Commit 6b03dd5c authored by Raphael Junqueira's avatar Raphael Junqueira Committed by Alexandre Julliard

- move input and output data in VertexShader struct

- better traces - specific input data filling function for vertex shaders using vertex shader declaration (and not FVF ... maybe FVF will return for fast path with simples vertex shader declarations) - huge vertex shader fixes: - add and fix many vs (1.0->2.0) used opcodes in complex shaders - improvements to programs parser: parse comments, version, .. - add a vertex shader input filler function (parsing vertex shader declaration): almost complete - comments most of the traces (else flood ...) - add more urls in comments - indent, cleanups
parent be514b90
......@@ -98,10 +98,10 @@ typedef struct SAVEDSTATES {
typedef struct STATEBLOCK {
D3DSTATEBLOCKTYPE blockType;
D3DSTATEBLOCKTYPE blockType;
SAVEDSTATES Changed;
SAVEDSTATES Set;
SAVEDSTATES Changed;
SAVEDSTATES Set;
/* Light Enable */
BOOL lightEnable[MAX_ACTIVE_LIGHTS];
......@@ -150,6 +150,10 @@ typedef struct STATEBLOCK {
/* TODO: Vertex Shader Constant */
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
} STATEBLOCK;
typedef struct D3DSHADERVECTOR {
......@@ -176,6 +180,20 @@ typedef struct SHADERDATA8 {
UINT codeLength;
} SHADERDATA8;
/** temporary here waiting for buffer code */
typedef struct VSHADERINPUTDATA8 {
D3DSHADERVECTOR V[16];
} VSHADERINPUTDATA8;
/** temporary here waiting for buffer code */
typedef struct VSHADEROUTPUTDATA8 {
D3DSHADERVECTOR oPos;
D3DSHADERVECTOR oD[2];
D3DSHADERVECTOR oT[4];
D3DSHADERVECTOR oFog;
D3DSHADERVECTOR oPts;
} VSHADEROUTPUTDATA8;
typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
DWORD* decl;
DWORD* function;
......@@ -186,6 +204,8 @@ typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
DWORD version;
/* run time datas */
SHADERDATA8* data;
VSHADERINPUTDATA8 input;
VSHADEROUTPUTDATA8 output;
} VERTEXSHADER8;
typedef struct PIXELSHADER8 { /* TODO: Pixel Shader */
......@@ -196,20 +216,6 @@ typedef struct PIXELSHADER8 { /* TODO: Pixel Shader */
SHADERDATA8* data;
} PIXELSHADER8;
/** temporary here waiting for buffer code */
typedef struct VSHADERINPUTDATA8 {
D3DSHADERVECTOR V[16];
} VSHADERINPUTDATA8;
/** temporary here waiting for buffer code */
typedef struct VSHADEROUTPUTDATA8 {
D3DSHADERVECTOR oPos;
D3DSHADERVECTOR oD[2];
D3DSHADERVECTOR oT[4];
D3DSHADERVECTOR oFog;
D3DSHADERVECTOR oPts;
} VSHADEROUTPUTDATA8;
/*
* External prototypes
*/
......@@ -229,6 +235,29 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface);
} \
}
#define checkGLSupport(ExtName) FALSE/*(TRUE == This->direct3d8->glInfo.supported[ExtName])*/
#define GLExtCall(FuncName) /*(This->direct3d8->glInfo.FuncName)*/
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOCOLORVALUE(dw, col) \
(col).r = D3DCOLOR_R(dw); \
(col).g = D3DCOLOR_G(dw); \
(col).b = D3DCOLOR_B(dw); \
(col).a = D3DCOLOR_A(dw);
#define D3DCOLORTOVECTOR4(dw, vec) \
(vec).x = D3DCOLOR_R(dw); \
(vec).y = D3DCOLOR_G(dw); \
(vec).z = D3DCOLOR_B(dw); \
(vec).w = D3DCOLOR_A(dw);
/* ===========================================================================
The interfactes themselves
=========================================================================== */
......@@ -929,5 +958,6 @@ extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3D
DWORD vshader_decl_parse(VERTEXSHADER8* vshader);
DWORD vshader_program_parse(VERTEXSHADER8* vshader);
BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output);
VOID vshader_fill_input(VERTEXSHADER8* vshader, IDirect3DDevice8Impl* device, const void* vertexFirstStream, DWORD StartVertexIndex, DWORD idxDecal);
#endif /* __WINE_D3DX8_PRIVATE_H */
......@@ -106,7 +106,6 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
int NumVertexes = NumPrimitives;
VERTEXSHADER8* vertex_shader = NULL;
VSHADERINPUTDATA8 vertex_shader_input;
BOOL useVertexShaderFunction = FALSE;
ICOM_THIS(IDirect3DDevice8Impl,iface);
......@@ -127,7 +126,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
}
fvf = (D3DFORMAT) vertex_shader->fvf;
TRACE("vertex shader declared FVF: %lx\n", vertex_shader->fvf);
memset(&vertex_shader_input, 0, sizeof(VSHADERINPUTDATA8));
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
}
{
......@@ -302,22 +301,11 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
curPos = curPos + sizeof(float);
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_POSITION].x = x;
vertex_shader_input.V[D3DVSDE_POSITION].y = y;
vertex_shader_input.V[D3DVSDE_POSITION].z = z;
vertex_shader_input.V[D3DVSDE_POSITION].w = 1.0f;
}
/* RHW follows, only if transformed */
if (isRHW) {
rhw = *(float *)curPos;
curPos = curPos + sizeof(float);
VTRACE(("rhw=%f\n", rhw));
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_POSITION].w = rhw;
}
}
/* Blending data */
......@@ -335,20 +323,6 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
skippedBlendLastUByte4 = *(DWORD*)curPos;
curPos = curPos + sizeof(DWORD);
}
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].x = skippedBlend.x;
vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].y = skippedBlend.y;
vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].z = skippedBlend.z;
vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].w = skippedBlend.w;
if (isLastUByte4) {
vertex_shader_input.V[D3DVSDE_BLENDINDICES].x = (float) skippedBlendLastUByte4;
vertex_shader_input.V[D3DVSDE_BLENDINDICES].y = (float) skippedBlendLastUByte4;
vertex_shader_input.V[D3DVSDE_BLENDINDICES].z = (float) skippedBlendLastUByte4;
vertex_shader_input.V[D3DVSDE_BLENDINDICES].w = (float) skippedBlendLastUByte4;
}
}
}
/* Vertex Normal Data (untransformed only) */
......@@ -360,52 +334,24 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
nz = *(float *)curPos;
curPos = curPos + sizeof(float);
VTRACE(("nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_NORMAL].x = nx;
vertex_shader_input.V[D3DVSDE_NORMAL].y = ny;
vertex_shader_input.V[D3DVSDE_NORMAL].z = nz;
vertex_shader_input.V[D3DVSDE_NORMAL].w = 1.0f;
}
}
if (isPtSize) {
ptSize = *(float *)curPos;
VTRACE(("ptSize=%f\n", ptSize));
curPos = curPos + sizeof(float);
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_PSIZE].x = ptSize;
vertex_shader_input.V[D3DVSDE_PSIZE].y = 0.0f;
vertex_shader_input.V[D3DVSDE_PSIZE].z = 0.0f;
vertex_shader_input.V[D3DVSDE_PSIZE].w = 1.0f;
}
}
if (isDiffuse) {
diffuseColor = *(DWORD *)curPos;
VTRACE(("diffuseColor=%lx\n", diffuseColor));
curPos = curPos + sizeof(DWORD);
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_DIFFUSE].x = (float) (((diffuseColor >> 16) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_DIFFUSE].y = (float) (((diffuseColor >> 8) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_DIFFUSE].z = (float) (((diffuseColor >> 0) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_DIFFUSE].w = (float) (((diffuseColor >> 24) & 0xFF) / 255.0f);
}
}
if (isSpecular) {
specularColor = *(DWORD *)curPos;
VTRACE(("specularColor=%lx\n", specularColor));
curPos = curPos + sizeof(DWORD);
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_SPECULAR].x = (float) (((specularColor >> 16) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_SPECULAR].y = (float) (((specularColor >> 8) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_SPECULAR].z = (float) (((specularColor >> 0) & 0xFF) / 255.0f);
vertex_shader_input.V[D3DVSDE_SPECULAR].w = (float) (((specularColor >> 24) & 0xFF) / 255.0f);
}
}
/* ToDo: Texture coords */
......@@ -432,10 +378,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s,t));
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].x = s;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].y = t;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].z = 0.0f;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].w = 1.0f;
/* Nothing to do */
} else {
if (This->isMultiTexture) {
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
......@@ -455,10 +398,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r));
if (TRUE == useVertexShaderFunction) {
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].x = s;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].y = t;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].z = r;
vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].w = 1.0f;
/* Nothing to do */
} else {
if (This->isMultiTexture) {
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
......@@ -481,38 +421,53 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
/** if vertex shader program specified ... using it */
if (TRUE == useVertexShaderFunction) {
VSHADEROUTPUTDATA8 vs_o;
memset(&vs_o, 0, sizeof(VSHADEROUTPUTDATA8));
vshader_program_execute_SW(vertex_shader, &vertex_shader_input, &vs_o);
/**
* this code must become the really
* vs input params init
*
* because its possible to use input registers for anything
* and some samples use registers for other things than they are
* declared
*/
/**
* no really valid declaration, user defined input register use
* so fill input registers as described in vertex shader declaration
*/
vshader_fill_input(vertex_shader, This, vertexBufData, StartVertexIndex,
(!isIndexed) ? (vx_index * skip) :
(idxBytes == 2) ? ((pIdxBufS[StartIdx + vx_index]) * skip) :
((pIdxBufL[StartIdx + vx_index]) * skip));
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
vshader_program_execute_SW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
/*
TRACE_VECTOR(vs_o.oPos);
TRACE_VECTOR(vs_o.oD[0]);
TRACE_VECTOR(vs_o.oT[0]);
TRACE_VECTOR(vs_o.oT[1]);
TRACE_VECTOR(vertex_shader->output.oPos);
TRACE_VECTOR(vertex_shader->output.oD[0]);
TRACE_VECTOR(vertex_shader->output.oD[1]);
TRACE_VECTOR(vertex_shader->output.oT[0]);
TRACE_VECTOR(vertex_shader->output.oT[1]);
*/
x = vs_o.oPos.x;
y = vs_o.oPos.y;
z = vs_o.oPos.z;
if (1.0f != vs_o.oPos.w || isRHW) {
rhw = vs_o.oPos.w;
}
/*TRACE_VECTOR(vs_o.oPos);*/
if (isDiffuse) {
/*diffuseColor = D3DCOLOR_COLORVALUE(vs_o.oD[0].x, vs_o.oD[0].y, vs_o.oD[0].z, vs_o.oD[0].w);*/
/*TRACE_VECTOR(vs_o.oD[0]);*/
/*glColor4f(vs_o.oD[0].x, vs_o.oD[0].y, vs_o.oD[0].z, vs_o.oD[0].w); */
glMaterialfv(GL_FRONT, GL_DIFFUSE, (float*) &vs_o.oD[0]);
checkGLcall("glMaterialfv");
}
if (isSpecular) {
/*specularColor = D3DCOLOR_COLORVALUE(vs_o.oD[1].x, vs_o.oD[1].y, vs_o.oD[1].z, vs_o.oD[1].w);*/
/*TRACE_VECTOR(vs_o.oD[1]);*/
glMaterialfv(GL_FRONT, GL_SPECULAR, (float*) &vs_o.oD[1]);
checkGLcall("glMaterialfv");
}
/** reupdate textures coords binding using vs_o.oT[0->3] */
for (textureNo = 0; textureNo < 4/*min(numTextures, 4)*/; ++textureNo) {
x = vertex_shader->output.oPos.x;
y = vertex_shader->output.oPos.y;
z = vertex_shader->output.oPos.z;
if (1.0f != vertex_shader->output.oPos.w || isRHW) {
rhw = vertex_shader->output.oPos.w;
}
/*diffuseColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[0]);*/
glColor4fv((float*) &vertex_shader->output.oD[0]);
/* Requires secondary color extensions to compile... */
if (checkGLSupport(EXT_SECONDARY_COLOR)) {
/*specularColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[1]);*/
GLExtCall(glSecondaryColor3fvEXT)((float*) &vertex_shader->output.oD[1]);
/*checkGLcall("glSecondaryColor3fvEXT");*/
}
/** reupdate textures coords binding using vertex_shader->output.oT[0->3] */
for (textureNo = 0; textureNo < 4; ++textureNo) {
float s, t, r, q;
if (!(This->isMultiTexture) && textureNo > 0) {
......@@ -523,31 +478,31 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
if (This->StateBlock.textures[textureNo] != NULL) {
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock.textures[textureNo])) {
case D3DRTYPE_TEXTURE:
/*TRACE_VECTOR(vs_o.oT[textureNo]);*/
s = vs_o.oT[textureNo].x;
t = vs_o.oT[textureNo].y;
VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s,t));
/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
s = vertex_shader->output.oT[textureNo].x;
t = vertex_shader->output.oT[textureNo].y;
VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s, t));
if (This->isMultiTexture) {
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
checkGLcall("glMultiTexCoord2fARB");
/*checkGLcall("glMultiTexCoord2fARB");*/
} else {
glTexCoord2f(s, t);
checkGLcall("gTexCoord2f");
/*checkGLcall("gTexCoord2f");*/
}
break;
case D3DRTYPE_VOLUMETEXTURE:
/*TRACE_VECTOR(vs_o.oT[textureNo]);*/
s = vs_o.oT[textureNo].x;
t = vs_o.oT[textureNo].y;
r = vs_o.oT[textureNo].z;
VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r));
/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
s = vertex_shader->output.oT[textureNo].x;
t = vertex_shader->output.oT[textureNo].y;
r = vertex_shader->output.oT[textureNo].z;
VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s, t, r));
if (This->isMultiTexture) {
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
checkGLcall("glMultiTexCoord2fARB");
/*checkGLcall("glMultiTexCoord2fARB");*/
} else {
glTexCoord3f(s, t, r);
checkGLcall("gTexCoord3f");
/*checkGLcall("gTexCoord3f");*/
}
break;
......@@ -562,11 +517,11 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
if (1.0f == rhw || rhw < 0.01f) {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
glVertex3f(x, y, z);
checkGLcall("glVertex3f");
/*checkGLcall("glVertex3f");*/
} else {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw);
checkGLcall("glVertex4f");
/*checkGLcall("glVertex4f");*/
}
} else {
/**
......
......@@ -54,6 +54,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
*
* 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)();
......@@ -137,10 +143,14 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = floorf(s0->w);
d->x = powf(2.0f, tmp_f);
d->y = s0->w - tmp_f;
d->z = powf(2.0f, s0->w);
d->w = 1.0f;
DWORD tmp_d = 0;
tmp_f = powf(2.0f, s0->w);
tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
d->x = powf(2.0f, tmp_f);
d->y = s0->w - tmp_f;
d->z = *((float*) &tmp_d);
d->w = 1.0f;
/*
DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
......@@ -245,27 +255,123 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
}
/**
* Version 1.1 specific
*/
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = powf(2.0f, s0->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;
}
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;
}
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;
}
void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
FIXME("check\n");
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;
}
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
d->y = mat[2][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;
}
void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
d->w = 1.0f;
}
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
*/
static CONST SHADER_OPCODE vshader_ins [] = {
{D3DSIO_NOP, "nop", 0, vshader_nop},
{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_MAD, "mad", 4, vshader_mad},
{D3DSIO_MUL, "mul", 3, vshader_mul},
{D3DSIO_RCP, "rcp", 2, vshader_rcp},
{D3DSIO_MAD, "mad", 4, vshader_mad},
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
{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_MIN, "min", 3, vshader_min},
{D3DSIO_MAX, "max", 3, vshader_max},
{D3DSIO_SLT, "slt", 3, vshader_slt},
{D3DSIO_SGE, "sge", 3, vshader_sge},
{D3DSIO_EXP, "exp", 2, vshader_exp},
{D3DSIO_LOG, "log", 2, vshader_log},
{D3DSIO_LIT, "lit", 2, vshader_lit},
{D3DSIO_DST, "dst", 3, vshader_dst},
{D3DSIO_LRP, "lrp", 5, vshader_lrp},
{D3DSIO_FRC, "frc", 2, vshader_frc},
{D3DSIO_M4x4, "m4x4", 3, vshader_m4x4},
{D3DSIO_M4x3, "m4x3", 3, vshader_m4x3},
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
/** FIXME: use direct acces so add the others opcodes as stubs */
{D3DSIO_EXPP, "expp", 2, vshader_expp},
{D3DSIO_LOGP, "logp", 2, vshader_logp},
{D3DSIO_NOP, "nop", 0, vshader_nop},
{0, NULL, 0, NULL}
};
......@@ -352,6 +458,14 @@ 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 BOOL vshader_is_comment_token(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
}
/**
* Function parser ...
*/
......@@ -363,13 +477,27 @@ DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
if (vshader_is_version_token(*pToken)) { /** version */
DPRINTF("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;
/*DPRINTF("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) {
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
DPRINTF("unrecognized opcode: %08lx\n", *pToken);
++pToken;
++len;
}
......@@ -426,7 +554,9 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
D3DSHADERVECTOR* p_send[4];
DWORD i;
/** init temporary register */
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
/* vshader_program_parse(vshader); */
/*
TRACE_VECTOR(vshader->data->C[0]);
......@@ -449,13 +579,29 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
/* 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 ;
}
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
i = 0;
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", pToken - vshader->function, *pToken);
if (i == 0) {
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
}
DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
vshader_program_dump_param(*pToken, i);
DPRINTF("\n");
++i;
++pToken;
}
/*return FALSE;*/
......@@ -561,6 +707,9 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
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);
}
......@@ -678,6 +827,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
const DWORD* pToken = vshader->decl;
DWORD fvf = 0;
DWORD len = 0;
DWORD stream = 0;
DWORD token;
DWORD tokenlen;
DWORD tokentype;
......@@ -686,12 +836,19 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokenlen = vshader_decl_parse_token(pToken);
tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
/**
* how really works streams,
* in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
switch (reg) {
case D3DVSDE_POSITION:
......@@ -699,7 +856,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -710,7 +867,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
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);
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -718,7 +875,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
switch (type) {
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -726,7 +883,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -734,7 +891,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -742,7 +899,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -750,7 +907,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %lu\n", type);
ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
......@@ -787,18 +944,210 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
return len * sizeof(DWORD);
}
void vshader_fill_input(VERTEXSHADER8* vshader,
IDirect3DDevice8Impl* device,
const void* vertexFirstStream,
DWORD StartVertexIndex,
DWORD idxDecal) {
/** parser data */
const DWORD* pToken = vshader->decl;
DWORD stream = 0;
DWORD token;
/*DWORD tokenlen;*/
DWORD tokentype;
/** for input readers */
const void* curPos = NULL;
FLOAT x, y, z, w;
SHORT u, v, r, t;
DWORD dw;
/*TRACE("(%p) - device:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, device, vertexFirstStream, StartVertexIndex, idxDecal);*/
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;
const void* startVtx = NULL;
int skip = 0;
++pToken;
/**
* how really works streams,
* in DolphinVS dx8 dsk sample use it !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
if (0 == stream) {
skip = device->StateBlock.stream_stride[0];
startVtx = vertexFirstStream + (StartVertexIndex * skip);
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
} else {
skip = device->StateBlock.stream_stride[stream];
pVB = device->StateBlock.stream_source[stream];
if (NULL == pVB) {
ERR("using unitialised stream[%lu]\n", stream);
return ;
} else {
startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
/** do we need to decal if we use idxBuffer */
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
}
}
} 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) {
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);
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;
switch (type) {
case D3DVSDT_FLOAT1:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = 0.0f;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT2:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT3:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT4:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
w = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = w;
break;
case D3DVSDT_D3DCOLOR:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
break;
case D3DVSDT_SHORT2:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_SHORT4:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
r = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
t = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = (float) r;
vshader->input.V[reg].w = (float) t;
break;
case D3DVSDT_UBYTE4:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
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() */
}
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*/
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p\n", what);
FIXME("(void): stub: %p %p\n", what, toto);
return TRUE;
}
/***********************************************************************
* ValidatePixelShader (D3D8.@)
*/
BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
BOOL WINAPI ValidatePixelShader(LPVOID what) {
FIXME("(void): stub: %p\n", what);
return TRUE;
}
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