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);
35 /* Shader debugging - Change the following line to enable debugging of software
38 # define VSTRACE(A) TRACE A
39 # define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
42 # define TRACE_VECTOR(name)
46 * DirectX9 SDK download
47 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
50 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
52 * Using Vertex Shaders
53 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
56 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
59 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
60 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
65 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
68 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
70 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
71 * http://developer.nvidia.com/view.asp?IO=vstovp
73 * NVIDIA: Memory Management with VAR
74 * http://developer.nvidia.com/view.asp?IO=var_memory_management
77 typedef void (*shader_fct_t)();
79 typedef struct SHADER_OPCODE {
82 CONST UINT num_params;
83 shader_fct_t soft_fct;
86 /*******************************
87 * vshader functions software VM
90 void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
95 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
96 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
99 void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
100 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
101 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
102 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
105 void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
106 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
107 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
108 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
111 void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
113 d->y = s0->y * s1->y;
116 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
117 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
120 void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
121 float tmp_f = floorf(s0->w);
123 tmp_f = powf(2.0f, s0->w);
124 tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
126 d->x = powf(2.0f, tmp_f);
127 d->y = s0->w - tmp_f;
128 d->z = *((float*) &tmp_d);
130 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
131 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
134 void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
136 d->y = (0.0f < s0->x) ? s0->x : 0.0f;
137 d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
139 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
140 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
143 void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
144 float tmp_f = fabsf(s0->w);
145 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
146 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
147 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
150 void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
151 d->x = s0->x * s1->x + s2->x;
152 d->y = s0->y * s1->y + s2->y;
153 d->z = s0->z * s1->z + s2->z;
154 d->w = s0->w * s1->w + s2->w;
155 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
156 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));
159 void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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;
164 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
165 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
168 void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
169 d->x = (s0->x < s1->x) ? s0->x : s1->x;
170 d->y = (s0->y < s1->y) ? s0->y : s1->y;
171 d->z = (s0->z < s1->z) ? s0->z : s1->z;
172 d->w = (s0->w < s1->w) ? s0->w : s1->w;
173 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
174 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
177 void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
182 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
183 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
186 void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
187 d->x = s0->x * s1->x;
188 d->y = s0->y * s1->y;
189 d->z = s0->z * s1->z;
190 d->w = s0->w * s1->w;
191 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
192 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
195 void vshader_nop(void) {
196 /* NOPPPP ahhh too easy ;) */
199 void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
200 d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
201 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
202 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
205 void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
206 float tmp_f = fabsf(s0->w);
207 d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
208 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
209 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
212 void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
213 d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
214 d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
215 d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
216 d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
217 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
218 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
221 void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
222 d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
223 d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
224 d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
225 d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
226 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
227 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
230 void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
231 d->x = s0->x - s1->x;
232 d->y = s0->y - s1->y;
233 d->z = s0->z - s1->z;
234 d->w = s0->w - s1->w;
235 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
236 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
240 * Version 1.1 specific
243 void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
244 d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
245 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
246 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
249 void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
250 float tmp_f = fabsf(s0->w);
251 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
252 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
253 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
256 void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
257 d->x = s0->x - floorf(s0->x);
258 d->y = s0->y - floorf(s0->y);
261 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
262 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
265 typedef FLOAT D3DMATRIX44[4][4];
266 typedef FLOAT D3DMATRIX43[4][3];
267 typedef FLOAT D3DMATRIX34[4][4];
268 typedef FLOAT D3DMATRIX33[4][3];
269 typedef FLOAT D3DMATRIX32[4][2];
271 void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
273 * BuGGY CODE: here only if cast not work for copy/paste
274 D3DSHADERVECTOR* mat2 = mat1 + 1;
275 D3DSHADERVECTOR* mat3 = mat1 + 2;
276 D3DSHADERVECTOR* mat4 = mat1 + 3;
277 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
278 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
279 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
280 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
282 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
283 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
284 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
285 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
286 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));
287 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));
288 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));
289 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));
292 void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
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;
297 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));
298 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));
299 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));
300 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
303 void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
304 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
305 d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
306 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
307 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
308 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));
309 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
310 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));
311 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
314 void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
315 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
316 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
317 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
319 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));
320 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
321 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));
322 VSTRACE(("executing m3x3(4): (%f) \n", d->w));
325 void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
327 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
328 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
334 * Version 2.0 specific
336 void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
337 d->x = s0->x * (s1->x - s2->x) + s2->x;
338 d->y = s0->y * (s1->y - s2->y) + s2->y;
339 d->z = s0->z * (s1->z - s2->z) + s2->z;
340 d->w = s0->w * (s1->w - s2->w) + s2->x;
344 * log, exp, frc, m*x* seems to be macros ins ... to see
346 static CONST SHADER_OPCODE vshader_ins [] = {
347 {D3DSIO_NOP, "nop", 0, vshader_nop},
348 {D3DSIO_MOV, "mov", 2, vshader_mov},
349 {D3DSIO_ADD, "add", 3, vshader_add},
350 {D3DSIO_SUB, "sub", 3, vshader_sub},
351 {D3DSIO_MAD, "mad", 4, vshader_mad},
352 {D3DSIO_MUL, "mul", 3, vshader_mul},
353 {D3DSIO_RCP, "rcp", 2, vshader_rcp},
354 {D3DSIO_RSQ, "rsq", 2, vshader_rsq},
355 {D3DSIO_DP3, "dp3", 3, vshader_dp3},
356 {D3DSIO_DP4, "dp4", 3, vshader_dp4},
357 {D3DSIO_MIN, "min", 3, vshader_min},
358 {D3DSIO_MAX, "max", 3, vshader_max},
359 {D3DSIO_SLT, "slt", 3, vshader_slt},
360 {D3DSIO_SGE, "sge", 3, vshader_sge},
361 {D3DSIO_EXP, "exp", 2, vshader_exp},
362 {D3DSIO_LOG, "log", 2, vshader_log},
363 {D3DSIO_LIT, "lit", 2, vshader_lit},
364 {D3DSIO_DST, "dst", 3, vshader_dst},
365 {D3DSIO_LRP, "lrp", 5, vshader_lrp},
366 {D3DSIO_FRC, "frc", 2, vshader_frc},
367 {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4},
368 {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3},
369 {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
370 {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
371 {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
372 /** FIXME: use direct access so add the others opcodes as stubs */
373 {D3DSIO_EXPP, "expp", 2, vshader_expp},
374 {D3DSIO_LOGP, "logp", 2, vshader_logp},
380 inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) {
382 /** TODO: use dichotomic search */
383 while (NULL != vshader_ins[i].name) {
384 if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
385 return &vshader_ins[i];
392 inline static void vshader_program_dump_param(const DWORD param, int input) {
393 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
394 static const char swizzle_reg_chars[] = "xyzw";
396 DWORD reg = param & 0x00001FFF;
397 DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
399 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
401 switch (regtype << D3DSP_REGTYPE_SHIFT) {
403 TRACE("R[%lu]", reg);
406 TRACE("V[%lu]", reg);
409 TRACE("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
411 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
412 TRACE("a[%lu]", reg);
415 TRACE("%s", rastout_reg_names[reg]);
418 TRACE("oD[%lu]", reg);
420 case D3DSPR_TEXCRDOUT:
421 TRACE("oT[%lu]", reg);
428 /** operand output */
429 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
430 if (param & D3DSP_WRITEMASK_0) TRACE(".x");
431 if (param & D3DSP_WRITEMASK_1) TRACE(".y");
432 if (param & D3DSP_WRITEMASK_2) TRACE(".z");
433 if (param & D3DSP_WRITEMASK_3) TRACE(".w");
437 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
438 DWORD swizzle_x = swizzle & 0x03;
439 DWORD swizzle_y = (swizzle >> 2) & 0x03;
440 DWORD swizzle_z = (swizzle >> 4) & 0x03;
441 DWORD swizzle_w = (swizzle >> 6) & 0x03;
443 * swizzle bits fields:
446 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
447 if (swizzle_x == swizzle_y &&
448 swizzle_x == swizzle_z &&
449 swizzle_x == swizzle_w) {
450 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
453 swizzle_reg_chars[swizzle_x],
454 swizzle_reg_chars[swizzle_y],
455 swizzle_reg_chars[swizzle_z],
456 swizzle_reg_chars[swizzle_w]);
462 inline static BOOL vshader_is_version_token(DWORD token) {
463 return 0xFFFE0000 == (token & 0xFFFE0000);
466 inline static BOOL vshader_is_comment_token(DWORD token) {
467 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
471 * Function parser ...
473 inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
474 const DWORD* pToken = pFunction;
475 const SHADER_OPCODE* curOpcode = NULL;
479 if (NULL != pToken) {
480 while (D3DVS_END() != *pToken) {
481 if (vshader_is_version_token(*pToken)) { /** version */
482 TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
487 if (vshader_is_comment_token(*pToken)) { /** comment */
488 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
490 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
491 pToken += comment_len;
492 len += comment_len + 1;
495 curOpcode = vshader_program_get_opcode(*pToken);
498 if (NULL == curOpcode) {
499 /* unkown current opcode ... */
500 while (*pToken & 0x80000000) {
501 TRACE("unrecognized opcode: %08lx\n", *pToken);
506 TRACE("%s ", curOpcode->name);
507 if (curOpcode->num_params > 0) {
508 vshader_program_dump_param(*pToken, 0);
511 for (i = 1; i < curOpcode->num_params; ++i) {
513 vshader_program_dump_param(*pToken, 1);
521 vshader->functionLength = (len + 1) * sizeof(DWORD);
523 vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
525 /* copy the function ... because it will certainly be released by application */
527 if (NULL != pFunction) {
528 vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
529 memcpy(vshader->function, pFunction, vshader->functionLength);
531 vshader->function = NULL;
535 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) {
536 IDirect3DVertexShaderImpl* object;
538 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl));
539 if (NULL == object) {
540 *ppVertexShader = NULL;
541 return D3DERR_OUTOFVIDEOMEMORY;
543 /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
544 object->device = This; /* FIXME: AddRef(This) */
547 object->usage = Usage;
548 object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADERDATA8));
550 IDirect3DVertexShaderImpl_ParseProgram(object, pFunction);
552 *ppVertexShader = object;
556 BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
558 * TODO: use the NV_vertex_program (or 1_1) extension
559 * and specifics vendors (ARB_vertex_program??) variants for it
564 HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
565 /** Vertex Shader Temporary Registers */
566 D3DSHADERVECTOR R[12];
567 /*D3DSHADERSCALAR A0;*/
568 D3DSHADERVECTOR A[1];
569 /** temporary Vector for modifier management */
571 D3DSHADERVECTOR s[3];
573 const DWORD* pToken = vshader->function;
574 const SHADER_OPCODE* curOpcode = NULL;
575 /** functions parameters */
576 D3DSHADERVECTOR* p[4];
577 D3DSHADERVECTOR* p_send[4];
580 /** init temporary register */
581 memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
583 /* vshader_program_parse(vshader); */
585 TRACE_VECTOR(vshader->data->C[0]);
586 TRACE_VECTOR(vshader->data->C[1]);
587 TRACE_VECTOR(vshader->data->C[2]);
588 TRACE_VECTOR(vshader->data->C[3]);
589 TRACE_VECTOR(vshader->data->C[4]);
590 TRACE_VECTOR(vshader->data->C[7]);
591 TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
592 TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
593 TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
594 TRACE_VECTOR(input->V[D3DVSDE_NORMAL]);
595 TRACE_VECTOR(input->V[D3DVSDE_PSIZE]);
596 TRACE_VECTOR(input->V[D3DVSDE_DIFFUSE]);
597 TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
598 TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
599 TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
602 /* the first dword is the version tag */
605 if (vshader_is_version_token(*pToken)) { /** version */
608 while (D3DVS_END() != *pToken) {
609 if (vshader_is_comment_token(*pToken)) { /** comment */
610 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
612 pToken += comment_len;
615 curOpcode = vshader_program_get_opcode(*pToken);
617 if (NULL == curOpcode) {
619 /* unkown current opcode ... */
620 while (*pToken & 0x80000000) {
622 TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
624 TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
625 vshader_program_dump_param(*pToken, i);
632 if (curOpcode->num_params > 0) {
633 /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
634 for (i = 0; i < curOpcode->num_params; ++i) {
635 DWORD reg = pToken[i] & 0x00001FFF;
636 DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
638 switch (regtype << D3DSP_REGTYPE_SHIFT) {
640 /*TRACE("p[%d]=R[%d]\n", i, reg);*/
644 /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
645 p[i] = &input->V[reg];
648 if (reg & D3DVS_ADDRMODE_RELATIVE) {
649 p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
651 p[i] = &vshader->data->C[reg];
654 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
656 ERR("cannot handle address registers != a0, forcing use of a0\n");
659 /*TRACE("p[%d]=A[%d]\n", i, reg);*/
664 case D3DSRO_POSITION:
665 p[i] = &output->oPos;
668 p[i] = &output->oFog;
670 case D3DSRO_POINT_SIZE:
671 p[i] = &output->oPts;
676 /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
677 p[i] = &output->oD[reg];
679 case D3DSPR_TEXCRDOUT:
680 /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
681 p[i] = &output->oT[reg];
687 if (i > 0) { /* input reg */
688 DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
689 UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
691 if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
692 /*TRACE("p[%d] not swizzled\n", i);*/
695 DWORD swizzle_x = swizzle & 0x03;
696 DWORD swizzle_y = (swizzle >> 2) & 0x03;
697 DWORD swizzle_z = (swizzle >> 4) & 0x03;
698 DWORD swizzle_w = (swizzle >> 6) & 0x03;
699 /*TRACE("p[%d] swizzled\n", i);*/
700 float* tt = (float*) p[i];
701 s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
702 s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
703 s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
704 s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
707 } else { /* output reg */
708 if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
711 p_send[i] = &d; /* to be post-processed for modifiers management */
717 switch (curOpcode->num_params) {
719 curOpcode->soft_fct();
722 curOpcode->soft_fct(p_send[0]);
725 curOpcode->soft_fct(p_send[0], p_send[1]);
728 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
731 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
734 curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
737 ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
740 /* check if output reg modifier post-process */
741 if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
742 if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
743 if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
744 if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
745 if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
749 TRACE_VECTOR(output->oPos);
750 TRACE_VECTOR(output->oD[0]);
751 TRACE_VECTOR(output->oD[1]);
752 TRACE_VECTOR(output->oT[0]);
753 TRACE_VECTOR(output->oT[1]);
762 /* to next opcode token */
763 pToken += curOpcode->num_params;
767 TRACE_VECTOR(output->oPos);
768 TRACE_VECTOR(output->oD[0]);
769 TRACE_VECTOR(output->oD[1]);
770 TRACE_VECTOR(output->oT[0]);
771 TRACE_VECTOR(output->oT[1]);
783 HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
785 *pSizeOfData = This->functionLength;
788 if (*pSizeOfData < This->functionLength) {
789 *pSizeOfData = This->functionLength;
790 return D3DERR_MOREDATA;
792 if (NULL == This->function) { /* no function defined */
793 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
794 (*(DWORD **) pData) = NULL;
796 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
797 memcpy(pData, This->function, This->functionLength);
802 HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
803 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
804 return D3DERR_INVALIDCALL;
806 if (NULL == This->data) { /* temporary while datas not supported */
807 FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
808 return D3DERR_INVALIDCALL;
810 memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
814 HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
815 if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
816 return D3DERR_INVALIDCALL;
818 if (NULL == This->data) { /* temporary while datas not supported */
819 return D3DERR_INVALIDCALL;
821 memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
826 /***********************************************************************
827 * ValidateVertexShader (D3D8.@)
829 BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
830 FIXME("(void): stub: %p %p\n", what, toto);
834 /***********************************************************************
835 * ValidatePixelShader (D3D8.@)
837 BOOL WINAPI ValidatePixelShader(LPVOID what) {
838 FIXME("(void): stub: %p\n", what);