/*
- * shaders implementation
- *
- * Copyright 2002-2004 Raphael Junqueira
- * Copyright 2004 Jason Edmeades
- * Copyright 2004 Christian Costa
+ * Copyright 2002-2003 Jason Edmeades
+ * Raphael Junqueira
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
-
-#include <math.h>
-#include <stdarg.h>
-#include <stdio.h>
-
-#include "windef.h"
-#include "winbase.h"
-#include "winuser.h"
-#include "wingdi.h"
-#include "wine/debug.h"
-
#include "d3d8_private.h"
-WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
-WINE_DECLARE_DEBUG_CHANNEL(d3d_hw_shader);
-
-/* Shader debugging - Change the following line to enable debugging of software
- vertex shaders */
-#if 0 /* Must not be 1 in cvs version */
-# define VSTRACE(A) TRACE A
-# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
-#else
-# define VSTRACE(A)
-# define TRACE_VSVECTOR(name)
-#endif
-
-/**
- * DirectX9 SDK download
- * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
- *
- * Exploring D3DX
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
- *
- * Using Vertex Shaders
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
- *
- * Dx9 New
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
- *
- * Dx9 Shaders
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
- *
- * Dx9 D3DX
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
- *
- * FVF
- * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
- *
- * NVIDIA: DX8 Vertex Shader to NV Vertex Program
- * http://developer.nvidia.com/view.asp?IO=vstovp
- *
- * NVIDIA: Memory Management with VAR
- * http://developer.nvidia.com/view.asp?IO=var_memory_management
- */
-
-typedef void (*shader_fct_t)();
-
-typedef struct SHADER_OPCODE {
- CONST BYTE opcode;
- const char* name;
- CONST UINT num_params;
- shader_fct_t soft_fct;
- DWORD min_version;
- DWORD max_version;
-} SHADER_OPCODE;
-
-/*******************************
- * vshader functions software VM
- */
-
-void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = s0->x + s1->x;
- d->y = s0->y + s1->y;
- d->z = s0->z + s1->z;
- d->w = s0->w + s1->w;
- VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
- VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
- VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = 1.0f;
- d->y = s0->y * s1->y;
- d->z = s0->z;
- d->w = s1->w;
- VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- union {
- float f;
- DWORD d;
- } tmp;
-
- tmp.f = floorf(s0->w);
- d->x = powf(2.0f, tmp.f);
- d->y = s0->w - tmp.f;
-
- tmp.f = powf(2.0f, s0->w);
- tmp.d &= 0xFFFFFF00U;
- d->z = tmp.f;
- d->w = 1.0f;
- VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- d->x = 1.0f;
- d->y = (0.0f < s0->x) ? s0->x : 0.0f;
- d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
- d->w = 1.0f;
- VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- float tmp_f = fabsf(s0->w);
- d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
- VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
- d->x = s0->x * s1->x + s2->x;
- d->y = s0->y * s1->y + s2->y;
- d->z = s0->z * s1->z + s2->z;
- d->w = s0->w * s1->w + s2->w;
- VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- 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));
-}
-
-void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = (s0->x >= s1->x) ? s0->x : s1->x;
- d->y = (s0->y >= s1->y) ? s0->y : s1->y;
- d->z = (s0->z >= s1->z) ? s0->z : s1->z;
- d->w = (s0->w >= s1->w) ? s0->w : s1->w;
- VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = (s0->x < s1->x) ? s0->x : s1->x;
- d->y = (s0->y < s1->y) ? s0->y : s1->y;
- d->z = (s0->z < s1->z) ? s0->z : s1->z;
- d->w = (s0->w < s1->w) ? s0->w : s1->w;
- VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- d->x = s0->x;
- d->y = s0->y;
- d->z = s0->z;
- d->w = s0->w;
- VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = s0->x * s1->x;
- d->y = s0->y * s1->y;
- d->z = s0->z * s1->z;
- d->w = s0->w * s1->w;
- VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_nop(void) {
- /* NOPPPP ahhh too easy ;) */
-}
-
-void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
- VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- float tmp_f = fabsf(s0->w);
- 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);
- VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
- d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
- d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
- d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
- VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
- d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
- d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
- d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
- VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
- d->x = s0->x - s1->x;
- d->y = s0->y - s1->y;
- d->z = s0->z - s1->z;
- d->w = s0->w - s1->w;
- VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
-}
-
-/**
- * Version 1.1 specific
- */
-
-void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
- VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
-
-void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- float tmp_f = fabsf(s0->w);
- d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
- VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
-}
+WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
-void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
- d->x = s0->x - floorf(s0->x);
- d->y = s0->y - floorf(s0->y);
- d->z = 0.0f;
- d->w = 1.0f;
- VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
- s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
+static inline IDirect3DVertexShader8Impl *impl_from_IDirect3DVertexShader8(IDirect3DVertexShader8 *iface)
+{
+ return CONTAINING_RECORD(iface, IDirect3DVertexShader8Impl, IDirect3DVertexShader8_iface);
}
-typedef FLOAT D3DMATRIX44[4][4];
-typedef FLOAT D3DMATRIX43[4][3];
-typedef FLOAT D3DMATRIX34[4][4];
-typedef FLOAT D3DMATRIX33[4][3];
-typedef FLOAT D3DMATRIX32[4][2];
-
-void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
- /*
- * BuGGY CODE: here only if cast not work for copy/paste
- D3DSHADERVECTOR* mat2 = mat1 + 1;
- D3DSHADERVECTOR* mat3 = mat1 + 2;
- D3DSHADERVECTOR* mat4 = mat1 + 3;
- d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
- d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
- d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
- d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
- */
- d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
- d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
- d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
- d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
- 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));
- 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));
- 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));
- 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));
-}
-
-void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
- d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
- d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
- d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
- d->w = 1.0f;
- 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));
- 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));
- 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));
- VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
-}
-
-void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
- d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
- d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
- d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
- d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
- 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));
- VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
- 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));
- VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
-}
-
-void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
- d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
- d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
- d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
- d->w = 1.0f;
- 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));
- VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
- 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));
- VSTRACE(("executing m3x3(4): (%f) \n", d->w));
-}
-
-void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
- FIXME("check\n");
- d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
- d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
- d->z = 0.0f;
- d->w = 1.0f;
-}
-
-/**
- * Version 2.0 specific
- */
-void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
- d->x = s0->x * (s1->x - s2->x) + s2->x;
- d->y = s0->y * (s1->y - s2->y) + s2->y;
- d->z = s0->z * (s1->z - s2->z) + s2->z;
- d->w = s0->w * (s1->w - s2->w) + s2->x;
-}
-
-/**
- * log, exp, frc, m*x* seems to be macros ins ... to see
- * Note opcode must be in uppercase if direct mapping to GL hw shaders
- */
-static CONST SHADER_OPCODE vshader_ins [] = {
- {D3DSIO_NOP, "NOP", 0, vshader_nop, 0, 0},
- {D3DSIO_MOV, "MOV", 2, vshader_mov, 0, 0},
- {D3DSIO_ADD, "ADD", 3, vshader_add, 0, 0},
- {D3DSIO_SUB, "SUB", 3, vshader_sub, 0, 0},
- {D3DSIO_MAD, "MAD", 4, vshader_mad, 0, 0},
- {D3DSIO_MUL, "MUL", 3, vshader_mul, 0, 0},
- {D3DSIO_RCP, "RCP", 2, vshader_rcp, 0, 0},
- {D3DSIO_RSQ, "RSQ", 2, vshader_rsq, 0, 0},
- {D3DSIO_DP3, "DP3", 3, vshader_dp3, 0, 0},
- {D3DSIO_DP4, "DP4", 3, vshader_dp4, 0, 0},
- {D3DSIO_MIN, "MIN", 3, vshader_min, 0, 0},
- {D3DSIO_MAX, "MAX", 3, vshader_max, 0, 0},
- {D3DSIO_SLT, "SLT", 3, vshader_slt, 0, 0},
- {D3DSIO_SGE, "SGE", 3, vshader_sge, 0, 0},
- {D3DSIO_EXP, "EXP", 2, vshader_exp, 0, 0},
- {D3DSIO_LOG, "LOG", 2, vshader_log, 0, 0},
- {D3DSIO_LIT, "LIT", 2, vshader_lit, 0, 0},
- {D3DSIO_DST, "DST", 3, vshader_dst, 0, 0},
- {D3DSIO_LRP, "LRP", 5, vshader_lrp, 0, 0},
- {D3DSIO_FRC, "FRC", 2, vshader_frc, 0, 0},
- {D3DSIO_M4x4, "M4X4", 3, vshader_m4x4, 0, 0},
- {D3DSIO_M4x3, "M4X3", 3, vshader_m4x3, 0, 0},
- {D3DSIO_M3x4, "M3X4", 3, vshader_m3x4, 0, 0},
- {D3DSIO_M3x3, "M3X3", 3, vshader_m3x3, 0, 0},
- {D3DSIO_M3x2, "M3X2", 3, vshader_m3x2, 0, 0},
- /** FIXME: use direct access so add the others opcodes as stubs */
- {D3DSIO_EXPP, "EXPP", 2, vshader_expp, 0, 0},
- {D3DSIO_LOGP, "LOGP", 2, vshader_logp, 0, 0},
-
- {0, NULL, 0, NULL, 0, 0}
-};
+static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
-
-inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) {
- DWORD i = 0;
- /** TODO: use dichotomic search */
- while (NULL != vshader_ins[i].name) {
- if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
- return &vshader_ins[i];
+ if (IsEqualGUID(riid, &IID_IDirect3DVertexShader8)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
}
- ++i;
- }
- return NULL;
-}
-inline static BOOL vshader_is_version_token(DWORD token) {
- return 0xFFFE0000 == (token & 0xFFFE0000);
-}
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
-inline static BOOL vshader_is_comment_token(DWORD token) {
- return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
+ *object = NULL;
+ return E_NOINTERFACE;
}
-inline static void vshader_program_dump_param(const DWORD param, int input) {
- static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
- static const char swizzle_reg_chars[] = "xyzw";
-
- DWORD reg = param & 0x00001FFF;
- DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
+static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
+{
+ IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
+ ULONG refcount = InterlockedIncrement(&shader->ref);
- if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
-
- switch (regtype << D3DSP_REGTYPE_SHIFT) {
- case D3DSPR_TEMP:
- TRACE("R[%lu]", reg);
- break;
- case D3DSPR_INPUT:
- TRACE("V[%lu]", reg);
- break;
- case D3DSPR_CONST:
- TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
- break;
- case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
- TRACE("a[%lu]", reg);
- break;
- case D3DSPR_RASTOUT:
- TRACE("%s", rastout_reg_names[reg]);
- break;
- case D3DSPR_ATTROUT:
- TRACE("oD[%lu]", reg);
- break;
- case D3DSPR_TEXCRDOUT:
- TRACE("oT[%lu]", reg);
- break;
- default:
- break;
- }
+ TRACE("%p increasing refcount to %u.\n", iface, refcount);
- if (!input) {
- /** operand output */
- if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
- if (param & D3DSP_WRITEMASK_0) TRACE(".x");
- if (param & D3DSP_WRITEMASK_1) TRACE(".y");
- if (param & D3DSP_WRITEMASK_2) TRACE(".z");
- if (param & D3DSP_WRITEMASK_3) TRACE(".w");
+ if (refcount == 1 && shader->wined3d_shader)
+ {
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
}
- } else {
- /** operand input */
- DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
- DWORD swizzle_x = swizzle & 0x03;
- DWORD swizzle_y = (swizzle >> 2) & 0x03;
- DWORD swizzle_z = (swizzle >> 4) & 0x03;
- DWORD swizzle_w = (swizzle >> 6) & 0x03;
- /**
- * swizzle bits fields:
- * WWZZYYXX
- */
- if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
- if (swizzle_x == swizzle_y &&
- swizzle_x == swizzle_z &&
- swizzle_x == swizzle_w) {
- TRACE(".%c", swizzle_reg_chars[swizzle_x]);
- } else {
- TRACE(".%c%c%c%c",
- swizzle_reg_chars[swizzle_x],
- swizzle_reg_chars[swizzle_y],
- swizzle_reg_chars[swizzle_z],
- swizzle_reg_chars[swizzle_w]);
- }
- }
- }
-}
-
-inline static void vshader_program_add_param(const DWORD param, int input, char *hwLine) {
- /*static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; */
- static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" };
- static const char swizzle_reg_chars[] = "xyzw";
- DWORD reg = param & 0x00001FFF;
- DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
- char tmpReg[255];
-
- if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
- strcat(hwLine, " -");
- } else {
- strcat(hwLine, " ");
- }
-
- switch (regtype << D3DSP_REGTYPE_SHIFT) {
- case D3DSPR_TEMP:
- sprintf(tmpReg, "T%lu", reg);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_INPUT:
- sprintf(tmpReg, "vertex.attrib[%lu]", reg);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_CONST:
- sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
- sprintf(tmpReg, "A%lu", reg);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_RASTOUT:
- sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_ATTROUT:
- if (reg==0) {
- strcat(hwLine, "result.color.primary");
- } else {
- strcat(hwLine, "result.color.secondary");
- }
- break;
- case D3DSPR_TEXCRDOUT:
- sprintf(tmpReg, "result.texcoord[%lu]", reg);
- strcat(hwLine, tmpReg);
- break;
- default:
- break;
- }
-
- if (!input) {
- /** operand output */
- if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
- strcat(hwLine, ".");
- if (param & D3DSP_WRITEMASK_0) {
- strcat(hwLine, "x");
- }
- if (param & D3DSP_WRITEMASK_1) {
- strcat(hwLine, "y");
- }
- if (param & D3DSP_WRITEMASK_2) {
- strcat(hwLine, "z");
- }
- if (param & D3DSP_WRITEMASK_3) {
- strcat(hwLine, "w");
- }
- }
- } else {
- /** operand input */
- DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
- DWORD swizzle_x = swizzle & 0x03;
- DWORD swizzle_y = (swizzle >> 2) & 0x03;
- DWORD swizzle_z = (swizzle >> 4) & 0x03;
- DWORD swizzle_w = (swizzle >> 6) & 0x03;
- /**
- * swizzle bits fields:
- * WWZZYYXX
- */
- if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
- if (swizzle_x == swizzle_y &&
- swizzle_x == swizzle_z &&
- swizzle_x == swizzle_w) {
- sprintf(tmpReg, ".%c", swizzle_reg_chars[swizzle_x]);
- strcat(hwLine, tmpReg);
- } else {
- sprintf(tmpReg, ".%c%c%c%c",
- swizzle_reg_chars[swizzle_x],
- swizzle_reg_chars[swizzle_y],
- swizzle_reg_chars[swizzle_z],
- swizzle_reg_chars[swizzle_w]);
- strcat(hwLine, tmpReg);
- }
- }
- }
+ return refcount;
}
-DWORD MacroExpansion[4*4];
-
-int ExpandMxMacro(DWORD macro_opcode, const DWORD* args) {
- int i;
- int nComponents = 0;
- DWORD opcode =0;
- switch(macro_opcode) {
- case D3DSIO_M4x4:
- nComponents = 4;
- opcode = D3DSIO_DP4;
- break;
- case D3DSIO_M4x3:
- nComponents = 3;
- opcode = D3DSIO_DP4;
- break;
- case D3DSIO_M3x4:
- nComponents = 4;
- opcode = D3DSIO_DP3;
- break;
- case D3DSIO_M3x3:
- nComponents = 3;
- opcode = D3DSIO_DP3;
- break;
- case D3DSIO_M3x2:
- nComponents = 2;
- opcode = D3DSIO_DP3;
- break;
- default:
- break;
- }
- for (i = 0; i < nComponents; i++) {
- MacroExpansion[i*4+0] = opcode;
- MacroExpansion[i*4+1] = ((*args) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
- MacroExpansion[i*4+2] = *(args+1);
- MacroExpansion[i*4+3] = (*(args+2))+i;
- }
- return nComponents;
-}
-
-/**
- * Function parser ...
- */
-inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
- const DWORD* pToken = pFunction;
- const DWORD* pSavedToken = NULL;
- const SHADER_OPCODE* curOpcode = NULL;
- int nRemInstr = -1;
- DWORD i;
- unsigned lineNum = 0;
- char *pgmStr = NULL;
- char tmpLine[255];
- DWORD nUseAddressRegister = 0;
- DWORD nUseTempRegister = 0;
- DWORD regtype;
- DWORD reg;
- IDirect3DDevice8Impl* This = vshader->device;
-
- pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
-
- /**
- * First pass to determine what we need to declare:
- * - Temporary variables
- * - Address variables
- */
- if (NULL != pToken) {
- while (D3DVS_END() != *pToken) {
- if (vshader_is_version_token(*pToken)) {
- /** skip version */
- ++pToken;
- continue;
- }
- if (vshader_is_comment_token(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- pToken += comment_len;
- continue;
- }
- curOpcode = vshader_program_get_opcode(*pToken);
- ++pToken;
- if (NULL == curOpcode) {
- while (*pToken & 0x80000000) {
- /* skip unrecognized opcode */
- ++pToken;
- }
- } else {
- if (curOpcode->num_params > 0) {
- regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT);
- reg = ((*pToken) & 0x00001FFF);
- /** we should validate GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR limits here */
- if (D3DSPR_ADDR == regtype && nUseAddressRegister <= reg) nUseAddressRegister = reg + 1;
- /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
- if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1;
- ++pToken;
- for (i = 1; i < curOpcode->num_params; ++i) {
- regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT);
- reg = ((*pToken) & 0x00001FFF);
- /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */
- if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1;
- ++pToken;
- }
- }
- }
- }
- }
-
- /** second pass, now generate */
- pToken = pFunction;
-
- if (NULL != pToken) {
- while (D3DVS_END() != *pToken) {
- tmpLine[0] = 0;
-
- if ((nRemInstr >= 0) && (--nRemInstr == -1))
- /* Macro is finished, continue normal path */
- pToken = pSavedToken;
-
- if (vshader_is_version_token(*pToken)) { /** version */
+static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
+{
+ IDirect3DVertexShader8Impl *shader = parent;
+ IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
+ HeapFree(GetProcessHeap(), 0, shader);
+}
- /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
- int version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F);
- int numTemps;
- int numConstants;
+static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
+{
+ IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
+ ULONG refcount = InterlockedDecrement(&shader->ref);
- TRACE_(d3d_hw_shader)("vs.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
+ TRACE("%p decreasing refcount to %u.\n", iface, refcount);
- /* Each release of vertex shaders has had different numbers of temp registers */
- switch (version) {
- case 10:
- case 11: numTemps=12;
- numConstants=96;
- strcpy(tmpLine, "!!ARBvp1.0\n");
- TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- break;
- case 20: numTemps=12;
- numConstants=256;
- strcpy(tmpLine, "!!ARBvp2.0\n");
- FIXME_(d3d_hw_shader)("No work done yet to support vs2.0 in hw\n");
- TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- break;
- case 30: numTemps=32;
- numConstants=256;
- strcpy(tmpLine, "!!ARBvp3.0\n");
- FIXME_(d3d_hw_shader)("No work done yet to support vs3.0 in hw\n");
- TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- break;
- default:
- numTemps=12;
- numConstants=96;
- strcpy(tmpLine, "!!ARBvp1.0\n");
- FIXME_(d3d_hw_shader)("Unrecognized vertex shader version!\n");
+ if (!refcount)
+ {
+ if (shader->wined3d_shader)
+ {
+ wined3d_mutex_lock();
+ wined3d_shader_decref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
}
- strcat(pgmStr,tmpLine);
- ++lineNum;
-
- for (i = 0; i < nUseTempRegister/*we should check numTemps here*/; i++) {
- sprintf(tmpLine, "TEMP T%ld;\n", i);
- ++lineNum;
- TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- strcat(pgmStr,tmpLine);
+ else
+ {
+ d3d8_vertexshader_wined3d_object_destroyed(shader);
}
- for (i = 0; i < nUseAddressRegister; i++) {
- sprintf(tmpLine, "ADDRESS A%ld;\n", i);
- ++lineNum;
- TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- strcat(pgmStr,tmpLine);
- }
- /* Due to the dynamic constants binding mechanism, we need to declare
- * all the constants for relative addressing. */
- /* Mesa supports only 95 constants for VS1.X although we should have at least 96.
- * Let's declare max constants minus one for now. */
- sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants-1, numConstants-2);
- TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- strcat(pgmStr, tmpLine);
-
- ++pToken;
- continue;
- }
- if (vshader_is_comment_token(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
- pToken += comment_len;
- continue;
- }
- curOpcode = vshader_program_get_opcode(*pToken);
- ++pToken;
- if (NULL == curOpcode) {
- /* unkown current opcode ... */
- while (*pToken & 0x80000000) {
- TRACE_(d3d_hw_shader)("unrecognized opcode: %08lx\n", *pToken);
- ++pToken;
- }
- } else {
- /* Build opcode for GL vertex_program */
- switch (curOpcode->opcode) {
- case D3DSIO_MOV:
- /* Address registers must be loaded with the ARL instruction */
- if (((*pToken) & D3DSP_REGTYPE_MASK) == D3DSPR_ADDR) {
- if (0 < nUseAddressRegister) {
- strcpy(tmpLine, "ARL");
- break;
- } else
- FIXME_(d3d_hw_shader)("Try to load an undeclared address register!\n");
- }
- /* fall through */
- case D3DSIO_ADD:
- case D3DSIO_SUB:
- case D3DSIO_MAD:
- case D3DSIO_MUL:
- case D3DSIO_RCP:
- case D3DSIO_RSQ:
- case D3DSIO_DP3:
- case D3DSIO_DP4:
- case D3DSIO_MIN:
- case D3DSIO_MAX:
- case D3DSIO_SLT:
- case D3DSIO_SGE:
- case D3DSIO_LIT:
- case D3DSIO_DST:
- case D3DSIO_FRC:
- strcpy(tmpLine, curOpcode->name);
- break;
-
- case D3DSIO_EXPP:
- strcpy(tmpLine, "EXP");
- break;
- case D3DSIO_LOGP:
- strcpy(tmpLine, "LOG");
- break;
- case D3DSIO_EXP:
- strcpy(tmpLine, "EX2");
- break;
- case D3DSIO_LOG:
- strcpy(tmpLine, "LG2");
- break;
-
- case D3DSIO_M4x4:
- case D3DSIO_M4x3:
- case D3DSIO_M3x4:
- case D3DSIO_M3x3:
- case D3DSIO_M3x2:
- /* Expand the macro and get number of generated instruction */
- nRemInstr = ExpandMxMacro(curOpcode->opcode, pToken);
- /* Save point to next instruction */
- pSavedToken = pToken + 3;
- /* Execute expanded macro */
- pToken = MacroExpansion;
- continue;
-
- default:
- FIXME_(d3d_hw_shader)("Can't handle opcode %s in hwShader\n", curOpcode->name);
- }
-
- if (curOpcode->num_params > 0) {
- vshader_program_add_param(*pToken, 0, tmpLine);
-
- ++pToken;
- for (i = 1; i < curOpcode->num_params; ++i) {
- strcat(tmpLine, ",");
- vshader_program_add_param(*pToken, 1, tmpLine);
- ++pToken;
- }
- }
- strcat(tmpLine,";\n");
- ++lineNum;
- TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- strcat(pgmStr, tmpLine);
- }
}
- strcpy(tmpLine, "END\n");
- ++lineNum;
- TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */
- strcat(pgmStr, tmpLine);
- }
-
- /* Create the hw shader */
- GL_EXTCALL(glGenProgramsARB(1, &vshader->prgId));
- TRACE_(d3d_hw_shader)("Creating a hw vertex shader, prg=%d\n", vshader->prgId);
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vshader->prgId));
-
- /* Create the program and check for errors */
- GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr));
- if (glGetError() == GL_INVALID_OPERATION) {
- GLint errPos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
- FIXME_(d3d_hw_shader)("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB));
- vshader->prgId = -1;
- }
-
- HeapFree(GetProcessHeap(), 0, pgmStr);
+ return refcount;
}
-inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction, int useHW) {
- const DWORD* pToken = pFunction;
- const SHADER_OPCODE* curOpcode = NULL;
- DWORD len = 0;
- DWORD i;
+static const IDirect3DVertexShader8Vtbl d3d8_vertexshader_vtbl =
+{
+ /* IUnknown */
+ d3d8_vertexshader_QueryInterface,
+ d3d8_vertexshader_AddRef,
+ d3d8_vertexshader_Release,
+};
- if (NULL != pToken) {
- while (D3DVS_END() != *pToken) {
- if (vshader_is_version_token(*pToken)) { /** version */
- TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
- ++pToken;
- ++len;
- continue;
- }
- if (vshader_is_comment_token(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
- pToken += comment_len;
- len += comment_len + 1;
- continue;
- }
- curOpcode = vshader_program_get_opcode(*pToken);
- ++pToken;
- ++len;
- if (NULL == curOpcode) {
- /* unkown current opcode ... */
- while (*pToken & 0x80000000) {
- TRACE("unrecognized opcode: %08lx\n", *pToken);
- ++pToken;
- ++len;
- }
- } else {
- TRACE("%s ", curOpcode->name);
- if (curOpcode->num_params > 0) {
- vshader_program_dump_param(*pToken, 0);
- ++pToken;
- ++len;
- for (i = 1; i < curOpcode->num_params; ++i) {
- TRACE(", ");
- vshader_program_dump_param(*pToken, 1);
- ++pToken;
- ++len;
- }
- }
- TRACE("\n");
- }
- }
- vshader->functionLength = (len + 1) * sizeof(DWORD);
- } else {
- vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
- }
+static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
+{
+ d3d8_vertexshader_wined3d_object_destroyed,
+};
- /* Generate HW shader in needed */
- if (useHW && NULL != pFunction) {
- IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader, pFunction);
- }
+static HRESULT d3d8_vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
+ const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
+{
+ IDirect3DVertexDeclaration8Impl *object;
+ HRESULT hr;
- /* copy the function ... because it will certainly be released by application */
- if (NULL != pFunction) {
- vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
- memcpy(vshader->function, pFunction, vshader->functionLength);
- } else {
- vshader->function = NULL;
- }
-}
+ TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
+ device, declaration, shader_handle, decl_ptr);
-HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) {
- IDirect3DVertexShaderImpl* object;
- int useHW;
-
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl));
- if (NULL == object) {
- *ppVertexShader = NULL;
- return D3DERR_OUTOFVIDEOMEMORY;
- }
- /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/
- object->device = This; /* FIXME: AddRef(This) */
- object->ref = 1;
-
- object->usage = Usage;
- object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(VSHADERDATA8));
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (!object)
+ {
+ ERR("Memory allocation failed.\n");
+ return E_OUTOFMEMORY;
+ }
- useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
- This->devType != D3DDEVTYPE_REF &&
- object->usage != D3DUSAGE_SOFTWAREPROCESSING);
-
- IDirect3DVertexShaderImpl_ParseProgram(object, pFunction, useHW);
+ hr = vertexdeclaration_init(object, device, declaration, shader_handle);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
+ HeapFree(GetProcessHeap(), 0, object);
+ return hr;
+ }
- *ppVertexShader = object;
- return D3D_OK;
-}
+ TRACE("Created vertex declaration %p.\n", object);
+ *decl_ptr = (IDirect3DVertexDeclaration8 *)object;
-BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
- /**
- * TODO: use the NV_vertex_program (or 1_1) extension
- * and specifics vendors (ARB_vertex_program??) variants for it
- */
- return TRUE;
+ return D3D_OK;
}
-HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
- /** Vertex Shader Temporary Registers */
- D3DSHADERVECTOR R[12];
- /*D3DSHADERSCALAR A0;*/
- D3DSHADERVECTOR A[1];
- /** temporary Vector for modifier management */
- D3DSHADERVECTOR d;
- D3DSHADERVECTOR s[3];
- /** parser datas */
- const DWORD* pToken = vshader->function;
- const SHADER_OPCODE* curOpcode = NULL;
- /** functions parameters */
- D3DSHADERVECTOR* p[4];
- D3DSHADERVECTOR* p_send[4];
- DWORD i;
-
- /** init temporary register */
- memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
+HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
+ const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
+{
+ const DWORD *token = declaration;
+ HRESULT hr;
- /* vshader_program_parse(vshader); */
-#if 0 /* Must not be 1 in cvs */
- TRACE("Input:\n");
- TRACE_VSVECTOR(vshader->data->C[0]);
- TRACE_VSVECTOR(vshader->data->C[1]);
- TRACE_VSVECTOR(vshader->data->C[2]);
- TRACE_VSVECTOR(vshader->data->C[3]);
- TRACE_VSVECTOR(vshader->data->C[4]);
- TRACE_VSVECTOR(vshader->data->C[5]);
- TRACE_VSVECTOR(vshader->data->C[6]);
- TRACE_VSVECTOR(vshader->data->C[7]);
- TRACE_VSVECTOR(vshader->data->C[8]);
- TRACE_VSVECTOR(vshader->data->C[64]);
- TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]);
- TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
- TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]);
- TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]);
- TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]);
- TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]);
- TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]);
- TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]);
- TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]);
-#endif
+ /* Test if the vertex declaration is valid. */
+ while (D3DVSD_END() != *token)
+ {
+ D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
- TRACE_VSVECTOR(vshader->data->C[64]);
+ if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
+ {
+ DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
+ DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
- /* the first dword is the version tag */
- /* TODO: parse it */
-
- if (vshader_is_version_token(*pToken)) { /** version */
- ++pToken;
- }
- while (D3DVS_END() != *pToken) {
- if (vshader_is_comment_token(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- pToken += comment_len;
- continue ;
+ if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
+ {
+ WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
+ return D3DERR_INVALIDCALL;
+ }
+ }
+ token += parse_token(token);
}
- curOpcode = vshader_program_get_opcode(*pToken);
- ++pToken;
- if (NULL == curOpcode) {
- i = 0;
- /* unkown current opcode ... */
- while (*pToken & 0x80000000) {
- if (i == 0) {
- TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
- }
- TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
- vshader_program_add_param(*pToken, i, NULL); /* Add function just used for trace error scenario */
- TRACE("\n");
- ++i;
- ++pToken;
- }
- /*return FALSE;*/
- } else {
- if (curOpcode->num_params > 0) {
- /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
- for (i = 0; i < curOpcode->num_params; ++i) {
- DWORD reg = pToken[i] & 0x00001FFF;
- DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
-
- switch (regtype << D3DSP_REGTYPE_SHIFT) {
- case D3DSPR_TEMP:
- /*TRACE("p[%d]=R[%d]\n", i, reg);*/
- p[i] = &R[reg];
- break;
- case D3DSPR_INPUT:
- /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
- p[i] = &input->V[reg];
- break;
- case D3DSPR_CONST:
- if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
- p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
- } else {
- p[i] = &vshader->data->C[reg];
- }
- break;
- case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
- if (0 != reg) {
- ERR("cannot handle address registers != a0, forcing use of a0\n");
- reg = 0;
- }
- /*TRACE("p[%d]=A[%d]\n", i, reg);*/
- p[i] = &A[reg];
- break;
- case D3DSPR_RASTOUT:
- switch (reg) {
- case D3DSRO_POSITION:
- p[i] = &output->oPos;
- break;
- case D3DSRO_FOG:
- p[i] = &output->oFog;
- break;
- case D3DSRO_POINT_SIZE:
- p[i] = &output->oPts;
- break;
- }
- break;
- case D3DSPR_ATTROUT:
- /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
- p[i] = &output->oD[reg];
- break;
- case D3DSPR_TEXCRDOUT:
- /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
- p[i] = &output->oT[reg];
- break;
- default:
- break;
- }
-
- if (i > 0) { /* input reg */
- DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
- UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
- if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
- /*TRACE("p[%d] not swizzled\n", i);*/
- p_send[i] = p[i];
- } else {
- DWORD swizzle_x = swizzle & 0x03;
- DWORD swizzle_y = (swizzle >> 2) & 0x03;
- DWORD swizzle_z = (swizzle >> 4) & 0x03;
- DWORD swizzle_w = (swizzle >> 6) & 0x03;
- /*TRACE("p[%d] swizzled\n", i);*/
- float* tt = (float*) p[i];
- s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
- s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
- s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
- s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
- p_send[i] = &s[i];
- }
- } else { /* output reg */
- if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
- p_send[i] = p[i];
- } else {
- p_send[i] = &d; /* to be post-processed for modifiers management */
- }
- }
- }
- }
+ shader->ref = 1;
+ shader->IDirect3DVertexShader8_iface.lpVtbl = &d3d8_vertexshader_vtbl;
- switch (curOpcode->num_params) {
- case 0:
- curOpcode->soft_fct();
- break;
- case 1:
- curOpcode->soft_fct(p_send[0]);
- break;
- case 2:
- curOpcode->soft_fct(p_send[0], p_send[1]);
- break;
- case 3:
- curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
- break;
- case 4:
- curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
- break;
- case 5:
- curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
- break;
- default:
- ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
- }
+ hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create vertex declaration, hr %#x.\n", hr);
+ return hr;
+ }
- /* check if output reg modifier post-process */
- if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
- if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
- if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
- if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
- if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
- }
-
-#if 0
- TRACE_VSVECTOR(output->oPos);
- TRACE_VSVECTOR(output->oD[0]);
- TRACE_VSVECTOR(output->oD[1]);
- TRACE_VSVECTOR(output->oT[0]);
- TRACE_VSVECTOR(output->oT[1]);
- TRACE_VSVECTOR(R[0]);
- TRACE_VSVECTOR(R[1]);
- TRACE_VSVECTOR(R[2]);
- TRACE_VSVECTOR(R[3]);
- TRACE_VSVECTOR(R[4]);
- TRACE_VSVECTOR(R[5]);
-#endif
+ if (byte_code)
+ {
+ if (usage) FIXME("Usage %#x not implemented.\n", usage);
+
+ wined3d_mutex_lock();
+ hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code, NULL /* output signature */,
+ shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ if (FAILED(hr))
+ {
+ WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
+ IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
+ return hr;
+ }
- /* to next opcode token */
- pToken += curOpcode->num_params;
+ load_local_constants(declaration, shader->wined3d_shader);
}
-#if 0
- TRACE("End of current instruction:\n");
- TRACE_VSVECTOR(output->oPos);
- TRACE_VSVECTOR(output->oD[0]);
- TRACE_VSVECTOR(output->oD[1]);
- TRACE_VSVECTOR(output->oT[0]);
- TRACE_VSVECTOR(output->oT[1]);
- TRACE_VSVECTOR(R[0]);
- TRACE_VSVECTOR(R[1]);
- TRACE_VSVECTOR(R[2]);
- TRACE_VSVECTOR(R[3]);
- TRACE_VSVECTOR(R[4]);
- TRACE_VSVECTOR(R[5]);
-#endif
- }
-#if 0 /* Must not be 1 in cvs */
- TRACE("Output:\n");
- TRACE_VSVECTOR(output->oPos);
- TRACE_VSVECTOR(output->oD[0]);
- TRACE_VSVECTOR(output->oD[1]);
- TRACE_VSVECTOR(output->oT[0]);
- TRACE_VSVECTOR(output->oT[1]);
-#endif
- return D3D_OK;
-}
-HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
- if (NULL == pData) {
- *pSizeOfData = This->functionLength;
return D3D_OK;
- }
- if (*pSizeOfData < This->functionLength) {
- *pSizeOfData = This->functionLength;
- return D3DERR_MOREDATA;
- }
- if (NULL == This->function) { /* no function defined */
- TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
- (*(DWORD **) pData) = NULL;
- } else {
- TRACE("(%p) : GetFunction copying to %p\n", This, pData);
- memcpy(pData, This->function, This->functionLength);
- }
- return D3D_OK;
-}
-
-HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
- if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
- return D3DERR_INVALIDCALL;
- }
- if (NULL == This->data) { /* temporary while datas not supported */
- FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
- return D3DERR_INVALIDCALL;
- }
- memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
- return D3D_OK;
}
-HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
- if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
- return D3DERR_INVALIDCALL;
- }
- if (NULL == This->data) { /* temporary while datas not supported */
- return D3DERR_INVALIDCALL;
- }
- memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
- return D3D_OK;
+static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
+{
+ return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
}
+static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
-/**********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************/
-
-void pshader_texcoord(D3DSHADERVECTOR* d) {
-}
-
-void pshader_texkill(D3DSHADERVECTOR* d) {
-}
-
-void pshader_tex(D3DSHADERVECTOR* d) {
-}
-
-void pshader_texbem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texbeml(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texreg2ar(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texreg2gb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x2pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x2tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x3pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x3diff(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x3spec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
-}
-
-void pshader_texm3x3vspec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_cnd(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
-}
-
-void pshader_def(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
-}
-
-void pshader_texreg2rgb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texdp3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x2depth(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texdp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texm3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
-}
-
-void pshader_texdepth(D3DSHADERVECTOR* d) {
-}
+ if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
+ }
-void pshader_cmp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
-}
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
-void pshader_bem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
+ *object = NULL;
+ return E_NOINTERFACE;
}
-static CONST SHADER_OPCODE pshader_ins [] = {
- {D3DSIO_NOP, "nop", 0, vshader_nop, 0, 0},
- {D3DSIO_MOV, "mov", 2, vshader_mov, 0, 0},
- {D3DSIO_ADD, "add", 3, vshader_add, 0, 0},
- {D3DSIO_SUB, "sub", 3, vshader_sub, 0, 0},
- {D3DSIO_MAD, "mad", 4, vshader_mad, 0, 0},
- {D3DSIO_MUL, "mul", 3, vshader_mul, 0, 0},
- {D3DSIO_RCP, "rcp", 2, vshader_rcp, 0, 0},
- {D3DSIO_RSQ, "rsq", 2, vshader_rsq, 0, 0},
- {D3DSIO_DP3, "dp3", 3, vshader_dp3, 0, 0},
- {D3DSIO_DP4, "dp4", 3, vshader_dp4, 0, 0},
- {D3DSIO_MIN, "min", 3, vshader_min, 0, 0},
- {D3DSIO_MAX, "max", 3, vshader_max, 0, 0},
- {D3DSIO_SLT, "slt", 3, vshader_slt, 0, 0},
- {D3DSIO_SGE, "sge", 3, vshader_sge, 0, 0},
- {D3DSIO_EXP, "exp", 2, vshader_exp, 0, 0},
- {D3DSIO_LOG, "log", 2, vshader_log, 0, 0},
- {D3DSIO_LIT, "lit", 2, vshader_lit, 0, 0},
- {D3DSIO_DST, "dst", 3, vshader_dst, 0, 0},
- {D3DSIO_LRP, "lrp", 5, vshader_lrp, 0, 0},
- {D3DSIO_FRC, "frc", 2, vshader_frc, 0, 0},
- {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0},
- {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0},
- {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0},
- {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0},
- {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0},
-
- {D3DSIO_TEXCOORD, "texcoord", 1, pshader_texcoord, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXKILL, "texkill", 1, pshader_texkill, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEX, "tex", 1, pshader_tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
- {D3DSIO_TEXBEM, "texbem", 2, pshader_texbem, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXBEML, "texbeml", 2, pshader_texbeml, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXREG2AR, "texreg2ar", 2, pshader_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXREG2GB, "texreg2gb", 2, pshader_texreg2gb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x2PAD, "texm3x2pad", 2, pshader_texm3x2pad, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x2TEX, "texm3x2tex", 2, pshader_texm3x2tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3PAD, "texm3x3pad", 2, pshader_texm3x3pad, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3TEX, "texm3x3tex", 2, pshader_texm3x3tex, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3DIFF, "texm3x3diff", 2, pshader_texm3x3diff, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
- {D3DSIO_TEXM3x3SPEC, "texm3x3spec", 3, pshader_texm3x3spec, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 2, pshader_texm3x3vspec, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
+static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
+{
+ IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
+ ULONG refcount = InterlockedIncrement(&shader->ref);
- {D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0},
- {D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0},
+ TRACE("%p increasing refcount to %u.\n", iface, refcount);
- {D3DSIO_CND, "cnd", 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
- {D3DSIO_DEF, "def", 5, pshader_def, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
- {D3DSIO_TEXREG2RGB, "texbreg2rgb", 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
-
- {D3DSIO_TEXDP3TEX, "texdp3tex", 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", 2, pshader_texm3x2depth, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXDP3, "texdp3", 2, pshader_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXM3x3, "texm3x3", 2, pshader_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
- {D3DSIO_TEXDEPTH, "texdepth", 1, pshader_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
- {D3DSIO_CMP, "cmp", 4, pshader_cmp, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
- {D3DSIO_BEM, "bem", 3, pshader_bem, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
-
- {0, NULL, 0, NULL}
-};
-
-inline static const SHADER_OPCODE* pshader_program_get_opcode(const DWORD code) {
- DWORD i = 0;
- /** TODO: use dichotomic search */
- while (NULL != pshader_ins[i].name) {
- if ((code & D3DSI_OPCODE_MASK) == pshader_ins[i].opcode) {
- return &pshader_ins[i];
+ if (refcount == 1)
+ {
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
}
- ++i;
- }
- return NULL;
-}
-inline static void pshader_program_dump_opcode(const SHADER_OPCODE* curOpcode, const DWORD code, const DWORD output) {
- if (0 != (code & ~D3DSI_OPCODE_MASK)) {
- DWORD mask = (code & ~D3DSI_OPCODE_MASK);
- switch (mask) {
- case 0x40000000: TRACE("+"); break;
- default:
- TRACE(" unhandled modifier(0x%08lx) ", mask);
- }
- }
- TRACE("%s", curOpcode->name);
- /**
- * normally this is a destination reg modifier
- * but in pixel shaders asm code its specified as:
- * dp3_x4 t1.rgba, r1, c1
- * or
- * dp3_x2_sat r0, t0_bx2, v0_bx2
- * so for better debbuging i use the same norm
- */
- if (0 != (output & D3DSP_DSTSHIFT_MASK)) {
- DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
- if (shift > 0) {
- TRACE("_x%u", 1 << shift);
- }
- }
- /**
- * TODO: fix the divide shifts: d2, d4, d8
- * so i have to find a sample
- */
- if (0 != (output & D3DSP_DSTMOD_MASK)) {
- DWORD mask = output & D3DSP_DSTMOD_MASK;
- switch (mask) {
- case D3DSPDM_SATURATE: TRACE("_sat"); break;
- default:
- TRACE("_unhandled_modifier(0x%08lx)", mask);
- }
- }
- TRACE(" ");
+ return refcount;
}
-inline static void pshader_program_dump_param(const DWORD param, int input) {
- static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
- static const char swizzle_reg_chars[] = "rgba";
-
- DWORD reg = param & 0x00001FFF;
- DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
+static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
+{
+ IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
+ ULONG refcount = InterlockedDecrement(&shader->ref);
- if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
- TRACE("-");
- }
-
- switch (regtype << D3DSP_REGTYPE_SHIFT) {
- case D3DSPR_TEMP:
- TRACE("R[%lu]", reg);
- break;
- case D3DSPR_INPUT:
- TRACE("V[%lu]", reg);
- break;
- case D3DSPR_CONST:
- TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
- break;
- case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
- TRACE("t[%lu]", reg);
- break;
- case D3DSPR_RASTOUT:
- TRACE("%s", rastout_reg_names[reg]);
- break;
- case D3DSPR_ATTROUT:
- TRACE("oD[%lu]", reg);
- break;
- case D3DSPR_TEXCRDOUT:
- TRACE("oT[%lu]", reg);
- break;
- default:
- break;
- }
+ TRACE("%p decreasing refcount to %u.\n", iface, refcount);
- if (!input) {
- /** operand output */
- /**
- * for better debugging traces it's done into opcode dump code
- * @see pshader_program_dump_opcode
- if (0 != (param & D3DSP_DSTMOD_MASK)) {
- DWORD mask = param & D3DSP_DSTMOD_MASK;
- switch (mask) {
- case D3DSPDM_SATURATE: TRACE("_sat"); break;
- default:
- TRACE("_unhandled_modifier(0x%08lx)", mask);
- }
- }
- if (0 != (param & D3DSP_DSTSHIFT_MASK)) {
- DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
- if (shift > 0) {
- TRACE("_x%u", 1 << shift);
- }
- }
- */
- if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
- if (param & D3DSP_WRITEMASK_0) TRACE(".r");
- if (param & D3DSP_WRITEMASK_1) TRACE(".g");
- if (param & D3DSP_WRITEMASK_2) TRACE(".b");
- if (param & D3DSP_WRITEMASK_3) TRACE(".a");
- }
- } else {
- /** operand input */
- DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
- DWORD swizzle_x = swizzle & 0x03;
- DWORD swizzle_y = (swizzle >> 2) & 0x03;
- DWORD swizzle_z = (swizzle >> 4) & 0x03;
- DWORD swizzle_w = (swizzle >> 6) & 0x03;
- /**
- * swizzle bits fields:
- * WWZZYYXX
- */
- if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
- if (swizzle_x == swizzle_y &&
- swizzle_x == swizzle_z &&
- swizzle_x == swizzle_w) {
- TRACE(".%c", swizzle_reg_chars[swizzle_x]);
- } else {
- TRACE(".%c%c%c%c",
- swizzle_reg_chars[swizzle_x],
- swizzle_reg_chars[swizzle_y],
- swizzle_reg_chars[swizzle_z],
- swizzle_reg_chars[swizzle_w]);
- }
+ if (!refcount)
+ {
+ wined3d_mutex_lock();
+ wined3d_shader_decref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
}
- if (0 != (param & D3DSP_SRCMOD_MASK)) {
- DWORD mask = param & D3DSP_SRCMOD_MASK;
- /*TRACE("_modifier(0x%08lx) ", mask);*/
- switch (mask) {
- case D3DSPSM_NONE: break;
- case D3DSPSM_NEG: break;
- case D3DSPSM_BIAS: TRACE("_bias"); break;
- case D3DSPSM_BIASNEG: TRACE("_bias"); break;
- case D3DSPSM_SIGN: TRACE("_sign"); break;
- case D3DSPSM_SIGNNEG: TRACE("_sign"); break;
- case D3DSPSM_COMP: TRACE("_comp"); break;
- case D3DSPSM_X2: TRACE("_x2"); break;
- case D3DSPSM_X2NEG: TRACE("_bx2"); break;
- case D3DSPSM_DZ: TRACE("_dz"); break;
- case D3DSPSM_DW: TRACE("_dw"); break;
- default:
- TRACE("_unknown(0x%08lx)", mask);
- }
- }
- }
-}
-
-inline static BOOL pshader_is_version_token(DWORD token) {
- return 0xFFFF0000 == (token & 0xFFFF0000);
-}
-inline static BOOL pshader_is_comment_token(DWORD token) {
- return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
+ return refcount;
}
+static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
+{
+ /* IUnknown */
+ d3d8_pixelshader_QueryInterface,
+ d3d8_pixelshader_AddRef,
+ d3d8_pixelshader_Release,
+};
-
-/**
- * Pixel Shaders
- *
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader1_X/modifiers/sourceregistermodifiers.asp
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader2_0/Registers/Registers.asp
- * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/IDirect3DPixelShader9/_IDirect3DPixelShader9.asp
- *
- */
-inline static VOID IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImpl* pshader, CONST DWORD* pFunction) {
- const DWORD* pToken = pFunction;
- const SHADER_OPCODE* curOpcode = NULL;
- DWORD code;
- DWORD len = 0;
- DWORD i;
-
- if (NULL != pToken) {
- while (D3DPS_END() != *pToken) {
- if (pshader_is_version_token(*pToken)) { /** version */
- TRACE("ps.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
- ++pToken;
- ++len;
- continue;
- }
- if (pshader_is_comment_token(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
- pToken += comment_len;
- len += comment_len + 1;
- continue;
- }
- code = *pToken;
- curOpcode = pshader_program_get_opcode(code);
- ++pToken;
- ++len;
- if (NULL == curOpcode) {
- /* unkown current opcode ... */
- while (*pToken & 0x80000000) {
- TRACE("unrecognized opcode: %08lx\n", *pToken);
- ++pToken;
- ++len;
- }
- } else {
- TRACE(" ");
- pshader_program_dump_opcode(curOpcode, code, *pToken);
- if (curOpcode->num_params > 0) {
- pshader_program_dump_param(*pToken, 0);
- ++pToken;
- ++len;
- for (i = 1; i < curOpcode->num_params; ++i) {
- TRACE(", ");
- if (D3DSIO_DEF != code) {
- pshader_program_dump_param(*pToken, 1);
- } else {
- TRACE("%f", *((float*) pToken));
- }
- ++pToken;
- ++len;
- }
- }
- TRACE("\n");
- }
- pshader->functionLength = (len + 1) * sizeof(DWORD);
- }
- } else {
- pshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
- }
- if (NULL != pFunction) {
- pshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, pshader->functionLength);
- memcpy(pshader->function, pFunction, pshader->functionLength);
- } else {
- pshader->function = NULL;
- }
+static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
+{
+ HeapFree(GetProcessHeap(), 0, parent);
}
-HRESULT WINAPI IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, IDirect3DPixelShaderImpl** ppPixelShader) {
- IDirect3DPixelShaderImpl* object;
-
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DPixelShaderImpl));
- if (NULL == object) {
- *ppPixelShader = NULL;
- return D3DERR_OUTOFVIDEOMEMORY;
- }
- /*object->lpVtbl = &Direct3DPixelShader9_Vtbl;*/
- object->device = This;
- object->ref = 1;
-
- object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PSHADERDATA8));
-
- IDirect3DPixelShaderImpl_ParseProgram(object, pFunction);
+static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
+{
+ d3d8_pixelshader_wined3d_object_destroyed,
+};
- *ppPixelShader = object;
- return D3D_OK;
-}
+HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
+ const DWORD *byte_code, DWORD shader_handle)
+{
+ HRESULT hr;
+
+ shader->ref = 1;
+ shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
+ shader->handle = shader_handle;
+
+ wined3d_mutex_lock();
+ hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code, NULL, shader,
+ &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ if (FAILED(hr))
+ {
+ WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
+ return hr;
+ }
-HRESULT WINAPI IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
- if (NULL == pData) {
- *pSizeOfData = This->functionLength;
return D3D_OK;
- }
- if (*pSizeOfData < This->functionLength) {
- *pSizeOfData = This->functionLength;
- return D3DERR_MOREDATA;
- }
- if (NULL == This->function) { /* no function defined */
- TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
- (*(DWORD **) pData) = NULL;
- } else {
- TRACE("(%p) : GetFunction copying to %p\n", This, pData);
- memcpy(pData, This->function, This->functionLength);
- }
- return D3D_OK;
-}
-
-HRESULT WINAPI IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
- if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
- return D3DERR_INVALIDCALL;
- }
- if (NULL == This->data) { /* temporary while datas not supported */
- FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
- return D3DERR_INVALIDCALL;
- }
- memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
- return D3D_OK;
-}
-
-HRESULT WINAPI IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
- if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) {
- return D3DERR_INVALIDCALL;
- }
- if (NULL == This->data) { /* temporary while datas not supported */
- return D3DERR_INVALIDCALL;
- }
- memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT));
- return D3D_OK;
-}
-
-
-/**********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************
- **********************************************************************************************************************************************/
-
-/***********************************************************************
- * ValidateVertexShader (D3D8.@)
- */
-BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
- FIXME("(void): stub: %p %p\n", what, toto);
- return TRUE;
-}
-
-/***********************************************************************
- * ValidatePixelShader (D3D8.@)
- */
-BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
- FIXME("(void): stub: %p %p\n", what, toto);
- return TRUE;
}