- some fixes in CreateDevice init

- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
oldstable
Raphael Junqueira 2002-12-18 05:05:41 +00:00 committed by Alexandre Julliard
parent 9fcfd2c3b5
commit 1df8f18e46
6 changed files with 563 additions and 132 deletions

View File

@ -170,8 +170,8 @@ typedef SHADER8Vector SHADER8Constants[SHADER_MAX_CONSTANTS];
typedef struct SHADER8Data {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants; */
SHADER8Constants constants;
/*D3DXBUFFER* constants;*/
SHADER8Constants C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
@ -183,6 +183,8 @@ typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
UINT declLength;
UINT functionLength;
DWORD fvf;
/* run time datas */
SHADER8Data* data;
@ -905,4 +907,11 @@ extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLU
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox);
/*******************
* private functions
*/
DWORD vshader_decl_parse(VERTEXSHADER8* vshader);
DWORD vshader_program_parse(VERTEXSHADER8* vshader);
#endif /* __WINE_D3DX8_PRIVATE_H */

View File

@ -177,7 +177,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
} else {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
@ -2153,6 +2153,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_INDEXEDVERTEXBLENDENABLE :
case D3DRS_COLORWRITEENABLE :
case D3DRS_TWEENFACTOR :
case D3DRS_POSITIONORDER :
case D3DRS_NORMALORDER :
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
break;
@ -3128,7 +3130,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface
VERTEXSHADER8* object;
UINT i;
FIXME("(%p) : VertexShader not fully supported yet\n", This);
FIXME("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p\n", This, pDeclaration, pFunction);
if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */
return D3DERR_INVALIDCALL;
}
@ -3142,21 +3144,26 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface
}
object->usage = Usage;
object->data = NULL; /* TODO */
object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADER8Data));
VertexShaders[i] = object;
*pHandle = VS_HIGHESTFIXEDFXF + i;
object->decl = pDeclaration;
object->function = pFunction;
/*
for (i = 0; 0xFFFFFFFF != pDeclaration[i]; ++i) ;
object->declLength = i + 1;
object->function = pFunction;
if (NULL != pFunction) {
for (i = 0; 0xFFFFFFFF != pFunction[i]; ++i) ;
object->functionLength = i + 1;
} else {
object->functionLength = 1; /* no Function defined use fixed function vertex processing */
object->functionLength = 1; // no Function defined use fixed function vertex processing
}
*/
vshader_decl_parse(object);
vshader_program_parse(object);
return D3D_OK;
}
@ -3172,7 +3179,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, D
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (Handle <= VS_HIGHESTFIXEDFXF) {
TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
return D3D_OK;
@ -3196,10 +3202,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface
return D3DERR_INVALIDCALL;
}
object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF];
if (NULL == object) {
return D3DERR_INVALIDCALL;
}
TRACE("(%p) : freing VertexShader %p\n", This, object);
/* TODO: check validity of object */
if (NULL != object->data) HeapFree(GetProcessHeap(), 0, (void *)object->data);
HeapFree(GetProcessHeap(), 0, (void *)object);
VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = 0;
VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
return D3D_OK;
}
@ -3210,8 +3220,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
VERTEXSHADER8* object;
DWORD Handle = This->UpdateStateBlock->VertexShader;
FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
/* FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This); */
if (Register + ConstantCount > VSHADER_MAX_CONSTANTS) {
return D3DERR_INVALIDCALL;
}
@ -3219,7 +3228,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
if (NULL == object || NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
memcpy(object->data->constants + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
if (NULL == object->data) { /* temporary while datas not supported */
FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
return D3DERR_INVALIDCALL;
}
memcpy(object->data->C + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
return D3D_OK;
}
@ -3237,7 +3250,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8
if (NULL == object || NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
memcpy(pConstantData, object->data->constants + Register, ConstantCount * sizeof(SHADER8Vector));
if (NULL == object->data) { /* temporary while datas not supported */
return D3DERR_INVALIDCALL;
}
memcpy(pConstantData, object->data->C + Register, ConstantCount * sizeof(SHADER8Vector));
return D3D_OK;
}
@ -3288,10 +3304,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8
}
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
IDirect3DIndexBuffer8 *oldIdxs;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
oldIdxs = This->StateBlock.pIndexData;

View File

@ -382,7 +382,10 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
IDirect3DDevice8** ppReturnedDeviceInterface) {
IDirect3DDevice8Impl *object;
HWND whichHWND;
int num;
XVisualInfo template;
const char *GL_Extensions = NULL;
const char *GLX_Extensions = NULL;
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
@ -390,6 +393,9 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DDevice8_Vtbl;
object->ref = 1;
object->direct3d8 = This;
@ -417,6 +423,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
HDC hDc;
int dblBuf[]={GLX_STENCIL_SIZE,8,GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
/*int dblBuf[]={GLX_RGBA,GLX_RED_SIZE,4,GLX_GREEN_SIZE,4,GLX_BLUE_SIZE,4,GLX_DOUBLEBUFFER,None}; */
/* Which hwnd are we using? */
/* if (pPresentationParameters->Windowed) { */
@ -437,12 +444,32 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
object->display = get_display(hDc);
ENTER_GL();
object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
if (NULL == object->visInfo) {
FIXME("cannot choose needed glxVisual with Stencil Buffer\n");
/**
* second try using wine initialized visual ...
* must be fixed reworking wine-glx init
*/
template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
if (NULL == object->visInfo) {
ERR("cannot really get XVisual\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
}
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
if (NULL == object->visInfo) {
ERR("cannot create glxContext\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
LEAVE_GL();
ReleaseDC(whichHWND, hDc);
ReleaseDC(whichHWND, hDc);
}
if (object->glCtx == NULL) {
@ -492,8 +519,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
ENTER_GL();
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n",
object->glCtx, object->win);
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
checkGLcall("glXMakeCurrent");
@ -509,7 +535,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
/* Setup all the devices defaults */
@ -518,22 +544,52 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = glGetString(GL_EXTENSIONS);
TRACE("GL_Extensions reported:\n");
while (*GL_Extensions!=0x00) {
if (NULL == GL_Extensions) {
ERR(" GL_Extensions returns NULL\n");
} else {
while (*GL_Extensions!=0x00) {
const char *Start = GL_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GL_Extensions!=' ' && *GL_Extensions!=0x00) {
GL_Extensions++;
GL_Extensions++;
}
memcpy(ThisExtn, Start, (GL_Extensions-Start));
TRACE (" %s\n", ThisExtn);
if (*GL_Extensions==' ') GL_Extensions++;
}
}
GLX_Extensions = glXQueryExtensionsString(object->display, DefaultScreen(object->display));
TRACE("GLX_Extensions reported:\n");
if (NULL == GLX_Extensions) {
ERR(" GLX_Extensions returns NULL\n");
} else {
while (*GLX_Extensions!=0x00) {
const char *Start = GLX_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GLX_Extensions!=' ' && *GLX_Extensions!=0x00) {
GLX_Extensions++;
}
memcpy(ThisExtn, Start, (GLX_Extensions-Start));
TRACE (" %s\n", ThisExtn);
if (*GLX_Extensions==' ') GLX_Extensions++;
}
}
LEAVE_GL();
{
GLint gl_max_texture_units_arb;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max_texture_units_arb);
TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max_texture_units_arb);
}
{ /* Set a default viewport */
D3DVIEWPORT8 vp;
vp.X = 0;

View File

@ -64,41 +64,24 @@ typedef struct shader_opcode {
} shader_opcode;
typedef struct vshader_input_data {
/*SHADER8Vector V[16];//0-15 */
SHADER8Vector V0;
SHADER8Vector V1;
SHADER8Vector V2;
SHADER8Vector V3;
SHADER8Vector V4;
SHADER8Vector V5;
SHADER8Vector V6;
SHADER8Vector V7;
SHADER8Vector V8;
SHADER8Vector V9;
SHADER8Vector V10;
SHADER8Vector V11;
SHADER8Vector V12;
SHADER8Vector V13;
SHADER8Vector V14;
SHADER8Vector V15;
/*SHADER8Vector V[16];//0-15*/
SHADER8Vector V[16];
} vshader_input_data;
typedef struct vshader_output_data {
SHADER8Vector oPos;
/*SHADER8Vector oD[2];//0-1 */
SHADER8Vector oD0;
SHADER8Vector oD1;
/*SHADER8Vector oT[4];//0-3 */
SHADER8Vector oT0;
SHADER8Vector oT1;
SHADER8Vector oT2;
SHADER8Vector oT3;
SHADER8Scalar oFog;
SHADER8Scalar oPts;
/*SHADER8Vector oD[2];//0-1*/
SHADER8Vector oD[2];
/*SHADER8Vector oT[4];//0-3*/
SHADER8Vector oT[4];
/*SHADER8Scalar oFog;*/
/*SHADER8Scalar oPts;*/
SHADER8Vector oFog;
SHADER8Vector oPts;
} vshader_output_data;
/*********************
* vshader software VM
/*******************************
* vshader functions software VM
*/
void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
@ -215,123 +198,489 @@ void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
*
* @TODO: find this fucking really opcodes values
*/
static CONST shader_opcode vshader_ins [] =
{
{0, "mov", 2, vshader_mov},
{0, "max", 3, vshader_max},
{0, "min", 3, vshader_min},
{0, "sge", 3, vshader_sge},
{0, "slt", 3, vshader_slt},
{0, "add", 3, vshader_add},
{0, "sub", 3, vshader_sub},
{0, "mul", 3, vshader_mul},
{0, "rcp", 2, vshader_rcp},
{0, "mad", 4, vshader_mad},
{0, "dp3", 3, vshader_dp3},
{0, "dp4", 3, vshader_dp4},
{0, "rsq", 2, vshader_rsq},
{0, "dst", 3, vshader_dst},
{0, "lit", 2, vshader_lit},
{0, "expp", 2, vshader_expp},
{0, "logp", 2, vshader_logp},
{0, "nop", 0, vshader_nop},
{0, NULL, 0, NULL}
};
static CONST shader_opcode vshader_ins [] = {
{D3DSIO_MOV, "mov", 2, vshader_mov},
{D3DSIO_MAX, "max", 3, vshader_max},
{D3DSIO_MIN, "min", 3, vshader_min},
{D3DSIO_SGE, "sge", 3, vshader_sge},
{D3DSIO_SLT, "slt", 3, vshader_slt},
{D3DSIO_ADD, "add", 3, vshader_add},
{D3DSIO_SUB, "sub", 3, vshader_sub},
{D3DSIO_MUL, "mul", 3, vshader_mul},
{D3DSIO_RCP, "rcp", 2, vshader_rcp},
{D3DSIO_MAD, "mad", 4, vshader_mad},
{D3DSIO_DP3, "dp3", 3, vshader_dp3},
{D3DSIO_DP4, "dp4", 3, vshader_dp4},
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
{D3DSIO_DST, "dst", 3, vshader_dst},
{D3DSIO_LIT, "lit", 2, vshader_lit},
{D3DSIO_EXPP, "expp", 2, vshader_expp},
{D3DSIO_LOGP, "logp", 2, vshader_logp},
{D3DSIO_NOP, "nop", 0, vshader_nop},
{0, NULL, 0, NULL}
};
shader_opcode* vshader_get_opcode(const DWORD code) {
const shader_opcode* vshader_program_get_opcode(const DWORD code) {
DWORD i = 0;
while (NULL != vshader_ins[i].name) {
if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
return &vshader_ins[i];
}
++i;
}
return NULL;
}
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);
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
DPRINTF("R[%lu]", reg);
break;
case D3DSPR_INPUT:
DPRINTF("V[%lu]", reg);
break;
case D3DSPR_CONST:
DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
DPRINTF("a[%lu]", reg);
break;
case D3DSPR_RASTOUT:
DPRINTF("%s", rastout_reg_names[reg]);
break;
case D3DSPR_ATTROUT:
DPRINTF("oD[%lu]", reg);
break;
case D3DSPR_TEXCRDOUT:
DPRINTF("oT[%lu]", reg);
break;
default:
break;
}
if (!input) {
/** operand output */
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
if (param & D3DSP_WRITEMASK_3) DPRINTF(".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) {
DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
} else {
DPRINTF(".%c%c%c%c",
swizzle_reg_chars[swizzle_x],
swizzle_reg_chars[swizzle_y],
swizzle_reg_chars[swizzle_z],
swizzle_reg_chars[swizzle_w]);
}
}
}
}
/**
* Function parser ...
*/
BOOL vshader_parse_function(const DWORD* function) {
return TRUE;
DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
const DWORD* pToken = vshader->function;
const shader_opcode* curOpcode = NULL;
DWORD len = 0;
DWORD i;
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
++len;
if (NULL == curOpcode) {
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
++pToken;
++len;
}
} else {
DPRINTF("%s ", curOpcode->name);
if (curOpcode->num_params > 0) {
vshader_program_dump_param(*pToken, 0);
++pToken;
++len;
for (i = 1; i < curOpcode->num_params; ++i) {
DPRINTF(", ");
vshader_program_dump_param(*pToken, 1);
++pToken;
++len;
}
}
DPRINTF("\n");
}
}
vshader->functionLength = len * sizeof(DWORD);
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
return len * sizeof(DWORD);
}
BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
const vshader_input_data* input,
vshader_output_data* output) {
BOOL vshader_program_execute_HAL(VERTEXSHADER8* vshader,
const vshader_input_data* input,
vshader_output_data* output) {
/**
* TODO: use the GL_NV_vertex_program
* and specifics vendors variants for it
* TODO: use the NV_vertex_program (or 1_1) extension
* and specifics vendors (ARB_vertex_program??) variants for it
*/
return TRUE;
}
BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
const vshader_input_data* input,
vshader_output_data* output) {
BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
vshader_input_data* input,
vshader_output_data* output) {
/** Vertex Shader Temporary Registers */
/*SHADER8Vector R[12];*/
SHADER8Vector R[12];
/*SHADER8Scalar A0;*/
SHADER8Vector A[1];
/** temporary Vector for modifier management */
/*SHADER8Vector d;*/
SHADER8Vector d;
SHADER8Vector s[3];
/** parser datas */
const DWORD* pToken = vshader->function;
shader_opcode* curOpcode = NULL;
const shader_opcode* curOpcode = NULL;
/** functions parameters */
SHADER8Vector* p[4];
SHADER8Vector* p_send[4];
DWORD i;
/* the first dword is the version tag */
/* TODO: parse it */
++pToken;
while (0xFFFFFFFF != *pToken) {
curOpcode = vshader_get_opcode(*pToken);
while (D3DVS_END() != *pToken) {
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... */
return FALSE;
}
if (curOpcode->num_params > 0) {
/* TODO */
while (*pToken & 0x80000000) {
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
++pToken;
}
/*return FALSE;*/
} else {
if (curOpcode->num_params > 0) {
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:
p[i] = &R[reg];
break;
case D3DSPR_INPUT:
p[i] = &input->V[reg];
break;
case D3DSPR_CONST:
if (reg & 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");
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:
p[i] = &output->oD[reg];
break;
case D3DSPR_TEXCRDOUT:
p[i] = &output->oT[reg];
break;
default:
break;
}
if (i > 1) { /* input reg */
DWORD swizzle = (pToken[i] & 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;
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
p_send[i] = p[i];
} else {
float* tt = (float*) p[i];
s[i].x = tt[swizzle_x];
s[i].y = tt[swizzle_y];
s[i].z = tt[swizzle_z];
s[i].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 */
}
}
}
}
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;
default:
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
}
/* 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;
}
/* to next opcode token */
pToken += curOpcode->num_params;
}
}
return TRUE;
}
/**
* Declaration Parser First draft ...
/************************************
* Vertex Shader Declaration Parser First draft ...
*/
#if 0
static CONST char* vshader_decl [] =
{
"D3DVSDT_D3DCOLOR",
"D3DVSDT_FLOAT1",
"D3DVSDT_FLOAT2",
"D3DVSDT_FLOAT3",
"D3DVSDT_FLOAT4",
"D3DVSDT_UBYTE4",
NULL
};
#endif
/** Vertex Shader Declaration parser tokens */
enum D3DVSD_TOKENS {
D3DVSD_STREAM,
D3DVSD_END
/** Vertex Shader Declaration data types tokens */
static CONST char* VertexShaderDeclDataTypes [] = {
"D3DVSDT_FLOAT1",
"D3DVSDT_FLOAT2",
"D3DVSDT_FLOAT3",
"D3DVSDT_FLOAT4",
"D3DVSDT_D3DCOLOR",
"D3DVSDT_UBYTE4",
"D3DVSDT_SHORT2",
"D3DVSDT_SHORT4",
NULL
};
BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
/** parser data */
const DWORD* pToken = vshader->decl;
static CONST char* VertexShaderDeclRegister [] = {
"D3DVSDE_POSITION",
"D3DVSDE_BLENDWEIGHT",
"D3DVSDE_BLENDINDICES",
"D3DVSDE_NORMAL",
"D3DVSDE_PSIZE",
"D3DVSDE_DIFFUSE",
"D3DVSDE_SPECULAR",
"D3DVSDE_TEXCOORD0",
"D3DVSDE_TEXCOORD1",
"D3DVSDE_TEXCOORD2",
"D3DVSDE_TEXCOORD3",
"D3DVSDE_TEXCOORD4",
"D3DVSDE_TEXCOORD5",
"D3DVSDE_TEXCOORD6",
"D3DVSDE_TEXCOORD7",
"D3DVSDE_POSITION2",
"D3DVSDE_NORMAL2",
NULL
};
++pToken;
while (0xFFFFFFFF != *pToken) {
/** TODO */
++pToken;
/** todo check decl validity */
DWORD vshader_decl_parse_token(const DWORD* pToken) {
const DWORD token = *pToken;
DWORD tokenlen = 1;
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
case D3DVSD_TOKEN_NOP:
TRACE(" 0x%08lx NOP()\n", token);
break;
case D3DVSD_TOKEN_STREAM:
if (token & D3DVSD_STREAMTESSMASK) {
TRACE(" 0x%08lx STREAM_TESS()\n", token);
} else {
TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
}
break;
case D3DVSD_TOKEN_STREAMDATA:
if (token & 0x10000000) {
TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
if (token & 0x10000000) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_CONSTMEM:
{
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
++pToken;
for (i = 0; i < count; ++i) {
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
constaddress,
*pToken,
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
pToken += 4;
++constaddress;
}
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_EXT:
{
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
/* todo ... print extension */
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_END:
TRACE(" 0x%08lx END()\n", token);
break;
default:
TRACE(" 0x%08lx UNKNOWN\n", token);
/* argg error */
}
return TRUE;
return tokenlen;
}
HRESULT WINAPI ValidatePixelShader(void) {
FIXME("(void): stub\n");
return 0;
DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
/** parser data */
const DWORD* pToken = vshader->decl;
DWORD fvf = 0;
DWORD len = 0;
DWORD token;
DWORD tokenlen;
DWORD tokentype;
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokenlen = vshader_decl_parse_token(pToken);
tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
switch (reg) {
case D3DVSDE_POSITION: fvf |= D3DFVF_XYZ; break;
case D3DVSDE_BLENDWEIGHT:
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
default:
/** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %lu\n", type);
}
break;
case D3DVSDE_BLENDINDICES: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
case D3DVSDE_NORMAL: fvf |= D3DFVF_NORMAL; break;
case D3DVSDE_PSIZE: fvf |= D3DFVF_PSIZE; break;
case D3DVSDE_DIFFUSE: fvf |= D3DFVF_DIFFUSE; break;
case D3DVSDE_SPECULAR: fvf |= D3DFVF_SPECULAR; break;
case D3DVSDE_TEXCOORD0: fvf |= D3DFVF_TEX1; break;
case D3DVSDE_TEXCOORD1: fvf |= D3DFVF_TEX2; break;
case D3DVSDE_TEXCOORD2: fvf |= D3DFVF_TEX3; break;
case D3DVSDE_TEXCOORD3: fvf |= D3DFVF_TEX4; break;
case D3DVSDE_TEXCOORD4: fvf |= D3DFVF_TEX5; break;
case D3DVSDE_TEXCOORD5: fvf |= D3DFVF_TEX6; break;
case D3DVSDE_TEXCOORD6: fvf |= D3DFVF_TEX7; break;
case D3DVSDE_TEXCOORD7: fvf |= D3DFVF_TEX8; break;
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
break;
}
}
len += tokenlen;
pToken += tokenlen;
}
/* here D3DVSD_END() */
len += vshader_decl_parse_token(pToken);
if (NULL == vshader->function) vshader->fvf = fvf;
vshader->declLength = len * sizeof(DWORD);
return len * sizeof(DWORD);
}
HRESULT WINAPI ValidateVertexShader(void) {
FIXME("(void): stub\n");
return 0;
}
HRESULT WINAPI ValidatePixelShader(void) {
FIXME("(void): stub\n");
return 0;
}

View File

@ -107,7 +107,7 @@ D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
return This->ResourceType;
}
/* IDirect3DTexture8 (Inherited from IDirect3DBaseTexture8) */
/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;

View File

@ -36,7 +36,9 @@ HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTUR
TRACE("(%p) : QueryInterface\n", This);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IClassFactory)) {
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) {
IDirect3DVolumeTexture8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
@ -55,7 +57,7 @@ ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface)
ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
ULONG ref = --This->ref;
int i;
UINT i;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
@ -107,7 +109,7 @@ D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTU
return This->ResourceType;
}
/* IDirect3DVolumeTexture8 (Inherited from IDirect3DBaseTexture8) */
/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;