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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
31 #define GLNAME_REQUIRE_GLSL ((const char *)1)
32 #define GLINFO_LOCATION (*gl_info)
34 typedef struct shader_reg_maps
{
40 inline static BOOL
shader_is_version_token(DWORD token
) {
41 return shader_is_pshader_version(token
) ||
42 shader_is_vshader_version(token
);
46 SHADER_BUFFER
* buffer
,
47 const char *format
, ...) {
49 char* base
= buffer
->buffer
+ buffer
->bsize
;
53 va_start(args
, format
);
54 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
57 if (rc
< 0 || /* C89 */
58 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
60 ERR("The buffer allocated for the shader program string "
61 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
62 buffer
->bsize
= SHADER_PGMSIZE
- 1;
68 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
, buffer
->bsize
, base
);
72 const SHADER_OPCODE
* shader_get_opcode(
73 IWineD3DBaseShader
*iface
, const DWORD code
) {
75 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
78 DWORD version
= This
->baseShader
.version
;
79 DWORD hex_version
= This
->baseShader
.hex_version
;
80 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
82 /** TODO: use dichotomic search */
83 while (NULL
!= shader_ins
[i
].name
) {
84 if (((code
& D3DSI_OPCODE_MASK
) == shader_ins
[i
].opcode
) &&
85 (((hex_version
>= shader_ins
[i
].min_version
) && (hex_version
<= shader_ins
[i
].max_version
)) ||
86 ((shader_ins
[i
].min_version
== 0) && (shader_ins
[i
].max_version
== 0)))) {
87 return &shader_ins
[i
];
91 FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
92 code
, code
, code
& D3DSI_OPCODE_MASK
, version
);
96 /* Read a parameter opcode from the input stream,
97 * and possibly a relative addressing token.
98 * Return the number of tokens read */
100 IWineD3DBaseShader
* iface
,
105 /* PS >= 3.0 have relative addressing (with token)
106 * VS >= 2.0 have relative addressing (with token)
107 * VS >= 1.0 < 2.0 have relative addressing (without token)
108 * The version check below should work in general */
110 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
111 char rel_token
= D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2 &&
112 ((*pToken
& D3DSHADER_ADDRESSMODE_MASK
) == D3DSHADER_ADDRMODE_RELATIVE
);
115 *addr_token
= rel_token
? *(pToken
+ 1): 0;
116 return rel_token
? 2:1;
119 /* Return the number of parameters to skip for an opcode */
120 static inline int shader_skip_opcode(
121 IWineD3DBaseShaderImpl
* This
,
122 const SHADER_OPCODE
* curOpcode
,
123 DWORD opcode_token
) {
125 /* Shaders >= 2.0 may contain address tokens, but fortunately they
126 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
128 return (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2)?
129 ((opcode_token
& D3DSI_INSTLENGTH_MASK
) >> D3DSI_INSTLENGTH_SHIFT
):
130 curOpcode
->num_params
;
133 /* Read the parameters of an unrecognized opcode from the input stream
134 * Return the number of tokens read.
136 * Note: This function assumes source or destination token format.
137 * It will not work with specially-formatted tokens like DEF or DCL,
138 * but hopefully those would be recognized */
140 int shader_skip_unrecognized(
141 IWineD3DBaseShader
* iface
,
142 const DWORD
* pToken
) {
147 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
148 while (*pToken
& 0x80000000) {
150 DWORD param
, addr_token
;
151 tokens_read
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
152 pToken
+= tokens_read
;
154 FIXME("Unrecognized opcode param: token=%08lX "
155 "addr_token=%08lX name=", param
, addr_token
);
156 shader_dump_param(iface
, param
, addr_token
, i
);
163 /* Note that this does not count the loop register
164 * as an address register. */
166 static void shader_get_registers_used(
167 IWineD3DBaseShader
*iface
,
168 shader_reg_maps
* reg_maps
,
169 CONST DWORD
* pToken
) {
171 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
176 reg_maps
->temporary
= 0;
177 reg_maps
->texcoord
= 0;
178 reg_maps
->address
= 0;
180 while (D3DVS_END() != *pToken
) {
181 CONST SHADER_OPCODE
* curOpcode
;
185 if (shader_is_version_token(*pToken
)) {
190 } else if (shader_is_comment(*pToken
)) {
191 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
193 pToken
+= comment_len
;
198 opcode_token
= *pToken
++;
199 curOpcode
= shader_get_opcode(iface
, opcode_token
);
201 /* Unhandled opcode, and its parameters */
202 if (NULL
== curOpcode
) {
203 while (*pToken
& 0x80000000)
207 /* Skip declarations (for now) */
208 } else if (D3DSIO_DCL
== curOpcode
->opcode
) {
209 pToken
+= curOpcode
->num_params
;
212 /* Skip definitions (for now) */
213 } else if (D3DSIO_DEF
== curOpcode
->opcode
) {
214 pToken
+= curOpcode
->num_params
;
217 /* Set texture registers, and temporary registers */
221 /* This will loop over all the registers and try to
222 * make a bitmask of the ones we're interested in.
224 * Relative addressing tokens are ignored, but that's
225 * okay, since we'll catch any address registers when
226 * they are initialized (required by spec) */
228 limit
= (opcode_token
& D3DSHADER_INSTRUCTION_PREDICATED
)?
229 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
231 for (i
= 0; i
< limit
; ++i
) {
233 DWORD param
, addr_token
, reg
, regtype
;
234 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
236 regtype
= (param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
;
237 reg
= param
& D3DSP_REGNUM_MASK
;
239 if (D3DSPR_TEXTURE
== regtype
) { /* vs: D3DSPR_ADDR */
241 if (shader_is_pshader_version(This
->baseShader
.hex_version
))
242 reg_maps
->texcoord
|= (1 << reg
);
244 reg_maps
->address
|= (1 << reg
);
247 if (D3DSPR_TEMP
== regtype
)
248 reg_maps
->temporary
|= (1 << reg
);
254 void shader_program_dump_decl_usage(
258 DWORD regtype
= shader_get_regtype(param
);
261 if (regtype
== D3DSPR_SAMPLER
) {
262 DWORD ttype
= decl
& D3DSP_TEXTURETYPE_MASK
;
265 case D3DSTT_2D
: TRACE("2d"); break;
266 case D3DSTT_CUBE
: TRACE("cube"); break;
267 case D3DSTT_VOLUME
: TRACE("volume"); break;
268 default: TRACE("unknown_ttype(%08lx)", ttype
);
273 DWORD usage
= decl
& D3DSP_DCL_USAGE_MASK
;
274 DWORD idx
= (decl
& D3DSP_DCL_USAGEINDEX_MASK
) >> D3DSP_DCL_USAGEINDEX_SHIFT
;
277 case D3DDECLUSAGE_POSITION
:
278 TRACE("%s%ld", "position", idx
);
280 case D3DDECLUSAGE_BLENDINDICES
:
281 TRACE("%s", "blend");
283 case D3DDECLUSAGE_BLENDWEIGHT
:
284 TRACE("%s", "weight");
286 case D3DDECLUSAGE_NORMAL
:
287 TRACE("%s%ld", "normal", idx
);
289 case D3DDECLUSAGE_PSIZE
:
290 TRACE("%s", "psize");
292 case D3DDECLUSAGE_COLOR
:
294 TRACE("%s", "color");
296 TRACE("%s%ld", "specular", (idx
- 1));
299 case D3DDECLUSAGE_TEXCOORD
:
300 TRACE("%s%ld", "texture", idx
);
302 case D3DDECLUSAGE_TANGENT
:
303 TRACE("%s", "tangent");
305 case D3DDECLUSAGE_BINORMAL
:
306 TRACE("%s", "binormal");
308 case D3DDECLUSAGE_TESSFACTOR
:
309 TRACE("%s", "tessfactor");
311 case D3DDECLUSAGE_POSITIONT
:
312 TRACE("%s%ld", "positionT", idx
);
314 case D3DDECLUSAGE_FOG
:
317 case D3DDECLUSAGE_DEPTH
:
318 TRACE("%s", "depth");
320 case D3DDECLUSAGE_SAMPLE
:
321 TRACE("%s", "sample");
324 FIXME("unknown_semantics(%08lx)", usage
);
329 static void shader_dump_arr_entry(
330 IWineD3DBaseShader
*iface
,
332 const DWORD addr_token
,
335 DWORD reg
= param
& D3DSP_REGNUM_MASK
;
337 ((param
& D3DSHADER_ADDRESSMODE_MASK
) == D3DSHADER_ADDRMODE_RELATIVE
);
342 shader_dump_param(iface
, addr_token
, 0, input
);
350 void shader_dump_param(
351 IWineD3DBaseShader
*iface
,
353 const DWORD addr_token
,
356 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
357 static const char* rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
358 char swizzle_reg_chars
[4];
360 DWORD reg
= param
& D3DSP_REGNUM_MASK
;
361 DWORD regtype
= shader_get_regtype(param
);
363 /* There are some minor differences between pixel and vertex shaders */
364 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
366 /* For one, we'd prefer color components to be shown for pshaders.
367 * FIXME: use the swizzle function for this */
369 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
370 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
371 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
372 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
375 if ( ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) ||
376 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_BIASNEG
) ||
377 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_SIGNNEG
) ||
378 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_X2NEG
) )
380 else if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_COMP
)
382 else if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NOT
)
395 shader_dump_arr_entry(iface
, param
, addr_token
, input
);
397 case D3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
398 TRACE("%c%lu", (pshader
? 't':'a'), reg
);
401 TRACE("%s", rastout_reg_names
[reg
]);
403 case D3DSPR_COLOROUT
:
406 case D3DSPR_DEPTHOUT
:
412 case D3DSPR_TEXCRDOUT
:
414 /* Vertex shaders >= 3.0 use general purpose output registers
415 * (D3DSPR_OUTPUT), which can include an address token */
417 if (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
419 shader_dump_arr_entry(iface
, param
, addr_token
, input
);
424 case D3DSPR_CONSTINT
:
426 shader_dump_arr_entry(iface
, param
, addr_token
, input
);
428 case D3DSPR_CONSTBOOL
:
430 shader_dump_arr_entry(iface
, param
, addr_token
, input
);
441 case D3DSPR_PREDICATE
:
445 TRACE("unhandled_rtype(%#lx)", regtype
);
450 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
452 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
454 if (param
& D3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
455 if (param
& D3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
456 if (param
& D3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
457 if (param
& D3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
462 DWORD swizzle
= (param
& D3DSP_SWIZZLE_MASK
) >> D3DSP_SWIZZLE_SHIFT
;
463 DWORD swizzle_r
= swizzle
& 0x03;
464 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
465 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
466 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
468 if (0 != (param
& D3DSP_SRCMOD_MASK
)) {
469 DWORD mask
= param
& D3DSP_SRCMOD_MASK
;
471 case D3DSPSM_NONE
: break;
472 case D3DSPSM_NEG
: break;
473 case D3DSPSM_NOT
: break;
474 case D3DSPSM_BIAS
: TRACE("_bias"); break;
475 case D3DSPSM_BIASNEG
: TRACE("_bias"); break;
476 case D3DSPSM_SIGN
: TRACE("_bx2"); break;
477 case D3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
478 case D3DSPSM_COMP
: break;
479 case D3DSPSM_X2
: TRACE("_x2"); break;
480 case D3DSPSM_X2NEG
: TRACE("_x2"); break;
481 case D3DSPSM_DZ
: TRACE("_dz"); break;
482 case D3DSPSM_DW
: TRACE("_dw"); break;
484 TRACE("_unknown_modifier(%#lx)", mask
>> D3DSP_SRCMOD_SHIFT
);
489 * swizzle bits fields:
492 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
493 if (swizzle_r
== swizzle_g
&&
494 swizzle_r
== swizzle_b
&&
495 swizzle_r
== swizzle_a
) {
496 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
499 swizzle_reg_chars
[swizzle_r
],
500 swizzle_reg_chars
[swizzle_g
],
501 swizzle_reg_chars
[swizzle_b
],
502 swizzle_reg_chars
[swizzle_a
]);
508 /** Generate the variable & register declarations for the ARB_vertex_program
510 void generate_arb_declarations(
511 IWineD3DBaseShader
*iface
,
512 shader_reg_maps
* reg_maps
,
513 SHADER_BUFFER
* buffer
) {
515 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
518 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
519 if (reg_maps
->temporary
& (1 << i
))
520 shader_addline(buffer
, "TEMP R%lu;\n", i
);
523 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
524 if (reg_maps
->address
& (1 << i
))
525 shader_addline(buffer
, "ADDRESS A%ld;\n", i
);
528 for(i
= 0; i
< This
->baseShader
.limits
.texture
; i
++) {
529 if (reg_maps
->texcoord
& (1 << i
))
530 shader_addline(buffer
,"TEMP T%lu;\n", i
);
533 /* Texture coordinate registers must be pre-loaded */
534 for (i
= 0; i
< This
->baseShader
.limits
.texture
; i
++) {
535 if (reg_maps
->texcoord
& (1 << i
))
536 shader_addline(buffer
, "MOV T%lu, fragment.texcoord[%lu];\n", i
, i
);
539 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
540 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
541 This
->baseShader
.limits
.constant_float
,
542 This
->baseShader
.limits
.constant_float
- 1);
545 /** Generate the variable & register declarations for the GLSL
547 void generate_glsl_declarations(
548 IWineD3DBaseShader
*iface
,
549 shader_reg_maps
* reg_maps
,
550 SHADER_BUFFER
* buffer
) {
552 FIXME("GLSL not fully implemented yet.\n");
556 /** Shared code in order to generate the bulk of the shader string.
557 Use the shader_header_fct & shader_footer_fct to add strings
558 that are specific to pixel or vertex functions
559 NOTE: A description of how to parse tokens can be found at:
560 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
561 void generate_base_shader(
562 IWineD3DBaseShader
*iface
,
563 SHADER_BUFFER
* buffer
,
564 CONST DWORD
* pFunction
) {
566 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
567 const DWORD
*pToken
= pFunction
;
568 const SHADER_OPCODE
*curOpcode
= NULL
;
569 SHADER_HANDLER hw_fct
= NULL
;
572 shader_reg_maps reg_maps
;
574 /* Initialize current parsing state */
575 This
->baseShader
.parse_state
.current_row
= 0;
577 /* First pass: figure out which temporary and texture registers are used */
578 shader_get_registers_used(iface
, ®_maps
, pToken
);
580 /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
581 nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
582 nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
585 /* Pre-declare registers */
586 if (wined3d_settings
.shader_mode
== SHADER_GLSL
) {
587 generate_glsl_declarations(iface
, ®_maps
, buffer
);
588 shader_addline(buffer
, "void main() {\n");
590 generate_arb_declarations(iface
, ®_maps
, buffer
);
593 /* Second pass, process opcodes */
594 if (NULL
!= pToken
) {
595 while (D3DPS_END() != *pToken
) {
597 /* Skip version token */
598 if (shader_is_version_token(*pToken
)) {
603 /* Skip comment tokens */
604 if (shader_is_comment(*pToken
)) {
605 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
607 TRACE("#%s\n", (char*)pToken
);
608 pToken
+= comment_len
;
613 opcode_token
= *pToken
++;
614 curOpcode
= shader_get_opcode(iface
, opcode_token
);
615 hw_fct
= (wined3d_settings
.shader_mode
==
616 SHADER_GLSL
? curOpcode
->hw_glsl_fct
: curOpcode
->hw_fct
);
618 /* Unknown opcode and its parameters */
619 if (NULL
== curOpcode
) {
620 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token
);
621 pToken
+= shader_skip_unrecognized(iface
, pToken
);
623 /* If a generator function is set for current shader target, use it */
624 } else if (hw_fct
!= NULL
) {
626 SHADER_OPCODE_ARG hw_arg
;
628 hw_arg
.shader
= iface
;
629 hw_arg
.opcode
= curOpcode
;
630 hw_arg
.buffer
= buffer
;
632 if (curOpcode
->num_params
> 0) {
634 DWORD param
, addr_token
= 0;
636 /* DCL instruction has usage dst parameter, not register */
637 if (curOpcode
->opcode
== D3DSIO_DCL
)
640 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
643 hw_arg
.dst_addr
= addr_token
;
645 if (opcode_token
& D3DSHADER_INSTRUCTION_PREDICATED
)
646 hw_arg
.predicate
= *pToken
++;
648 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
649 /* DEF* instructions have constant src parameters, not registers */
650 if (curOpcode
->opcode
== D3DSIO_DEF
||
651 curOpcode
->opcode
== D3DSIO_DEFI
||
652 curOpcode
->opcode
== D3DSIO_DEFB
) {
656 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
658 hw_arg
.src
[i
-1] = param
;
659 hw_arg
.src_addr
[i
-1] = addr_token
;
663 /* Call appropriate function for output target */
668 /* Unless we encounter a no-op command, this opcode is unrecognized */
669 if (curOpcode
->opcode
!= D3DSIO_NOP
) {
670 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
671 pToken
+= shader_skip_opcode(This
, curOpcode
, opcode_token
);
675 /* TODO: What about result.depth? */
680 /** Prints the GLSL info log which will contain error messages if they exist */
681 void print_glsl_info_log(
682 WineD3D_GL_Info
*gl_info
,
685 int infologLength
= 0;
688 GL_EXTCALL(glGetObjectParameterivARB(obj
,
689 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
692 if (infologLength
> 0)
694 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
695 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
696 FIXME("Error received from GLSL shader #%u: %s", obj
, debugstr_a(infoLog
));
697 HeapFree(GetProcessHeap(), 0, infoLog
);
701 void shader_dump_ins_modifiers(const DWORD output
) {
703 DWORD shift
= (output
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
704 DWORD mmask
= output
& D3DSP_DSTMOD_MASK
;
708 case 13: TRACE("_d8"); break;
709 case 14: TRACE("_d4"); break;
710 case 15: TRACE("_d2"); break;
711 case 1: TRACE("_x2"); break;
712 case 2: TRACE("_x4"); break;
713 case 3: TRACE("_x8"); break;
714 default: TRACE("_unhandled_shift(%ld)", shift
); break;
717 if (mmask
& D3DSPDM_SATURATE
) TRACE("_sat");
718 if (mmask
& D3DSPDM_PARTIALPRECISION
) TRACE("_pp");
719 if (mmask
& D3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
721 mmask
&= ~(D3DSPDM_SATURATE
| D3DSPDM_PARTIALPRECISION
| D3DSPDM_MSAMPCENTROID
);
723 FIXME("_unrecognized_modifier(%#lx)", mmask
>> D3DSP_DSTMOD_SHIFT
);
726 /* TODO: Move other shared code here */