSP_WRITEMASK_0
) strcat(write_mask
, ".r");
1635 if (output_reg
& D3DSP_WRITEMASK_1
) strcat(write_mask
, ".g");
1636 if (output_reg
& D3DSP_WRITEMASK_2
) strcat(write_mask
, ".b");
1637 if (output_reg
& D3DSP_WRITEMASK_3
) strcat(write_mask
, ".a");
1641 inline static void get_input_register_swizzle(const DWORD instr
, char* swzstring
)
1643 static const char swizzle_reg_chars
[] = "rgba";
1644 DWORD swizzle
= (instr
& D3DSP_SWIZZLE_MASK
) >> D3DSP_SWIZZLE_SHIFT
;
1645 DWORD swizzle_x
= swizzle
& 0x03;
1646 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1647 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1648 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1650 * swizzle bits fields:
1654 if ((D3DSP_NOSWIZZLE
>> D3DSP_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
1655 if (swizzle_x
== swizzle_y
&&
1656 swizzle_x
== swizzle_z
&&
1657 swizzle_x
== swizzle_w
) {
1658 sprintf(swzstring
, ".%c", swizzle_reg_chars
[swizzle_x
]);
1660 sprintf(swzstring
, ".%c%c%c%c",
1661 swizzle_reg_chars
[swizzle_x
],
1662 swizzle_reg_chars
[swizzle_y
],
1663 swizzle_reg_chars
[swizzle_z
],
1664 swizzle_reg_chars
[swizzle_w
]);
1669 inline static void gen_output_modifier_line(int saturate
, char* write_mask
, int shift
, char *regstr
, char* line
)
1671 /* Generate a line that does the output modifier computation */
1672 sprintf(line
, "MUL%s %s%s, %s, %s;", saturate
? "_SAT" : "", regstr
, write_mask
, regstr
, shift_tab
[shift
]);
1675 inline static int gen_input_modifier_line(const DWORD instr
, int tmpreg
, char* outregstr
, char* line
)
1677 /* Generate a line that does the input modifier computation and return the input register to use */
1678 static char regstr
[256];
1681 /* Assume a new line will be added */
1684 /* Get register name */
1685 get_register_name(instr
, regstr
);
1687 switch (instr
& D3DSP_SRCMOD_MASK
) {
1689 strcpy(outregstr
, regstr
);
1693 sprintf(outregstr
, "-%s", regstr
);
1697 sprintf(line
, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg
, regstr
);
1699 case D3DSPSM_BIASNEG
:
1700 sprintf(line
, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg
, regstr
);
1703 sprintf(line
, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg
, regstr
);
1705 case D3DSPSM_SIGNNEG
:
1706 sprintf(line
, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg
, regstr
);
1709 sprintf(line
, "SUB T%c, one.x, %s;", 'A' + tmpreg
, regstr
);
1712 sprintf(line
, "ADD T%c, %s, %s", 'A' + tmpreg
, regstr
, regstr
);
1715 sprintf(line
, "ADD T%c, %s, %s", 'A' + tmpreg
, regstr
, regstr
);
1720 strcpy(outregstr
, regstr
);
1725 /* Substitute the register name */
1726 sprintf(outregstr
, "T%c", 'A' + tmpreg
);
1735 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader1_X/modifiers/sourceregistermodifiers.asp
1736 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader2_0/Registers/Registers.asp
1737 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/IDirect3DPixelShader9/_IDirect3DPixelShader9.asp
1740 inline static VOID
IDirect3DPixelShaderImpl_GenerateProgramArbHW(IDirect3DPixelShaderImpl
* pshader
, CONST DWORD
* pFunction
) {
1741 const DWORD
* pToken
= pFunction
;
1742 const SHADER_OPCODE
* curOpcode
= NULL
;
1743 const DWORD
* pInstr
;
1747 unsigned lineNum
= 0;
1748 char *pgmStr
= NULL
;
1751 IDirect3DDevice8Impl
* This
= pshader
->device
;
1753 for(i
= 0; i
< D3D8_PSHADER_MAX_CONSTANTS
; i
++)
1756 pgmStr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 65535); /* 64kb should be enough */
1758 if (NULL
!= pToken
) {
1759 while (D3DPS_END() != *pToken
) {
1760 if (pshader_is_version_token(*pToken
)) { /** version */
1762 /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
1763 int version
= (((*pToken
>> 8) & 0x0F) * 10) + (*pToken
& 0x0F);
1767 TRACE_(d3d_hw_shader
)("ps.%lu.%lu;\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
1769 /* Each release of pixel shaders has had different numbers of temp registers */
1771 case 10: numTemps
=12;
1773 strcpy(tmpLine
, "!!ARBfp1.0");
1775 case 11: numTemps
=12;
1777 strcpy(tmpLine
, "!!ARBfp1.0");
1779 case 20: numTemps
=12;
1781 strcpy(tmpLine
, "!!ARBfp2.0");
1782 FIXME_(d3d_hw_shader
)("No work done yet to support ps2.0 in hw\n");
1784 case 30: numTemps
=32;
1786 strcpy(tmpLine
, "!!ARBfp3.0");
1787 FIXME_(d3d_hw_shader
)("No work done yet to support ps3.0 in hw\n");
1792 strcpy(tmpLine
, "!!ARBfp1.0");
1793 FIXME_(d3d_hw_shader
)("Unrecognized pixel shader version!\n");
1795 addline(&lineNum
, pgmStr
, tmpLine
);
1797 for(i
= 0; i
< 4; i
++) {
1798 sprintf(tmpLine
, "TEMP T%lu;", i
);
1799 addline(&lineNum
, pgmStr
, tmpLine
);
1801 for(i
= 0; i
< 2; i
++) {
1802 sprintf(tmpLine
, "TEMP R%lu;", i
);
1803 addline(&lineNum
, pgmStr
, tmpLine
);
1806 sprintf(tmpLine
, "TEMP TMP;");
1807 addline(&lineNum
, pgmStr
, tmpLine
);
1808 sprintf(tmpLine
, "TEMP TA;");
1809 addline(&lineNum
, pgmStr
, tmpLine
);
1810 sprintf(tmpLine
, "TEMP TB;");
1811 addline(&lineNum
, pgmStr
, tmpLine
);
1812 sprintf(tmpLine
, "TEMP TC;");
1813 addline(&lineNum
, pgmStr
, tmpLine
);
1815 strcpy(tmpLine
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };");
1816 addline(&lineNum
, pgmStr
, tmpLine
);
1817 strcpy(tmpLine
, "PARAM coefmul = { 2, 4, 8, 16 };");
1818 addline(&lineNum
, pgmStr
, tmpLine
);
1819 strcpy(tmpLine
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };");
1820 addline(&lineNum
, pgmStr
, tmpLine
);
1822 for(i
= 0; i
< 4; i
++) {
1823 sprintf(tmpLine
, "MOV T%lu, fragment.texcoord[%lu];", i
, i
);
1824 addline(&lineNum
, pgmStr
, tmpLine
);
1830 if (pshader_is_comment_token(*pToken
)) { /** comment */
1831 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
1833 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
1834 pToken
+= comment_len
;
1839 curOpcode
= pshader_program_get_opcode(code
);
1841 if (NULL
== curOpcode
) {
1842 /* unkown current opcode ... */
1843 while (*pToken
& 0x80000000) {
1844 TRACE("unrecognized opcode: %08lx\n", *pToken
);
1850 /* Build opcode for GL vertex_program */
1851 switch (curOpcode
->opcode
) {
1854 DWORD reg
= *pToken
& 0x00001FFF;
1855 sprintf(tmpLine
, "PARAM C%lu = { %f, %f, %f, %f };", reg
,
1856 *((float*)(pToken
+1)),
1857 *((float*)(pToken
+2)),
1858 *((float*)(pToken
+3)),
1859 *((float*)(pToken
+4)) );
1860 addline(&lineNum
, pgmStr
, tmpLine
);
1866 case D3DSIO_TEXKILL
:
1867 strcpy(tmpLine
, "KIL");
1871 DWORD reg
= *pToken
& 0x00001FFF;
1872 sprintf(tmpLine
,"TEX T%lu, T%lu, texture[%lu], 2D;", reg
, reg
, reg
);
1873 addline(&lineNum
, pgmStr
, tmpLine
);
1878 case D3DSIO_TEXCOORD
:
1880 DWORD reg
= *pToken
& 0x00001FFF;
1881 sprintf(tmpLine
, "MOV T%lu, fragment.texcoord[%lu];", reg
, reg
);
1882 addline(&lineNum
, pgmStr
, tmpLine
);
1887 case D3DSIO_TEXM3x2PAD
:
1889 DWORD reg
= *pToken
& 0x00001FFF;
1891 if (gen_input_modifier_line(*(pToken
+1), 0, buf
, tmpLine
))
1892 addline(&lineNum
, pgmStr
, tmpLine
);
1893 sprintf(tmpLine
, "DP3 TMP.x, T%lu, %s;", reg
, buf
);
1894 addline(&lineNum
, pgmStr
, tmpLine
);
1899 case D3DSIO_TEXM3x2TEX
:
1901 DWORD reg
= *pToken
& 0x00001FFF;
1903 if (gen_input_modifier_line(*(pToken
+1), 0, buf
, tmpLine
))
1904 addline(&lineNum
, pgmStr
, tmpLine
);
1905 sprintf(tmpLine
, "DP3 TMP.y, T%lu, %s;", reg
, buf
);
1906 addline(&lineNum
, pgmStr
, tmpLine
);
1907 sprintf(tmpLine
, "TEX T%lu, TMP, texture[%lu], 2D;", reg
, reg
);
1908 addline(&lineNum
, pgmStr
, tmpLine
);
1913 case D3DSIO_TEXREG2AR
:
1915 DWORD reg1
= *pToken
& 0x00001FFF;
1916 DWORD reg2
= *(pToken
+1) & 0x00001FFF;
1917 sprintf(tmpLine
, "MOV TMP.r, T%lu.a;", reg2
);
1918 addline(&lineNum
, pgmStr
, tmpLine
);
1919 sprintf(tmpLine
, "MOV TMP.g, T%lu.r;", reg2
);
1920 addline(&lineNum
, pgmStr
, tmpLine
);
1921 sprintf(tmpLine
, "TEX T%lu, TMP, texture[%lu], 2D;", reg1
, reg1
);
1922 addline(&lineNum
, pgmStr
, tmpLine
);
1927 case D3DSIO_TEXREG2GB
:
1929 DWORD reg1
= *pToken
& 0x00001FFF;
1930 DWORD reg2
= *(pToken
+1) & 0x00001FFF;
1931 sprintf(tmpLine
, "MOV TMP.r, T%lu.g;", reg2
);
1932 addline(&lineNum
, pgmStr
, tmpLine
);
1933 sprintf(tmpLine
, "MOV TMP.g, T%lu.b;", reg2
);
1934 addline(&lineNum
, pgmStr
, tmpLine
);
1935 sprintf(tmpLine
, "TEX T%lu, TMP, texture[%lu], 2D;", reg1
, reg1
);
1936 addline(&lineNum
, pgmStr
, tmpLine
);
1942 strcpy(tmpLine
, "MOV");
1945 strcpy(tmpLine
, "MUL");
1948 strcpy(tmpLine
, "DP3");
1951 strcpy(tmpLine
, "MAD");
1954 strcpy(tmpLine
, "ADD");
1957 strcpy(tmpLine
, "SUB");
1960 FIXME_(d3d_hw_shader
)("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
1962 if (0 != (*pToken
& D3DSP_DSTMOD_MASK
)) {
1963 DWORD mask
= *pToken
& D3DSP_DSTMOD_MASK
;
1965 case D3DSPDM_SATURATE
: saturate
= TRUE
; break;
1967 TRACE("_unhandled_modifier(0x%08lx)", mask
);
1970 if (autoparam
&& (curOpcode
->num_params
> 0)) {
1974 /* Generate lines that handle input modifier computation */
1975 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
1976 if (gen_input_modifier_line(*(pToken
+i
), i
-1, regs
[i
-1], tmp
))
1977 addline(&lineNum
, pgmStr
, tmp
);
1979 /* Handle saturation only when no shift is present in the output modifier */
1980 if ((*pToken
& D3DSPDM_SATURATE
) && (0 == (*pToken
& D3DSP_DSTSHIFT_MASK
)))
1981 strcat(tmpLine
,"_SAT");
1982 strcat(tmpLine
, " ");
1983 /* Handle output register */
1984 get_register_name(*pToken
, tmp
);
1985 strcat(tmpLine
, tmp
);
1986 get_write_mask(*pToken
, tmp
);
1987 strcat(tmpLine
, tmp
);
1988 /* Handle input registers */
1989 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
1990 strcat(tmpLine
, ", ");
1991 strcat(tmpLine
, regs
[i
-1]);
1992 get_input_register_swizzle(*(pToken
+i
), swzstring
);
1993 strcat(tmpLine
, swzstring
);
1995 strcat(tmpLine
,";");
1996 addline(&lineNum
, pgmStr
, tmpLine
);
1997 pToken
+= curOpcode
->num_params
;
1999 if (curOpcode
->num_params
> 0) {
2000 DWORD param
= *(pInstr
+1);
2001 if (0 != (param
& D3DSP_DSTSHIFT_MASK
)) {
2002 /* Generate a line that handle the output modifier computation */
2004 char write_mask
[20];
2005 DWORD shift
= (param
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
2006 get_register_name(param
, regstr
);
2007 get_write_mask(param
, write_mask
);
2008 gen_output_modifier_line(saturate
, write_mask
, shift
, regstr
, tmpLine
);
2009 addline(&lineNum
, pgmStr
, tmpLine
);
2014 strcpy(tmpLine
, "MOV result.color, R0;");
2015 addline(&lineNum
, pgmStr
, tmpLine
);
2017 strcpy(tmpLine
, "END");
2018 addline(&lineNum
, pgmStr
, tmpLine
);
2021 /* Create the hw shader */
2022 GL_EXTCALL(glGenProgramsARB(1, &pshader
->prgId
));
2023 TRACE_(d3d_hw_shader
)("Creating a hw pixel shader, prg=%d\n", pshader
->prgId
);
2025 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, pshader
->prgId
));
2027 /* Create the program and check for errors */
2028 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(pgmStr
), pgmStr
));
2029 if (glGetError() == GL_INVALID_OPERATION
) {
2031 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2032 FIXME_(d3d_hw_shader
)("HW PixelShader Error at position: %d\n%s\n", errPos
, glGetString(GL_PROGRAM_ERROR_STRING_ARB
));
2033 pshader
->prgId
= -1;
2036 HeapFree(GetProcessHeap(), 0, pgmStr
);
2039 inline static VOID
IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImpl
* pshader
, CONST DWORD
* pFunction
) {
2040 const DWORD
* pToken
= pFunction
;
2041 const SHADER_OPCODE
* curOpcode
= NULL
;
2046 if (NULL
!= pToken
) {
2047 while (D3DPS_END() != *pToken
) {
2048 if (pshader_is_version_token(*pToken
)) { /** version */
2049 TRACE("ps.%lu.%lu\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
2054 if (pshader_is_comment_token(*pToken
)) { /** comment */
2055 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
2057 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
2058 pToken
+= comment_len
;
2059 len
+= comment_len
+ 1;
2063 curOpcode
= pshader_program_get_opcode(code
);
2066 if (NULL
== curOpcode
) {
2067 /* unkown current opcode ... */
2068 while (*pToken
& 0x80000000) {
2069 TRACE("unrecognized opcode: %08lx\n", *pToken
);
2075 pshader_program_dump_opcode(curOpcode
, code
, *pToken
);
2076 if (curOpcode
->num_params
> 0) {
2077 pshader_program_dump_param(*pToken
, 0);
2080 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
2082 if (D3DSIO_DEF
!= code
) {
2083 pshader_program_dump_param(*pToken
, 1);
2085 TRACE("%f", *((float*) pToken
));
2093 pshader
->functionLength
= (len
+ 1) * sizeof(DWORD
);
2096 pshader
->functionLength
= 1; /* no Function defined use fixed function vertex processing */
2099 if (NULL
!= pFunction
) {
2100 IDirect3DPixelShaderImpl_GenerateProgramArbHW(pshader
, pFunction
);
2103 if (NULL
!= pFunction
) {
2104 pshader
->function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, pshader
->functionLength
);
2105 memcpy(pshader
->function
, pFunction
, pshader
->functionLength
);
2107 pshader
->function
= NULL
;
2111 HRESULT WINAPI
IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl
* This
, CONST DWORD
* pFunction
, IDirect3DPixelShaderImpl
** ppPixelShader
) {
2112 IDirect3DPixelShaderImpl
* object
;
2114 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IDirect3DPixelShaderImpl
));
2115 if (NULL
== object
) {
2116 *ppPixelShader
= NULL
;
2117 return D3DERR_OUTOFVIDEOMEMORY
;
2119 /*object->lpVtbl = &Direct3DPixelShader9_Vtbl;*/
2120 object
->device
= This
;
2123 object
->data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PSHADERDATA8
));
2125 IDirect3DPixelShaderImpl_ParseProgram(object
, pFunction
);
2127 *ppPixelShader
= object
;
2131 HRESULT WINAPI
IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl
* This
, VOID
* pData
, UINT
* pSizeOfData
) {
2132 if (NULL
== pData
) {
2133 *pSizeOfData
= This
->functionLength
;
2136 if (*pSizeOfData
< This
->functionLength
) {
2137 *pSizeOfData
= This
->functionLength
;
2138 return D3DERR_MOREDATA
;
2140 if (NULL
== This
->function
) { /* no function defined */
2141 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
2142 (*(DWORD
**) pData
) = NULL
;
2144 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
2145 memcpy(pData
, This
->function
, This
->functionLength
);
2150 HRESULT WINAPI
IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl
* This
, UINT StartRegister
, CONST FLOAT
* pConstantData
, UINT Vector4fCount
) {
2151 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
2152 return D3DERR_INVALIDCALL
;
2154 if (NULL
== This
->data
) { /* temporary while datas not supported */
2155 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This
);
2156 return D3DERR_INVALIDCALL
;
2158 memcpy(&This
->data
->C
[StartRegister
], pConstantData
, Vector4fCount
* 4 * sizeof(FLOAT
));
2162 HRESULT WINAPI
IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl
* This
, UINT StartRegister
, FLOAT
* pConstantData
, UINT Vector4fCount
) {
2163 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
2164 return D3DERR_INVALIDCALL
;
2166 if (NULL
== This
->data
) { /* temporary while datas not supported */
2167 return D3DERR_INVALIDCALL
;
2169 memcpy(pConstantData
, &This
->data
->C
[StartRegister
], Vector4fCount
* 4 * sizeof(FLOAT
));
2174 /**********************************************************************************************************************************************
2175 **********************************************************************************************************************************************
2176 **********************************************************************************************************************************************
2177 **********************************************************************************************************************************************
2178 **********************************************************************************************************************************************/
2180 /***********************************************************************
2181 * ValidateVertexShader (D3D8.@)
2183 BOOL WINAPI
ValidateVertexShader(LPVOID what
, LPVOID toto
) {
2184 FIXME("(void): stub: %p %p\n", what
, toto
);
2188 /***********************************************************************
2189 * ValidatePixelShader (D3D8.@)
2191 BOOL WINAPI
ValidatePixelShader(LPVOID what
, LPVOID toto
) {
2192 FIXME("(void): stub: %p %p\n", what
, toto
);