wined3d: Use shader_get_param() in trace pass, reg. count pass, generation pass.
[wine/multimedia.git] / dlls / wined3d / baseshader.c
blobf69f0abf1bdd7ce15406a3bfa06c5fbb0fbca7d1
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006 Ivan Gyurdiev
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "config.h"
25 #include <string.h>
26 #include <stdio.h>
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31 #define GLNAME_REQUIRE_GLSL ((const char *)1)
33 inline static BOOL shader_is_version_token(DWORD token) {
34 return shader_is_pshader_version(token) ||
35 shader_is_vshader_version(token);
38 int shader_addline(
39 SHADER_BUFFER* buffer,
40 const char *format, ...) {
42 char* base = buffer->buffer + buffer->bsize;
43 int rc;
45 va_list args;
46 va_start(args, format);
47 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
48 va_end(args);
50 if (rc < 0 || /* C89 */
51 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
53 ERR("The buffer allocated for the shader program string "
54 "is too small at %d bytes.\n", SHADER_PGMSIZE);
55 buffer->bsize = SHADER_PGMSIZE - 1;
56 return -1;
59 buffer->bsize += rc;
60 buffer->lineNo++;
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
62 return 0;
65 const SHADER_OPCODE* shader_get_opcode(
66 IWineD3DBaseShader *iface, const DWORD code) {
68 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
70 DWORD i = 0;
71 DWORD version = This->baseShader.version;
72 DWORD hex_version = This->baseShader.hex_version;
73 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
75 /** TODO: use dichotomic search */
76 while (NULL != shader_ins[i].name) {
77 if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
78 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
79 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
80 return &shader_ins[i];
82 ++i;
84 FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
85 code, code, code & D3DSI_OPCODE_MASK, version);
86 return NULL;
89 /* Read a parameter opcode from the input stream,
90 * and possibly a relative addressing token.
91 * Return the number of tokens read */
92 int shader_get_param(
93 IWineD3DBaseShader* iface,
94 const DWORD* pToken,
95 DWORD* param,
96 DWORD* addr_token) {
98 /* PS >= 3.0 have relative addressing (with token)
99 * VS >= 2.0 have relative addressing (with token)
100 * VS >= 1.0 < 2.0 have relative addressing (without token)
101 * The version check below should work in general */
103 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
104 char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
105 ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
107 *param = *pToken;
108 *addr_token = rel_token? *(pToken + 1): 0;
109 return rel_token? 2:1;
112 /* Return the number of parameters to skip for an opcode */
113 static inline int shader_skip_opcode(
114 IWineD3DBaseShaderImpl* This,
115 const SHADER_OPCODE* curOpcode,
116 DWORD opcode_token) {
118 /* Shaders >= 2.0 may contain address tokens, but fortunately they
119 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
121 return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
122 ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
123 curOpcode->num_params;
126 /* Read the parameters of an unrecognized opcode from the input stream
127 * Return the number of tokens read.
129 * Note: This function assumes source or destination token format.
130 * It will not work with specially-formatted tokens like DEF or DCL,
131 * but hopefully those would be recognized */
133 int shader_skip_unrecognized(
134 IWineD3DBaseShader* iface,
135 const DWORD* pToken) {
137 int tokens_read = 0;
138 int i = 0;
140 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
141 while (*pToken & 0x80000000) {
143 DWORD param, addr_token;
144 tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
145 pToken += tokens_read;
147 FIXME("Unrecognized opcode param: token=%08lX "
148 "addr_token=%08lX name=", param, addr_token);
149 shader_dump_param(iface, param, i);
150 FIXME("\n");
151 ++i;
153 return tokens_read;
156 /* Note: For vertex shaders,
157 * texUsed = addrUsed, and
158 * D3DSPR_TEXTURE = D3DSPR_ADDR.
160 * Also note that this does not count the loop register
161 * as an address register. */
163 void shader_get_registers_used(
164 IWineD3DBaseShader *iface,
165 CONST DWORD* pToken) {
167 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
168 DWORD* tempsUsed = &This->baseShader.temps_used;
169 DWORD* texUsed = &This->baseShader.textures_used;
171 if (pToken == NULL)
172 return;
174 *tempsUsed = 0;
175 *texUsed = 0;
177 while (D3DVS_END() != *pToken) {
178 CONST SHADER_OPCODE* curOpcode;
180 /* Skip version */
181 if (shader_is_version_token(*pToken)) {
182 ++pToken;
183 continue;
185 /* Skip comments */
186 } else if (shader_is_comment(*pToken)) {
187 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
188 ++pToken;
189 pToken += comment_len;
190 continue;
193 /* Fetch opcode */
194 curOpcode = shader_get_opcode(iface, *pToken);
195 ++pToken;
197 /* Unhandled opcode, and its parameters */
198 if (NULL == curOpcode) {
199 while (*pToken & 0x80000000)
200 ++pToken;
201 continue;
203 /* Skip declarations (for now) */
204 } else if (D3DSIO_DCL == curOpcode->opcode) {
205 pToken += curOpcode->num_params;
206 continue;
208 /* Skip definitions (for now) */
209 } else if (D3DSIO_DEF == curOpcode->opcode) {
210 pToken += curOpcode->num_params;
211 continue;
213 /* Set texture registers, and temporary registers */
214 } else {
215 int i;
217 for (i = 0; i < curOpcode->num_params; ++i) {
219 DWORD param, addr_token, reg, regtype;
220 pToken += shader_get_param(iface, pToken, &param, &addr_token);
222 regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
223 reg = param & D3DSP_REGNUM_MASK;
225 if (D3DSPR_TEXTURE == regtype)
226 *texUsed |= (1 << reg);
227 if (D3DSPR_TEMP == regtype)
228 *tempsUsed |= (1 << reg);
234 void shader_program_dump_decl_usage(
235 DWORD decl,
236 DWORD param) {
238 DWORD regtype = shader_get_regtype(param);
239 TRACE("dcl_");
241 if (regtype == D3DSPR_SAMPLER) {
242 DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
244 switch (ttype) {
245 case D3DSTT_2D: TRACE("2d"); break;
246 case D3DSTT_CUBE: TRACE("cube"); break;
247 case D3DSTT_VOLUME: TRACE("volume"); break;
248 default: TRACE("unknown_ttype(%08lx)", ttype);
251 } else {
253 DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
254 DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
256 switch(usage) {
257 case D3DDECLUSAGE_POSITION:
258 TRACE("%s%ld", "position", idx);
259 break;
260 case D3DDECLUSAGE_BLENDINDICES:
261 TRACE("%s", "blend");
262 break;
263 case D3DDECLUSAGE_BLENDWEIGHT:
264 TRACE("%s", "weight");
265 break;
266 case D3DDECLUSAGE_NORMAL:
267 TRACE("%s%ld", "normal", idx);
268 break;
269 case D3DDECLUSAGE_PSIZE:
270 TRACE("%s", "psize");
271 break;
272 case D3DDECLUSAGE_COLOR:
273 if(idx == 0) {
274 TRACE("%s", "color");
275 } else {
276 TRACE("%s%ld", "specular", (idx - 1));
278 break;
279 case D3DDECLUSAGE_TEXCOORD:
280 TRACE("%s%ld", "texture", idx);
281 break;
282 case D3DDECLUSAGE_TANGENT:
283 TRACE("%s", "tangent");
284 break;
285 case D3DDECLUSAGE_BINORMAL:
286 TRACE("%s", "binormal");
287 break;
288 case D3DDECLUSAGE_TESSFACTOR:
289 TRACE("%s", "tessfactor");
290 break;
291 case D3DDECLUSAGE_POSITIONT:
292 TRACE("%s%ld", "positionT", idx);
293 break;
294 case D3DDECLUSAGE_FOG:
295 TRACE("%s", "fog");
296 break;
297 case D3DDECLUSAGE_DEPTH:
298 TRACE("%s", "depth");
299 break;
300 case D3DDECLUSAGE_SAMPLE:
301 TRACE("%s", "sample");
302 break;
303 default:
304 FIXME("unknown_semantics(%08lx)", usage);
309 void shader_dump_param(
310 IWineD3DBaseShader *iface,
311 const DWORD param,
312 int input) {
314 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
315 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
316 char swizzle_reg_chars[4];
318 DWORD reg = param & D3DSP_REGNUM_MASK;
319 DWORD regtype = shader_get_regtype(param);
321 /* There are some minor differences between pixel and vertex shaders */
322 BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
324 /* For one, we'd prefer color components to be shown for pshaders.
325 * FIXME: use the swizzle function for this */
327 swizzle_reg_chars[0] = pshader? 'r': 'x';
328 swizzle_reg_chars[1] = pshader? 'g': 'y';
329 swizzle_reg_chars[2] = pshader? 'b': 'z';
330 swizzle_reg_chars[3] = pshader? 'a': 'w';
332 if (input) {
333 if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
334 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) ||
335 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) ||
336 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) )
337 TRACE("-");
338 else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
339 TRACE("1-");
342 switch (regtype) {
343 case D3DSPR_TEMP:
344 TRACE("r%lu", reg);
345 break;
346 case D3DSPR_INPUT:
347 TRACE("v%lu", reg);
348 break;
349 case D3DSPR_CONST:
350 TRACE("c%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
351 break;
352 case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
353 TRACE("%c%lu", (pshader? 't':'a'), reg);
354 break;
355 case D3DSPR_RASTOUT:
356 TRACE("%s", rastout_reg_names[reg]);
357 break;
358 case D3DSPR_COLOROUT:
359 TRACE("oC%lu", reg);
360 break;
361 case D3DSPR_DEPTHOUT:
362 TRACE("oDepth");
363 break;
364 case D3DSPR_ATTROUT:
365 TRACE("oD%lu", reg);
366 break;
367 case D3DSPR_TEXCRDOUT:
368 TRACE("oT%lu", reg);
369 break;
370 case D3DSPR_CONSTINT:
371 TRACE("i%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
372 break;
373 case D3DSPR_CONSTBOOL:
374 TRACE("b%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
375 break;
376 case D3DSPR_LABEL:
377 TRACE("l%lu", reg);
378 break;
379 case D3DSPR_LOOP:
380 TRACE("aL%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
381 break;
382 case D3DSPR_SAMPLER:
383 TRACE("s%lu", reg);
384 break;
385 default:
386 TRACE("unhandled_rtype(%lx)", regtype);
387 break;
390 if (!input) {
391 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
393 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
394 TRACE(".");
395 if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
396 if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
397 if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
398 if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
401 } else {
402 /** operand input */
403 DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
404 DWORD swizzle_r = swizzle & 0x03;
405 DWORD swizzle_g = (swizzle >> 2) & 0x03;
406 DWORD swizzle_b = (swizzle >> 4) & 0x03;
407 DWORD swizzle_a = (swizzle >> 6) & 0x03;
409 if (0 != (param & D3DSP_SRCMOD_MASK)) {
410 DWORD mask = param & D3DSP_SRCMOD_MASK;
411 /*TRACE("_modifier(0x%08lx) ", mask);*/
412 switch (mask) {
413 case D3DSPSM_NONE: break;
414 case D3DSPSM_NEG: break;
415 case D3DSPSM_BIAS: TRACE("_bias"); break;
416 case D3DSPSM_BIASNEG: TRACE("_bias"); break;
417 case D3DSPSM_SIGN: TRACE("_bx2"); break;
418 case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
419 case D3DSPSM_COMP: break;
420 case D3DSPSM_X2: TRACE("_x2"); break;
421 case D3DSPSM_X2NEG: TRACE("_x2"); break;
422 case D3DSPSM_DZ: TRACE("_dz"); break;
423 case D3DSPSM_DW: TRACE("_dw"); break;
424 default:
425 TRACE("_unknown(0x%08lx)", mask);
430 * swizzle bits fields:
431 * RRGGBBAA
433 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
434 if (swizzle_r == swizzle_g &&
435 swizzle_r == swizzle_b &&
436 swizzle_r == swizzle_a) {
437 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
438 } else {
439 TRACE(".%c%c%c%c",
440 swizzle_reg_chars[swizzle_r],
441 swizzle_reg_chars[swizzle_g],
442 swizzle_reg_chars[swizzle_b],
443 swizzle_reg_chars[swizzle_a]);
449 /** Generate the variable & register declarations for the ARB_vertex_program
450 output target */
451 void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
453 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
454 DWORD i;
456 for(i = 0; i < This->baseShader.limits.temporary; i++) {
457 if (This->baseShader.temps_used & (1 << i))
458 shader_addline(buffer, "TEMP R%lu;\n", i);
461 for (i = 0; i < This->baseShader.limits.address; i++) {
462 if (This->baseShader.textures_used & (1 << i))
463 shader_addline(buffer, "ADDRESS A%ld;\n", i);
466 for(i = 0; i < This->baseShader.limits.texture; i++) {
467 if (This->baseShader.textures_used & (1 << i))
468 shader_addline(buffer,"TEMP T%lu;\n", i);
471 /* Texture coordinate registers must be pre-loaded */
472 for (i = 0; i < This->baseShader.limits.texture; i++) {
473 if (This->baseShader.textures_used & (1 << i))
474 shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
478 /** Generate the variable & register declarations for the GLSL
479 output target */
480 void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
482 FIXME("GLSL not fully implemented yet.\n");
486 /** Shared code in order to generate the bulk of the shader string.
487 Use the shader_header_fct & shader_footer_fct to add strings
488 that are specific to pixel or vertex functions
489 NOTE: A description of how to parse tokens can be found at:
490 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
491 void generate_base_shader(
492 IWineD3DBaseShader *iface,
493 SHADER_BUFFER* buffer,
494 CONST DWORD* pFunction) {
496 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
497 const DWORD *pToken = pFunction;
498 const SHADER_OPCODE *curOpcode = NULL;
499 DWORD opcode_token;
500 DWORD i;
502 /* Initialize current parsing state */
503 This->baseShader.parse_state.current_row = 0;
505 /* First pass: figure out which temporary and texture registers are used */
506 shader_get_registers_used(iface, pToken);
507 TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
508 This->baseShader.textures_used, This->baseShader.temps_used);
510 /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
511 nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
512 nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
515 /* Pre-declare registers */
516 if (USING_GLSL)
517 generate_glsl_declarations(iface, buffer);
518 else
519 generate_arb_declarations(iface, buffer);
521 /* Second pass, process opcodes */
522 if (NULL != pToken) {
523 while (D3DPS_END() != *pToken) {
525 /* Skip version token */
526 if (shader_is_version_token(*pToken)) {
527 ++pToken;
528 continue;
531 /* Skip comment tokens */
532 if (shader_is_comment(*pToken)) {
533 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
534 ++pToken;
535 TRACE("#%s\n", (char*)pToken);
536 pToken += comment_len;
537 continue;
540 /* Read opcode */
541 opcode_token = *pToken++;
542 curOpcode = shader_get_opcode(iface, opcode_token);
544 /* Unknown opcode and its parameters */
545 if (NULL == curOpcode) {
546 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
547 pToken += shader_skip_unrecognized(iface, pToken);
549 /* Using GLSL & no generator function exists */
550 } else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
552 FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
553 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
555 /* Unhandled opcode in ARB */
556 } else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
558 FIXME("Token %s requires greater functionality than "
559 "Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
560 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
562 /* If a generator function is set for current shader target, use it */
563 } else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
564 (USING_GLSL && curOpcode->hw_glsl_fct != NULL)) {
566 SHADER_OPCODE_ARG hw_arg;
568 hw_arg.shader = iface;
569 hw_arg.opcode = curOpcode;
570 hw_arg.buffer = buffer;
572 if (curOpcode->num_params > 0) {
574 DWORD param, addr_token = 0;
576 /* DCL instruction has usage dst parameter, not register */
577 if (curOpcode->opcode == D3DSIO_DCL)
578 param = *pToken++;
579 else
580 pToken += shader_get_param(iface, pToken, &param, &addr_token);
582 hw_arg.dst = param;
583 hw_arg.dst_addr = addr_token;
585 for (i = 1; i < curOpcode->num_params; i++) {
586 /* DEF* instructions have constant src parameters, not registers */
587 if (curOpcode->opcode == D3DSIO_DEF ||
588 curOpcode->opcode == D3DSIO_DEFI ||
589 curOpcode->opcode == D3DSIO_DEFB) {
590 param = *pToken++;
592 } else
593 pToken += shader_get_param(iface, pToken, &param, &addr_token);
595 hw_arg.src[i-1] = param;
596 hw_arg.src_addr[i-1] = addr_token;
600 /* Call appropriate function for output target */
601 if (USING_GLSL)
602 curOpcode->hw_glsl_fct(&hw_arg);
603 else
604 curOpcode->hw_fct(&hw_arg);
606 } else {
608 /* Unless we encounter a no-op command, this opcode is unrecognized */
609 if (curOpcode->opcode != D3DSIO_NOP) {
610 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
611 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
615 /* TODO: What about result.depth? */
621 void shader_dump_ins_modifiers(const DWORD output) {
623 DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
624 DWORD mmask = output & D3DSP_DSTMOD_MASK;
626 switch (shift) {
627 case 0: break;
628 case 13: TRACE("_d8"); break;
629 case 14: TRACE("_d4"); break;
630 case 15: TRACE("_d2"); break;
631 case 1: TRACE("_x2"); break;
632 case 2: TRACE("_x4"); break;
633 case 3: TRACE("_x8"); break;
634 default: TRACE("_unhandled_shift(%ld)", shift); break;
637 if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
638 if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
639 if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
641 mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
642 if (mmask)
643 FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
646 /* TODO: Move other shared code here */