2 * shaders implementation
4 * Copyright 2002-2004 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_hw_shader);
40 /* Shader debugging - Change the following line to enable debugging of software
42 #if 0 /* Must not be 1 in cvs version */
43 # define VSTRACE(A) TRACE A
44 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
47 # define TRACE_VSVECTOR(name)
51 * DirectX9 SDK download
52 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
55 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
57 * Using Vertex Shaders
58 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
64 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
65 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
67 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
70 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
73 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
75 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
76 * http://developer.nvidia.com/view.asp?IO=vstovp
78 * NVIDIA: Memory Management with VAR
79 * http://developer.nvidia.com/view.asp?IO=var_memory_management
82 typedef void (*shader_fct_t)();
84 typedef struct SHADER_OPCODE {
87 CONST UINT num_params;
88 shader_fct_t soft_fct;
93 /*******************************
94 * vshader functions software VM
97 void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
100 d->z = s0->z + s1->z;
101 d->w = s0->w + s1->w;
102 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
103 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
106 void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
107 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
108 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
109 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
112 void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
113 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
114 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
115 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
118 void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
120 d->y = s0->y * s1->y;
123 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
124 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
127 void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
133 tmp.f = floorf(s0->w);
134 d->x = powf(2.0f, tmp.f);
135 d->y = s0->w - tmp.f;
137 tmp.f = powf(2.0f, s0->w);
138 tmp.d &= 0xFFFFFF00U;
141 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
142 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
145 void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
147 d->y = (0.0f < s0->x) ? s0->x : 0.0f;
148 d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
150 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
151 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
154 void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
155 float tmp_f = fabsf(s0->w);
156 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
157 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
158 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
161 void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
162 d->x = s0->x * s1->x + s2->x;
163 d->y = s0->y * s1->y + s2->y;
164 d->z = s0->z * s1->z + s2->z;
165 d->w = s0->w * s1->w + s2->w;
166 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
167 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
170 void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
171 d->x = (s0->x >= s1->x) ? s0->x : s1->x;
172 d->y = (s0->y >= s1->y) ? s0->y : s1->y;
173 d->z = (s0->z >= s1->z) ? s0->z : s1->z;
174 d->w = (s0->w >= s1->w) ? s0->w : s1->w;
175 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
176 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
179 void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
180 d->x = (s0->x < s1->x) ? s0->x : s1->x;
181 d->y = (s0->y < s1->y) ? s0->y : s1->y;
182 d->z = (s0->z < s1->z) ? s0->z : s1->z;
183 d->w = (s0->w < s1->w) ? s0->w : s1->w;
184 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
185 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
188 void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
193 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
194 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
197 void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
198 d->x = s0->x * s1->x;
199 d->y = s0->y * s1->y;
200 d->z = s0->z * s1->z;
201 d->w = s0->w * s1->w;
202 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
203 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
206 void vshader_nop(void) {
207 /* NOPPPP ahhh too easy ;) */
210 void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
211 d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
212 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
213 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
216 void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
217 float tmp_f = fabsf(s0->w);
218 d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
219 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
220 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
223 void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
224 d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
225 d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
226 d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
227 d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
228 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
229 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
232 void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
233 d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
234 d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
235 d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
236 d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
237 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
238 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
241 void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
242 d->x = s0->x - s1->x;
243 d->y = s0->y - s1->y;
244 d->z = s0->z - s1->z;
245 d->w = s0->w - s1->w;
246 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
247 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
251 * Version 1.1 specific
254 void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
255 d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
256 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
257 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
260 void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
261 float tmp_f = fabsf(s0->w);
262 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
263 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
264 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
267 void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
268 d->x = s0->x - floorf(s0->x);
269 d->y = s0->y - floorf(s0->y);
272 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
273 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
276 typedef FLOAT D3DMATRIX44[4][4];
277 typedef FLOAT D3DMATRIX43[4][3];
278 typedef FLOAT D3DMATRIX34[4][4];
279 typedef FLOAT D3DMATRIX33[4][3];
280 typedef FLOAT D3DMATRIX32[4][2];
282 void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
284 * BuGGY CODE: here only if cast not work for copy/paste
285 D3DSHADERVECTOR* mat2 = mat1 + 1;
286 D3DSHADERVECTOR* mat3 = mat1 + 2;
287 D3DSHADERVECTOR* mat4 = mat1 + 3;
288 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
289 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
290 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
291 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
293 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
294 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
295 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
296 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
297 VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
298 VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
299 VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
300 VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w));
303 void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
304 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
305 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
306 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
308 VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
309 VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
310 VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
311 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
314 void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
315 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
316 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
317 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
318 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
319 VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
320 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
321 VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
322 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
325 void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
326 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
327 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
328 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
330 VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
331 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
332 VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
333 VSTRACE(("executing m3x3(4): (%f) \n", d->w));
336 void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
338 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
339 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
345 * Version 2.0 specific
347 void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
348 d->x = s0->x * (s1->x - s2->x) + s2->x;
349 d->y = s0->y * (s1->y - s2->y) + s2->y;
350 d->z = s0->z * (s1->z - s2->z) + s2->z;
351 d->w = s0->w * (s1->w - s2->w) + s2->x;
355 * log, exp, frc, m*x* seems to be macros ins ... to see
356 * Note opcode must be in uppercase if direct mapping to GL hw shaders
358 static CONST SHADER_OPCODE vshader_ins [] = {
359 {D3DSIO_NOP, "NOP", 0, vshader_nop, 0, 0},
360 {D3DSIO_MOV, "MOV", 2, vshader_mov, 0, 0},
361 {D3DSIO_ADD, "ADD", 3, vshader_add, 0, 0},
362 {D3DSIO_SUB, "SUB", 3, vshader_sub, 0, 0},
363 {D3DSIO_MAD, "MAD", 4, vshader_mad, 0, 0},
364 {D3DSIO_MUL, "MUL", 3, vshader_mul, 0, 0},
365 {D3DSIO_RCP, "RCP", 2, vshader_rcp, 0, 0},
366 {D3DSIO_RSQ, "RSQ", 2, vshader_rsq, 0, 0},
367 {D3DSIO_DP3, "DP3", 3, vshader_dp3, 0, 0},
368 {D3DSIO_DP4, "DP4", 3, vshader_dp4, 0, 0},
369 {D3DSIO_MIN, "MIN", 3, vshader_min, 0, 0},
370 {D3DSIO_MAX, "MAX", 3, vshader_max, 0, 0},
371 {D3DSIO_SLT, "SLT", 3, vshader_slt, 0, 0},
372 {D3DSIO_SGE, "SGE", 3, vshader_sge, 0, 0},
373 {D3DSIO_EXP, "EXP", 2, vshader_exp, 0, 0},
374 {D3DSIO_LOG, "LOG", 2, vshader_log, 0, 0},
375 {D3DSIO_LIT, "LIT", 2, vshader_lit, 0, 0},
376 {D3DSIO_DST, "DST", 3, vshader_dst, 0, 0},
377 {D3DSIO_LRP, "LRP", 5, vshader_lrp, 0, 0},
378 {D3DSIO_FRC, "FRC", 2, vshader_frc, 0, 0},
379 {D3DSIO_M4x4, "M4X4", 3, vshader_m4x4, 0, 0},
380 {D3DSIO_M4x3, "M4X3", 3, vshader_m4x3, 0, 0},
381 {D3DSIO_M3x4, "M3X4", 3, vshader_m3x4, 0, 0},
382 {D3DSIO_M3x3, "M3X3", 3, vshader_m3x3, 0, 0},
383 {D3DSIO_M3x2, "M3X2", 3, vshader_m3x2, 0, 0},
384 /** FIXME: use direct access so add the others opcodes as stubs */
385 {D3DSIO_EXPP, "EXPP", 2, vshader_expp, 0, 0},
386 {D3DSIO_LOGP, "LOGP", 2, vshader_logp, 0, 0},
388 {0, NULL, 0, NULL, 0, 0}
392 inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) {
394 /** TODO: use dichotomic search */
395 while (NULL != vshader_ins[i].name) {
396 if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
397 return &vshader_ins[i];
404 inline static BOOL vshader_is_version_token(DWORD token) {
405 return 0xFFFE0000 == (token & 0xFFFE0000);
408 inline static BOOL vshader_is_comment_token(DWORD token) {
409 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
412 inline static void vshader_program_dump_param(const DWORD param, int input) {
413 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
414 static const char swizzle_reg_chars[] = "xyzw";
416 DWORD reg = param & 0x00001FFF;
417 DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
419 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
421 switch (regtype << D3DSP_REGTYPE_SHIFT) {
423 TRACE("R[%lu]", reg);
426 TRACE("V[%lu]", reg);
429 TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
431 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
432 TRACE("a[%lu]", reg);
435 TRACE("%s", rastout_reg_names[reg]);
438 TRACE("oD[%lu]", reg);
440 case D3DSPR_TEXCRDOUT:
441 TRACE("oT[%lu]", reg);
448 /** operand output */
449 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
450 if (param & D3DSP_WRITEMASK_0) TRACE(".x");
451 if (param & D3DSP_WRITEMASK_1) TRACE(".y");
452 if (param & D3DSP_WRITEMASK_2) TRACE(".z");
453 if (param & D3DSP_WRITEMASK_3) TRACE(".w");
457 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
458 DWORD swizzle_x = swizzle & 0x03;
459 DWORD swizzle_y = (swizzle >> 2) & 0x03;
460 DWORD swizzle_z = (swizzle >> 4) & 0x03;
461 DWORD swizzle_w = (swizzle >> 6) & 0x03;
463 * swizzle bits fields:
466 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
467 if (swizzle_x == swizzle_y &&
468 swizzle_x == swizzle_z &&
469 swizzle_x == swizzle_w) {
470 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
473 swizzle_reg_chars[swizzle_x],
474 swizzle_reg_chars[swizzle_y],
475 swizzle_reg_chars[swizzle_z],
476 swizzle_reg_chars[swizzle_w]);
482 inline static void vshader_program_add_param(const DWORD param, int input, char *hwLine) {
483 /*static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; */
484 static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" };
485 static const char swizzle_reg_chars[] = "xyzw";
487 DWORD reg = param & 0x00001FFF;
488 DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
491 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
492 strcat(hwLine, " -");
497 switch (regtype << D3DSP_REGTYPE_SHIFT) {
499 sprintf(tmpReg, "T%lu", reg);
500 strcat(hwLine, tmpReg);
503 sprintf(tmpReg, "vertex.attrib[%lu]", reg);
504 strcat(hwLine, tmpReg);
507 sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
508 strcat(hwLine, tmpReg);
510 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
511 sprintf(tmpReg, "A%lu", reg);
512 strcat(hwLine, tmpReg);
515 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
516 strcat(hwLine, tmpReg);
520 strcat(hwLine, "result.color.primary");
522 strcat(hwLine, "result.color.secondary");
525 case D3DSPR_TEXCRDOUT:
526 sprintf(tmpReg, "result.texcoord[%lu]", reg);
527 strcat(hwLine, tmpReg);
534 /** operand output */
535 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
537 if (param & D3DSP_WRITEMASK_0) {
540 if (param & D3DSP_WRITEMASK_1) {
543 if (param & D3DSP_WRITEMASK_2) {
546 if (param & D3DSP_WRITEMASK_3) {
552 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
553 DWORD swizzle_x = swizzle & 0x03;
554 DWORD swizzle_y = (swizzle >> 2) & 0x03;
555 DWORD swizzle_z = (swizzle >> 4) & 0x03;
556 DWORD swizzle_w = (swizzle >> 6) & 0x03;
558 * swizzle bits fields:
561 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
562 if (swizzle_x == swizzle_y &&
563 swizzle_x == swizzle_z &&
564 swizzle_x == swizzle_w) {
565 sprintf(tmpReg, ".%c", swizzle_reg_chars[swizzle_x]);
566 strcat(hwLine, tmpReg);
568 sprintf(tmpReg, ".%c%c%c%c",
569 swizzle_reg_chars[swizzle_x],
570 swizzle_reg_chars[swizzle_y],
571 swizzle_reg_chars[swizzle_z],
572 swizzle_reg_chars[swizzle_w]);
573 strcat(hwLine, tmpReg);
579 DWORD MacroExpansion[4*4];
581 int ExpandMxMacro(DWORD macro_opcode, const DWORD* args) {
585 switch(macro_opcode) {
609 for (i = 0; i < nComponents; i++) {
610 MacroExpansion[i*4+0] = opcode;
611 MacroExpansion[i*4+1] = ((*args) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
612 MacroExpansion[i*4+2] = *(args+1);
613 MacroExpansion[i*4+3] = (*(args+2))+i;
619 * Function parser ...
621 inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
622 const DWORD* pToken = pFunction;
623 const DWORD* pSavedToken = NULL;
624 const SHADER_OPCODE* curOpcode = NULL;
627 unsigned lineNum = 0;
630 DWORD nUseAddressRegister = 0;
631 DWORD nUseTempRegister = 0;
634 IDirect3DDevice8Impl* This = vshader->device;
636 pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
639 * First pass to determine what we need to declare:
640 * - Temporary variables
641 * - Address variables
643 if (NULL != pToken) {
644 while (D3DVS_END() != *pToken) {
645 if (vshader_is_version_token(*pToken)) {
650 if (vshader_is_comment_token(*pToken)) { /** comment */
651 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
653 pToken += comment_len;
656 curOpcode = vshader_program_get_opcode(*pToken);
658 if (NULL == curOpcode) {
659 while (*pToken & 0x80000000) {
660 /* skip unrecognized opcode */
664 if (curOpcode->num_params > 0) {
665 regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT);
666 reg = ((*pToken) & 0x00001FFF);
667 /** we should validate GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR limits here */
668 if (D3DSPR_ADDR == regtype && nUseAddressRegister <= reg) nUseAddressRegister = reg + 1;
669 /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
670 if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1;
672 for (i = 1; i < curOpcode->num_params; ++i) {
673 regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT);
674 reg = ((*pToken) & 0x00001FFF);
675 /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
676 if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1;
684 /** second pass, now generate */
687 if (NULL != pToken) {
688 while (D3DVS_END() != *pToken) {
691 if ((nRemInstr >= 0) && (--nRemInstr == -1))
692 /* Macro is finished, continue normal path */
693 pToken = pSavedToken;
695 if (vshader_is_version_token(*pToken)) { /** version */
697 /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
698 int version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F);
702 TRACE_(d3d_hw_shader)("vs.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
704 /* Each release of vertex shaders has had different numbers of temp registers */
707 case 11: numTemps=12;
709 strcpy(tmpLine, "!!ARBvp1.0\n");
710 TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
712 case 20: numTemps=12;
714 strcpy(tmpLine, "!!ARBvp2.0\n");
715 FIXME_(d3d_hw_shader)("No work done yet to support vs2.0 in hw\n");
716 TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
718 case 30: numTemps=32;
720 strcpy(tmpLine, "!!ARBvp3.0\n");
721 FIXME_(d3d_hw_shader)("No work done yet to support vs3.0 in hw\n");
722 TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
727 strcpy(tmpLine, "!!ARBvp1.0\n");
728 FIXME_(d3d_hw_shader)("Unrecognized vertex shader version!\n");
730 strcat(pgmStr,tmpLine);
733 for (i = 0; i < nUseTempRegister/*we should check numTemps here*/; i++) {
734 sprintf(tmpLine, "TEMP T%ld;\n", i);
736 TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
737 strcat(pgmStr,tmpLine);
739 for (i = 0; i < nUseAddressRegister; i++) {
740 sprintf(tmpLine, "ADDRESS A%ld;\n", i);
742 TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
743 strcat(pgmStr,tmpLine);
745 /* Due to the dynamic constants binding mechanism, we need to declare
746 * all the constants for relative addressing. */
747 /* Mesa supports only 95 constants for VS1.X although we should have at least 96.
748 * Let's declare max constants minus one for now. */
749 sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants-1, numConstants-2);
750 TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
751 strcat(pgmStr, tmpLine);
756 if (vshader_is_comment_token(*pToken)) { /** comment */
757 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
759 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
760 pToken += comment_len;
763 curOpcode = vshader_program_get_opcode(*pToken);
765 if (NULL == curOpcode) {
766 /* unkown current opcode ... */
767 while (*pToken & 0x80000000) {
768 TRACE_(d3d_hw_shader)("unrecognized opcode: %08lx\n", *pToken);
772 /* Build opcode for GL vertex_program */
773 switch (curOpcode->opcode) {
775 /* Address registers must be loaded with the ARL instruction */
776 if (((*pToken) & D3DSP_REGTYPE_MASK) == D3DSPR_ADDR) {
777 if (0 < nUseAddressRegister) {
778 strcpy(tmpLine, "ARL");
781 FIXME_(d3d_hw_shader)("Try to load an undeclared address register!\n");
799 strcpy(tmpLine, curOpcode->name);
803 strcpy(tmpLine, "EXP");
806 strcpy(tmpLine, "LOG");
809 strcpy(tmpLine, "EX2");
812 strcpy(tmpLine, "LG2");
820 /* Expand the macro and get number of generated instruction */
821 nRemInstr = ExpandMxMacro(curOpcode->opcode, pToken);
822 /* Save point to next instruction */
823 pSavedToken = pToken + 3;
824 /* Execute expanded macro */
825 pToken = MacroExpansion;
829 FIXME_(d3d_hw_shader)("Can't handle opcode %s in hwShader\n", curOpcode->name);
832 if (curOpcode->num_params > 0) {
833 vshader_program_add_param(*pToken, 0, tmpLine);
836 for (i = 1; i < curOpcode->num_params; ++i) {
837 strcat(tmpLine, ",");
838 vshader_program_add_param(*pToken, 1, tmpLine);
842 strcat(tmpLine,";\n");
844 TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
845 strcat(pgmStr, tmpLine);
848 strcpy(tmpLine, "END\n");
850 TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
851 strcat(pgmStr, tmpLine);
854 /* Create the hw shader */
855 GL_EXTCALL(glGenProgramsARB(1, &vshader->prgId));
856 TRACE_(d3d_hw_shader)("Creating a hw vertex shader, prg=%d\n", vshader->prgId);
858 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vshader->prgId));
860 /* Create the program and check for errors */
861 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr));
862 if (glGetError() == GL_INVALID_OPERATION) {
864 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
865 FIXME_(d3d_hw_shader)("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB));
869 HeapFree(GetProcessHeap(), 0, pgmStr);
872 inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction, int useHW) {
873 const DWORD* pToken = pFunction;
874 const SHADER_OPCODE* curOpcode = NULL;
878 if (NULL != pToken) {
879 while (D3DVS_END() != *pToken) {
880 if (vshader_is_version_token(*pToken)) { /** version */
881 TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
886 if (vshader_is_comment_token(*pToken)) { /** comment */
887 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
889 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
890 pToken += comment_len;
891 len += comment_len + 1;
894 curOpcode = vshader_program_get_opcode(*pToken);
897 if (NULL == curOpcode) {
898 /* unkown current opcode ... */
899 while (*pToken & 0x80000000) {
900 TRACE("unrecognized opcode: %08lx\n", *pToken);
905 TRACE("%s ", curOpcode->name);
906 if (curOpcode->num_params > 0) {
907 vshader_program_dump_param(*pToken, 0);
910 for (i = 1; i < curOpcode->num_params; ++i) {
912 vshader_program_dump_param(*pToken, 1);
920 vshader->functionLength = (len + 1) * sizeof(DWORD);
922 vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
925 /* Generate HW shader in needed */
926 if (useHW && NULL != pFunction) {
927 IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader, pFunction);
930 /* copy the function ... because it will certainly be released by application */
931 if (NULL != pFunction) {
932 vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
933 memcpy(vshader->function, pFunction, vshader->functionLength);
935 vshader->function = NULL;
939 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) {
940 IDirect3DVertexShaderImpl* object;
943 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl));
944 if (NULL == object) {
945 *ppVertexShader = NULL;
946 return D3DERR_OUTOFVIDEOMEMORY;
948 /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
949 object->device = This; /* FIXME: AddRef(This) */
952 object->usage = Usage;
953 object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(VSHADERDATA8));
955 useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
956 This->devType != D3DDEVTYPE_REF &&
957 object->usage != D3DUSAGE_SOFTWAREPROCESSING);
959 IDirect3DVertexShaderImpl_ParseProgram(object, pFunction, useHW);
961 *ppVertexShader = object;
965 BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
967 * TODO: use the NV_vertex_program (or 1_1) extension
968 * and specifics vendors (ARB_vertex_program??) variants for it
973 HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
974 /** Vertex Shader Temporary Registers */
975 D3DSHADERVECTOR R[12];
976 /*D3DSHADERSCALAR A0;*/
977 D3DSHADERVECTOR A[1];
978 /** temporary Vector for modifier management */
980 D3DSHADERVECTOR s[3];
982 const DWORD* pToken = vshader->function;
983 const SHADER_OPCODE* curOpcode = NULL;
984 /** functions parameters */
985 D3DSHADERVECTOR* p[4];
986 D3DSHADERVECTOR* p_send[4];
989 /** init temporary register */
990 memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
992 /* vshader_program_parse(vshader); */
993 #if 0 /* Must not be 1 in cvs */
995 TRACE_VSVECTOR(vshader->data->C[0]);
996 TRACE_VSVECTOR(vshader->data->C[1]);
997 TRACE_VSVECTOR(vshader->data->C[2]);
998 TRACE_VSVECTOR(vshader->data->C[3]);
999 TRACE_VSVECTOR(vshader->data->C[4]);
1000 TRACE_VSVECTOR(vshader->data->C[5]);
1001 TRACE_VSVECTOR(vshader->data->C[6]);
1002 TRACE_VSVECTOR(vshader->data->C[7]);
1003 TRACE_VSVECTOR(vshader->data->C[8]);
1004 TRACE_VSVECTOR(vshader->data->C[64]);
1005 TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]);
1006 TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
1007 TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]);
1008 TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]);
1009 TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]);
1010 TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]);
1011 TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]);
1012 TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]);
1013 TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]);
1016 TRACE_VSVECTOR(vshader->data->C[64]);
1018 /* the first dword is the version tag */
1019 /* TODO: parse it */
1021 if (vshader_is_version_token(*pToken)) { /** version */
1024 while (D3DVS_END() != *pToken) {
1025 if (vshader_is_comment_token(*pToken)) { /** comment */
1026 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
1028 pToken += comment_len;
1031 curOpcode = vshader_program_get_opcode(*pToken);
1033 if (NULL == curOpcode) {
1035 /* unkown current opcode ... */
1036 while (*pToken & 0x80000000) {
1038 TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
1040 TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
1041 vshader_program_add_param(*pToken, i, NULL); /* Add function just used for trace error scenario */
1048 if (curOpcode->num_params > 0) {
1049 /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
1050 for (i = 0; i < curOpcode->num_params; ++i) {
1051 DWORD reg = pToken[i] & 0x00001FFF;
1052 DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
1054 switch (regtype << D3DSP_REGTYPE_SHIFT) {
1056 /*TRACE("p[%d]=R[%d]\n", i, reg);*/
1060 /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
1061 p[i] = &input->V[reg];
1064 if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
1065 p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
1067 p[i] = &vshader->data->C[reg];
1070 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
1072 ERR("cannot handle address registers != a0, forcing use of a0\n");
1075 /*TRACE("p[%d]=A[%d]\n", i, reg);*/
1078 case D3DSPR_RASTOUT:
1080 case D3DSRO_POSITION:
1081 p[i] = &output->oPos;
1084 p[i] = &output->oFog;
1086 case D3DSRO_POINT_SIZE:
1087 p[i] = &output->oPts;
1091 case D3DSPR_ATTROUT:
1092 /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
1093 p[i] = &output->oD[reg];
1095 case D3DSPR_TEXCRDOUT:
1096 /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
1097 p[i] = &output->oT[reg];
1103 if (i > 0) { /* input reg */
1104 DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
1105 UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
1107 if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
1108 /*TRACE("p[%d] not swizzled\n", i);*/
1111 DWORD swizzle_x = swizzle & 0x03;
1112 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1113 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1114 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1115 /*TRACE("p[%d] swizzled\n", i);*/
1116 float* tt = (float*) p[i];
1117 s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
1118 s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
1119 s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
1120 s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
1123 } else { /* output reg */
1124 if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
1127 p_send[i] = &d; /* to be post-processed for modifiers management */
1133 switch (curOpcode->num_params) {
1135 curOpcode->soft_fct();
1138 curOpcode->soft_fct(p_send[0]);
1141 curOpcode->soft_fct(p_send[0], p_send[1]);
1144 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
1147 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
1150 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
1153 ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
1156 /* check if output reg modifier post-process */
1157 if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
1158 if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
1159 if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
1160 if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
1161 if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
1165 TRACE_VSVECTOR(output->oPos);
1166 TRACE_VSVECTOR(output->oD[0]);
1167 TRACE_VSVECTOR(output->oD[1]);
1168 TRACE_VSVECTOR(output->oT[0]);
1169 TRACE_VSVECTOR(output->oT[1]);
1170 TRACE_VSVECTOR(R[0]);
1171 TRACE_VSVECTOR(R[1]);
1172 TRACE_VSVECTOR(R[2]);
1173 TRACE_VSVECTOR(R[3]);
1174 TRACE_VSVECTOR(R[4]);
1175 TRACE_VSVECTOR(R[5]);
1178 /* to next opcode token */
1179 pToken += curOpcode->num_params;
1182 TRACE("End of current instruction:\n");
1183 TRACE_VSVECTOR(output->oPos);
1184 TRACE_VSVECTOR(output->oD[0]);
1185 TRACE_VSVECTOR(output->oD[1]);
1186 TRACE_VSVECTOR(output->oT[0]);
1187 TRACE_VSVECTOR(output->oT[1]);
1188 TRACE_VSVECTOR(R[0]);
1189 TRACE_VSVECTOR(R[1]);
1190 TRACE_VSVECTOR(R[2]);
1191 TRACE_VSVECTOR(R[3]);
1192 TRACE_VSVECTOR(R[4]);
1193 TRACE_VSVECTOR(R[5]);
1196 #if 0 /* Must not be 1 in cvs */
1198 TRACE_VSVECTOR(output->oPos);
1199 TRACE_VSVECTOR(output->oD[0]);
1200 TRACE_VSVECTOR(output->oD[1]);
1201 TRACE_VSVECTOR(output->oT[0]);
1202 TRACE_VSVECTOR(output->oT[1]);
1207 HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
1208 if (NULL == pData) {
1209 *pSizeOfData = This->functionLength;
1212 if (*pSizeOfData < This->functionLength) {
1213 *pSizeOfData = This->functionLength;
1214 return D3DERR_MOREDATA;
1216 if (NULL == This->function) { /* no function defined */
1217 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
1218 (*(DWORD **) pData) = NULL;
1220 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
1221 memcpy(pData, This->function, This->functionLength);
1226 HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
1227 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
1228 return D3DERR_INVALIDCALL;
1230 if (NULL == This->data) { /* temporary while datas not supported */
1231 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
1232 return D3DERR_INVALIDCALL;
1234 memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
1238 HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
1239 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
1240 return D3DERR_INVALIDCALL;
1242 if (NULL == This->data) { /* temporary while datas not supported */
1243 return D3DERR_INVALIDCALL;
1245 memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
1250 /**********************************************************************************************************************************************
1251 **********************************************************************************************************************************************
1252 **********************************************************************************************************************************************
1253 **********************************************************************************************************************************************
1254 **********************************************************************************************************************************************/
1256 void pshader_texcoord(D3DSHADERVECTOR* d) {
1259 void pshader_texkill(D3DSHADERVECTOR* d) {
1262 void pshader_tex(D3DSHADERVECTOR* d) {
1265 void pshader_texbem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1268 void pshader_texbeml(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1271 void pshader_texreg2ar(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1274 void pshader_texreg2gb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1277 void pshader_texm3x2pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1280 void pshader_texm3x2tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1283 void pshader_texm3x3pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1286 void pshader_texm3x3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1289 void pshader_texm3x3diff(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1292 void pshader_texm3x3spec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
1295 void pshader_texm3x3vspec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1298 void pshader_cnd(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
1301 void pshader_def(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
1304 void pshader_texreg2rgb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1307 void pshader_texdp3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1310 void pshader_texm3x2depth(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1313 void pshader_texdp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1316 void pshader_texm3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
1319 void pshader_texdepth(D3DSHADERVECTOR* d) {
1322 void pshader_cmp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
1325 void pshader_bem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
1328 static CONST SHADER_OPCODE pshader_ins [] = {
1329 {D3DSIO_NOP, "nop", 0, vshader_nop, 0, 0},
1330 {D3DSIO_MOV, "mov", 2, vshader_mov, 0, 0},
1331 {D3DSIO_ADD, "add", 3, vshader_add, 0, 0},
1332 {D3DSIO_SUB, "sub", 3, vshader_sub, 0, 0},
1333 {D3DSIO_MAD, "mad", 4, vshader_mad, 0, 0},
1334 {D3DSIO_MUL, "mul", 3, vshader_mul, 0, 0},
1335 {D3DSIO_RCP, "rcp", 2, vshader_rcp, 0, 0},
1336 {D3DSIO_RSQ, "rsq", 2, vshader_rsq, 0, 0},
1337 {D3DSIO_DP3, "dp3", 3, vshader_dp3, 0, 0},
1338 {D3DSIO_DP4, "dp4", 3, vshader_dp4, 0, 0},
1339 {D3DSIO_MIN, "min", 3, vshader_min, 0, 0},
1340 {D3DSIO_MAX, "max", 3, vshader_max, 0, 0},
1341 {D3DSIO_SLT, "slt", 3, vshader_slt, 0, 0},
1342 {D3DSIO_SGE, "sge", 3, vshader_sge, 0, 0},
1343 {D3DSIO_EXP, "exp", 2, vshader_exp, 0, 0},
1344 {D3DSIO_LOG, "log", 2, vshader_log, 0, 0},
1345 {D3DSIO_LIT, "lit", 2, vshader_lit, 0, 0},
1346 {D3DSIO_DST, "dst", 3, vshader_dst, 0, 0},
1347 {D3DSIO_LRP, "lrp", 5, vshader_lrp, 0, 0},
1348 {D3DSIO_FRC, "frc", 2, vshader_frc, 0, 0},
1349 {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0},
1350 {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0},
1351 {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0},
1352 {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0},
1353 {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0},
1355 {D3DSIO_TEXCOORD, "texcoord", 1, pshader_texcoord, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1356 {D3DSIO_TEXKILL, "texkill", 1, pshader_texkill, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1357 {D3DSIO_TEX, "tex", 1, pshader_tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
1358 {D3DSIO_TEXBEM, "texbem", 2, pshader_texbem, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1359 {D3DSIO_TEXBEML, "texbeml", 2, pshader_texbeml, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1360 {D3DSIO_TEXREG2AR, "texreg2ar", 2, pshader_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1361 {D3DSIO_TEXREG2GB, "texreg2gb", 2, pshader_texreg2gb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1362 {D3DSIO_TEXM3x2PAD, "texm3x2pad", 2, pshader_texm3x2pad, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1363 {D3DSIO_TEXM3x2TEX, "texm3x2tex", 2, pshader_texm3x2tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1364 {D3DSIO_TEXM3x3PAD, "texm3x3pad", 2, pshader_texm3x3pad, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1365 {D3DSIO_TEXM3x3TEX, "texm3x3tex", 2, pshader_texm3x3tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1366 {D3DSIO_TEXM3x3DIFF, "texm3x3diff", 2, pshader_texm3x3diff, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
1367 {D3DSIO_TEXM3x3SPEC, "texm3x3spec", 3, pshader_texm3x3spec, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1368 {D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 2, pshader_texm3x3vspec, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
1370 {D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0},
1371 {D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0},
1373 {D3DSIO_CND, "cnd", 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
1374 {D3DSIO_DEF, "def", 5, pshader_def, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
1375 {D3DSIO_TEXREG2RGB, "texbreg2rgb", 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1377 {D3DSIO_TEXDP3TEX, "texdp3tex", 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1378 {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", 2, pshader_texm3x2depth, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
1379 {D3DSIO_TEXDP3, "texdp3", 2, pshader_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1380 {D3DSIO_TEXM3x3, "texm3x3", 2, pshader_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
1381 {D3DSIO_TEXDEPTH, "texdepth", 1, pshader_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
1382 {D3DSIO_CMP, "cmp", 4, pshader_cmp, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
1383 {D3DSIO_BEM, "bem", 3, pshader_bem, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
1388 inline static const SHADER_OPCODE* pshader_program_get_opcode(const DWORD code) {
1390 /** TODO: use dichotomic search */
1391 while (NULL != pshader_ins[i].name) {
1392 if ((code & D3DSI_OPCODE_MASK) == pshader_ins[i].opcode) {
1393 return &pshader_ins[i];
1400 inline static void pshader_program_dump_opcode(const SHADER_OPCODE* curOpcode, const DWORD code, const DWORD output) {
1401 if (0 != (code & ~D3DSI_OPCODE_MASK)) {
1402 DWORD mask = (code & ~D3DSI_OPCODE_MASK);
1404 case 0x40000000: TRACE("+"); break;
1406 TRACE(" unhandled modifier(0x%08lx) ", mask);
1409 TRACE("%s", curOpcode->name);
1411 * normally this is a destination reg modifier
1412 * but in pixel shaders asm code its specified as:
1413 * dp3_x4 t1.rgba, r1, c1
1415 * dp3_x2_sat r0, t0_bx2, v0_bx2
1416 * so for better debbuging i use the same norm
1418 if (0 != (output & D3DSP_DSTSHIFT_MASK)) {
1419 DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
1421 TRACE("_x%u", 1 << shift);
1425 * TODO: fix the divide shifts: d2, d4, d8
1426 * so i have to find a sample
1428 if (0 != (output & D3DSP_DSTMOD_MASK)) {
1429 DWORD mask = output & D3DSP_DSTMOD_MASK;
1431 case D3DSPDM_SATURATE: TRACE("_sat"); break;
1433 TRACE("_unhandled_modifier(0x%08lx)", mask);
1439 inline static void pshader_program_dump_param(const DWORD param, int input) {
1440 static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
1441 static const char swizzle_reg_chars[] = "rgba";
1443 DWORD reg = param & 0x00001FFF;
1444 DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
1446 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
1450 switch (regtype << D3DSP_REGTYPE_SHIFT) {
1452 TRACE("R[%lu]", reg);
1455 TRACE("V[%lu]", reg);
1458 TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
1460 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
1461 TRACE("t[%lu]", reg);
1463 case D3DSPR_RASTOUT:
1464 TRACE("%s", rastout_reg_names[reg]);
1466 case D3DSPR_ATTROUT:
1467 TRACE("oD[%lu]", reg);
1469 case D3DSPR_TEXCRDOUT:
1470 TRACE("oT[%lu]", reg);
1477 /** operand output */
1479 * for better debugging traces it's done into opcode dump code
1480 * @see pshader_program_dump_opcode
1481 if (0 != (param & D3DSP_DSTMOD_MASK)) {
1482 DWORD mask = param & D3DSP_DSTMOD_MASK;
1484 case D3DSPDM_SATURATE: TRACE("_sat"); break;
1486 TRACE("_unhandled_modifier(0x%08lx)", mask);
1489 if (0 != (param & D3DSP_DSTSHIFT_MASK)) {
1490 DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
1492 TRACE("_x%u", 1 << shift);
1496 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
1497 if (param & D3DSP_WRITEMASK_0) TRACE(".r");
1498 if (param & D3DSP_WRITEMASK_1) TRACE(".g");
1499 if (param & D3DSP_WRITEMASK_2) TRACE(".b");
1500 if (param & D3DSP_WRITEMASK_3) TRACE(".a");
1503 /** operand input */
1504 DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
1505 DWORD swizzle_x = swizzle & 0x03;
1506 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1507 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1508 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1510 * swizzle bits fields:
1513 if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
1514 if (swizzle_x == swizzle_y &&
1515 swizzle_x == swizzle_z &&
1516 swizzle_x == swizzle_w) {
1517 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
1520 swizzle_reg_chars[swizzle_x],
1521 swizzle_reg_chars[swizzle_y],
1522 swizzle_reg_chars[swizzle_z],
1523 swizzle_reg_chars[swizzle_w]);
1526 if (0 != (param & D3DSP_SRCMOD_MASK)) {
1527 DWORD mask = param & D3DSP_SRCMOD_MASK;
1528 /*TRACE("_modifier(0x%08lx) ", mask);*/
1530 case D3DSPSM_NONE: break;
1531 case D3DSPSM_NEG: break;
1532 case D3DSPSM_BIAS: TRACE("_bias"); break;
1533 case D3DSPSM_BIASNEG: TRACE("_bias"); break;
1534 case D3DSPSM_SIGN: TRACE("_sign"); break;
1535 case D3DSPSM_SIGNNEG: TRACE("_sign"); break;
1536 case D3DSPSM_COMP: TRACE("_comp"); break;
1537 case D3DSPSM_X2: TRACE("_x2"); break;
1538 case D3DSPSM_X2NEG: TRACE("_bx2"); break;
1539 case D3DSPSM_DZ: TRACE("_dz"); break;
1540 case D3DSPSM_DW: TRACE("_dw"); break;
1542 TRACE("_unknown(0x%08lx)", mask);
1548 inline static BOOL pshader_is_version_token(DWORD token) {
1549 return 0xFFFF0000 == (token & 0xFFFF0000);
1552 inline static BOOL pshader_is_comment_token(DWORD token) {
1553 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1561 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader1_X/modifiers/sourceregistermodifiers.asp
1562 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader2_0/Registers/Registers.asp
1563 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/IDirect3DPixelShader9/_IDirect3DPixelShader9.asp
1566 inline static VOID IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImpl* pshader, CONST DWORD* pFunction) {
1567 const DWORD* pToken = pFunction;
1568 const SHADER_OPCODE* curOpcode = NULL;
1573 if (NULL != pToken) {
1574 while (D3DPS_END() != *pToken) {
1575 if (pshader_is_version_token(*pToken)) { /** version */
1576 TRACE("ps.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
1581 if (pshader_is_comment_token(*pToken)) { /** comment */
1582 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
1584 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
1585 pToken += comment_len;
1586 len += comment_len + 1;
1590 curOpcode = pshader_program_get_opcode(code);
1593 if (NULL == curOpcode) {
1594 /* unkown current opcode ... */
1595 while (*pToken & 0x80000000) {
1596 TRACE("unrecognized opcode: %08lx\n", *pToken);
1602 pshader_program_dump_opcode(curOpcode, code, *pToken);
1603 if (curOpcode->num_params > 0) {
1604 pshader_program_dump_param(*pToken, 0);
1607 for (i = 1; i < curOpcode->num_params; ++i) {
1609 if (D3DSIO_DEF != code) {
1610 pshader_program_dump_param(*pToken, 1);
1612 TRACE("%f", *((float*) pToken));
1620 pshader->functionLength = (len + 1) * sizeof(DWORD);
1623 pshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
1625 if (NULL != pFunction) {
1626 pshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, pshader->functionLength);
1627 memcpy(pshader->function, pFunction, pshader->functionLength);
1629 pshader->function = NULL;
1633 HRESULT WINAPI IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, IDirect3DPixelShaderImpl** ppPixelShader) {
1634 IDirect3DPixelShaderImpl* object;
1636 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DPixelShaderImpl));
1637 if (NULL == object) {
1638 *ppPixelShader = NULL;
1639 return D3DERR_OUTOFVIDEOMEMORY;
1641 /*object->lpVtbl = &Direct3DPixelShader9_Vtbl;*/
1642 object->device = This;
1645 object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PSHADERDATA8));
1647 IDirect3DPixelShaderImpl_ParseProgram(object, pFunction);
1649 *ppPixelShader = object;
1653 HRESULT WINAPI IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
1654 if (NULL == pData) {
1655 *pSizeOfData = This->functionLength;
1658 if (*pSizeOfData < This->functionLength) {
1659 *pSizeOfData = This->functionLength;
1660 return D3DERR_MOREDATA;
1662 if (NULL == This->function) { /* no function defined */
1663 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
1664 (*(DWORD **) pData) = NULL;
1666 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
1667 memcpy(pData, This->function, This->functionLength);
1672 HRESULT WINAPI IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
1673 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
1674 return D3DERR_INVALIDCALL;
1676 if (NULL == This->data) { /* temporary while datas not supported */
1677 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
1678 return D3DERR_INVALIDCALL;
1680 memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
1684 HRESULT WINAPI IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
1685 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
1686 return D3DERR_INVALIDCALL;
1688 if (NULL == This->data) { /* temporary while datas not supported */
1689 return D3DERR_INVALIDCALL;
1691 memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
1696 /**********************************************************************************************************************************************
1697 **********************************************************************************************************************************************
1698 **********************************************************************************************************************************************
1699 **********************************************************************************************************************************************
1700 **********************************************************************************************************************************************/
1702 /***********************************************************************
1703 * ValidateVertexShader (D3D8.@)
1705 BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
1706 FIXME("(void): stub: %p %p\n", what, toto);
1710 /***********************************************************************
1711 * ValidatePixelShader (D3D8.@)
1713 BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
1714 FIXME("(void): stub: %p %p\n", what, toto);