From 932815d6f0022c6c15d69db27d41c45175fbf9b7 Mon Sep 17 00:00:00 2001 From: Oliver Stieber Date: Mon, 21 Nov 2005 16:27:55 +0000 Subject: [PATCH] Implement a pixel shader parser and cross compiler. All version of shaders up to 3 should be parsed correctly, but only shaders 1-1.4 will be cross compiled. --- dlls/wined3d/device.c | 54 +- dlls/wined3d/pixelshader.c | 1714 +++++++++++++++++++++++++++++++++++++- dlls/wined3d/wined3d_private.h | 2 + include/wine/wined3d_interface.h | 10 +- 4 files changed, 1741 insertions(+), 39 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 30067aad771..3619097e775 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1621,23 +1621,23 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CON return D3D_OK; } -HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent) { +HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */ + HRESULT hr = D3D_OK; D3DCREATEOBJECTINSTANCE(object, PixelShader) -#if 1 - object->function = pFunction; -#else /* TODO: pixel shader set function */ - IWineD3DPixelShaderImpl_SetFuction(*ppPixelShader, pFunction); -#endif - FIXME("(%p) : STUB: Created Pixel shader %p\n", This, ppPixelShader); - return D3D_OK; - + hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction); + if (D3D_OK == hr) { + TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader); + } else { + WARN("(%p) : Failed to create pixel shader\n", This); + } + return hr; } -HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D) { +HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; *ppD3D= This->wineD3D; TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D); @@ -3906,26 +3906,20 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3D IUnknown *parent; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DPixelShader *oldpShader = This->updateStateBlock->pixelShader; - static BOOL showFixmes = TRUE; This->updateStateBlock->pixelShader = pShader; This->updateStateBlock->changed.pixelShader = TRUE; This->updateStateBlock->set.pixelShader = TRUE; if (pShader == NULL) { - /* clear down the shader */ + /* clear down the shader */ TRACE("Clear down the shader\n"); - }else{ - if (showFixmes) { - FIXME("(%p) : stub pShader(%p)\n", This, pShader); - showFixmes = FALSE; - } } /* Handle recording of state blocks */ if (This->isRecordingState) { - TRACE("Recording... not performing anything\n"); - return D3D_OK; + TRACE("Recording... not performing anything\n"); + return D3D_OK; } /** * TODO: merge HAL shaders context switching from prototype @@ -3948,7 +3942,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3D HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - if (ppShader == NULL) { + if (NULL == ppShader) { WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This); return D3DERR_INVALIDCALL; } @@ -3972,9 +3966,7 @@ memcpy(pConstantData, This->updateStateBlock->_pixelshaderconstant + (StartRegis int count = min(_count, MAX_PSHADER_CONSTANTS - (StartRegister + 1)); \ if (NULL == pConstantData || count < 0 /* || _count != count */ ) \ return D3DERR_INVALIDCALL; \ -memcpy(This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), pConstantData, count * (sizeof(*pConstantData) * _sizecount)); \ -This->updateStateBlock->changed.pixelShader = TRUE; \ -This->updateStateBlock->set.pixelShader = TRUE; +memcpy(This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), pConstantData, count * (sizeof(*pConstantData) * _sizecount)); HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) { @@ -3999,14 +3991,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; int i, count; - /* populate the bitmap that says which constant type we should load */ - for (i = StartRegister; i < BoolCount + StartRegister; ++i) { - This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE; - This->updateStateBlock->set.pixelShaderConstants[i] = TRUE; - This->updateStateBlock->pixelShaderConstantT[i] = WINESHADERCNST_BOOL; - TRACE("(%p) : Setting psb %d to %d\n", This->updateStateBlock, i, pConstantData[i - StartRegister]); + /* verify that the requested shader constant was populated with a integer */ + for (i = StartRegister; i < BoolCount; ++i) { + if (WINESHADERCNST_BOOL != This->updateStateBlock->pixelShaderConstantT[i]) { + + /* the constant for this register isn't a boolean */ + WARN("(%p) : Caller requested a integer where stateblock (%p) entry is a %s. Returning D3DERR_INVALIDCALL\n", This, This->updateStateBlock, + WINESHADERCNST_INTEGER == This->updateStateBlock->vertexShaderConstantT[i] ? "integer" : "float"); + return D3DERR_INVALIDCALL; + } } + GET_SHADER_CONSTANT(pixelShaderConstantB, BoolCount, 1); return D3D_OK; diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index ceb616b1cd7..87b4f4426fd 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -21,12 +21,39 @@ #include "config.h" #include +#include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); +#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info +#if 0 /* Must not be 1 in cvs version */ +# define PSTRACE(A) TRACE A +# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) +#else +# define PSTRACE(A) +# define TRACE_VSVECTOR(name) +#endif + +/* The maximum size of the program */ +#define PGMSIZE 65535 + +#define REGMASK 0x00001FFF +typedef void (*shader_fct_t)(); + +typedef struct SHADER_OPCODE { + unsigned int opcode; + const char* name; + const char* glname; + CONST UINT num_params; + shader_fct_t soft_fct; + DWORD min_version; + DWORD max_version; +} SHADER_OPCODE; + +#define GLNAME_REQUIRE_GLSL ((const char *)1) /* ******************************************* IWineD3DPixelShader IUnknown parts follow ******************************************* */ @@ -60,6 +87,12 @@ ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { return ref; } +/* TODO: At the momeny the function parser is single pass, it achievs this + by passing constants to a couple of functions where they are then modified. + At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader) + when happens constants should be worked out in the first pass to tidy up the second pass a bit. +*/ + /* ******************************************* IWineD3DPixelShader IWineD3DPixelShader parts follow ******************************************* */ @@ -72,7 +105,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUn TRACE("(%p) : returning %p\n", This, *parent); return D3D_OK; } - + HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice); @@ -98,7 +131,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VO TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData); (*(DWORD **) pData) = NULL; } else { - if(This->functionLength == 0){ + if (This->functionLength == 0) { } TRACE("(%p) : GetFunction copying to %p\n", This, pData); @@ -107,7 +140,1680 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VO return D3D_OK; } +/******************************* + * pshader functions software VM + */ + +void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = s0->x + s1->x; + d->y = s0->y + s1->y; + d->z = s0->z + s1->z; + d->w = s0->w + s1->w; + PSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; + PSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; + PSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = 1.0f; + d->y = s0->y * s1->y; + d->z = s0->z; + d->w = s1->w; + PSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + union { + float f; + DWORD d; + } tmp; + + tmp.f = floorf(s0->w); + d->x = powf(2.0f, tmp.f); + d->y = s0->w - tmp.f; + tmp.f = powf(2.0f, s0->w); + tmp.d &= 0xFFFFFF00U; + d->z = tmp.f; + d->w = 1.0f; + PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = 1.0f; + d->y = (0.0f < s0->x) ? s0->x : 0.0f; + d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f; + d->w = 1.0f; + PSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + float tmp_f = fabsf(s0->w); + d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; + PSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { + d->x = s0->x * s1->x + s2->x; + d->y = s0->y * s1->y + s2->y; + d->z = s0->z * s1->z + s2->z; + d->w = s0->w * s1->w + s2->w; + PSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w)); +} + +void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = (s0->x >= s1->x) ? s0->x : s1->x; + d->y = (s0->y >= s1->y) ? s0->y : s1->y; + d->z = (s0->z >= s1->z) ? s0->z : s1->z; + d->w = (s0->w >= s1->w) ? s0->w : s1->w; + PSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = (s0->x < s1->x) ? s0->x : s1->x; + d->y = (s0->y < s1->y) ? s0->y : s1->y; + d->z = (s0->z < s1->z) ? s0->z : s1->z; + d->w = (s0->w < s1->w) ? s0->w : s1->w; + PSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = s0->x; + d->y = s0->y; + d->z = s0->z; + d->w = s0->w; + PSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = s0->x * s1->x; + d->y = s0->y * s1->y; + d->z = s0->z * s1->z; + d->w = s0->w * s1->w; + PSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_nop(void) { + /* NOPPPP ahhh too easy ;) */ + PSTRACE(("executing nop\n")); +} + +void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; + PSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + float tmp_f = fabsf(s0->w); + d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); + PSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; + d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; + d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; + d->w = (s0->w >= s1->w) ? 1.0f : 0.0f; + PSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = (s0->x < s1->x) ? 1.0f : 0.0f; + d->y = (s0->y < s1->y) ? 1.0f : 0.0f; + d->z = (s0->z < s1->z) ? 1.0f : 0.0f; + d->w = (s0->w < s1->w) ? 1.0f : 0.0f; + PSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = s0->x - s1->x; + d->y = s0->y - s1->y; + d->z = s0->z - s1->z; + d->w = s0->w - s1->w; + PSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +/** + * Version 1.1 specific + */ + +void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = d->y = d->z = d->w = powf(2.0f, s0->w); + PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + float tmp_f = fabsf(s0->w); + d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; + PSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = s0->x - floorf(s0->x); + d->y = s0->y - floorf(s0->y); + d->z = 0.0f; + d->w = 1.0f; + PSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + +typedef FLOAT D3DMATRIX44[4][4]; +typedef FLOAT D3DMATRIX43[4][3]; +typedef FLOAT D3DMATRIX34[4][4]; +typedef FLOAT D3DMATRIX33[4][3]; +typedef FLOAT D3DMATRIX32[4][2]; + +void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { + /* + * Buggy CODE: here only if cast not work for copy/paste + WINED3DSHADERVECTOR* mat2 = mat1 + 1; + WINED3DSHADERVECTOR* mat3 = mat1 + 2; + WINED3DSHADERVECTOR* mat4 = mat1 + 3; + d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w; + d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w; + d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w; + d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w; + */ + d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; + d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; + d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; + d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w; + PSTRACE(("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)); + PSTRACE(("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)); + PSTRACE(("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)); + PSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w)); +} + +void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { + d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; + d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; + d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; + d->w = 1.0f; + PSTRACE(("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)); + PSTRACE(("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)); + PSTRACE(("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)); + PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); +} + +void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { + d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; + d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; + d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; + d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z; + PSTRACE(("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)); + PSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); + PSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); + PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); +} + +void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { + d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z; + d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z; + d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; + d->w = 1.0f; + PSTRACE(("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)); + PSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); + PSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); + PSTRACE(("executing m3x3(4): (%f) \n", d->w)); +} + +void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX32 mat) { + FIXME("check\n"); + d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; + d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; + d->z = 0.0f; + d->w = 1.0f; +} + +/** + * Version 2.0 specific + */ +void pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { + d->x = s0->x * (s1->x - s2->x) + s2->x; + d->y = s0->y * (s1->y - s2->y) + s2->y; + d->z = s0->z * (s1->z - s2->z) + s2->z; + d->w = s0->w * (s1->w - s2->w) + s2->x; +} + +void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + d->x = s0->y * s1->z - s0->z * s1->y; + d->y = s0->z * s1->x - s0->x * s1->z; + d->z = s0->x * s1->y - s0->y * s1->x; + d->w = 0.9f; /* w is undefined, so set it to something safeish */ + + PSTRACE(("executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); +} + +void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + d->x = fabsf(s0->x); + d->y = fabsf(s0->y); + d->z = fabsf(s0->z); + d->w = fabsf(s0->w); + PSTRACE(("executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", + s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); +} + + /* Stubs */ +void pshader_texcoord(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_texkill(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_tex(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} +void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { + FIXME(" : Stub\n"); +} + +/* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */ +void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { + FIXME(" : Stub\n"); +} + +void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_texdepth(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { + FIXME(" : Stub\n"); +} + +void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + FIXME(" : Stub\n"); +} + +void pshader_call(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_ret(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_endloop(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { + FIXME(" : Stub\n"); +} + +void pshader_sng(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_sincos(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_rep(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_endrep(void) { + FIXME(" : Stub\n"); +} + +void pshader_if(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} + +void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { + FIXME(" : Stub\n"); +} +void pshader_else(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_label(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_endif(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_break(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_breakc(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_mova(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_defb(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_defi(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_dp2add(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_dsx(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_dsy(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_texldd(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_setp(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_texldl(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} + +void pshader_breakp(WINED3DSHADERVECTOR* d) { + FIXME(" : Stub\n"); +} +/** + * log, exp, frc, m*x* seems to be macros ins ... to see + */ +static CONST SHADER_OPCODE pshader_ins [] = { + {D3DSIO_NOP, "nop", "NOP", 0, pshader_nop, 0, 0}, + {D3DSIO_MOV, "mov", "MOV", 2, pshader_mov, 0, 0}, + {D3DSIO_ADD, "add", "ADD", 3, pshader_add, 0, 0}, + {D3DSIO_SUB, "sub", "SUB", 3, pshader_sub, 0, 0}, + {D3DSIO_MAD, "mad", "MAD", 4, pshader_mad, 0, 0}, + {D3DSIO_MUL, "mul", "MUL", 3, pshader_mul, 0, 0}, + {D3DSIO_RCP, "rcp", "RCP", 2, pshader_rcp, 0, 0}, + {D3DSIO_RSQ, "rsq", "RSQ", 2, pshader_rsq, 0, 0}, + {D3DSIO_DP3, "dp3", "DP3", 3, pshader_dp3, 0, 0}, + {D3DSIO_DP4, "dp4", "DP4", 3, pshader_dp4, 0, 0}, + {D3DSIO_MIN, "min", "MIN", 3, pshader_min, 0, 0}, + {D3DSIO_MAX, "max", "MAX", 3, pshader_max, 0, 0}, + {D3DSIO_SLT, "slt", "SLT", 3, pshader_slt, 0, 0}, + {D3DSIO_SGE, "sge", "SGE", 3, pshader_sge, 0, 0}, + {D3DSIO_ABS, "abs", "ABS", 2, pshader_abs, 0, 0}, + {D3DSIO_EXP, "exp", "EX2", 2, pshader_exp, 0, 0}, + {D3DSIO_LOG, "log", "LG2", 2, pshader_log, 0, 0}, + {D3DSIO_LIT, "lit", "LIT", 2, pshader_lit, 0, 0}, + {D3DSIO_DST, "dst", "DST", 3, pshader_dst, 0, 0}, + {D3DSIO_LRP, "lrp", "LRP", 4, pshader_lrp, 0, 0}, + {D3DSIO_FRC, "frc", "FRC", 2, pshader_frc, 0, 0}, + {D3DSIO_M4x4, "m4x4", "undefined", 3, pshader_m4x4, 0, 0}, + {D3DSIO_M4x3, "m4x3", "undefined", 3, pshader_m4x3, 0, 0}, + {D3DSIO_M3x4, "m3x4", "undefined", 3, pshader_m3x4, 0, 0}, + {D3DSIO_M3x3, "m3x3", "undefined", 3, pshader_m3x3, 0, 0}, + {D3DSIO_M3x2, "m3x2", "undefined", 3, pshader_m3x2, 0, 0}, + + + /** FIXME: use direct access so add the others opcodes as stubs */ + /* NOTE: gl function is currently NULL for calls and loops because they are not yet supported + They can be easly managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */ + {D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, pshader_call, 0, 0}, + {D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, pshader_callnz, 0, 0}, + {D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, pshader_loop, 0, 0}, + {D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, pshader_ret, 0, 0}, + {D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, pshader_endloop, 0, 0}, + {D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, pshader_label, 0, 0}, + /* DCL is a specil operation */ + {D3DSIO_DCL, "dcl", NULL, 1, pshader_dcl, 0, 0}, + {D3DSIO_POW, "pow", "POW", 3, pshader_pow, 0, 0}, + {D3DSIO_CRS, "crs", "XPS", 3, pshader_crs, 0, 0}, + /* TODO: sng can possibly be performed as + RCP tmp, vec + MUL out, tmp, vec*/ + {D3DSIO_SGN, "sng", NULL, 2, pshader_sng, 0, 0}, + /* TODO: xyz normalise can be performed is VS_ARB using one tempory register, + DP3 tmp , vec, vec; + RSQ tmp, tmp.x; + MUL vec.xyz, vec, tmp; + but I think this is better because it accounts for w properly. + DP3 tmp , vec, vec; + RSQ tmp, tmp.x; + MUL vec, vec, tmp; + + */ + {D3DSIO_NRM, "nrm", NULL, 2, pshader_nrm, 0, 0}, + {D3DSIO_SINCOS, "sincos", NULL, 2, pshader_sincos, 0, 0}, + {D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 2, pshader_rep, 0, 0}, + {D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, pshader_endrep, 0, 0}, + {D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 2, pshader_if, 0, 0}, + {D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, pshader_ifc, 0, 0}, + {D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 2, pshader_else, 0, 0}, + {D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 2, pshader_endif, 0, 0}, + {D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 2, pshader_break, 0, 0}, + {D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, pshader_breakc, 0, 0}, + {D3DSIO_MOVA, "mova", GLNAME_REQUIRE_GLSL, 2, pshader_mova, 0, 0}, + {D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, pshader_defb, 0, 0}, + {D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, pshader_defi, 0, 0}, + + {D3DSIO_TEXCOORD, "texcoord", "undefined", 1, pshader_texcoord, 0, D3DPS_VERSION(1,3)}, + {D3DSIO_TEXCOORD, "texcrd", "undefined", 2, pshader_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, + {D3DSIO_TEXKILL, "texkill", "KIL", 1, pshader_texkill, D3DPS_VERSION(1,0), D3DPS_VERSION(1,4)}, + {D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, 0, D3DPS_VERSION(1,3)}, + {D3DSIO_TEX, "texld", GLNAME_REQUIRE_GLSL, 2, pshader_texld, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, + {D3DSIO_TEXBEM, "texbem", "undefined", 2, pshader_texbem, 0, D3DPS_VERSION(1,3)}, + {D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 2, pshader_texbeml, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 2, pshader_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 2, pshader_texreg2gb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 2, pshader_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 2, pshader_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3diff, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)}, + {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 3, pshader_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x3VSPEC, "texm3x3vspe", "undefined", 2, pshader_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 2, pshader_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, + {D3DSIO_EXPP, "expp", "EXP", 2, pshader_expp, 0, 0}, + {D3DSIO_LOGP, "logp", "LOG", 2, pshader_logp, 0, 0}, + {D3DSIO_CND, "cnd", GLNAME_REQUIRE_GLSL, 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)}, + /* def is a special opperation */ + {D3DSIO_DEF, "def", "undefined", 5, pshader_def, 0, 0}, + {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x2depth,D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, + {D3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL,1, pshader_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, + {D3DSIO_CMP, "cmp", GLNAME_REQUIRE_GLSL, 4, pshader_cmp, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)}, + {D3DSIO_BEM, "bem", GLNAME_REQUIRE_GLSL, 3, pshader_bem, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, + /* TODO: dp2add can be made out of multiple instuctions */ + {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 2, pshader_dp2add, 0, 0}, + {D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 2, pshader_dsx, 0, 0}, + {D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 2, pshader_dsy, 0, 0}, + {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 2, pshader_texldd, 0, 0}, + {D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 2, pshader_setp, 0, 0}, + {D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, pshader_texldl, 0, 0}, + {D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 2, pshader_breakp, 0, 0}, + {D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, pshader_nop, 0, 0}, + {0, NULL, NULL, 0, NULL, 0, 0} +}; + + +inline static const SHADER_OPCODE* pshader_program_get_opcode(const DWORD code, const int version) { + DWORD i = 0; + DWORD hex_version = D3DPS_VERSION(version/10, version%10); + /** TODO: use dichotomic search */ + while (NULL != pshader_ins[i].name) { + if (((code & D3DSI_OPCODE_MASK) == pshader_ins[i].opcode) && + (((hex_version >= pshader_ins[i].min_version) && (hex_version <= pshader_ins[i].max_version)) || + ((pshader_ins[i].min_version == 0) && (pshader_ins[i].max_version == 0)))) { + return &pshader_ins[i]; + } + ++i; + } + FIXME("Unsupported opcode %lx(%ld) masked %lx version %d\n", code, code, code & D3DSI_OPCODE_MASK, version); + return NULL; +} + +inline static BOOL pshader_is_version_token(DWORD token) { + return 0xFFFF0000 == (token & 0xFFFF0000); +} + +inline static BOOL pshader_is_comment_token(DWORD token) { + return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); +} + + +inline static void get_register_name(const DWORD param, char* regstr, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { + static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; + + DWORD reg = param & REGMASK; + DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); + + switch (regtype) { + case D3DSPR_TEMP: + sprintf(regstr, "R%lu", reg); + break; + case D3DSPR_INPUT: + if (reg==0) { + strcpy(regstr, "fragment.color.primary"); + } else { + strcpy(regstr, "fragment.color.secondary"); + } + break; + case D3DSPR_CONST: + if (constants[reg]) + sprintf(regstr, "C%lu", reg); + else + sprintf(regstr, "program.env[%lu]", reg); + break; + case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ + sprintf(regstr,"T%lu", reg); + break; + case D3DSPR_RASTOUT: + sprintf(regstr, "%s", rastout_reg_names[reg]); + break; + case D3DSPR_ATTROUT: + sprintf(regstr, "oD[%lu]", reg); + break; + case D3DSPR_TEXCRDOUT: + sprintf(regstr, "oT[%lu]", reg); + break; + default: + FIXME("Unhandled register name Type(%ld)\n", regtype); + break; + } +} + +inline static void get_write_mask(const DWORD output_reg, char *write_mask) { + *write_mask = 0; + if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { + strcat(write_mask, "."); + if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r"); + if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g"); + if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b"); + if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a"); + } +} + +inline static void get_input_register_swizzle(const DWORD instr, char *swzstring) { + static const char swizzle_reg_chars[] = "rgba"; + DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; + DWORD swizzle_x = swizzle & 0x03; + DWORD swizzle_y = (swizzle >> 2) & 0x03; + DWORD swizzle_z = (swizzle >> 4) & 0x03; + DWORD swizzle_w = (swizzle >> 6) & 0x03; + /** + * swizzle bits fields: + * WWZZYYXX + */ + *swzstring = 0; + if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ + if (swizzle_x == swizzle_y && + swizzle_x == swizzle_z && + swizzle_x == swizzle_w) { + sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]); + } else { + sprintf(swzstring, ".%c%c%c%c", + swizzle_reg_chars[swizzle_x], + swizzle_reg_chars[swizzle_y], + swizzle_reg_chars[swizzle_z], + swizzle_reg_chars[swizzle_w]); + } + } +} + +inline static void addline(unsigned int *lineNum, char *pgm, unsigned int *pgmLength, char *line) { + int lineLen = strlen(line); + if(lineLen + *pgmLength > PGMSIZE - 1 /* - 1 to allow a NULL at the end */) { + ERR("The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required.\n", PGMSIZE, lineLen + *pgmLength); + return; + } else { + memcpy(pgm + *pgmLength, line, lineLen); + } + + *pgmLength += lineLen; + ++lineNum; + TRACE("GL HW (%u, %u) : %s", *lineNum, *pgmLength, line); +} + +static const char* shift_tab[] = { + "dummy", /* 0 (none) */ + "coefmul.x", /* 1 (x2) */ + "coefmul.y", /* 2 (x4) */ + "coefmul.z", /* 3 (x8) */ + "coefmul.w", /* 4 (x16) */ + "dummy", /* 5 (x32) */ + "dummy", /* 6 (x64) */ + "dummy", /* 7 (x128) */ + "dummy", /* 8 (d256) */ + "dummy", /* 9 (d128) */ + "dummy", /* 10 (d64) */ + "dummy", /* 11 (d32) */ + "coefdiv.w", /* 12 (d16) */ + "coefdiv.z", /* 13 (d8) */ + "coefdiv.y", /* 14 (d4) */ + "coefdiv.x" /* 15 (d2) */ +}; + +inline static void gen_output_modifier_line(int saturate, char *write_mask, int shift, char *regstr, char* line) { + /* Generate a line that does the output modifier computation */ + sprintf(line, "MUL%s %s%s, %s, %s;", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); +} + +inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char *outregstr, char *line, char constants[WINED3D_PSHADER_MAX_CONSTANTS]) { + /* Generate a line that does the input modifier computation and return the input register to use */ + static char regstr[256]; + static char tmpline[256]; + int insert_line; + + /* Assume a new line will be added */ + insert_line = 1; + + /* Get register name */ + get_register_name(instr, regstr, constants); + + TRACE(" Register name %s\n", regstr); + switch (instr & D3DSP_SRCMOD_MASK) { + case D3DSPSM_NONE: + strcpy(outregstr, regstr); + insert_line = 0; + break; + case D3DSPSM_NEG: + sprintf(outregstr, "-%s", regstr); + insert_line = 0; + break; + case D3DSPSM_BIAS: + sprintf(line, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg, regstr); + break; + case D3DSPSM_BIASNEG: + sprintf(line, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg, regstr); + break; + case D3DSPSM_SIGN: + sprintf(line, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg, regstr); + break; + case D3DSPSM_SIGNNEG: + sprintf(line, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg, regstr); + break; + case D3DSPSM_COMP: + sprintf(line, "SUB T%c, one.x, %s;", 'A' + tmpreg, regstr); + break; + case D3DSPSM_X2: + sprintf(line, "ADD T%c, %s, %s;", 'A' + tmpreg, regstr, regstr); + break; + case D3DSPSM_X2NEG: + sprintf(line, "ADD T%c, -%s, -%s;", 'A' + tmpreg, regstr, regstr); + break; + case D3DSPSM_DZ: + sprintf(line, "RCP T%c, %s.z;", 'A' + tmpreg, regstr); + sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); + strcat(line, "\n"); /* Hack */ + strcat(line, tmpline); + break; + case D3DSPSM_DW: + sprintf(line, "RCP T%c, %s;", 'A' + tmpreg, regstr); + sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); + strcat(line, "\n"); /* Hack */ + strcat(line, tmpline); + break; + default: + strcpy(outregstr, regstr); + insert_line = 0; + } + + if (insert_line) { + /* Substitute the register name */ + sprintf(outregstr, "T%c", 'A' + tmpreg); + } + + return insert_line; +} +/* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */ +inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { + IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; + const DWORD *pToken = pFunction; + const SHADER_OPCODE *curOpcode = NULL; + const DWORD *pInstr; + DWORD i; + unsigned lineNum = 0; /* The line number of the generated program (for loging)*/ + char *pgmStr = NULL; /* A pointer to the program data generated by this function */ + char tmpLine[255]; + DWORD nUseAddressRegister = 0; +#if 0 /* TODO: loop register (just another address register ) */ + BOOL hasLoops = FALSE; +#endif + + BOOL saturate; /* clamp to 0.0 -> 1.0*/ + int row = 0; /* not sure, something to do with macros? */ + DWORD tcw[2]; + int version = 0; /* The version of the shader */ + + /* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */ + unsigned int pgmLength = 0; + +#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders + it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occure... */ + if (This->device->fixupVertexBufferSize < PGMSIZE) { + HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); + This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE); + This->fixupVertexBufferSize = PGMSIZE; + This->fixupVertexBuffer[0] = 0; + } + pgmStr = This->device->fixupVertexBuffer; +#else + pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, PGMSIZE); /* 64kb should be enough */ +#endif + + + /* TODO: Think about using a first pass to work out what's required for the second pass. */ + for(i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; i++) + This->constants[i] = 0; + + if (NULL != pToken) { + while (D3DPS_END() != *pToken) { +#if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */ + if (version >= 2) { + instructionSize = pToken & SIZEBITS >> 27; + } +#endif + if (pshader_is_version_token(*pToken)) { /** version */ + int numTemps; + int numConstants; + + /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */ + version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F); + + TRACE("found version token ps.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); + + /* Each release of pixel shaders has had different numbers of temp registers */ + switch (version) { + case 10: + case 11: + case 12: + case 13: + case 14: numTemps=12; + numConstants=8; + strcpy(tmpLine, "!!ARBfp1.0\n"); + break; + case 20: numTemps=12; + numConstants=8; + strcpy(tmpLine, "!!ARBfp2.0\n"); + FIXME("No work done yet to support ps2.0 in hw\n"); + break; + case 30: numTemps=32; + numConstants=8; + strcpy(tmpLine, "!!ARBfp3.0\n"); + FIXME("No work done yet to support ps3.0 in hw\n"); + break; + default: + numTemps=12; + numConstants=8; + strcpy(tmpLine, "!!ARBfp1.0\n"); + FIXME("Unrecognized pixel shader version!\n"); + } + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* TODO: find out how many registers are really needed */ + for(i = 0; i < 6; i++) { + sprintf(tmpLine, "TEMP T%lu;\n", i); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + + for(i = 0; i < 6; i++) { + sprintf(tmpLine, "TEMP R%lu;\n", i); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + + sprintf(tmpLine, "TEMP TMP;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEMP TMP2;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEMP TA;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEMP TB;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEMP TC;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + strcpy(tmpLine, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + strcpy(tmpLine, "PARAM coefmul = { 2, 4, 8, 16 };\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + strcpy(tmpLine, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + for(i = 0; i < 4; i++) { + sprintf(tmpLine, "MOV T%lu, fragment.texcoord[%lu];\n", i, i); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + + ++pToken; + continue; + } + + if (pshader_is_comment_token(*pToken)) { /** comment */ + DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; + ++pToken; + FIXME("#%s\n", (char*)pToken); + pToken += comment_len; + continue; + } +/* here */ +#if 0 /* Not sure what thease are here for, the're not required for vshaders */ + code = *pToken; +#endif + pInstr = pToken; + curOpcode = pshader_program_get_opcode(*pToken, version); + TRACE("Found opcode %s %s\n", curOpcode->name,curOpcode->glname); + ++pToken; + if (NULL == curOpcode) { + /* unkown current opcode ... (shouldn't be any!) */ + while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */ + FIXME("unrecognized opcode: %08lx\n", *pToken); + ++pToken; + } + } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) { + /* if the token isn't supported by this cross compiler then skip it and it's parameters */ + FIXME("Token %s requires greater functionality than Fragment_Progarm_ARB supports\n", curOpcode->name); + pToken += curOpcode->num_params; + } else { + saturate = FALSE; + + /* Build opcode for GL vertex_program */ + switch (curOpcode->opcode) { + case D3DSIO_NOP: + case D3DSIO_PHASE: + continue; + case D3DSIO_MOV: + /* Address registers must be loaded with the ARL instruction */ + if ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) == D3DSPR_ADDR) { + if (((*pToken) & REGMASK) < nUseAddressRegister) { + strcpy(tmpLine, "ARL"); + break; + } else + FIXME("(%p) Try to load A%ld an undeclared address register!\n", This, ((*pToken) & REGMASK)); + } + /* fall through */ + case D3DSIO_CND: + case D3DSIO_CMP: + case D3DSIO_ADD: + case D3DSIO_SUB: + case D3DSIO_MAD: + case D3DSIO_MUL: + case D3DSIO_RCP: + case D3DSIO_RSQ: + case D3DSIO_DP3: + case D3DSIO_DP4: + case D3DSIO_MIN: + case D3DSIO_MAX: + case D3DSIO_SLT: + case D3DSIO_SGE: + case D3DSIO_LIT: + case D3DSIO_DST: + case D3DSIO_FRC: + case D3DSIO_EXPP: + case D3DSIO_LOGP: + case D3DSIO_EXP: + case D3DSIO_LOG: + case D3DSIO_LRP: + case D3DSIO_TEXKILL: + TRACE("Appending glname %s to tmpLine \n", curOpcode->glname); + strcpy(tmpLine, curOpcode->glname); + break; + case D3DSIO_DEF: + { + DWORD reg = *pToken & REGMASK; + sprintf(tmpLine, "PARAM C%lu = { %f, %f, %f, %f };\n", reg, + *((const float *)(pToken + 1)), + *((const float *)(pToken + 2)), + *((const float *)(pToken + 3)), + *((const float *)(pToken + 4)) ); + + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + This->constants[reg] = 1; + pToken += 5; + continue; + } + break; + case D3DSIO_TEX: + { + char tmp[20]; + get_write_mask(*pToken, tmp); + if (version != 14) { + DWORD reg = *pToken & REGMASK; + sprintf(tmpLine,"TEX T%lu%s, T%lu, texture[%lu], 2D;\n", reg, tmp, reg, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + } else { + char reg[20]; + DWORD reg1 = *pToken & REGMASK; + DWORD reg2 = *++pToken & REGMASK; + if (gen_input_modifier_line(*pToken, 0, reg, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine,"TEX R%lu%s, %s, texture[%lu], 2D;\n", reg1, tmp, reg, reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + } + continue; + } + break; + case D3DSIO_TEXCOORD: + { + char tmp[20]; + get_write_mask(*pToken, tmp); + if (version != 14) { + DWORD reg = *pToken & REGMASK; + sprintf(tmpLine, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + } else { + DWORD reg1 = *pToken & REGMASK; + DWORD reg2 = *++pToken & REGMASK; + sprintf(tmpLine, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + } + continue; + } + break; + case D3DSIO_TEXM3x2PAD: + { + DWORD reg = *pToken & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine, "DP3 TMP.x, T%lu, %s;\n", reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + continue; + } + break; + case D3DSIO_TEXM3x2TEX: + { + DWORD reg = *pToken & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine, "DP3 TMP.y, T%lu, %s;\n", reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + continue; + } + break; + case D3DSIO_TEXREG2AR: + { + DWORD reg1 = *pToken & REGMASK; + DWORD reg2 = *++pToken & REGMASK; + sprintf(tmpLine, "MOV TMP.r, T%lu.a;\n", reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MOV TMP.g, T%lu.r;\n", reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + continue; + } + break; + case D3DSIO_TEXREG2GB: + { + DWORD reg1 = *pToken & REGMASK; + DWORD reg2 = *++pToken & REGMASK; + sprintf(tmpLine, "MOV TMP.r, T%lu.g;\n", reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MOV TMP.g, T%lu.b;\n", reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + continue; + } + break; + case D3DSIO_TEXBEM: + { + DWORD reg1 = *pToken & REGMASK; + DWORD reg2 = *++pToken & REGMASK; + + /* FIXME: Should apply the BUMPMAPENV matrix */ + sprintf(tmpLine, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + ++pToken; + continue; + } + break; + case D3DSIO_TEXM3x3PAD: + { + DWORD reg = *pToken & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine, "DP3 TMP.%c, T%lu, %s;\n", 'x'+row, reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + tcw[row++] = reg; + ++pToken; + continue; + } + break; + case D3DSIO_TEXM3x3TEX: + { + DWORD reg = *pToken & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + + sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Cubemap textures will be more used than 3D ones. */ + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + row = 0; + ++pToken; + continue; + } + case D3DSIO_TEXM3x3VSPEC: + { + DWORD reg = *pToken & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Construct the eye-ray vector from w coordinates */ + sprintf(tmpLine, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", tcw[0]); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", tcw[1]); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ + sprintf(tmpLine, "DP3 TMP.w, TMP, TMP2;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Cubemap textures will be more used than 3D ones. */ + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + row = 0; + ++pToken; + continue; + } + break; + case D3DSIO_TEXM3x3SPEC: + { + DWORD reg = *pToken & REGMASK; + DWORD reg3 = *(pToken + 2) & REGMASK; + char buf[50]; + if (gen_input_modifier_line(*(pToken + 1), 0, buf, tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ + sprintf(tmpLine, "DP3 TMP.w, TMP, C[%lu];\n", reg3); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + /* Cubemap textures will be more used than 3D ones. */ + sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + row = 0; + pToken += 3; + continue; + } + break; + + default: + if (curOpcode->glname == GLNAME_REQUIRE_GLSL) { + FIXME("Opcode %s requires Gl Shader languange 1.0\n", curOpcode->name); + } else { + FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); + } + pToken += curOpcode->num_params; /* maybe + 1 */ + continue; + } + + if (0 != (*pToken & D3DSP_DSTMOD_MASK)) { + DWORD mask = *pToken & D3DSP_DSTMOD_MASK; + switch (mask) { + case D3DSPDM_SATURATE: saturate = TRUE; break; +#if 0 /* as yet unhandled modifiers */ + case D3DSPDM_CENTROID: centroid = TRUE; break; + case D3DSPDM_PP: partialpresision = TRUE; break; + case D3DSPDM_X2: X2 = TRUE; break; + case D3DSPDM_X4: X4 = TRUE; break; + case D3DSPDM_X8: X8 = TRUE; break; + case D3DSPDM_D2: D2 = TRUE; break; + case D3DSPDM_D4: D4 = TRUE; break; + case D3DSPDM_D8: D8 = TRUE; break; +#endif + default: + TRACE("_unhandled_modifier(0x%08lx)", mask); + } + } + + /* Generate input and output registers */ + if (curOpcode->num_params > 0) { + char regs[5][50]; + char operands[4][100]; + char swzstring[20]; + int saturate = 0; + char tmpOp[256]; + TRACE("(%p): Opcode has %d params\n", This, curOpcode->num_params); + + /* Generate lines that handle input modifier computation */ + for (i = 1; i < curOpcode->num_params; ++i) { + TRACE("(%p) : Param %ld token %lx\n", This, i, *(pToken + i)); + if (gen_input_modifier_line(*(pToken + i), i - 1, regs[i - 1], tmpLine, This->constants)) { + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + } + + /* Handle saturation only when no shift is present in the output modifier */ + if ((*pToken & D3DSPDM_SATURATE) && (0 == (*pToken & D3DSP_DSTSHIFT_MASK))) + saturate = 1; + + /* Handle output register */ + get_register_name(*pToken, tmpOp, This->constants); + strcpy(operands[0], tmpOp); + get_write_mask(*pToken, tmpOp); + strcat(operands[0], tmpOp); + + /* This function works because of side effects from gen_input_modifier_line */ + /* Handle input registers */ + for (i = 1; i < curOpcode->num_params; ++i) { + TRACE("(%p) : Regs = %s\n", This, regs[i - 1]); + strcpy(operands[i], regs[i - 1]); + get_input_register_swizzle(*(pToken + i), swzstring); + strcat(operands[i], swzstring); + } + + switch(curOpcode->opcode) { + case D3DSIO_CMP: + sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[1], operands[3], operands[2]); + break; + case D3DSIO_CND: + sprintf(tmpLine, "ADD TMP, -%s, coefdiv.x;", operands[1]); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[2], operands[3]); + break; + default: + if (saturate) + strcat(tmpLine, "_SAT"); + strcat(tmpLine, " "); + strcat(tmpLine, operands[0]); + for (i = 1; i < curOpcode->num_params; i++) { + strcat(tmpLine, ", "); + strcat(tmpLine, operands[i]); + } + strcat(tmpLine,";\n"); + } + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + pToken += curOpcode->num_params; + } +#if 0 /* I Think this isn't needed because the code above generates the input / output registers. */ + if (curOpcode->num_params > 0) { + DWORD param = *(pInstr + 1); + if (0 != (param & D3DSP_DSTSHIFT_MASK)) { + + /* Generate a line that handle the output modifier computation */ + char regstr[100]; + char write_mask[20]; + DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; + get_register_name(param, regstr, This->constants); + get_write_mask(param, write_mask); + gen_output_modifier_line(saturate, write_mask, shift, regstr, tmpLine); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + } +#endif + } + } + /* TODO: What about result.depth? */ + strcpy(tmpLine, "MOV result.color, R0;\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + + strcpy(tmpLine, "END\n"); + addline(&lineNum, pgmStr, &pgmLength, tmpLine); + } + + /* finally null terminate the pgmStr*/ + pgmStr[pgmLength] = 0; + if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { + TRACE("(%p) : Generated program %s\n", This, pgmStr); + /* Create the hw shader */ + + /* TODO: change to resource.glObjectHandel or something like that */ + GL_EXTCALL(glGenProgramsARB(1, &This->prgId)); + + TRACE("Creating a hw pixel shader, prg=%d\n", This->prgId); + GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->prgId)); + + TRACE("Created hw pixel shader, prg=%d\n", This->prgId); + /* Create the program and check for errors */ + GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr)); + if (glGetError() == GL_INVALID_OPERATION) { + GLint errPos; + glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); + FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB)); + This->prgId = -1; + } + } +#if 1 /* if were using the data buffer of device then we don't need to free it */ + HeapFree(GetProcessHeap(), 0, pgmStr); +#endif +} + +inline static void pshader_program_dump_ps_param(const DWORD param, int input) { + static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; + static const char swizzle_reg_chars[] = "rgba"; + + /* the unknown mask is for bits not yet accounted for by any other mask... */ +#define UNKNOWN_MASK 0xC000 + + /* for registeres about 7 we have to add on bits 11 and 12 to get the correct register */ +#define EXTENDED_REG 0x1800 + + DWORD reg = param & D3DSP_REGNUM_MASK; + DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) | ((param & EXTENDED_REG) >> 8); + + if (input) { + if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) || + ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) || + ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) || + ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) ) + TRACE("-"); + else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP) + TRACE("1-"); + } + + switch (regtype /* << D3DSP_REGTYPE_SHIFT (I don't know why this was here)*/) { + case D3DSPR_TEMP: + TRACE("r%lu", reg); + break; + case D3DSPR_INPUT: + TRACE("v%lu", reg); + break; + case D3DSPR_CONST: + TRACE("c%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); + break; + + case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ + TRACE("t%lu", reg); + break; + case D3DSPR_RASTOUT: + TRACE("%s", rastout_reg_names[reg]); + break; + case D3DSPR_ATTROUT: + TRACE("oD%lu", reg); + break; + case D3DSPR_TEXCRDOUT: + TRACE("oT%lu", reg); + break; + case D3DSPR_CONSTINT: + TRACE("i%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); + break; + case D3DSPR_CONSTBOOL: + TRACE("b%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); + break; + case D3DSPR_LABEL: + TRACE("l%lu", reg); + break; + case D3DSPR_LOOP: + TRACE("aL%s%lu", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); + break; + default: + break; + } + + if (!input) { + /** operand output */ + /** + * for better debugging traces it's done into opcode dump code + * @see pshader_program_dump_opcode + if (0 != (param & D3DSP_DSTMOD_MASK)) { + DWORD mask = param & D3DSP_DSTMOD_MASK; + switch (mask) { + case D3DSPDM_SATURATE: TRACE("_sat"); break; + default: + TRACE("_unhandled_modifier(0x%08lx)", mask); + } + } + if (0 != (param & D3DSP_DSTSHIFT_MASK)) { + DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; + if (shift > 0) { + TRACE("_x%u", 1 << shift); + } + } + */ + if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { + TRACE("."); + if (param & D3DSP_WRITEMASK_0) TRACE(".r"); + if (param & D3DSP_WRITEMASK_1) TRACE(".g"); + if (param & D3DSP_WRITEMASK_2) TRACE(".b"); + if (param & D3DSP_WRITEMASK_3) TRACE(".a"); + } + } else { + /** operand input */ + DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; + DWORD swizzle_r = swizzle & 0x03; + DWORD swizzle_g = (swizzle >> 2) & 0x03; + DWORD swizzle_b = (swizzle >> 4) & 0x03; + DWORD swizzle_a = (swizzle >> 6) & 0x03; + + if (0 != (param & D3DSP_SRCMOD_MASK)) { + DWORD mask = param & D3DSP_SRCMOD_MASK; + /*TRACE("_modifier(0x%08lx) ", mask);*/ + switch (mask) { + case D3DSPSM_NONE: break; + case D3DSPSM_NEG: break; + case D3DSPSM_BIAS: TRACE("_bias"); break; + case D3DSPSM_BIASNEG: TRACE("_bias"); break; + case D3DSPSM_SIGN: TRACE("_bx2"); break; + case D3DSPSM_SIGNNEG: TRACE("_bx2"); break; + case D3DSPSM_COMP: break; + case D3DSPSM_X2: TRACE("_x2"); break; + case D3DSPSM_X2NEG: TRACE("_x2"); break; + case D3DSPSM_DZ: TRACE("_dz"); break; + case D3DSPSM_DW: TRACE("_dw"); break; + default: + TRACE("_unknown(0x%08lx)", mask); + } + } + + /** + * swizzle bits fields: + * RRGGBBAA + */ + if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ + if (swizzle_r == swizzle_g && + swizzle_r == swizzle_b && + swizzle_r == swizzle_a) { + TRACE(".%c", swizzle_reg_chars[swizzle_r]); + } else { + TRACE(".%c%c%c%c", + swizzle_reg_chars[swizzle_r], + swizzle_reg_chars[swizzle_g], + swizzle_reg_chars[swizzle_b], + swizzle_reg_chars[swizzle_a]); + } + } + } +} + +HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { + IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; + const DWORD* pToken = pFunction; + const SHADER_OPCODE *curOpcode = NULL; + DWORD len = 0; + DWORD i; + int version = 0; + TRACE("(%p) : Parsing programme\n", This); + + if (NULL != pToken) { + while (D3DPS_END() != *pToken) { + if (pshader_is_version_token(*pToken)) { /** version */ + version = *pToken & 0xFF; + TRACE("ps_%lu_%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); + ++pToken; + ++len; + continue; + } + if (pshader_is_comment_token(*pToken)) { /** comment */ + DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; + ++pToken; + TRACE("//%s\n", (char*)pToken); + pToken += comment_len; + len += comment_len + 1; + continue; + } + if (!version) { + WARN("(%p) : pixel shader doesn't have a valid version identifier\n", This); + } + curOpcode = pshader_program_get_opcode(*pToken, version); + ++pToken; + ++len; + if (NULL == curOpcode) { + + /* TODO: Think of a good name for 0x80000000 and replace it with a constant */ + while (*pToken & 0x80000000) { + + /* unkown current opcode ... */ + TRACE("unrecognized opcode: %08lx", *pToken); + ++pToken; + ++len; + TRACE("\n"); + } + + } else { + if (curOpcode->opcode == D3DSIO_DCL) { + TRACE("dcl_"); + switch(*pToken & 0xFFFF) { + case D3DDECLUSAGE_POSITION: + TRACE("%s%ld ", "position",(*pToken & 0xF0000) >> 16); + break; + case D3DDECLUSAGE_BLENDINDICES: + TRACE("%s ", "blend"); + break; + case D3DDECLUSAGE_BLENDWEIGHT: + TRACE("%s ", "weight"); + break; + case D3DDECLUSAGE_NORMAL: + TRACE("%s%ld ", "normal",(*pToken & 0xF0000) >> 16); + break; + case D3DDECLUSAGE_PSIZE: + TRACE("%s ", "psize"); + break; + case D3DDECLUSAGE_COLOR: + if((*pToken & 0xF0000) >> 16 == 0) { + TRACE("%s ", "color"); + } else { + TRACE("%s%ld ", "specular", ((*pToken & 0xF0000) >> 16) - 1); + } + break; + case D3DDECLUSAGE_TEXCOORD: + TRACE("%s%ld ", "texture", (*pToken & 0xF0000) >> 16); + break; + case D3DDECLUSAGE_TANGENT: + TRACE("%s ", "tangent"); + break; + case D3DDECLUSAGE_BINORMAL: + TRACE("%s ", "binormal"); + break; + case D3DDECLUSAGE_TESSFACTOR: + TRACE("%s ", "tessfactor"); + break; + case D3DDECLUSAGE_POSITIONT: + TRACE("%s%ld ", "positionT",(*pToken & 0xF0000) >> 16); + break; + case D3DDECLUSAGE_FOG: + TRACE("%s ", "fog"); + break; + case D3DDECLUSAGE_DEPTH: + TRACE("%s ", "depth"); + break; + case D3DDECLUSAGE_SAMPLE: + TRACE("%s ", "sample"); + break; + default: + FIXME("Unrecognised dcl %08lx", *pToken & 0xFFFF); + } + ++pToken; + ++len; + pshader_program_dump_ps_param(*pToken, 0); + ++pToken; + ++len; + } else + if (curOpcode->opcode == D3DSIO_DEF) { + TRACE("def c%lu = ", *pToken & 0xFF); + ++pToken; + ++len; + TRACE("%f ,", *(float *)pToken); + ++pToken; + ++len; + TRACE("%f ,", *(float *)pToken); + ++pToken; + ++len; + TRACE("%f ,", *(float *)pToken); + ++pToken; + ++len; + TRACE("%f", *(float *)pToken); + ++pToken; + ++len; + } else { + TRACE("%s ", curOpcode->name); + if (curOpcode->num_params > 0) { + pshader_program_dump_ps_param(*pToken, 0); + ++pToken; + ++len; + for (i = 1; i < curOpcode->num_params; ++i) { + TRACE(", "); + pshader_program_dump_ps_param(*pToken, 1); + ++pToken; + ++len; + } + } + } + TRACE("\n"); + } + } + This->functionLength = (len + 1) * sizeof(DWORD); + } else { + This->functionLength = 1; /* no Function defined use fixed function vertex processing */ + } + + /* Generate HW shader in needed */ + if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) { + TRACE("(%p) : Generating hardware program\n", This); +#if 1 + IWineD3DPixelShaderImpl_GenerateProgramArbHW(iface, pFunction); +#endif + } + + TRACE("(%p) : Copying the function\n", This); + /* copy the function ... because it will certainly be released by application */ + if (NULL != pFunction) { + This->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->functionLength); + memcpy((void *)This->function, pFunction, This->functionLength); + } else { + This->function = NULL; + } + + /* TODO: Some proper return values for failures */ + TRACE("(%p) : Returning D3D_OK\n", This); + return D3D_OK; +} const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { @@ -118,5 +1824,7 @@ const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_GetParent, IWineD3DPixelShaderImpl_GetDevice, - IWineD3DPixelShaderImpl_GetFunction + IWineD3DPixelShaderImpl_GetFunction, + /* not part of d3d */ + IWineD3DPixelShaderImpl_SetFunction }; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 9967e6f9907..4a930c91e61 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1192,9 +1192,11 @@ typedef struct IWineD3DPixelShaderImpl { CONST DWORD *function; UINT functionLength; DWORD version; + CHAR constants[WINED3D_PSHADER_MAX_CONSTANTS]; /* run time data */ PSHADERDATA *data; + GLuint prgId; #if 0 /* needs reworking */ PSHADERINPUTDATA input; diff --git a/include/wine/wined3d_interface.h b/include/wine/wined3d_interface.h index 2c2ff705c88..d98ea0e2b4e 100644 --- a/include/wine/wined3d_interface.h +++ b/include/wine/wined3d_interface.h @@ -1285,7 +1285,7 @@ DECLARE_INTERFACE_(IWineD3DVertexShader,IUnknown) #endif /***************************************************************************** - * IWineD3DPixelShader interface + * IWineD3DPixelShader interface */ #define INTERFACE IWineD3DPixelShader DECLARE_INTERFACE_(IWineD3DPixelShader,IUnknown) @@ -1298,10 +1298,8 @@ DECLARE_INTERFACE_(IWineD3DPixelShader,IUnknown) STDMETHOD(GetParent)(THIS_ IUnknown **pParent) PURE; STDMETHOD(GetDevice)(THIS_ IWineD3DDevice** ppDevice) PURE; STDMETHOD(GetFunction)(THIS_ VOID* pData, UINT* pSizeOfData) PURE; - STDMETHOD(SetConstantF)(THIS_ UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) PURE; - STDMETHOD(GetConstantF)(THIS_ UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) PURE; /* Internal Interfaces */ - STDMETHOD_(DWORD, GetVersion)(THIS) PURE; + STDMETHOD(SetFunction)(THIS_ CONST DWORD *pFunction) PURE; }; #undef INTERFACE @@ -1314,9 +1312,7 @@ DECLARE_INTERFACE_(IWineD3DPixelShader,IUnknown) #define IWineD3DPixelShader_GetParent(p,a) (p)->lpVtbl->GetParent(p,a) #define IWineD3DPixelShader_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) #define IWineD3DPixelShader_GetFunction(p,a,b) (p)->lpVtbl->GetFunction(p,a,b) -#define IWineD3DPixelShader_SetConstantF(p,a,b,c) (p)->lpVtbl->SetConstantF(p,a,b,c) -#define IWineD3DPixelShader_GetConstantF(p,a,b,c) (p)->lpVtbl->GetConstantF(p,a,b,c) -#define IWineD3DPixelShader_GetVersion(p) (p)->lpVtbl->GetVersion(p) +#define IWineD3DPixelShader_SetFunction(p,a) (p)->lpVtbl->SetFunction(p,a) #endif #if 0 /* FIXME: During porting in from d3d8 - the following will be used */ -- 2.11.4.GIT