Authors: Jason Edmeades <us@the-edmeades.demon.co.uk>, Christian Costa <titan.costa@wanadoo.fr>

Added support for vertex shader (using ARB_vertex_program extension).
oldstable
Alexandre Julliard 2004-04-15 23:58:15 +00:00
parent a45931c6f3
commit 4f56863300
9 changed files with 872 additions and 75 deletions

View File

@ -3,7 +3,7 @@ TOPOBJDIR = ../..
SRCDIR = @srcdir@
VPATH = @srcdir@
MODULE = d3d8.dll
IMPORTS = user32 gdi32 kernel32
IMPORTS = user32 gdi32 kernel32 advapi32
EXTRAINCL = @X_CFLAGS@
EXTRALIBS = -ldxguid -luuid @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@

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@ -22,6 +22,7 @@
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
@ -34,6 +35,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
int num_lock = 0;
void (*wine_tsx11_lock_ptr)(void) = NULL;
void (*wine_tsx11_unlock_ptr)(void) = NULL;
int vs_mode;
HRESULT WINAPI D3D8GetSWInfo(void)
{
@ -64,18 +66,39 @@ IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion)
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
{
TRACE("D3D8 DLLMain Reason=%ld\n", fdwReason);
if (fdwReason == DLL_PROCESS_ATTACH)
if (fdwReason == DLL_PROCESS_ATTACH)
{
HMODULE mod;
char buffer[32];
DWORD size = sizeof(buffer);
HKEY hkey = 0;
DisableThreadLibraryCalls(hInstDLL);
mod = GetModuleHandleA( "x11drv.dll" );
if (mod)
{
HMODULE mod;
DisableThreadLibraryCalls(hInstDLL);
mod = GetModuleHandleA( "x11drv.dll" );
if (mod)
{
wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
}
wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
}
if ( !RegOpenKeyA( HKEY_LOCAL_MACHINE, "Software\\Wine\\Wine\\d3d", &hkey) &&
!RegQueryValueExA( hkey, "vs_mode", 0, NULL, buffer, &size) )
{
if (!strcmp(buffer,"none"))
{
TRACE("Disable vertex shader\n");
vs_mode = VS_NONE;
}
else if (!strcmp(buffer,"emulation"))
{
TRACE("Force SW vertex shader\n");
vs_mode = VS_SW;
}
else {
TRACE("Allow HW vertex shader\n");
vs_mode = VS_HW;
}
}
}
return TRUE;
}

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@ -1,7 +1,8 @@
/*
* Direct3D 8 private include file
*
* Copyright 2002 Jason Edmeades
* Copyright 2002-2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -28,6 +29,7 @@
/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
#define XMD_H /* This is to prevent the Xmd.h inclusion bug :-/ */
#include <GL/gl.h>
#define GLX_GLXEXT_PROTOTYPES
#include <GL/glx.h>
#ifdef HAVE_GL_GLEXT_H
# include <GL/glext.h>
@ -64,6 +66,11 @@ extern int num_lock;
#include "winbase.h"
#include "d3d8.h"
extern int vs_mode;
#define VS_NONE 0
#define VS_HW 1
#define VS_SW 2
/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
@ -1198,6 +1205,10 @@ struct IDirect3DVertexShaderImpl {
UINT functionLength;
DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
DWORD version;
/** fields for hw vertex shader use */
GLuint prgId;
/* run time datas */
VSHADERDATA8* data;
VSHADERINPUTDATA8 input;
@ -1217,7 +1228,8 @@ extern DWORD WINAPI IDirect3DVertexShaderImpl_GetVersion(IDirect3DVertexShaderIm
extern HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* This, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output);
/* temporary internal Interfaces */
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader);
extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, DWORD SkipnStrides);
extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputSW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, DWORD SkipnStrides);
extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, DWORD SkipnStrides);
/* ------------------------ */
/* IDirect3DPixelShaderImpl */

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@ -2,6 +2,7 @@
* Direct3D gl definitions
*
* Copyright 2003 Raphael Junqueira
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -206,6 +207,151 @@ typedef void (APIENTRY * PGLFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GL
#define GL_DOT3_RGB_EXT 0x8740
#define GL_DOT3_RGBA_EXT 0x8741
#endif
/* GL_ARB_vertex_program */
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_COLOR_SUM_ARB 0x8458
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
typedef void (APIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
typedef void (APIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
typedef void (APIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
typedef void (APIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
typedef void (APIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
typedef GLboolean (APIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);
#endif
/*******
* OpenGL Official Version
@ -334,6 +480,15 @@ typedef enum _GL_PSVersion {
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT); \
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT); \
USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT); \
/* GL_EXT_secondary_color */ \
USE_GL_FUNC(PFNGLGENPROGRAMSARBPROC, glGenProgramsARB); \
USE_GL_FUNC(PFNGLBINDPROGRAMARBPROC, glBindProgramARB); \
USE_GL_FUNC(PFNGLPROGRAMSTRINGARBPROC, glProgramStringARB); \
USE_GL_FUNC(PFNGLDELETEPROGRAMSARBPROC, glDeleteProgramsARB); \
USE_GL_FUNC(PFNGLPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB); \
USE_GL_FUNC(PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
USE_GL_FUNC(PFNGLENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
USE_GL_FUNC(PFNGLDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
#define GLX_EXT_FUNCS_GEN \
/** GLX_VERSION_1_3 **/ \

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@ -1248,7 +1248,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, I
return D3D_OK;
}
TRACE("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
FIXME("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
@ -3920,6 +3920,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface
TRACE_(d3d_shader)("(%p) : freing VertexShader %p\n", This, object);
/* TODO: check validity of object */
if (NULL != object->function) HeapFree(GetProcessHeap(), 0, (void *)object->function);
if (object->prgId != 0) {
GL_EXTCALL(glDeleteProgramsARB( 1, &object->prgId ));
}
HeapFree(GetProcessHeap(), 0, (void *)object->data);
HeapFree(GetProcessHeap(), 0, (void *)object);
VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;

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@ -1,7 +1,8 @@
/*
* IDirect3D8 implementation
*
* Copyright 2002 Jason Edmeades
* Copyright 2002-2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -313,6 +314,7 @@ HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
case D3DFMT_X8L8V8U8:
case D3DFMT_L6V5U5:
case D3DFMT_V8U8:
case D3DFMT_L8:
/* Since we do not support these formats right now, don't pretend to. */
return D3DERR_NOTAVAILABLE;
default:
@ -646,6 +648,7 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
#if defined(GL_EXT_texture_filter_anisotropic)
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
checkGLcall("glGetInterv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)");
pCaps->MaxAnisotropy = gl_max;
#else
pCaps->MaxAnisotropy = 0;
@ -668,13 +671,11 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
pCaps->MaxStreams = MAX_STREAMS;
pCaps->MaxStreamStride = 1024;
#if 1
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF))
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
else
pCaps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
#else
pCaps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
#endif
#if 0
pCaps->PixelShaderVersion = D3DPS_VERSION(1,1);

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@ -1,8 +1,9 @@
/*
* D3D8 utils
*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -831,18 +832,30 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
#else
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
#endif
continue;
}
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
#else
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
#endif
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
#else
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
#endif
} else {
/* The coords to supply depend completely on the fvf / vertex shader */
@ -866,7 +879,11 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
}
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
#else
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
#endif
}
}
@ -1280,7 +1297,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s
}
/* Fill the vertex shader input */
IDirect3DDeviceImpl_FillVertexShaderInput(This, vertex_shader, SkipnStrides);
IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertex_shader, SkipnStrides);
/* Initialize the output fields to the same defaults as it would normally have */
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
@ -1360,6 +1377,86 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s
checkGLcall("glEnd and previous calls");
}
void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
IDirect3DVertexShaderImpl* vertex_shader = NULL;
int i;
int NumVertexes;
int glPrimType;
int maxAttribs;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("Drawing with hardware vertex shaders\n");
/* Retrieve the VS information */
vertex_shader = VERTEX_SHADER(This->StateBlock->VertexShader);
/* Enable the Vertex Shader */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId);");
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
/* Update the constants */
for (i=0; i<D3D8_VSHADER_MAX_CONSTANTS; i++) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, (GLfloat *)&This->StateBlock->vertexShaderConstant[i]));
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
}
/* Set up the vertex.attr[n] inputs */
IDirect3DDeviceImpl_FillVertexShaderInputArbHW(This, vertex_shader, 0);
/* Ok, Work out which primitive is requested and how many vertexes that
will be */
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
/* Finally do the drawing */
if (idxData != NULL) {
TRACE("glElements(%x, %d, %ld, ...)\n", glPrimType, NumVertexes, minIndex);
#if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
(char *)idxData+(idxSize * startIdx));
#else
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
(char *)idxData+(idxSize * startIdx));
#endif
checkGLcall("glDrawRangeElements");
} else {
/* Note first is now zero as we shuffled along earlier */
TRACE("glDrawArrays(%x, 0, %d)\n", glPrimType, NumVertexes);
glDrawArrays(glPrimType, 0, NumVertexes);
checkGLcall("glDrawArrays");
}
{
GLint errPos;
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
if (errPos != -1)
FIXME("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
}
/* Leave all the attribs disabled */
glGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i=0; i<maxAttribs; i++) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
}
/* Done */
glDisable(GL_VERTEX_PROGRAM_ARB);
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(LPDIRECT3DDEVICE8 iface,
int PrimitiveType, long NumPrimitives,
@ -1378,7 +1475,8 @@ void drawPrimitive(LPDIRECT3DDEVICE8 iface,
BOOL isLightingOn = FALSE;
Direct3DVertexStridedData dataLocations;
ICOM_THIS(IDirect3DDevice8Impl,iface);
int i;
int useHW = FALSE;
/* Work out what the FVF should look like */
rc = initializeFVF(iface, &fvf, &useVertexShaderFunction);
@ -1389,6 +1487,11 @@ void drawPrimitive(LPDIRECT3DDEVICE8 iface,
vertex_shader = VERTEX_SHADER(This->UpdateStateBlock->VertexShader);
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
This->devType != D3DDEVTYPE_REF &&
!This->StateBlock->renderstate[D3DRS_SOFTWAREVERTEXPROCESSING] &&
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
/** init Constants */
if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) {
TRACE_(d3d_shader)("vertex shader initializing constants\n");
@ -1400,10 +1503,18 @@ void drawPrimitive(LPDIRECT3DDEVICE8 iface,
ENTER_GL();
/* Setup transform matrices and sort out */
isLightingOn = primitiveInitState(iface,
fvf & D3DFVF_XYZRHW,
!(fvf & D3DFVF_NORMAL),
useVertexShaderFunction);
if (useHW) {
/* Lighting is not completely bypassed with ATI drivers although it should be. Mesa is ok from this respect...
So make sure lighting is disabled. */
isLightingOn = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
checkGLcall("glDisable(GL_LIGHTING);");
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
} else
isLightingOn = primitiveInitState(iface,
fvf & D3DFVF_XYZRHW,
!(fvf & D3DFVF_NORMAL),
useVertexShaderFunction);
/* Initialize all values to null */
if (useVertexShaderFunction == FALSE) {
@ -1434,15 +1545,33 @@ void drawPrimitive(LPDIRECT3DDEVICE8 iface,
/* Now initialize the materials state */
init_materials(iface, (dataLocations.u.s.diffuse.lpData != NULL));
/* And re-upload any dirty textures */
for (i=0; i<GL_LIMITS(textures); i++) {
if ((This->StateBlock->textures[i] != NULL) &&
(IDirect3DBaseTexture8Impl_IsDirty(This->StateBlock->textures[i])))
{
/* Load up the texture now */
IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8) This->StateBlock->textures[i]);
}
}
/* Now draw the graphics to the screen */
if (useVertexShaderFunction == TRUE) {
/* Ideally, we should have software FV and hardware VS, possibly
depending on the device type? */
/* We will have to use the very, very slow emulation layer */
drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
if (useHW) {
TRACE("Swap HW vertex shader\n");
drawStridedHardwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
idxData, idxSize, minIndex, StartIdx);
} else {
/* We will have to use the very, very slow emulation layer */
TRACE("Swap SW vertex shader\n");
drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
idxData, idxSize, minIndex, StartIdx);
}
} else if ((dataLocations.u.s.pSize.lpData != NULL) ||
(dataLocations.u.s.diffuse.lpData != NULL) ||

View File

@ -2,6 +2,8 @@
* shaders implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -22,6 +24,7 @@
#include <math.h>
#include <stdarg.h>
#include <stdio.h>
#include "windef.h"
#include "winbase.h"
@ -43,7 +46,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
# define TRACE_VSVECTOR(name)
#endif
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
@ -346,36 +348,37 @@ void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
/**
* 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},
{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},
{D3DSIO_EXPP, "EXPP", 2, vshader_expp, 0, 0},
{D3DSIO_LOGP, "LOGP", 2, vshader_logp, 0, 0},
{0, NULL, 0, NULL, 0, 0}
};
@ -393,6 +396,14 @@ inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code)
return NULL;
}
inline static BOOL vshader_is_version_token(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFE0000);
}
inline static BOOL vshader_is_comment_token(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
}
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";
@ -463,18 +474,327 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
}
}
inline static BOOL vshader_is_version_token(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFE0000);
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, "program.env[%lu]", 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);
}
}
}
}
inline static BOOL vshader_is_comment_token(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
}
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_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
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 len = 0;
DWORD i;
char *pgmStr = NULL;
char tmpLine[255];
IDirect3DDevice8Impl* This = vshader->device;
pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
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 */
/* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
int version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F);
int numTemps;
TRACE("vs.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
/* Each release of vertex shaders has had different numbers of temp registers */
switch (version) {
case 10:
case 11: numTemps=12;
strcpy(tmpLine, "!!ARBvp1.0\n");
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
break;
case 20: numTemps=12;
strcpy(tmpLine, "!!ARBvp2.0\n");
FIXME("No work done yet to support vs2.0 in hw\n");
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
break;
case 30: numTemps=32;
strcpy(tmpLine, "!!ARBvp3.0\n");
FIXME("No work done yet to support vs3.0 in hw\n");
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
break;
default:
numTemps=12;
strcpy(tmpLine, "!!ARBvp1.0\n");
FIXME("Unrecognized vertex shader version!\n");
}
strcat(pgmStr,tmpLine);
for (i=0;i<numTemps;i++) {
sprintf(tmpLine, "TEMP T%ld;\n", i);
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
strcat(pgmStr,tmpLine);
}
++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);
/* Build opcode for GL vertex_program */
switch (curOpcode->opcode) {
case D3DSIO_MOV:
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("Cant handle opcode %s in hwShader\n", curOpcode->name);
}
if (curOpcode->num_params > 0) {
vshader_program_add_param(*pToken, 0, tmpLine);
++pToken;
++len;
for (i = 1; i < curOpcode->num_params; ++i) {
TRACE(", ");
strcat(tmpLine, ",");
vshader_program_add_param(*pToken, 1, tmpLine);
++pToken;
++len;
}
}
TRACE("\n");
strcat(tmpLine,";\n");
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
strcat(pgmStr, tmpLine);
}
}
vshader->functionLength = (len + 1) * sizeof(DWORD);
strcpy(tmpLine, "END\n");
TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
strcat(pgmStr, tmpLine);
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
/* Create the hw shader */
GL_EXTCALL(glGenProgramsARB(1, &vshader->prgId));
TRACE("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("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
vshader->prgId = -1;
}
HeapFree(GetProcessHeap(), 0, pgmStr);
}
inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction, int useHW) {
const DWORD* pToken = pFunction;
const SHADER_OPCODE* curOpcode = NULL;
DWORD len = 0;
@ -526,8 +846,12 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
/* copy the function ... because it will certainly be released by application */
/* Generate HW shader in needed */
if (useHW)
IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader, pFunction);
/* 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);
@ -538,7 +862,8 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
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;
@ -550,8 +875,12 @@ HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This
object->usage = Usage;
object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(VSHADERDATA8));
IDirect3DVertexShaderImpl_ParseProgram(object, pFunction);
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
This->devType != D3DDEVTYPE_REF &&
object->usage != D3DUSAGE_SOFTWAREPROCESSING);
IDirect3DVertexShaderImpl_ParseProgram(object, pFunction, useHW);
*ppVertexShader = object;
return D3D_OK;
@ -633,7 +962,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
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_dump_param(*pToken, i);
vshader_program_add_param(*pToken, i, NULL); /* Add function just used for trace error scenario */
TRACE("\n");
++i;
++pToken;

View File

@ -2,6 +2,8 @@
* vertex shaders declaration implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -201,6 +203,7 @@ HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevic
TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
/*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
object->device = This; /* FIXME: AddRef(This) */
object->ref = 1;
@ -376,10 +379,9 @@ HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevic
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
IDirect3DVertexShaderImpl* vshader,
DWORD SkipnStrides) {
HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputSW(IDirect3DDevice8Impl* This,
IDirect3DVertexShaderImpl* vshader,
DWORD SkipnStrides) {
/** parser data */
const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
DWORD stream = 0;
@ -564,6 +566,149 @@ HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* T
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Impl* This,
IDirect3DVertexShaderImpl* vshader,
DWORD SkipnStrides) {
/** parser data */
const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
DWORD stream = 0;
DWORD token;
/*DWORD tokenlen;*/
DWORD tokentype;
/** for input readers */
const char* curPos = NULL;
int skip = 0;
TRACE("(%p) - This:%p, skipstrides=%lu\n", vshader, This, SkipnStrides);
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
IDirect3DVertexBuffer8* pVB;
++pToken;
/**
* how really works streams,
* in DolphinVS dx8 dsk sample use it !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
skip = This->StateBlock->stream_stride[stream];
pVB = This->StateBlock->stream_source[stream];
if (NULL == pVB) {
ERR("using unitialised stream[%lu]\n", stream);
return D3DERR_INVALIDCALL;
} else {
if (This->StateBlock->streamIsUP == TRUE) {
curPos = ((char *) pVB) + (SkipnStrides * skip); /* Not really a VB */
} else {
curPos = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (SkipnStrides * skip);
}
TRACE(" using stream[%lu] with %p (%p + (Stride %d * skip %ld))\n", stream, curPos,
((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory, skip, SkipnStrides);
}
} else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
/** Const decl */
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
++pToken;
for (i = 0; i < count; ++i) {
FIXME("Confirm this is correct handling of consts inside the hw vertex shader\n");
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, constaddress+i, (GLfloat *)pToken));
vshader->data->C[constaddress + i].x = *(float*)pToken;
vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
pToken += 4;
}
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
/** skip datas */
DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
TRACE(" skipping %ld dwords\n", skipCount);
curPos = curPos + skipCount * sizeof(DWORD);
++pToken;
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
++pToken;
TRACE(" type : %ld, reg = %ld\n", type, reg);
switch (type) {
case D3DVSDT_FLOAT1:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 1, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 1, GL_FLOAT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + sizeof(float);
break;
case D3DVSDT_FLOAT2:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 2, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 2, GL_FLOAT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 2*sizeof(float);
break;
case D3DVSDT_FLOAT3:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 3, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 3, GL_FLOAT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 3*sizeof(float);
break;
case D3DVSDT_FLOAT4:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 4, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_FLOAT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(float);
break;
case D3DVSDT_D3DCOLOR:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 4, skip, curPos);
FIXME("D3DVSDT_D3DCOLOR in hw shader - To confirm\n");
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(BYTE);
break;
case D3DVSDT_SHORT2:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 2, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 2, GL_UNSIGNED_SHORT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 2*sizeof(short int);
break;
case D3DVSDT_SHORT4:
TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 1, skip, curPos);
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_SHORT, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(short int);
break;
case D3DVSDT_UBYTE4:
FIXME("D3DVSDT_UBYTE4 in hw shader - To confirm\n");
GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
curPos = curPos + 4*sizeof(BYTE);
break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
}
}
/* here D3DVSD_END() */
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
if (NULL == pData) {
*pSizeOfData = This->declaration8Length;