2 * shaders implementation
4 * Copyright 2002 Raphael Junqueira
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #include "wine/debug.h"
31 #include "d3d8_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 /* Shader debugging - Change the following line to enable debugging of software
37 #if 0 /* Must not be 1 in cvs version */
38 # define VSTRACE(A) TRACE A
39 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
42 # define TRACE_VSVECTOR(name)
47 * DirectX9 SDK download
48 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
51 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
53 * Using Vertex Shaders
54 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
57 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
60 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
63 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
69 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
71 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
72 * http://developer.nvidia.com/view.asp?IO=vstovp
74 * NVIDIA: Memory Management with VAR
75 * http://developer.nvidia.com/view.asp?IO=var_memory_management
78 typedef void (*shader_fct_t
)();
80 typedef struct SHADER_OPCODE
{
83 CONST UINT num_params
;
84 shader_fct_t soft_fct
;
89 /*******************************
90 * vshader functions software VM
93 void vshader_add(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
98 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
99 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
102 void vshader_dp3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
103 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
;
104 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
105 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
108 void vshader_dp4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
109 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
+ s0
->w
* s1
->w
;
110 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
111 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
114 void vshader_dst(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
116 d
->y
= s0
->y
* s1
->y
;
119 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
120 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
123 void vshader_expp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
124 float tmp_f
= floorf(s0
->w
);
126 tmp_f
= powf(2.0f
, s0
->w
);
127 tmp_d
= *((DWORD
*) &tmp_f
) & 0xFFFFFF00;
129 d
->x
= powf(2.0f
, tmp_f
);
130 d
->y
= s0
->w
- tmp_f
;
131 d
->z
= *((float*) &tmp_d
);
133 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
134 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
137 void vshader_lit(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
139 d
->y
= (0.0f
< s0
->x
) ? s0
->x
: 0.0f
;
140 d
->z
= (0.0f
< s0
->x
&& 0.0f
< s0
->y
) ? powf(s0
->y
, s0
->w
) : 0.0f
;
142 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
143 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
146 void vshader_logp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
147 float tmp_f
= fabsf(s0
->w
);
148 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE
;
149 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
150 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
153 void vshader_mad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
154 d
->x
= s0
->x
* s1
->x
+ s2
->x
;
155 d
->y
= s0
->y
* s1
->y
+ s2
->y
;
156 d
->z
= s0
->z
* s1
->z
+ s2
->z
;
157 d
->w
= s0
->w
* s1
->w
+ s2
->w
;
158 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
159 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
));
162 void vshader_max(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
163 d
->x
= (s0
->x
>= s1
->x
) ? s0
->x
: s1
->x
;
164 d
->y
= (s0
->y
>= s1
->y
) ? s0
->y
: s1
->y
;
165 d
->z
= (s0
->z
>= s1
->z
) ? s0
->z
: s1
->z
;
166 d
->w
= (s0
->w
>= s1
->w
) ? s0
->w
: s1
->w
;
167 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
168 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
171 void vshader_min(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
172 d
->x
= (s0
->x
< s1
->x
) ? s0
->x
: s1
->x
;
173 d
->y
= (s0
->y
< s1
->y
) ? s0
->y
: s1
->y
;
174 d
->z
= (s0
->z
< s1
->z
) ? s0
->z
: s1
->z
;
175 d
->w
= (s0
->w
< s1
->w
) ? s0
->w
: s1
->w
;
176 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
177 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
180 void vshader_mov(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
185 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
186 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
189 void vshader_mul(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
190 d
->x
= s0
->x
* s1
->x
;
191 d
->y
= s0
->y
* s1
->y
;
192 d
->z
= s0
->z
* s1
->z
;
193 d
->w
= s0
->w
* s1
->w
;
194 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
195 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
198 void vshader_nop(void) {
199 /* NOPPPP ahhh too easy ;) */
202 void vshader_rcp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
203 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== s0
->w
) ? HUGE
: 1.0f
/ s0
->w
;
204 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
205 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
208 void vshader_rsq(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
209 float tmp_f
= fabsf(s0
->w
);
210 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== tmp_f
) ? HUGE
: ((1.0f
!= tmp_f
) ? 1.0f
/ sqrtf(tmp_f
) : 1.0f
);
211 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
212 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
215 void vshader_sge(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
216 d
->x
= (s0
->x
>= s1
->x
) ? 1.0f
: 0.0f
;
217 d
->y
= (s0
->y
>= s1
->y
) ? 1.0f
: 0.0f
;
218 d
->z
= (s0
->z
>= s1
->z
) ? 1.0f
: 0.0f
;
219 d
->w
= (s0
->w
>= s1
->w
) ? 1.0f
: 0.0f
;
220 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
221 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
224 void vshader_slt(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
225 d
->x
= (s0
->x
< s1
->x
) ? 1.0f
: 0.0f
;
226 d
->y
= (s0
->y
< s1
->y
) ? 1.0f
: 0.0f
;
227 d
->z
= (s0
->z
< s1
->z
) ? 1.0f
: 0.0f
;
228 d
->w
= (s0
->w
< s1
->w
) ? 1.0f
: 0.0f
;
229 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
230 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
233 void vshader_sub(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
234 d
->x
= s0
->x
- s1
->x
;
235 d
->y
= s0
->y
- s1
->y
;
236 d
->z
= s0
->z
- s1
->z
;
237 d
->w
= s0
->w
- s1
->w
;
238 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
239 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
243 * Version 1.1 specific
246 void vshader_exp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
247 d
->x
= d
->y
= d
->z
= d
->w
= powf(2.0f
, s0
->w
);
248 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
249 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
252 void vshader_log(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
253 float tmp_f
= fabsf(s0
->w
);
254 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE
;
255 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
256 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
259 void vshader_frc(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
260 d
->x
= s0
->x
- floorf(s0
->x
);
261 d
->y
= s0
->y
- floorf(s0
->y
);
264 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
265 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
268 typedef FLOAT D3DMATRIX44
[4][4];
269 typedef FLOAT D3DMATRIX43
[4][3];
270 typedef FLOAT D3DMATRIX34
[4][4];
271 typedef FLOAT D3DMATRIX33
[4][3];
272 typedef FLOAT D3DMATRIX32
[4][2];
274 void vshader_m4x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat
) {
276 * BuGGY CODE: here only if cast not work for copy/paste
277 D3DSHADERVECTOR* mat2 = mat1 + 1;
278 D3DSHADERVECTOR* mat3 = mat1 + 2;
279 D3DSHADERVECTOR* mat4 = mat1 + 3;
280 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
281 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
282 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
283 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
285 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
286 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
287 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
288 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
+ mat
[3][3] * s0
->w
;
289 VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
290 VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
291 VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
292 VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], mat
[3][3], s0
->w
, d
->w
));
295 void vshader_m4x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX43 mat
) {
296 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
297 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
298 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
300 VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
301 VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
302 VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
303 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0
->w
, d
->w
));
306 void vshader_m3x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX34 mat
) {
307 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
308 d
->y
= mat
[2][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
309 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
310 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
;
311 VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
312 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
313 VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
314 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], s0
->w
, d
->w
));
317 void vshader_m3x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX33 mat
) {
318 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[2][2] * s0
->z
;
319 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[2][2] * s0
->z
;
320 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
322 VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
323 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
324 VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
325 VSTRACE(("executing m3x3(4): (%f) \n", d
->w
));
328 void vshader_m3x2(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX32 mat
) {
330 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
331 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
337 * Version 2.0 specific
339 void vshader_lrp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
, D3DSHADERVECTOR
* s3
) {
340 d
->x
= s0
->x
* (s1
->x
- s2
->x
) + s2
->x
;
341 d
->y
= s0
->y
* (s1
->y
- s2
->y
) + s2
->y
;
342 d
->z
= s0
->z
* (s1
->z
- s2
->z
) + s2
->z
;
343 d
->w
= s0
->w
* (s1
->w
- s2
->w
) + s2
->x
;
347 * log, exp, frc, m*x* seems to be macros ins ... to see
349 static CONST SHADER_OPCODE vshader_ins
[] = {
350 {D3DSIO_NOP
, "nop", 0, vshader_nop
, 0, 0},
351 {D3DSIO_MOV
, "mov", 2, vshader_mov
, 0, 0},
352 {D3DSIO_ADD
, "add", 3, vshader_add
, 0, 0},
353 {D3DSIO_SUB
, "sub", 3, vshader_sub
, 0, 0},
354 {D3DSIO_MAD
, "mad", 4, vshader_mad
, 0, 0},
355 {D3DSIO_MUL
, "mul", 3, vshader_mul
, 0, 0},
356 {D3DSIO_RCP
, "rcp", 2, vshader_rcp
, 0, 0},
357 {D3DSIO_RSQ
, "rsq", 2, vshader_rsq
, 0, 0},
358 {D3DSIO_DP3
, "dp3", 3, vshader_dp3
, 0, 0},
359 {D3DSIO_DP4
, "dp4", 3, vshader_dp4
, 0, 0},
360 {D3DSIO_MIN
, "min", 3, vshader_min
, 0, 0},
361 {D3DSIO_MAX
, "max", 3, vshader_max
, 0, 0},
362 {D3DSIO_SLT
, "slt", 3, vshader_slt
, 0, 0},
363 {D3DSIO_SGE
, "sge", 3, vshader_sge
, 0, 0},
364 {D3DSIO_EXP
, "exp", 2, vshader_exp
, 0, 0},
365 {D3DSIO_LOG
, "log", 2, vshader_log
, 0, 0},
366 {D3DSIO_LIT
, "lit", 2, vshader_lit
, 0, 0},
367 {D3DSIO_DST
, "dst", 3, vshader_dst
, 0, 0},
368 {D3DSIO_LRP
, "lrp", 5, vshader_lrp
, 0, 0},
369 {D3DSIO_FRC
, "frc", 2, vshader_frc
, 0, 0},
370 {D3DSIO_M4x4
, "m4x4", 3, vshader_m4x4
, 0, 0},
371 {D3DSIO_M4x3
, "m4x3", 3, vshader_m4x3
, 0, 0},
372 {D3DSIO_M3x4
, "m3x4", 3, vshader_m3x4
, 0, 0},
373 {D3DSIO_M3x3
, "m3x3", 3, vshader_m3x3
, 0, 0},
374 {D3DSIO_M3x2
, "m3x2", 3, vshader_m3x2
, 0, 0},
375 /** FIXME: use direct access so add the others opcodes as stubs */
376 {D3DSIO_EXPP
, "expp", 2, vshader_expp
, 0, 0},
377 {D3DSIO_LOGP
, "logp", 2, vshader_logp
, 0, 0},
379 {0, NULL
, 0, NULL
, 0, 0}
383 inline static const SHADER_OPCODE
* vshader_program_get_opcode(const DWORD code
) {
385 /** TODO: use dichotomic search */
386 while (NULL
!= vshader_ins
[i
].name
) {
387 if ((code
& D3DSI_OPCODE_MASK
) == vshader_ins
[i
].opcode
) {
388 return &vshader_ins
[i
];
395 inline static void vshader_program_dump_param(const DWORD param
, int input
) {
396 static const char* rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
397 static const char swizzle_reg_chars
[] = "xyzw";
399 DWORD reg
= param
& 0x00001FFF;
400 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
402 if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) TRACE("-");
404 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
406 TRACE("R[%lu]", reg
);
409 TRACE("V[%lu]", reg
);
412 TRACE("C[%s%lu]", (reg
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
414 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
415 TRACE("a[%lu]", reg
);
418 TRACE("%s", rastout_reg_names
[reg
]);
421 TRACE("oD[%lu]", reg
);
423 case D3DSPR_TEXCRDOUT
:
424 TRACE("oT[%lu]", reg
);
431 /** operand output */
432 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
433 if (param
& D3DSP_WRITEMASK_0
) TRACE(".x");
434 if (param
& D3DSP_WRITEMASK_1
) TRACE(".y");
435 if (param
& D3DSP_WRITEMASK_2
) TRACE(".z");
436 if (param
& D3DSP_WRITEMASK_3
) TRACE(".w");
440 DWORD swizzle
= (param
& D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
441 DWORD swizzle_x
= swizzle
& 0x03;
442 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
443 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
444 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
446 * swizzle bits fields:
449 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
450 if (swizzle_x
== swizzle_y
&&
451 swizzle_x
== swizzle_z
&&
452 swizzle_x
== swizzle_w
) {
453 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
456 swizzle_reg_chars
[swizzle_x
],
457 swizzle_reg_chars
[swizzle_y
],
458 swizzle_reg_chars
[swizzle_z
],
459 swizzle_reg_chars
[swizzle_w
]);
465 inline static BOOL
vshader_is_version_token(DWORD token
) {
466 return 0xFFFE0000 == (token
& 0xFFFE0000);
469 inline static BOOL
vshader_is_comment_token(DWORD token
) {
470 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
474 * Function parser ...
476 inline static VOID
IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl
* vshader
, CONST DWORD
* pFunction
) {
477 const DWORD
* pToken
= pFunction
;
478 const SHADER_OPCODE
* curOpcode
= NULL
;
482 if (NULL
!= pToken
) {
483 while (D3DVS_END() != *pToken
) {
484 if (vshader_is_version_token(*pToken
)) { /** version */
485 TRACE("vs.%lu.%lu\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
490 if (vshader_is_comment_token(*pToken
)) { /** comment */
491 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
493 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
494 pToken
+= comment_len
;
495 len
+= comment_len
+ 1;
498 curOpcode
= vshader_program_get_opcode(*pToken
);
501 if (NULL
== curOpcode
) {
502 /* unkown current opcode ... */
503 while (*pToken
& 0x80000000) {
504 TRACE("unrecognized opcode: %08lx\n", *pToken
);
509 TRACE("%s ", curOpcode
->name
);
510 if (curOpcode
->num_params
> 0) {
511 vshader_program_dump_param(*pToken
, 0);
514 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
516 vshader_program_dump_param(*pToken
, 1);
524 vshader
->functionLength
= (len
+ 1) * sizeof(DWORD
);
526 vshader
->functionLength
= 1; /* no Function defined use fixed function vertex processing */
528 /* copy the function ... because it will certainly be released by application */
530 if (NULL
!= pFunction
) {
531 vshader
->function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, vshader
->functionLength
);
532 memcpy(vshader
->function
, pFunction
, vshader
->functionLength
);
534 vshader
->function
= NULL
;
538 HRESULT WINAPI
IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl
* This
, CONST DWORD
* pFunction
, DWORD Usage
, IDirect3DVertexShaderImpl
** ppVertexShader
) {
539 IDirect3DVertexShaderImpl
* object
;
541 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IDirect3DVertexShaderImpl
));
542 if (NULL
== object
) {
543 *ppVertexShader
= NULL
;
544 return D3DERR_OUTOFVIDEOMEMORY
;
546 /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
547 object
->device
= This
; /* FIXME: AddRef(This) */
550 object
->usage
= Usage
;
551 object
->data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(VSHADERDATA8
));
553 IDirect3DVertexShaderImpl_ParseProgram(object
, pFunction
);
555 *ppVertexShader
= object
;
559 BOOL
IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA8
* input
, VSHADEROUTPUTDATA8
* output
) {
561 * TODO: use the NV_vertex_program (or 1_1) extension
562 * and specifics vendors (ARB_vertex_program??) variants for it
567 HRESULT WINAPI
IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA8
* input
, VSHADEROUTPUTDATA8
* output
) {
568 /** Vertex Shader Temporary Registers */
569 D3DSHADERVECTOR R
[12];
570 /*D3DSHADERSCALAR A0;*/
571 D3DSHADERVECTOR A
[1];
572 /** temporary Vector for modifier management */
574 D3DSHADERVECTOR s
[3];
576 const DWORD
* pToken
= vshader
->function
;
577 const SHADER_OPCODE
* curOpcode
= NULL
;
578 /** functions parameters */
579 D3DSHADERVECTOR
* p
[4];
580 D3DSHADERVECTOR
* p_send
[4];
583 /** init temporary register */
584 memset(R
, 0, 12 * sizeof(D3DSHADERVECTOR
));
586 /* vshader_program_parse(vshader); */
587 #if 0 /* Must not be 1 in cvs */
589 TRACE_VSVECTOR(vshader
->data
->C
[0]);
590 TRACE_VSVECTOR(vshader
->data
->C
[1]);
591 TRACE_VSVECTOR(vshader
->data
->C
[2]);
592 TRACE_VSVECTOR(vshader
->data
->C
[3]);
593 TRACE_VSVECTOR(vshader
->data
->C
[4]);
594 TRACE_VSVECTOR(vshader
->data
->C
[5]);
595 TRACE_VSVECTOR(vshader
->data
->C
[6]);
596 TRACE_VSVECTOR(vshader
->data
->C
[7]);
597 TRACE_VSVECTOR(vshader
->data
->C
[8]);
598 TRACE_VSVECTOR(vshader
->data
->C
[64]);
599 TRACE_VSVECTOR(input
->V
[D3DVSDE_POSITION
]);
600 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDWEIGHT
]);
601 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDINDICES
]);
602 TRACE_VSVECTOR(input
->V
[D3DVSDE_NORMAL
]);
603 TRACE_VSVECTOR(input
->V
[D3DVSDE_PSIZE
]);
604 TRACE_VSVECTOR(input
->V
[D3DVSDE_DIFFUSE
]);
605 TRACE_VSVECTOR(input
->V
[D3DVSDE_SPECULAR
]);
606 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD0
]);
607 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD1
]);
610 TRACE_VSVECTOR(vshader
->data
->C
[64]);
612 /* the first dword is the version tag */
615 if (vshader_is_version_token(*pToken
)) { /** version */
618 while (D3DVS_END() != *pToken
) {
619 if (vshader_is_comment_token(*pToken
)) { /** comment */
620 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
622 pToken
+= comment_len
;
625 curOpcode
= vshader_program_get_opcode(*pToken
);
627 if (NULL
== curOpcode
) {
629 /* unkown current opcode ... */
630 while (*pToken
& 0x80000000) {
632 TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken
- 1) - vshader
->function
, *(pToken
- 1));
634 TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken
- vshader
->function
, *pToken
);
635 vshader_program_dump_param(*pToken
, i
);
642 if (curOpcode
->num_params
> 0) {
643 /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
644 for (i
= 0; i
< curOpcode
->num_params
; ++i
) {
645 DWORD reg
= pToken
[i
] & 0x00001FFF;
646 DWORD regtype
= ((pToken
[i
] & D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
648 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
650 /*TRACE("p[%d]=R[%d]\n", i, reg);*/
654 /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
655 p
[i
] = &input
->V
[reg
];
658 if (reg
& D3DVS_ADDRMODE_RELATIVE
) {
659 p
[i
] = &vshader
->data
->C
[(DWORD
) A
[0].x
+ reg
];
661 p
[i
] = &vshader
->data
->C
[reg
];
664 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
666 ERR("cannot handle address registers != a0, forcing use of a0\n");
669 /*TRACE("p[%d]=A[%d]\n", i, reg);*/
674 case D3DSRO_POSITION
:
675 p
[i
] = &output
->oPos
;
678 p
[i
] = &output
->oFog
;
680 case D3DSRO_POINT_SIZE
:
681 p
[i
] = &output
->oPts
;
686 /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
687 p
[i
] = &output
->oD
[reg
];
689 case D3DSPR_TEXCRDOUT
:
690 /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
691 p
[i
] = &output
->oT
[reg
];
697 if (i
> 0) { /* input reg */
698 DWORD swizzle
= (pToken
[i
] & D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
699 UINT isNegative
= ((pToken
[i
] & D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
);
701 if (!isNegative
&& (D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) == swizzle
) {
702 /*TRACE("p[%d] not swizzled\n", i);*/
705 DWORD swizzle_x
= swizzle
& 0x03;
706 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
707 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
708 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
709 /*TRACE("p[%d] swizzled\n", i);*/
710 float* tt
= (float*) p
[i
];
711 s
[i
].x
= (isNegative
) ? -tt
[swizzle_x
] : tt
[swizzle_x
];
712 s
[i
].y
= (isNegative
) ? -tt
[swizzle_y
] : tt
[swizzle_y
];
713 s
[i
].z
= (isNegative
) ? -tt
[swizzle_z
] : tt
[swizzle_z
];
714 s
[i
].w
= (isNegative
) ? -tt
[swizzle_w
] : tt
[swizzle_w
];
717 } else { /* output reg */
718 if ((pToken
[i
] & D3DSP_WRITEMASK_ALL
) == D3DSP_WRITEMASK_ALL
) {
721 p_send
[i
] = &d
; /* to be post-processed for modifiers management */
727 switch (curOpcode
->num_params
) {
729 curOpcode
->soft_fct();
732 curOpcode
->soft_fct(p_send
[0]);
735 curOpcode
->soft_fct(p_send
[0], p_send
[1]);
738 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2]);
741 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3]);
744 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3], p_send
[4]);
747 ERR("%s too many params: %u\n", curOpcode
->name
, curOpcode
->num_params
);
750 /* check if output reg modifier post-process */
751 if (curOpcode
->num_params
> 0 && (pToken
[0] & D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
752 if (pToken
[0] & D3DSP_WRITEMASK_0
) p
[0]->x
= d
.x
;
753 if (pToken
[0] & D3DSP_WRITEMASK_1
) p
[0]->y
= d
.y
;
754 if (pToken
[0] & D3DSP_WRITEMASK_2
) p
[0]->z
= d
.z
;
755 if (pToken
[0] & D3DSP_WRITEMASK_3
) p
[0]->w
= d
.w
;
759 TRACE_VSVECTOR(output
->oPos
);
760 TRACE_VSVECTOR(output
->oD
[0]);
761 TRACE_VSVECTOR(output
->oD
[1]);
762 TRACE_VSVECTOR(output
->oT
[0]);
763 TRACE_VSVECTOR(output
->oT
[1]);
764 TRACE_VSVECTOR(R
[0]);
765 TRACE_VSVECTOR(R
[1]);
766 TRACE_VSVECTOR(R
[2]);
767 TRACE_VSVECTOR(R
[3]);
768 TRACE_VSVECTOR(R
[4]);
769 TRACE_VSVECTOR(R
[5]);
772 /* to next opcode token */
773 pToken
+= curOpcode
->num_params
;
776 TRACE("End of current instruction:\n");
777 TRACE_VSVECTOR(output
->oPos
);
778 TRACE_VSVECTOR(output
->oD
[0]);
779 TRACE_VSVECTOR(output
->oD
[1]);
780 TRACE_VSVECTOR(output
->oT
[0]);
781 TRACE_VSVECTOR(output
->oT
[1]);
782 TRACE_VSVECTOR(R
[0]);
783 TRACE_VSVECTOR(R
[1]);
784 TRACE_VSVECTOR(R
[2]);
785 TRACE_VSVECTOR(R
[3]);
786 TRACE_VSVECTOR(R
[4]);
787 TRACE_VSVECTOR(R
[5]);
790 #if 0 /* Must not be 1 in cvs */
792 TRACE_VSVECTOR(output
->oPos
);
793 TRACE_VSVECTOR(output
->oD
[0]);
794 TRACE_VSVECTOR(output
->oD
[1]);
795 TRACE_VSVECTOR(output
->oT
[0]);
796 TRACE_VSVECTOR(output
->oT
[1]);
801 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl
* This
, VOID
* pData
, UINT
* pSizeOfData
) {
803 *pSizeOfData
= This
->functionLength
;
806 if (*pSizeOfData
< This
->functionLength
) {
807 *pSizeOfData
= This
->functionLength
;
808 return D3DERR_MOREDATA
;
810 if (NULL
== This
->function
) { /* no function defined */
811 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
812 (*(DWORD
**) pData
) = NULL
;
814 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
815 memcpy(pData
, This
->function
, This
->functionLength
);
820 HRESULT WINAPI
IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, CONST FLOAT
* pConstantData
, UINT Vector4fCount
) {
821 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
822 return D3DERR_INVALIDCALL
;
824 if (NULL
== This
->data
) { /* temporary while datas not supported */
825 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This
);
826 return D3DERR_INVALIDCALL
;
828 memcpy(&This
->data
->C
[StartRegister
], pConstantData
, Vector4fCount
* 4 * sizeof(FLOAT
));
832 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, FLOAT
* pConstantData
, UINT Vector4fCount
) {
833 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
834 return D3DERR_INVALIDCALL
;
836 if (NULL
== This
->data
) { /* temporary while datas not supported */
837 return D3DERR_INVALIDCALL
;
839 memcpy(pConstantData
, &This
->data
->C
[StartRegister
], Vector4fCount
* 4 * sizeof(FLOAT
));
844 /**********************************************************************************************************************************************
845 **********************************************************************************************************************************************
846 **********************************************************************************************************************************************
847 **********************************************************************************************************************************************
848 **********************************************************************************************************************************************/
850 void pshader_texcoord(D3DSHADERVECTOR
* d
) {
853 void pshader_texkill(D3DSHADERVECTOR
* d
) {
856 void pshader_tex(D3DSHADERVECTOR
* d
) {
859 void pshader_texbem(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
862 void pshader_texbeml(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
865 void pshader_texreg2ar(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
868 void pshader_texreg2gb(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
871 void pshader_texm3x2pad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
874 void pshader_texm3x2tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
877 void pshader_texm3x3pad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
880 void pshader_texm3x3tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
883 void pshader_texm3x3diff(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
886 void pshader_texm3x3spec(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
889 void pshader_texm3x3vspec(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
892 void pshader_cnd(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
895 void pshader_def(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
, D3DSHADERVECTOR
* s3
) {
898 void pshader_texreg2rgb(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
901 void pshader_texdp3tex(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
904 void pshader_texm3x2depth(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
907 void pshader_texdp3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
910 void pshader_texm3x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
913 void pshader_texdepth(D3DSHADERVECTOR
* d
) {
916 void pshader_cmp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
919 void pshader_bem(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
922 static CONST SHADER_OPCODE pshader_ins
[] = {
923 {D3DSIO_NOP
, "nop", 0, vshader_nop
, 0, 0},
924 {D3DSIO_MOV
, "mov", 2, vshader_mov
, 0, 0},
925 {D3DSIO_ADD
, "add", 3, vshader_add
, 0, 0},
926 {D3DSIO_SUB
, "sub", 3, vshader_sub
, 0, 0},
927 {D3DSIO_MAD
, "mad", 4, vshader_mad
, 0, 0},
928 {D3DSIO_MUL
, "mul", 3, vshader_mul
, 0, 0},
929 {D3DSIO_RCP
, "rcp", 2, vshader_rcp
, 0, 0},
930 {D3DSIO_RSQ
, "rsq", 2, vshader_rsq
, 0, 0},
931 {D3DSIO_DP3
, "dp3", 3, vshader_dp3
, 0, 0},
932 {D3DSIO_DP4
, "dp4", 3, vshader_dp4
, 0, 0},
933 {D3DSIO_MIN
, "min", 3, vshader_min
, 0, 0},
934 {D3DSIO_MAX
, "max", 3, vshader_max
, 0, 0},
935 {D3DSIO_SLT
, "slt", 3, vshader_slt
, 0, 0},
936 {D3DSIO_SGE
, "sge", 3, vshader_sge
, 0, 0},
937 {D3DSIO_EXP
, "exp", 2, vshader_exp
, 0, 0},
938 {D3DSIO_LOG
, "log", 2, vshader_log
, 0, 0},
939 {D3DSIO_LIT
, "lit", 2, vshader_lit
, 0, 0},
940 {D3DSIO_DST
, "dst", 3, vshader_dst
, 0, 0},
941 {D3DSIO_LRP
, "lrp", 5, vshader_lrp
, 0, 0},
942 {D3DSIO_FRC
, "frc", 2, vshader_frc
, 0, 0},
943 {D3DSIO_M4x4
, "m4x4", 3, vshader_m4x4
, 0, 0},
944 {D3DSIO_M4x3
, "m4x3", 3, vshader_m4x3
, 0, 0},
945 {D3DSIO_M3x4
, "m3x4", 3, vshader_m3x4
, 0, 0},
946 {D3DSIO_M3x3
, "m3x3", 3, vshader_m3x3
, 0, 0},
947 {D3DSIO_M3x2
, "m3x2", 3, vshader_m3x2
, 0, 0},
949 {D3DSIO_TEXCOORD
, "texcoord", 1, pshader_texcoord
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
950 {D3DSIO_TEXKILL
, "texkill", 1, pshader_texkill
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
951 {D3DSIO_TEX
, "tex", 1, pshader_tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
952 {D3DSIO_TEXBEM
, "texbem", 2, pshader_texbem
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
953 {D3DSIO_TEXBEML
, "texbeml", 2, pshader_texbeml
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
954 {D3DSIO_TEXREG2AR
, "texreg2ar", 2, pshader_texreg2ar
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
955 {D3DSIO_TEXREG2GB
, "texreg2gb", 2, pshader_texreg2gb
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
956 {D3DSIO_TEXM3x2PAD
, "texm3x2pad", 2, pshader_texm3x2pad
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
957 {D3DSIO_TEXM3x2TEX
, "texm3x2tex", 2, pshader_texm3x2tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
958 {D3DSIO_TEXM3x3PAD
, "texm3x3pad", 2, pshader_texm3x3pad
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
959 {D3DSIO_TEXM3x3TEX
, "texm3x3tex", 2, pshader_texm3x3tex
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
960 {D3DSIO_TEXM3x3DIFF
, "texm3x3diff", 2, pshader_texm3x3diff
, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
961 {D3DSIO_TEXM3x3SPEC
, "texm3x3spec", 3, pshader_texm3x3spec
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
962 {D3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", 2, pshader_texm3x3vspec
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
964 {D3DSIO_EXPP
, "expp", 2, vshader_expp
, 0, 0},
965 {D3DSIO_LOGP
, "logp", 2, vshader_logp
, 0, 0},
967 {D3DSIO_CND
, "cnd", 4, pshader_cnd
, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
968 {D3DSIO_DEF
, "def", 5, pshader_def
, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
969 {D3DSIO_TEXREG2RGB
, "texbreg2rgb", 2, pshader_texreg2rgb
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
971 {D3DSIO_TEXDP3TEX
, "texdp3tex", 2, pshader_texdp3tex
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
972 {D3DSIO_TEXM3x2DEPTH
, "texm3x2depth", 2, pshader_texm3x2depth
, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
973 {D3DSIO_TEXDP3
, "texdp3", 2, pshader_texdp3
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
974 {D3DSIO_TEXM3x3
, "texm3x3", 2, pshader_texm3x3
, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
975 {D3DSIO_TEXDEPTH
, "texdepth", 1, pshader_texdepth
, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
976 {D3DSIO_CMP
, "cmp", 4, pshader_cmp
, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
977 {D3DSIO_BEM
, "bem", 3, pshader_bem
, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
982 inline static const SHADER_OPCODE
* pshader_program_get_opcode(const DWORD code
) {
984 /** TODO: use dichotomic search */
985 while (NULL
!= pshader_ins
[i
].name
) {
986 if ((code
& D3DSI_OPCODE_MASK
) == pshader_ins
[i
].opcode
) {
987 return &pshader_ins
[i
];
994 inline static void pshader_program_dump_opcode(const SHADER_OPCODE
* curOpcode
, const DWORD code
, const DWORD output
) {
995 if (0 != (code
& ~D3DSI_OPCODE_MASK
)) {
996 DWORD mask
= (code
& ~D3DSI_OPCODE_MASK
);
998 case 0x40000000: TRACE("+"); break;
1000 TRACE(" unhandled modifier(0x%08lx) ", mask
);
1003 TRACE("%s", curOpcode
->name
);
1005 * normally this is a destination reg modifier
1006 * but in pixel shaders asm code its specified as:
1007 * dp3_x4 t1.rgba, r1, c1
1009 * dp3_x2_sat r0, t0_bx2, v0_bx2
1010 * so for better debbuging i use the same norm
1012 if (0 != (output
& D3DSP_DSTSHIFT_MASK
)) {
1013 DWORD shift
= (output
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
1015 TRACE("_x%u", 1 << shift
);
1019 * TODO: fix the divide shifts: d2, d4, d8
1020 * so i have to find a sample
1022 if (0 != (output
& D3DSP_DSTMOD_MASK
)) {
1023 DWORD mask
= output
& D3DSP_DSTMOD_MASK
;
1025 case D3DSPDM_SATURATE
: TRACE("_sat"); break;
1027 TRACE("_unhandled_modifier(0x%08lx)", mask
);
1033 inline static void pshader_program_dump_param(const DWORD param
, int input
) {
1034 static const char* rastout_reg_names
[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
1035 static const char swizzle_reg_chars
[] = "rgba";
1037 DWORD reg
= param
& 0x00001FFF;
1038 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
1040 if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) {
1044 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
1046 TRACE("R[%lu]", reg
);
1049 TRACE("V[%lu]", reg
);
1052 TRACE("C[%s%lu]", (reg
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
1054 case D3DSPR_TEXTURE
: /* case D3DSPR_ADDR: */
1055 TRACE("t[%lu]", reg
);
1057 case D3DSPR_RASTOUT
:
1058 TRACE("%s", rastout_reg_names
[reg
]);
1060 case D3DSPR_ATTROUT
:
1061 TRACE("oD[%lu]", reg
);
1063 case D3DSPR_TEXCRDOUT
:
1064 TRACE("oT[%lu]", reg
);
1071 /** operand output */
1073 * for better debugging traces it's done into opcode dump code
1074 * @see pshader_program_dump_opcode
1075 if (0 != (param & D3DSP_DSTMOD_MASK)) {
1076 DWORD mask = param & D3DSP_DSTMOD_MASK;
1078 case D3DSPDM_SATURATE: TRACE("_sat"); break;
1080 TRACE("_unhandled_modifier(0x%08lx)", mask);
1083 if (0 != (param & D3DSP_DSTSHIFT_MASK)) {
1084 DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
1086 TRACE("_x%u", 1 << shift);
1090 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
1091 if (param
& D3DSP_WRITEMASK_0
) TRACE(".r");
1092 if (param
& D3DSP_WRITEMASK_1
) TRACE(".g");
1093 if (param
& D3DSP_WRITEMASK_2
) TRACE(".b");
1094 if (param
& D3DSP_WRITEMASK_3
) TRACE(".a");
1097 /** operand input */
1098 DWORD swizzle
= (param
& D3DSP_SWIZZLE_MASK
) >> D3DSP_SWIZZLE_SHIFT
;
1099 DWORD swizzle_x
= swizzle
& 0x03;
1100 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1101 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1102 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1104 * swizzle bits fields:
1107 if ((D3DSP_NOSWIZZLE
>> D3DSP_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
1108 if (swizzle_x
== swizzle_y
&&
1109 swizzle_x
== swizzle_z
&&
1110 swizzle_x
== swizzle_w
) {
1111 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
1114 swizzle_reg_chars
[swizzle_x
],
1115 swizzle_reg_chars
[swizzle_y
],
1116 swizzle_reg_chars
[swizzle_z
],
1117 swizzle_reg_chars
[swizzle_w
]);
1120 if (0 != (param
& D3DSP_SRCMOD_MASK
)) {
1121 DWORD mask
= param
& D3DSP_SRCMOD_MASK
;
1122 /*TRACE("_modifier(0x%08lx) ", mask);*/
1124 case D3DSPSM_NONE
: break;
1125 case D3DSPSM_NEG
: break;
1126 case D3DSPSM_BIAS
: TRACE("_bias"); break;
1127 case D3DSPSM_BIASNEG
: TRACE("_bias"); break;
1128 case D3DSPSM_SIGN
: TRACE("_sign"); break;
1129 case D3DSPSM_SIGNNEG
: TRACE("_sign"); break;
1130 case D3DSPSM_COMP
: TRACE("_comp"); break;
1131 case D3DSPSM_X2
: TRACE("_x2"); break;
1132 case D3DSPSM_X2NEG
: TRACE("_bx2"); break;
1133 case D3DSPSM_DZ
: TRACE("_dz"); break;
1134 case D3DSPSM_DW
: TRACE("_dw"); break;
1136 TRACE("_unknown(0x%08lx)", mask
);
1142 inline static BOOL
pshader_is_version_token(DWORD token
) {
1143 return 0xFFFF0000 == (token
& 0xFFFF0000);
1146 inline static BOOL
pshader_is_comment_token(DWORD token
) {
1147 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
1155 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader1_X/modifiers/sourceregistermodifiers.asp
1156 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader2_0/Registers/Registers.asp
1157 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/IDirect3DPixelShader9/_IDirect3DPixelShader9.asp
1160 inline static VOID
IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImpl
* pshader
, CONST DWORD
* pFunction
) {
1161 const DWORD
* pToken
= pFunction
;
1162 const SHADER_OPCODE
* curOpcode
= NULL
;
1167 if (NULL
!= pToken
) {
1168 while (D3DPS_END() != *pToken
) {
1169 if (pshader_is_version_token(*pToken
)) { /** version */
1170 TRACE("ps.%lu.%lu\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
1175 if (pshader_is_comment_token(*pToken
)) { /** comment */
1176 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
1178 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
1179 pToken
+= comment_len
;
1180 len
+= comment_len
+ 1;
1184 curOpcode
= pshader_program_get_opcode(code
);
1187 if (NULL
== curOpcode
) {
1188 /* unkown current opcode ... */
1189 while (*pToken
& 0x80000000) {
1190 TRACE("unrecognized opcode: %08lx\n", *pToken
);
1196 pshader_program_dump_opcode(curOpcode
, code
, *pToken
);
1197 if (curOpcode
->num_params
> 0) {
1198 pshader_program_dump_param(*pToken
, 0);
1201 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
1203 if (D3DSIO_DEF
!= code
) {
1204 pshader_program_dump_param(*pToken
, 1);
1206 TRACE("%f", *((float*) pToken
));
1214 pshader
->functionLength
= (len
+ 1) * sizeof(DWORD
);
1217 pshader
->functionLength
= 1; /* no Function defined use fixed function vertex processing */
1219 if (NULL
!= pFunction
) {
1220 pshader
->function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, pshader
->functionLength
);
1221 memcpy(pshader
->function
, pFunction
, pshader
->functionLength
);
1223 pshader
->function
= NULL
;
1227 HRESULT WINAPI
IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl
* This
, CONST DWORD
* pFunction
, IDirect3DPixelShaderImpl
** ppPixelShader
) {
1228 IDirect3DPixelShaderImpl
* object
;
1230 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IDirect3DPixelShaderImpl
));
1231 if (NULL
== object
) {
1232 *ppPixelShader
= NULL
;
1233 return D3DERR_OUTOFVIDEOMEMORY
;
1235 /*object->lpVtbl = &Direct3DPixelShader9_Vtbl;*/
1236 object
->device
= This
;
1239 object
->data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PSHADERDATA8
));
1241 IDirect3DPixelShaderImpl_ParseProgram(object
, pFunction
);
1243 *ppPixelShader
= object
;
1247 HRESULT WINAPI
IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl
* This
, VOID
* pData
, UINT
* pSizeOfData
) {
1248 if (NULL
== pData
) {
1249 *pSizeOfData
= This
->functionLength
;
1252 if (*pSizeOfData
< This
->functionLength
) {
1253 *pSizeOfData
= This
->functionLength
;
1254 return D3DERR_MOREDATA
;
1256 if (NULL
== This
->function
) { /* no function defined */
1257 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
1258 (*(DWORD
**) pData
) = NULL
;
1260 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
1261 memcpy(pData
, This
->function
, This
->functionLength
);
1266 HRESULT WINAPI
IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl
* This
, UINT StartRegister
, CONST FLOAT
* pConstantData
, UINT Vector4fCount
) {
1267 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
1268 return D3DERR_INVALIDCALL
;
1270 if (NULL
== This
->data
) { /* temporary while datas not supported */
1271 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This
);
1272 return D3DERR_INVALIDCALL
;
1274 memcpy(&This
->data
->C
[StartRegister
], pConstantData
, Vector4fCount
* 4 * sizeof(FLOAT
));
1278 HRESULT WINAPI
IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl
* This
, UINT StartRegister
, FLOAT
* pConstantData
, UINT Vector4fCount
) {
1279 if (StartRegister
+ Vector4fCount
> D3D8_VSHADER_MAX_CONSTANTS
) {
1280 return D3DERR_INVALIDCALL
;
1282 if (NULL
== This
->data
) { /* temporary while datas not supported */
1283 return D3DERR_INVALIDCALL
;
1285 memcpy(pConstantData
, &This
->data
->C
[StartRegister
], Vector4fCount
* 4 * sizeof(FLOAT
));
1290 /**********************************************************************************************************************************************
1291 **********************************************************************************************************************************************
1292 **********************************************************************************************************************************************
1293 **********************************************************************************************************************************************
1294 **********************************************************************************************************************************************/
1296 /***********************************************************************
1297 * ValidateVertexShader (D3D8.@)
1299 BOOL WINAPI
ValidateVertexShader(LPVOID what
, LPVOID toto
) {
1300 FIXME("(void): stub: %p %p\n", what
, toto
);
1304 /***********************************************************************
1305 * ValidatePixelShader (D3D8.@)
1307 BOOL WINAPI
ValidatePixelShader(LPVOID what
, LPVOID toto
) {
1308 FIXME("(void): stub: %p %p\n", what
, toto
);