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);
34 * DirectX9 SDK download
35 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
38 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
40 * Using Vertex Shaders
41 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
44 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
47 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
48 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
49 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
50 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
53 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
56 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
58 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
59 * http://developer.nvidia.com/view.asp?IO=vstovp
61 * NVIDIA: Memory Management with VAR
62 * http://developer.nvidia.com/view.asp?IO=var_memory_management
65 typedef void (*shader_fct_t)();
67 typedef struct SHADER_OPCODE {
70 CONST UINT num_params;
71 shader_fct_t soft_fct;
74 /*******************************
75 * vshader functions software VM
78 void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
85 void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
86 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
89 void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
90 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
93 DPRINTF("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
94 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
98 void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
100 d->y = s0->y * s1->y;
105 DPRINTF("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
106 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
110 void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
111 float tmp_f = floorf(s0->w);
113 tmp_f = powf(2.0f, s0->w);
114 tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
116 d->x = powf(2.0f, tmp_f);
117 d->y = s0->w - tmp_f;
118 d->z = *((float*) &tmp_d);
122 DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
123 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
127 void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
129 d->y = (0.0f < s0->x) ? s0->x : 0.0f;
130 d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
134 DPRINTF("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
135 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
139 void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
140 float tmp_f = fabsf(s0->w);
141 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
144 void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
145 d->x = s0->x * s1->x + s2->x;
146 d->y = s0->y * s1->y + s2->y;
147 d->z = s0->z * s1->z + s2->z;
148 d->w = s0->w * s1->w + s2->w;
151 void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
152 d->x = (s0->x >= s1->x) ? s0->x : s1->x;
153 d->y = (s0->y >= s1->y) ? s0->y : s1->y;
154 d->z = (s0->z >= s1->z) ? s0->z : s1->z;
155 d->w = (s0->w >= s1->w) ? s0->w : s1->w;
158 void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
159 d->x = (s0->x < s1->x) ? s0->x : s1->x;
160 d->y = (s0->y < s1->y) ? s0->y : s1->y;
161 d->z = (s0->z < s1->z) ? s0->z : s1->z;
162 d->w = (s0->w < s1->w) ? s0->w : s1->w;
165 void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
172 DPRINTF("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
173 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
177 void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
178 d->x = s0->x * s1->x;
179 d->y = s0->y * s1->y;
180 d->z = s0->z * s1->z;
181 d->w = s0->w * s1->w;
184 DPRINTF("executing mul: 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);
189 void vshader_nop(void) {
190 /* NOPPPP ahhh too easy ;) */
193 void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
194 d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
197 void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
198 float tmp_f = fabsf(s0->w);
199 d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
202 void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
203 d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
204 d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
205 d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
206 d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
209 void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
210 d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
211 d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
212 d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
213 d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
216 void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
217 d->x = s0->x - s1->x;
218 d->y = s0->y - s1->y;
219 d->z = s0->z - s1->z;
220 d->w = s0->w - s1->w;
224 * Version 1.1 specific
227 void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
228 d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
231 void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
232 float tmp_f = fabsf(s0->w);
233 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
236 void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
237 d->x = s0->x - floorf(s0->x);
238 d->y = s0->y - floorf(s0->y);
243 typedef FLOAT D3DMATRIX44[4][4];
244 typedef FLOAT D3DMATRIX43[4][3];
245 typedef FLOAT D3DMATRIX34[4][4];
246 typedef FLOAT D3DMATRIX33[4][3];
247 typedef FLOAT D3DMATRIX32[4][2];
249 void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
251 * BuGGY CODE: here only if cast not work for copy/paste
252 D3DSHADERVECTOR* mat2 = mat1 + 1;
253 D3DSHADERVECTOR* mat3 = mat1 + 2;
254 D3DSHADERVECTOR* mat4 = mat1 + 3;
255 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
256 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
257 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
258 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
260 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
261 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
262 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
263 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
266 void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
268 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
269 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
270 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
274 void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
276 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
277 d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
278 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
279 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
282 void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
284 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
285 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
286 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
290 void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
292 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
293 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
299 * Version 2.0 specific
301 void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
302 d->x = s0->x * (s1->x - s2->x) + s2->x;
303 d->y = s0->y * (s1->y - s2->y) + s2->y;
304 d->z = s0->z * (s1->z - s2->z) + s2->z;
305 d->w = s0->w * (s1->w - s2->w) + s2->x;
309 * log, exp, frc, m*x* seems to be macros ins ... to see
311 static CONST SHADER_OPCODE vshader_ins [] = {
312 {D3DSIO_NOP, "nop", 0, vshader_nop},
313 {D3DSIO_MOV, "mov", 2, vshader_mov},
314 {D3DSIO_ADD, "add", 3, vshader_add},
315 {D3DSIO_SUB, "sub", 3, vshader_sub},
316 {D3DSIO_MAD, "mad", 4, vshader_mad},
317 {D3DSIO_MUL, "mul", 3, vshader_mul},
318 {D3DSIO_RCP, "rcp", 2, vshader_rcp},
319 {D3DSIO_RSQ, "rsq", 2, vshader_rsq},
320 {D3DSIO_DP3, "dp3", 3, vshader_dp3},
321 {D3DSIO_DP4, "dp4", 3, vshader_dp4},
322 {D3DSIO_MIN, "min", 3, vshader_min},
323 {D3DSIO_MAX, "max", 3, vshader_max},
324 {D3DSIO_SLT, "slt", 3, vshader_slt},
325 {D3DSIO_SGE, "sge", 3, vshader_sge},
326 {D3DSIO_EXP, "exp", 2, vshader_exp},
327 {D3DSIO_LOG, "log", 2, vshader_log},
328 {D3DSIO_LIT, "lit", 2, vshader_lit},
329 {D3DSIO_DST, "dst", 3, vshader_dst},
330 {D3DSIO_LRP, "lrp", 5, vshader_lrp},
331 {D3DSIO_FRC, "frc", 2, vshader_frc},
332 {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4},
333 {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3},
334 {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
335 {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
336 {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
337 /** FIXME: use direct acces so add the others opcodes as stubs */
338 {D3DSIO_EXPP, "expp", 2, vshader_expp},
339 {D3DSIO_LOGP, "logp", 2, vshader_logp},
345 inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) {
347 /** TODO: use dichotomic search */
348 while (NULL != vshader_ins[i].name) {
349 if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
350 return &vshader_ins[i];
357 inline static void vshader_program_dump_param(const DWORD param, int input) {
358 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
359 static const char swizzle_reg_chars[] = "xyzw";
361 DWORD reg = param & 0x00001FFF;
362 DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
364 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
366 switch (regtype << D3DSP_REGTYPE_SHIFT) {
368 DPRINTF("R[%lu]", reg);
371 DPRINTF("V[%lu]", reg);
374 DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
376 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
377 DPRINTF("a[%lu]", reg);
380 DPRINTF("%s", rastout_reg_names[reg]);
383 DPRINTF("oD[%lu]", reg);
385 case D3DSPR_TEXCRDOUT:
386 DPRINTF("oT[%lu]", reg);
393 /** operand output */
394 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
395 if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
396 if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
397 if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
398 if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
402 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
403 DWORD swizzle_x = swizzle & 0x03;
404 DWORD swizzle_y = (swizzle >> 2) & 0x03;
405 DWORD swizzle_z = (swizzle >> 4) & 0x03;
406 DWORD swizzle_w = (swizzle >> 6) & 0x03;
408 * swizzle bits fields:
411 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
412 if (swizzle_x == swizzle_y &&
413 swizzle_x == swizzle_z &&
414 swizzle_x == swizzle_w) {
415 DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
418 swizzle_reg_chars[swizzle_x],
419 swizzle_reg_chars[swizzle_y],
420 swizzle_reg_chars[swizzle_z],
421 swizzle_reg_chars[swizzle_w]);
427 inline static BOOL vshader_is_version_token(DWORD token) {
428 return 0xFFFE0000 == (token & 0xFFFE0000);
431 inline static BOOL vshader_is_comment_token(DWORD token) {
432 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
436 * Function parser ...
438 inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
439 const DWORD* pToken = pFunction;
440 const SHADER_OPCODE* curOpcode = NULL;
444 if (NULL != pToken) {
445 while (D3DVS_END() != *pToken) {
446 if (vshader_is_version_token(*pToken)) { /** version */
447 DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
452 if (vshader_is_comment_token(*pToken)) { /** comment */
453 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
455 /*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
456 pToken += comment_len;
457 len += comment_len + 1;
460 curOpcode = vshader_program_get_opcode(*pToken);
463 if (NULL == curOpcode) {
464 /* unkown current opcode ... */
465 while (*pToken & 0x80000000) {
466 DPRINTF("unrecognized opcode: %08lx\n", *pToken);
471 DPRINTF("%s ", curOpcode->name);
472 if (curOpcode->num_params > 0) {
473 vshader_program_dump_param(*pToken, 0);
476 for (i = 1; i < curOpcode->num_params; ++i) {
478 vshader_program_dump_param(*pToken, 1);
486 vshader->functionLength = (len + 1) * sizeof(DWORD);
488 vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
490 /* copy the function ... because it will certainly be released by application */
492 if (NULL != pFunction) {
493 vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
494 memcpy(vshader->function, pFunction, vshader->functionLength);
496 vshader->function = NULL;
500 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) {
501 IDirect3DVertexShaderImpl* object;
503 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl));
504 if (NULL == object) {
505 *ppVertexShader = NULL;
506 return D3DERR_OUTOFVIDEOMEMORY;
508 /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
509 object->device = This; /* FIXME: AddRef(This) */
512 object->usage = Usage;
513 object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADERDATA8));
515 IDirect3DVertexShaderImpl_ParseProgram(object, pFunction);
517 *ppVertexShader = object;
521 BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
523 * TODO: use the NV_vertex_program (or 1_1) extension
524 * and specifics vendors (ARB_vertex_program??) variants for it
529 #define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
531 HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
532 /** Vertex Shader Temporary Registers */
533 D3DSHADERVECTOR R[12];
534 /*D3DSHADERSCALAR A0;*/
535 D3DSHADERVECTOR A[1];
536 /** temporary Vector for modifier management */
538 D3DSHADERVECTOR s[3];
540 const DWORD* pToken = vshader->function;
541 const SHADER_OPCODE* curOpcode = NULL;
542 /** functions parameters */
543 D3DSHADERVECTOR* p[4];
544 D3DSHADERVECTOR* p_send[4];
547 /** init temporary register */
548 memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
550 /* vshader_program_parse(vshader); */
552 TRACE_VECTOR(vshader->data->C[0]);
553 TRACE_VECTOR(vshader->data->C[1]);
554 TRACE_VECTOR(vshader->data->C[2]);
555 TRACE_VECTOR(vshader->data->C[3]);
556 TRACE_VECTOR(vshader->data->C[4]);
557 TRACE_VECTOR(vshader->data->C[5]);
558 TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
559 TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
560 TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
561 TRACE_VECTOR(input->V[D3DVSDE_NORMAL]);
562 TRACE_VECTOR(input->V[D3DVSDE_PSIZE]);
563 TRACE_VECTOR(input->V[D3DVSDE_DIFFUSE]);
564 TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
565 TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
566 TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
569 /* the first dword is the version tag */
572 if (vshader_is_version_token(*pToken)) { /** version */
575 while (D3DVS_END() != *pToken) {
576 if (vshader_is_comment_token(*pToken)) { /** comment */
577 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
579 pToken += comment_len;
582 curOpcode = vshader_program_get_opcode(*pToken);
584 if (NULL == curOpcode) {
586 /* unkown current opcode ... */
587 while (*pToken & 0x80000000) {
589 DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
591 DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
592 vshader_program_dump_param(*pToken, i);
599 if (curOpcode->num_params > 0) {
600 /*DPRINTF(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
601 for (i = 0; i < curOpcode->num_params; ++i) {
602 DWORD reg = pToken[i] & 0x00001FFF;
603 DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
605 switch (regtype << D3DSP_REGTYPE_SHIFT) {
607 /*DPRINTF("p[%d]=R[%d]\n", i, reg);*/
611 /*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
612 p[i] = &input->V[reg];
615 if (reg & D3DVS_ADDRMODE_RELATIVE) {
616 p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
618 p[i] = &vshader->data->C[reg];
621 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
623 ERR("cannot handle address registers != a0, forcing use of a0\n");
626 /*DPRINTF("p[%d]=A[%d]\n", i, reg);*/
631 case D3DSRO_POSITION:
632 p[i] = &output->oPos;
635 p[i] = &output->oFog;
637 case D3DSRO_POINT_SIZE:
638 p[i] = &output->oPts;
643 /*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/
644 p[i] = &output->oD[reg];
646 case D3DSPR_TEXCRDOUT:
647 /*DPRINTF("p[%d]=oT[%d]\n", i, reg);*/
648 p[i] = &output->oT[reg];
654 if (i > 0) { /* input reg */
655 DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
656 UINT isNegative = ((*pToken & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
658 if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
659 /*DPRINTF("p[%d] not swizzled\n", i);*/
662 DWORD swizzle_x = swizzle & 0x03;
663 DWORD swizzle_y = (swizzle >> 2) & 0x03;
664 DWORD swizzle_z = (swizzle >> 4) & 0x03;
665 DWORD swizzle_w = (swizzle >> 6) & 0x03;
666 /*DPRINTF("p[%d] swizzled\n", i);*/
667 float* tt = (float*) p[i];
668 s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
669 s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
670 s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
671 s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
674 } else { /* output reg */
675 if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
678 p_send[i] = &d; /* to be post-processed for modifiers management */
684 switch (curOpcode->num_params) {
686 curOpcode->soft_fct();
689 curOpcode->soft_fct(p_send[0]);
692 curOpcode->soft_fct(p_send[0], p_send[1]);
695 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
698 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
701 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
704 ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
707 /* check if output reg modifier post-process */
708 if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
709 if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
710 if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
711 if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
712 if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
716 TRACE_VECTOR(output->oPos);
717 TRACE_VECTOR(output->oD[0]);
718 TRACE_VECTOR(output->oD[1]);
719 TRACE_VECTOR(output->oT[0]);
720 TRACE_VECTOR(output->oT[1]);
728 /* to next opcode token */
729 pToken += curOpcode->num_params;
735 HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
737 *pSizeOfData = This->functionLength;
740 if (*pSizeOfData < This->functionLength) {
741 *pSizeOfData = This->functionLength;
742 return D3DERR_MOREDATA;
744 if (NULL == This->function) { /* no function defined */
745 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
746 (*(DWORD **) pData) = NULL;
748 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
749 memcpy(pData, This->function, This->functionLength);
754 HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
755 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
756 return D3DERR_INVALIDCALL;
758 if (NULL == This->data) { /* temporary while datas not supported */
759 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
760 return D3DERR_INVALIDCALL;
762 memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
766 HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
767 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
768 return D3DERR_INVALIDCALL;
770 if (NULL == This->data) { /* temporary while datas not supported */
771 return D3DERR_INVALIDCALL;
773 memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
778 /***********************************************************************
779 * ValidateVertexShader (D3D8.@)
781 BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
782 FIXME("(void): stub: %p %p\n", what, toto);
786 /***********************************************************************
787 * ValidatePixelShader (D3D8.@)
789 BOOL WINAPI ValidatePixelShader(LPVOID what) {
790 FIXME("(void): stub: %p\n", what);