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
25 #include "wine/debug.h"
29 #include "d3d8_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 typedef void (*shader_fct0_t)(void);
34 typedef void (*shader_fct1_t)(SHADER8Vector*);
35 typedef void (*shader_fct2_t)(SHADER8Vector*,SHADER8Vector*);
36 typedef void (*shader_fct3_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
37 typedef void (*shader_fct4_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
40 typedef union shader_fct {
48 typedef void (*shader_fct)();
50 typedef struct shader_opcode {
53 CONST UINT num_params;
66 typedef struct vshader_input_data {
67 /*SHADER8Vector V[16];//0-15 */
86 typedef struct vshader_output_data {
88 /*SHADER8Vector oD[2];//0-1 */
91 /*SHADER8Vector oT[4];//0-3 */
98 } vshader_output_data;
100 /*********************
101 * vshader software VM
104 void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
105 d->x = s0->x + s1->x;
106 d->y = s0->y + s1->y;
107 d->z = s0->z + s1->z;
108 d->w = s0->w + s1->w;
111 void vshader_dp3(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
112 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
115 void vshader_dp4(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
116 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
119 void vshader_dst(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
121 d->y = s0->y * s1->y;
126 void vshader_expp(SHADER8Vector* d, SHADER8Vector* s0) {
127 float tmp_f = floorf(s0->w);
128 d->x = pow(2, tmp_f);
129 d->y = s0->w - tmp_f;
130 d->z = pow(2, s0->w);
134 void vshader_lit(SHADER8Vector* d, SHADER8Vector* s0) {
136 d->y = (0 < s0->x) ? s0->x : 0;
137 d->z = (0 < s0->x && 0 < s0->y) ? pow(s0->y, s0->w) : 0;
141 void vshader_logp(SHADER8Vector* d, SHADER8Vector* s0) {
142 d->x = d->y = d->z = d->w = (0 != s0->w) ? log(fabsf(s0->w))/log(2) : HUGE;
145 void vshader_mad(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1, SHADER8Vector* s2) {
146 d->x = s0->x * s1->x + s2->x;
147 d->y = s0->y * s1->y + s2->y;
148 d->z = s0->z * s1->z + s2->z;
149 d->w = s0->w * s1->w + s2->w;
152 void vshader_max(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
153 d->x = (s0->x >= s1->x) ? s0->x : s1->x;
154 d->y = (s0->y >= s1->y) ? s0->y : s1->y;
155 d->z = (s0->z >= s1->z) ? s0->z : s1->z;
156 d->w = (s0->w >= s1->w) ? s0->w : s1->w;
159 void vshader_min(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
160 d->x = (s0->x < s1->x) ? s0->x : s1->x;
161 d->y = (s0->y < s1->y) ? s0->y : s1->y;
162 d->z = (s0->z < s1->z) ? s0->z : s1->z;
163 d->w = (s0->w < s1->w) ? s0->w : s1->w;
166 void vshader_mov(SHADER8Vector* d, SHADER8Vector* s0) {
173 void vshader_mul(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
174 d->x = s0->x * s1->x;
175 d->y = s0->y * s1->y;
176 d->z = s0->z * s1->z;
177 d->w = s0->w * s1->w;
180 void vshader_nop(void) {
181 /* NOPPPP ahhh too easy ;) */
184 void vshader_rcp(SHADER8Vector* d, SHADER8Vector* s0) {
185 d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / s0->w;
188 void vshader_rsq(SHADER8Vector* d, SHADER8Vector* s0) {
189 d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / sqrt(fabsf(s0->w));
192 void vshader_sge(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
193 d->x = (s0->x >= s1->x) ? 1 : 0;
194 d->y = (s0->y >= s1->y) ? 1 : 0;
195 d->z = (s0->z >= s1->z) ? 1 : 0;
196 d->w = (s0->w >= s1->w) ? 1 : 0;
199 void vshader_slt(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
200 d->x = (s0->x < s1->x) ? 1 : 0;
201 d->y = (s0->y < s1->y) ? 1 : 0;
202 d->z = (s0->z < s1->z) ? 1 : 0;
203 d->w = (s0->w < s1->w) ? 1 : 0;
206 void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
207 d->x = s0->x - s1->x;
208 d->y = s0->y - s1->y;
209 d->z = s0->z - s1->z;
210 d->w = s0->w - s1->w;
214 * log, exp, frc, m*x* seems to be macros ins ... to see
216 * @TODO: find this fucking really opcodes values
218 static CONST shader_opcode vshader_ins [] =
220 {0, "mov", 2, vshader_mov},
221 {0, "max", 3, vshader_max},
222 {0, "min", 3, vshader_min},
223 {0, "sge", 3, vshader_sge},
224 {0, "slt", 3, vshader_slt},
225 {0, "add", 3, vshader_add},
226 {0, "sub", 3, vshader_sub},
227 {0, "mul", 3, vshader_mul},
228 {0, "rcp", 2, vshader_rcp},
229 {0, "mad", 4, vshader_mad},
230 {0, "dp3", 3, vshader_dp3},
231 {0, "dp4", 3, vshader_dp4},
232 {0, "rsq", 2, vshader_rsq},
233 {0, "dst", 3, vshader_dst},
234 {0, "lit", 2, vshader_lit},
235 {0, "expp", 2, vshader_expp},
236 {0, "logp", 2, vshader_logp},
237 {0, "nop", 0, vshader_nop},
242 shader_opcode* vshader_get_opcode(const DWORD code) {
247 * Function parser ...
249 BOOL vshader_parse_function(const DWORD* function) {
253 BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
254 const vshader_input_data* input,
255 vshader_output_data* output) {
257 * TODO: use the GL_NV_vertex_program
258 * and specifics vendors variants for it
263 BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
264 const vshader_input_data* input,
265 vshader_output_data* output) {
266 /** Vertex Shader Temporary Registers */
267 /*SHADER8Vector R[12];*/
268 /*SHADER8Scalar A0;*/
269 /** temporary Vector for modifier management */
272 const DWORD* pToken = vshader->function;
273 shader_opcode* curOpcode = NULL;
275 /* the first dword is the version tag */
279 while (0xFFFFFFFF != *pToken) {
280 curOpcode = vshader_get_opcode(*pToken);
282 if (NULL == curOpcode) {
283 /* unkown current opcode ... */
286 if (curOpcode->num_params > 0) {
294 * Declaration Parser First draft ...
298 static CONST char* vshader_decl [] =
310 /** Vertex Shader Declaration parser tokens */
317 BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
319 const DWORD* pToken = vshader->decl;
322 while (0xFFFFFFFF != *pToken) {
329 HRESULT WINAPI ValidatePixelShader(void) {
330 FIXME("(void): stub\n");
334 HRESULT WINAPI ValidateVertexShader(void) {
335 FIXME("(void): stub\n");