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wine
wine-cw
Commits
80cbb931
Commit
80cbb931
authored
Aug 17, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Aug 17, 2005
Browse files
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Browse Files
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Plain Diff
Tidy up vertex shaders and bring the current code inline with the rest
of wined3d.
parent
69cf6a28
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
395 additions
and
358 deletions
+395
-358
vertexshader.c
dlls/wined3d/vertexshader.c
+348
-351
wined3d_private.h
dlls/wined3d/wined3d_private.h
+6
-4
wined3d_types.h
include/wine/wined3d_types.h
+41
-3
No files found.
dlls/wined3d/vertexshader.c
View file @
80cbb931
...
@@ -2,7 +2,8 @@
...
@@ -2,7 +2,8 @@
* shaders implementation
* shaders implementation
*
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
*
* This library is free software; you can redistribute it and/or
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* modify it under the terms of the GNU Lesser General Public
...
@@ -37,7 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
...
@@ -37,7 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
# define TRACE_VSVECTOR(name)
# define TRACE_VSVECTOR(name)
#endif
#endif
#if
0
/* FIXME : Needs sorting when vshader code moved in properly */
#if
1
/* FIXME : Needs sorting when vshader code moved in properly */
/**
/**
* DirectX9 SDK download
* DirectX9 SDK download
...
@@ -86,7 +87,7 @@ typedef struct SHADER_OPCODE {
...
@@ -86,7 +87,7 @@ typedef struct SHADER_OPCODE {
* vshader functions software VM
* vshader functions software VM
*/
*/
void vshader_add(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_add
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
s0
->
x
+
s1
->
x
;
d
->
x
=
s0
->
x
+
s1
->
x
;
d
->
y
=
s0
->
y
+
s1
->
y
;
d
->
y
=
s0
->
y
+
s1
->
y
;
d
->
z
=
s0
->
z
+
s1
->
z
;
d
->
z
=
s0
->
z
+
s1
->
z
;
...
@@ -95,19 +96,19 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -95,19 +96,19 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_dp3(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_dp3
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
s0
->
x
*
s1
->
x
+
s0
->
y
*
s1
->
y
+
s0
->
z
*
s1
->
z
;
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
s0
->
x
*
s1
->
x
+
s0
->
y
*
s1
->
y
+
s0
->
z
*
s1
->
z
;
VSTRACE
((
"executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_dp4(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_dp4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
s0
->
x
*
s1
->
x
+
s0
->
y
*
s1
->
y
+
s0
->
z
*
s1
->
z
+
s0
->
w
*
s1
->
w
;
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
s0
->
x
*
s1
->
x
+
s0
->
y
*
s1
->
y
+
s0
->
z
*
s1
->
z
+
s0
->
w
*
s1
->
w
;
VSTRACE
((
"executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_dst(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_dst
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
1
.
0
f
;
d
->
x
=
1
.
0
f
;
d
->
y
=
s0
->
y
*
s1
->
y
;
d
->
y
=
s0
->
y
*
s1
->
y
;
d
->
z
=
s0
->
z
;
d
->
z
=
s0
->
z
;
...
@@ -116,7 +117,7 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -116,7 +117,7 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_expp(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_expp
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
union
{
union
{
float
f
;
float
f
;
DWORD
d
;
DWORD
d
;
...
@@ -133,7 +134,7 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
...
@@ -133,7 +134,7 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_lit(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_lit
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
d
->
x
=
1
.
0
f
;
d
->
x
=
1
.
0
f
;
d
->
y
=
(
0
.
0
f
<
s0
->
x
)
?
s0
->
x
:
0
.
0
f
;
d
->
y
=
(
0
.
0
f
<
s0
->
x
)
?
s0
->
x
:
0
.
0
f
;
d
->
z
=
(
0
.
0
f
<
s0
->
x
&&
0
.
0
f
<
s0
->
y
)
?
powf
(
s0
->
y
,
s0
->
w
)
:
0
.
0
f
;
d
->
z
=
(
0
.
0
f
<
s0
->
x
&&
0
.
0
f
<
s0
->
y
)
?
powf
(
s0
->
y
,
s0
->
w
)
:
0
.
0
f
;
...
@@ -142,14 +143,14 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
...
@@ -142,14 +143,14 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_logp(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_logp
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
float
tmp_f
=
fabsf
(
s0
->
w
);
float
tmp_f
=
fabsf
(
s0
->
w
);
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
!=
tmp_f
)
?
logf
(
tmp_f
)
/
logf
(
2
.
0
f
)
:
-
HUGE_VAL
;
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
!=
tmp_f
)
?
logf
(
tmp_f
)
/
logf
(
2
.
0
f
)
:
-
HUGE_VAL
;
VSTRACE
((
"executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_mad(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1,
D3DSHADERVECTOR* s2) {
void
vshader_mad
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINE
D3DSHADERVECTOR
*
s2
)
{
d
->
x
=
s0
->
x
*
s1
->
x
+
s2
->
x
;
d
->
x
=
s0
->
x
*
s1
->
x
+
s2
->
x
;
d
->
y
=
s0
->
y
*
s1
->
y
+
s2
->
y
;
d
->
y
=
s0
->
y
*
s1
->
y
+
s2
->
y
;
d
->
z
=
s0
->
z
*
s1
->
z
+
s2
->
z
;
d
->
z
=
s0
->
z
*
s1
->
z
+
s2
->
z
;
...
@@ -158,7 +159,7 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
...
@@ -158,7 +159,7 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
s2
->
x
,
s2
->
y
,
s2
->
z
,
s2
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
s2
->
x
,
s2
->
y
,
s2
->
z
,
s2
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_max(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_max
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
(
s0
->
x
>=
s1
->
x
)
?
s0
->
x
:
s1
->
x
;
d
->
x
=
(
s0
->
x
>=
s1
->
x
)
?
s0
->
x
:
s1
->
x
;
d
->
y
=
(
s0
->
y
>=
s1
->
y
)
?
s0
->
y
:
s1
->
y
;
d
->
y
=
(
s0
->
y
>=
s1
->
y
)
?
s0
->
y
:
s1
->
y
;
d
->
z
=
(
s0
->
z
>=
s1
->
z
)
?
s0
->
z
:
s1
->
z
;
d
->
z
=
(
s0
->
z
>=
s1
->
z
)
?
s0
->
z
:
s1
->
z
;
...
@@ -167,7 +168,7 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -167,7 +168,7 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_min(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_min
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
(
s0
->
x
<
s1
->
x
)
?
s0
->
x
:
s1
->
x
;
d
->
x
=
(
s0
->
x
<
s1
->
x
)
?
s0
->
x
:
s1
->
x
;
d
->
y
=
(
s0
->
y
<
s1
->
y
)
?
s0
->
y
:
s1
->
y
;
d
->
y
=
(
s0
->
y
<
s1
->
y
)
?
s0
->
y
:
s1
->
y
;
d
->
z
=
(
s0
->
z
<
s1
->
z
)
?
s0
->
z
:
s1
->
z
;
d
->
z
=
(
s0
->
z
<
s1
->
z
)
?
s0
->
z
:
s1
->
z
;
...
@@ -176,7 +177,7 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -176,7 +177,7 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_mov(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_mov
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
d
->
x
=
s0
->
x
;
d
->
x
=
s0
->
x
;
d
->
y
=
s0
->
y
;
d
->
y
=
s0
->
y
;
d
->
z
=
s0
->
z
;
d
->
z
=
s0
->
z
;
...
@@ -185,7 +186,7 @@ void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
...
@@ -185,7 +186,7 @@ void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_mul(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_mul
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
s0
->
x
*
s1
->
x
;
d
->
x
=
s0
->
x
*
s1
->
x
;
d
->
y
=
s0
->
y
*
s1
->
y
;
d
->
y
=
s0
->
y
*
s1
->
y
;
d
->
z
=
s0
->
z
*
s1
->
z
;
d
->
z
=
s0
->
z
*
s1
->
z
;
...
@@ -198,20 +199,20 @@ void vshader_nop(void) {
...
@@ -198,20 +199,20 @@ void vshader_nop(void) {
/* NOPPPP ahhh too easy ;) */
/* NOPPPP ahhh too easy ;) */
}
}
void vshader_rcp(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_rcp
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
==
s0
->
w
)
?
HUGE_VAL
:
1
.
0
f
/
s0
->
w
;
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
==
s0
->
w
)
?
HUGE_VAL
:
1
.
0
f
/
s0
->
w
;
VSTRACE
((
"executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_rsq(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_rsq
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
float
tmp_f
=
fabsf
(
s0
->
w
);
float
tmp_f
=
fabsf
(
s0
->
w
);
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
==
tmp_f
)
?
HUGE_VAL
:
((
1
.
0
f
!=
tmp_f
)
?
1
.
0
f
/
sqrtf
(
tmp_f
)
:
1
.
0
f
);
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
==
tmp_f
)
?
HUGE_VAL
:
((
1
.
0
f
!=
tmp_f
)
?
1
.
0
f
/
sqrtf
(
tmp_f
)
:
1
.
0
f
);
VSTRACE
((
"executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_sge(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_sge
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
(
s0
->
x
>=
s1
->
x
)
?
1
.
0
f
:
0
.
0
f
;
d
->
x
=
(
s0
->
x
>=
s1
->
x
)
?
1
.
0
f
:
0
.
0
f
;
d
->
y
=
(
s0
->
y
>=
s1
->
y
)
?
1
.
0
f
:
0
.
0
f
;
d
->
y
=
(
s0
->
y
>=
s1
->
y
)
?
1
.
0
f
:
0
.
0
f
;
d
->
z
=
(
s0
->
z
>=
s1
->
z
)
?
1
.
0
f
:
0
.
0
f
;
d
->
z
=
(
s0
->
z
>=
s1
->
z
)
?
1
.
0
f
:
0
.
0
f
;
...
@@ -220,7 +221,7 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -220,7 +221,7 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_slt(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_slt
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
(
s0
->
x
<
s1
->
x
)
?
1
.
0
f
:
0
.
0
f
;
d
->
x
=
(
s0
->
x
<
s1
->
x
)
?
1
.
0
f
:
0
.
0
f
;
d
->
y
=
(
s0
->
y
<
s1
->
y
)
?
1
.
0
f
:
0
.
0
f
;
d
->
y
=
(
s0
->
y
<
s1
->
y
)
?
1
.
0
f
:
0
.
0
f
;
d
->
z
=
(
s0
->
z
<
s1
->
z
)
?
1
.
0
f
:
0
.
0
f
;
d
->
z
=
(
s0
->
z
<
s1
->
z
)
?
1
.
0
f
:
0
.
0
f
;
...
@@ -229,7 +230,7 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -229,7 +230,7 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
s1
->
x
,
s1
->
y
,
s1
->
z
,
s1
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_sub(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0,
D3DSHADERVECTOR* s1) {
void
vshader_sub
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINE
D3DSHADERVECTOR
*
s1
)
{
d
->
x
=
s0
->
x
-
s1
->
x
;
d
->
x
=
s0
->
x
-
s1
->
x
;
d
->
y
=
s0
->
y
-
s1
->
y
;
d
->
y
=
s0
->
y
-
s1
->
y
;
d
->
z
=
s0
->
z
-
s1
->
z
;
d
->
z
=
s0
->
z
-
s1
->
z
;
...
@@ -242,20 +243,20 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
...
@@ -242,20 +243,20 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
* Version 1.1 specific
* Version 1.1 specific
*/
*/
void vshader_exp(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_exp
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
powf
(
2
.
0
f
,
s0
->
w
);
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
powf
(
2
.
0
f
,
s0
->
w
);
VSTRACE
((
"executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_log(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_log
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
float
tmp_f
=
fabsf
(
s0
->
w
);
float
tmp_f
=
fabsf
(
s0
->
w
);
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
!=
tmp_f
)
?
logf
(
tmp_f
)
/
logf
(
2
.
0
f
)
:
-
HUGE_VAL
;
d
->
x
=
d
->
y
=
d
->
z
=
d
->
w
=
(
0
.
0
f
!=
tmp_f
)
?
logf
(
tmp_f
)
/
logf
(
2
.
0
f
)
:
-
HUGE_VAL
;
VSTRACE
((
"executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
VSTRACE
((
"executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)
\n
"
,
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
s0
->
x
,
s0
->
y
,
s0
->
z
,
s0
->
w
,
d
->
x
,
d
->
y
,
d
->
z
,
d
->
w
));
}
}
void vshader_frc(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0) {
void
vshader_frc
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
)
{
d
->
x
=
s0
->
x
-
floorf
(
s0
->
x
);
d
->
x
=
s0
->
x
-
floorf
(
s0
->
x
);
d
->
y
=
s0
->
y
-
floorf
(
s0
->
y
);
d
->
y
=
s0
->
y
-
floorf
(
s0
->
y
);
d
->
z
=
0
.
0
f
;
d
->
z
=
0
.
0
f
;
...
@@ -270,12 +271,12 @@ typedef FLOAT D3DMATRIX34[4][4];
...
@@ -270,12 +271,12 @@ typedef FLOAT D3DMATRIX34[4][4];
typedef
FLOAT
D3DMATRIX33
[
4
][
3
];
typedef
FLOAT
D3DMATRIX33
[
4
][
3
];
typedef
FLOAT
D3DMATRIX32
[
4
][
2
];
typedef
FLOAT
D3DMATRIX32
[
4
][
2
];
void vshader_m4x4(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*
D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
void
vshader_m4x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
/*WINE
D3DSHADERVECTOR* mat1*/
D3DMATRIX44
mat
)
{
/*
/*
* Bu
GGY
CODE: here only if cast not work for copy/paste
* Bu
ggy
CODE: here only if cast not work for copy/paste
D3DSHADERVECTOR* mat2 = mat1 + 1;
WINE
D3DSHADERVECTOR* mat2 = mat1 + 1;
D3DSHADERVECTOR* mat3 = mat1 + 2;
WINE
D3DSHADERVECTOR* mat3 = mat1 + 2;
D3DSHADERVECTOR* mat4 = mat1 + 3;
WINE
D3DSHADERVECTOR* mat4 = mat1 + 3;
d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
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->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->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
...
@@ -291,7 +292,7 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
...
@@ -291,7 +292,7 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
VSTRACE
((
"executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
mat
[
3
][
3
],
s0
->
w
,
d
->
w
));
VSTRACE
((
"executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
mat
[
3
][
3
],
s0
->
w
,
d
->
w
));
}
}
void vshader_m4x3(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
void
vshader_m4x3
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
,
D3DMATRIX43
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
+
mat
[
0
][
3
]
*
s0
->
w
;
d
->
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
->
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
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
+
mat
[
2
][
3
]
*
s0
->
w
;
...
@@ -302,7 +303,7 @@ void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
...
@@ -302,7 +303,7 @@ void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
VSTRACE
((
"executing m4x3(4): (%f) (%f)
\n
"
,
s0
->
w
,
d
->
w
));
VSTRACE
((
"executing m4x3(4): (%f) (%f)
\n
"
,
s0
->
w
,
d
->
w
));
}
}
void vshader_m3x4(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
void
vshader_m3x4
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
,
D3DMATRIX34
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
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
->
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
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
;
...
@@ -313,7 +314,7 @@ void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
...
@@ -313,7 +314,7 @@ void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
VSTRACE
((
"executing m3x4(4): mat=(%f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
s0
->
w
,
d
->
w
));
VSTRACE
((
"executing m3x4(4): mat=(%f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
s0
->
w
,
d
->
w
));
}
}
void vshader_m3x3(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
void
vshader_m3x3
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
,
D3DMATRIX33
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
;
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
->
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
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
;
...
@@ -324,7 +325,7 @@ void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
...
@@ -324,7 +325,7 @@ void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
VSTRACE
((
"executing m3x3(4): (%f)
\n
"
,
d
->
w
));
VSTRACE
((
"executing m3x3(4): (%f)
\n
"
,
d
->
w
));
}
}
void vshader_m3x2(
D3DSHADERVECTOR* d,
D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
void
vshader_m3x2
(
WINED3DSHADERVECTOR
*
d
,
WINE
D3DSHADERVECTOR
*
s0
,
D3DMATRIX32
mat
)
{
FIXME
(
"check
\n
"
);
FIXME
(
"check
\n
"
);
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
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
->
y
=
mat
[
1
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
;
...
@@ -335,7 +336,7 @@ void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
...
@@ -335,7 +336,7 @@ void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
/**
/**
* Version 2.0 specific
* Version 2.0 specific
*/
*/
void vshader_lrp(
D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2,
D3DSHADERVECTOR* s3) {
void
vshader_lrp
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINED3DSHADERVECTOR
*
s2
,
WINE
D3DSHADERVECTOR
*
s3
)
{
d
->
x
=
s0
->
x
*
(
s1
->
x
-
s2
->
x
)
+
s2
->
x
;
d
->
x
=
s0
->
x
*
(
s1
->
x
-
s2
->
x
)
+
s2
->
x
;
d
->
y
=
s0
->
y
*
(
s1
->
y
-
s2
->
y
)
+
s2
->
y
;
d
->
y
=
s0
->
y
*
(
s1
->
y
-
s2
->
y
)
+
s2
->
y
;
d
->
z
=
s0
->
z
*
(
s1
->
z
-
s2
->
z
)
+
s2
->
z
;
d
->
z
=
s0
->
z
*
(
s1
->
z
-
s2
->
z
)
+
s2
->
z
;
...
@@ -472,70 +473,71 @@ inline static BOOL vshader_is_comment_token(DWORD token) {
...
@@ -472,70 +473,71 @@ inline static BOOL vshader_is_comment_token(DWORD token) {
/**
/**
* Function parser ...
* Function parser ...
*/
*/
HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_ParseProgram
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
const DWORD* pToken = pFunction;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
const SHADER_OPCODE* curOpcode = NULL;
const
DWORD
*
pToken
=
pFunction
;
DWORD len = 0;
const
SHADER_OPCODE
*
curOpcode
=
NULL
;
DWORD i;
DWORD
len
=
0
;
DWORD
i
;
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
if
(
NULL
!=
pToken
)
{
if (vshader_is_version_token(*pToken)) { /** version */
while
(
D3DVS_END
()
!=
*
pToken
)
{
TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
if
(
vshader_is_version_token
(
*
pToken
))
{
/** version */
++pToken;
TRACE
(
"vs.%lu.%lu
\n
"
,
(
*
pToken
>>
8
)
&
0x0F
,
(
*
pToken
&
0x0F
));
++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
;
++
pToken
;
++
len
;
++
len
;
}
continue
;
} else {
}
TRACE("%s ", curOpcode->name);
if
(
vshader_is_comment_token
(
*
pToken
))
{
/** comment */
if (curOpcode->num_params > 0) {
DWORD
comment_len
=
(
*
pToken
&
D3DSI_COMMENTSIZE_MASK
)
>>
D3DSI_COMMENTSIZE_SHIFT
;
vshader_program_dump_param(*pToken, 0);
++
pToken
;
++pToken;
/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
++len;
pToken
+=
comment_len
;
for (i = 1; i < curOpcode->num_params; ++i) {
len
+=
comment_len
+
1
;
TRACE(", ");
continue
;
vshader_program_dump_param(*pToken, 1);
}
curOpcode
=
vshader_program_get_opcode
(
*
pToken
);
++
pToken
;
++
len
;
if
(
NULL
==
curOpcode
)
{
/* unkown current opcode ... */
while
(
*
pToken
&
0x80000000
)
{
TRACE
(
"unrecognized opcode: %08lx
\n
"
,
*
pToken
);
++
pToken
;
++
pToken
;
++
len
;
++
len
;
}
}
}
else
{
TRACE
(
"%s "
,
curOpcode
->
name
);
if
(
curOpcode
->
num_params
>
0
)
{
vshader_program_dump_param
(
*
pToken
,
0
);
++
pToken
;
++
len
;
for
(
i
=
1
;
i
<
curOpcode
->
num_params
;
++
i
)
{
TRACE
(
", "
);
vshader_program_dump_param
(
*
pToken
,
1
);
++
pToken
;
++
len
;
}
}
TRACE
(
"
\n
"
);
}
}
TRACE("\n");
}
}
This
->
functionLength
=
(
len
+
1
)
*
sizeof
(
DWORD
);
}
else
{
This
->
functionLength
=
1
;
/* no Function defined use fixed function vertex processing */
}
}
vshader->functionLength = (len + 1) * sizeof(DWORD);
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
/* copy the function ... because it will certainly be released by application */
/* copy the function ... because it will certainly be released by application */
if (NULL != pFunction) {
if
(
NULL
!=
pFunction
)
{
vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader
->functionLength);
This
->
function
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
This
->
functionLength
);
memcpy(vshader->function, pFunction, vshader
->functionLength);
memcpy
((
void
*
)
This
->
function
,
pFunction
,
This
->
functionLength
);
} else {
}
else
{
vshader
->function = NULL;
This
->
function
=
NULL
;
}
}
return D3D_OK;
return
D3D_OK
;
}
}
BOOL I
Direct3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input,
VSHADEROUTPUTDATA* output) {
BOOL
I
WineD3DVertexShaderImpl_ExecuteHAL
(
IWineD3DVertexShader
*
iface
,
WINEVSHADERINPUTDATA
*
input
,
WINE
VSHADEROUTPUTDATA
*
output
)
{
/**
/**
* TODO: use the NV_vertex_program (or 1_1) extension
* TODO: use the NV_vertex_program (or 1_1) extension
* and specifics vendors (ARB_vertex_program??) variants for it
* and specifics vendors (ARB_vertex_program??) variants for it
...
@@ -543,197 +545,217 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS
...
@@ -543,197 +545,217 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS
return
TRUE
;
return
TRUE
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_ExecuteSW
(
IWineD3DVertexShader
*
iface
,
WINEVSHADERINPUTDATA
*
input
,
WINEVSHADEROUTPUTDATA
*
output
)
{
/** Vertex Shader Temporary Registers */
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
D3DSHADERVECTOR R[12];
/*D3DSHADERSCALAR A0;*/
/** Vertex Shader Temporary Registers */
D3DSHADERVECTOR A[1];
WINED3DSHADERVECTOR
R
[
12
];
/** temporary Vector for modifier management */
/*D3DSHADERSCALAR A0;*/
D3DSHADERVECTOR d;
WINED3DSHADERVECTOR
A
[
1
];
D3DSHADERVECTOR s[3];
/** temporary Vector for modifier management */
/** parser datas */
WINED3DSHADERVECTOR
d
;
const DWORD* pToken = vshader->function;
WINED3DSHADERVECTOR
s
[
3
];
const SHADER_OPCODE* curOpcode = NULL;
/** parser datas */
/** functions parameters */
const
DWORD
*
pToken
=
This
->
function
;
D3DSHADERVECTOR* p[4];
const
SHADER_OPCODE
*
curOpcode
=
NULL
;
D3DSHADERVECTOR* p_send[4];
/** functions parameters */
DWORD i;
WINED3DSHADERVECTOR
*
p
[
4
];
WINED3DSHADERVECTOR
*
p_send
[
4
];
/** init temporary register */
DWORD
i
;
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
/** init temporary register */
/* vshader_program_parse(vshader); */
memset
(
R
,
0
,
12
*
sizeof
(
WINED3DSHADERVECTOR
));
/* vshader_program_parse(vshader); */
#if 0 /* Must not be 1 in cvs */
#if 0 /* Must not be 1 in cvs */
TRACE("Input:\n");
TRACE("Input:\n");
TRACE_VSVECTOR(vshader
->data->C[0]);
TRACE_VSVECTOR(This
->data->C[0]);
TRACE_VSVECTOR(vshader
->data->C[1]);
TRACE_VSVECTOR(This
->data->C[1]);
TRACE_VSVECTOR(vshader
->data->C[2]);
TRACE_VSVECTOR(This
->data->C[2]);
TRACE_VSVECTOR(vshader
->data->C[3]);
TRACE_VSVECTOR(This
->data->C[3]);
TRACE_VSVECTOR(vshader
->data->C[4]);
TRACE_VSVECTOR(This
->data->C[4]);
TRACE_VSVECTOR(vshader
->data->C[5]);
TRACE_VSVECTOR(This
->data->C[5]);
TRACE_VSVECTOR(vshader
->data->C[6]);
TRACE_VSVECTOR(This
->data->C[6]);
TRACE_VSVECTOR(vshader
->data->C[7]);
TRACE_VSVECTOR(This
->data->C[7]);
TRACE_VSVECTOR(vshader
->data->C[8]);
TRACE_VSVECTOR(This
->data->C[8]);
TRACE_VSVECTOR(vshader
->data->C[64]);
TRACE_VSVECTOR(This
->data->C[64]);
TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]);
TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]);
TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]);
TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]);
TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]);
TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]);
TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]);
TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]);
TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]);
TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]);
#endif
#endif
TRACE_VSVECTOR(vshader->data->C[64]);
TRACE_VSVECTOR
(
vshader
->
data
->
C
[
64
]);
/* the first dword is the version tag */
/* the first dword is the version tag */
/* TODO: parse it */
/* TODO: parse it */
if (vshader_is_version_token(*pToken)) { /** version */
if
(
vshader_is_version_token
(
*
pToken
))
{
/** version */
++pToken;
++
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);
while
(
D3DVS_END
()
!=
*
pToken
)
{
++pToken;
if
(
vshader_is_comment_token
(
*
pToken
))
{
/** comment */
if (NULL == curOpcode) {
DWORD
comment_len
=
(
*
pToken
&
D3DSI_COMMENTSIZE_MASK
)
>>
D3DSI_COMMENTSIZE_SHIFT
;
i = 0;
++
pToken
;
/* unkown current opcode ... */
pToken
+=
comment_len
;
while (*pToken & 0x80000000) {
continue
;
if (i == 0) {
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
}
}
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
curOpcode
=
vshader_program_get_opcode
(
*
pToken
);
vshader_program_dump_param(*pToken, i);
TRACE("\n");
++i;
++
pToken
;
++
pToken
;
}
if
(
NULL
==
curOpcode
)
{
/*return FALSE;*/
i
=
0
;
} else {
/* unkown current opcode ... */
if (curOpcode->num_params > 0) {
while
(
*
pToken
&
0x80000000
)
{
/*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
if
(
i
==
0
)
{
for (i = 0; i < curOpcode->num_params; ++i) {
TRACE
(
"unrecognized opcode: pos=%d token=%08lX
\n
"
,
(
pToken
-
1
)
-
This
->
function
,
*
(
pToken
-
1
));
DWORD reg = pToken[i] & 0x00001FFF;
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
p[i] = &R[reg];
break;
case D3DSPR_INPUT:
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
p[i] = &input->V[reg];
break;
case D3DSPR_CONST:
if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
} else {
p[i] = &vshader->data->C[reg];
}
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
if (0 != reg) {
ERR("cannot handle address registers != a0, forcing use of a0\n");
reg = 0;
}
/*TRACE("p[%d]=A[%d]\n", i, reg);*/
p[i] = &A[reg];
break;
case D3DSPR_RASTOUT:
switch (reg) {
case D3DSRO_POSITION:
p[i] = &output->oPos;
break;
case D3DSRO_FOG:
p[i] = &output->oFog;
break;
case D3DSRO_POINT_SIZE:
p[i] = &output->oPts;
break;
}
break;
case D3DSPR_ATTROUT:
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
p[i] = &output->oD[reg];
break;
case D3DSPR_TEXCRDOUT:
/*TRACE("p[%d]=oT[%d]\n", i, reg);*/
p[i] = &output->oT[reg];
break;
default:
break;
}
}
TRACE
(
"unrecognized opcode param: pos=%d token=%08lX what="
,
pToken
-
This
->
function
,
*
pToken
);
if (i > 0) { /* input reg */
vshader_program_dump_param
(
*
pToken
,
i
);
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
TRACE
(
"
\n
"
);
UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
++
i
;
++
pToken
;
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
}
/*TRACE("p[%d] not swizzled\n", i);*/
/* return FALSE; */
p_send[i] = p[i];
}
else
{
} else {
if
(
curOpcode
->
num_params
>
0
)
{
DWORD swizzle_x = swizzle & 0x03;
/* TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken); */
DWORD swizzle_y = (swizzle >> 2) & 0x03;
for
(
i
=
0
;
i
<
curOpcode
->
num_params
;
++
i
)
{
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD
reg
=
pToken
[
i
]
&
0x00001FFF
;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
DWORD
regtype
=
((
pToken
[
i
]
&
D3DSP_REGTYPE_MASK
)
>>
D3DSP_REGTYPE_SHIFT
);
/*TRACE("p[%d] swizzled\n", i);*/
float* tt = (float*) p[i];
switch
(
regtype
<<
D3DSP_REGTYPE_SHIFT
)
{
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
case
D3DSPR_TEMP
:
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
/* TRACE("p[%d]=R[%d]\n", i, reg); */
s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
p
[
i
]
=
&
R
[
reg
];
s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
break
;
p_send[i] = &s[i];
case
D3DSPR_INPUT
:
/* TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]); */
p
[
i
]
=
&
input
->
V
[
reg
];
break
;
case
D3DSPR_CONST
:
if
(
pToken
[
i
]
&
D3DVS_ADDRMODE_RELATIVE
)
{
p
[
i
]
=
&
This
->
data
->
C
[(
DWORD
)
A
[
0
].
x
+
reg
];
}
else
{
p
[
i
]
=
&
This
->
data
->
C
[
reg
];
}
break
;
case
D3DSPR_ADDR
:
/* case D3DSPR_TEXTURE: */
if
(
0
!=
reg
)
{
ERR
(
"cannot handle address registers != a0, forcing use of a0
\n
"
);
reg
=
0
;
}
/* TRACE("p[%d]=A[%d]\n", i, reg); */
p
[
i
]
=
&
A
[
reg
];
break
;
case
D3DSPR_RASTOUT
:
switch
(
reg
)
{
case
D3DSRO_POSITION
:
p
[
i
]
=
&
output
->
oPos
;
break
;
case
D3DSRO_FOG
:
p
[
i
]
=
&
output
->
oFog
;
break
;
case
D3DSRO_POINT_SIZE
:
p
[
i
]
=
&
output
->
oPts
;
break
;
}
break
;
case
D3DSPR_ATTROUT
:
/* TRACE("p[%d]=oD[%d]\n", i, reg); */
p
[
i
]
=
&
output
->
oD
[
reg
];
break
;
case
D3DSPR_TEXCRDOUT
:
/* TRACE("p[%d]=oT[%d]\n", i, reg); */
p
[
i
]
=
&
output
->
oT
[
reg
];
break
;
default:
break
;
}
}
} else { /* output reg */
if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
if
(
i
>
0
)
{
/* input reg */
p_send[i] = p[i];
DWORD
swizzle
=
(
pToken
[
i
]
&
D3DVS_SWIZZLE_MASK
)
>>
D3DVS_SWIZZLE_SHIFT
;
} else {
UINT
isNegative
=
((
pToken
[
i
]
&
D3DSP_SRCMOD_MASK
)
==
D3DSPSM_NEG
);
p_send[i] = &d; /* to be post-processed for modifiers management */
if
(
!
isNegative
&&
(
D3DVS_NOSWIZZLE
>>
D3DVS_SWIZZLE_SHIFT
)
==
swizzle
)
{
/* TRACE("p[%d] not swizzled\n", i); */
p_send
[
i
]
=
p
[
i
];
}
else
{
DWORD
swizzle_x
=
swizzle
&
0x03
;
DWORD
swizzle_y
=
(
swizzle
>>
2
)
&
0x03
;
DWORD
swizzle_z
=
(
swizzle
>>
4
)
&
0x03
;
DWORD
swizzle_w
=
(
swizzle
>>
6
)
&
0x03
;
/* TRACE("p[%d] swizzled\n", i); */
float
*
tt
=
(
float
*
)
p
[
i
];
s
[
i
].
x
=
(
isNegative
)
?
-
tt
[
swizzle_x
]
:
tt
[
swizzle_x
];
s
[
i
].
y
=
(
isNegative
)
?
-
tt
[
swizzle_y
]
:
tt
[
swizzle_y
];
s
[
i
].
z
=
(
isNegative
)
?
-
tt
[
swizzle_z
]
:
tt
[
swizzle_z
];
s
[
i
].
w
=
(
isNegative
)
?
-
tt
[
swizzle_w
]
:
tt
[
swizzle_w
];
p_send
[
i
]
=
&
s
[
i
];
}
}
else
{
/* output reg */
if
((
pToken
[
i
]
&
D3DSP_WRITEMASK_ALL
)
==
D3DSP_WRITEMASK_ALL
)
{
p_send
[
i
]
=
p
[
i
];
}
else
{
p_send
[
i
]
=
&
d
;
/* to be post-processed for modifiers management */
}
}
}
}
}
}
}
}
switch (curOpcode->num_params) {
switch
(
curOpcode
->
num_params
)
{
case 0:
case
0
:
curOpcode->soft_fct();
curOpcode
->
soft_fct
();
break;
break
;
case 1:
case
1
:
curOpcode->soft_fct(p_send[0]);
curOpcode
->
soft_fct
(
p_send
[
0
]);
break;
case 2:
curOpcode->soft_fct(p_send[0], p_send[1]);
break;
case 3:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
break;
case 4:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
break;
case 5:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
break
;
break
;
default:
case
2
:
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
curOpcode
->
soft_fct
(
p_send
[
0
],
p_send
[
1
]);
}
break
;
case
3
:
curOpcode
->
soft_fct
(
p_send
[
0
],
p_send
[
1
],
p_send
[
2
]);
break
;
case
4
:
curOpcode
->
soft_fct
(
p_send
[
0
],
p_send
[
1
],
p_send
[
2
],
p_send
[
3
]);
break
;
case
5
:
curOpcode
->
soft_fct
(
p_send
[
0
],
p_send
[
1
],
p_send
[
2
],
p_send
[
3
],
p_send
[
4
]);
break
;
default:
ERR
(
"%s too many params: %u
\n
"
,
curOpcode
->
name
,
curOpcode
->
num_params
);
}
/* check if output reg modifier post-process */
if
(
curOpcode
->
num_params
>
0
&&
(
pToken
[
0
]
&
D3DSP_WRITEMASK_ALL
)
!=
D3DSP_WRITEMASK_ALL
)
{
if
(
pToken
[
0
]
&
D3DSP_WRITEMASK_0
)
p
[
0
]
->
x
=
d
.
x
;
if
(
pToken
[
0
]
&
D3DSP_WRITEMASK_1
)
p
[
0
]
->
y
=
d
.
y
;
if
(
pToken
[
0
]
&
D3DSP_WRITEMASK_2
)
p
[
0
]
->
z
=
d
.
z
;
if
(
pToken
[
0
]
&
D3DSP_WRITEMASK_3
)
p
[
0
]
->
w
=
d
.
w
;
}
#if 0
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
TRACE_VSVECTOR(R[0]);
TRACE_VSVECTOR(R[1]);
TRACE_VSVECTOR(R[2]);
TRACE_VSVECTOR(R[3]);
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[5]);
#endif
/* check if output reg modifier post-process */
/* to next opcode token */
if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
pToken
+=
curOpcode
->
num_params
;
if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
}
}
#if 0
#if 0
TRACE("End of current instruction:\n");
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oD[1]);
...
@@ -746,25 +768,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
...
@@ -746,25 +768,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[5]);
TRACE_VSVECTOR(R[5]);
#endif
#endif
/* to next opcode token */
pToken += curOpcode->num_params;
}
}
#if 0
TRACE("End of current instruction:\n");
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
TRACE_VSVECTOR(R[0]);
TRACE_VSVECTOR(R[1]);
TRACE_VSVECTOR(R[2]);
TRACE_VSVECTOR(R[3]);
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[5]);
#endif
}
#if 0 /* Must not be 1 in cvs */
#if 0 /* Must not be 1 in cvs */
TRACE("Output:\n");
TRACE("Output:\n");
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oPos);
...
@@ -773,75 +777,62 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
...
@@ -773,75 +777,62 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
TRACE_VSVECTOR(output->oT[1]);
#endif
#endif
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
if (NULL == pData) {
*pSizeOfData = This->functionLength;
return
D3D_OK
;
return
D3D_OK
;
}
if (*pSizeOfData < This->functionLength) {
*pSizeOfData = This->functionLength;
return D3DERR_MOREDATA;
}
if (NULL == This->function) { /* no function defined */
TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
(*(DWORD **) pData) = NULL;
} else {
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->function, This->functionLength);
}
return D3D_OK;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetConstantF
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
CONST
FLOAT
*
pConstantData
,
UINT
Vector4fCount
)
{
FIXME("(%p) : stub\n", This);
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
return D3D_OK;
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetConstantF
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
FLOAT
*
pConstantData
,
UINT
Vector4fCount
)
{
FIXME("(%p) : stub\n", This);
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
return D3D_OK;
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetConstantI
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
CONST
int
*
pConstantData
,
UINT
Vector4iCount
)
{
if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister);
if
(
StartRegister
+
Vector4iCount
>
WINED3D_VSHADER_MAX_CONSTANTS
)
{
return D3DERR_INVALIDCALL;
ERR
(
"(%p) : SetVertexShaderConstantI C[%u] invalid
\n
"
,
This
,
StartRegister
);
}
return
D3DERR_INVALIDCALL
;
if (NULL == pConstantData) {
}
return D3DERR_INVALIDCALL;
if
(
NULL
==
pConstantData
)
{
}
return
D3DERR_INVALIDCALL
;
FIXME("(%p) : stub\n", This);
}
return D3D_OK;
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, int* pConstantData, UINT Vector4iCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetConstantI
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
int
*
pConstantData
,
UINT
Vector4iCount
)
{
TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount);
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
TRACE
(
"(%p) : C[%u] count=%u
\n
"
,
This
,
StartRegister
,
Vector4iCount
);
return D3DERR_INVALIDCALL;
if
(
StartRegister
+
Vector4iCount
>
WINED3D_VSHADER_MAX_CONSTANTS
)
{
}
return
D3DERR_INVALIDCALL
;
if (NULL == pConstantData) {
}
return D3DERR_INVALIDCALL;
if
(
NULL
==
pConstantData
)
{
}
return
D3DERR_INVALIDCALL
;
FIXME("(%p) : stub\n", This);
}
return D3D_OK;
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetConstantB
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
CONST
BOOL
*
pConstantData
,
UINT
BoolCount
)
{
if (StartRegister + BoolCount > D3D_VSHADER_MAX_CONSTANTS) {
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister);
if
(
StartRegister
+
BoolCount
>
WINED3D_VSHADER_MAX_CONSTANTS
)
{
return D3DERR_INVALIDCALL;
ERR
(
"(%p) : SetVertexShaderConstantB C[%u] invalid
\n
"
,
This
,
StartRegister
);
}
return
D3DERR_INVALIDCALL
;
if (NULL == pConstantData) {
}
return D3DERR_INVALIDCALL;
if
(
NULL
==
pConstantData
)
{
}
return
D3DERR_INVALIDCALL
;
FIXME("(%p) : stub\n", This);
}
return D3D_OK;
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, BOOL* pConstantData, UINT BoolCount) {
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetConstantB
(
IWineD3DVertexShader
*
iface
,
UINT
StartRegister
,
BOOL
*
pConstantData
,
UINT
BoolCount
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
FIXME
(
"(%p) : stub
\n
"
,
This
);
FIXME
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
return
D3D_OK
;
}
}
...
@@ -854,7 +845,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl*
...
@@ -854,7 +845,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl*
HRESULT
WINAPI
IWineD3DVertexShaderImpl_QueryInterface
(
IWineD3DVertexShader
*
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
HRESULT
WINAPI
IWineD3DVertexShaderImpl_QueryInterface
(
IWineD3DVertexShader
*
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
{
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
FIXME
(
"(%p) :stub
\n
"
,
This
);
TRACE
(
"(%p)->(%s,%p)
\n
"
,
This
,
debugstr_guid
(
riid
),
ppobj
);
if
(
IsEqualGUID
(
riid
,
&
IID_IUnknown
)
||
IsEqualGUID
(
riid
,
&
IID_IWineD3DVertexShader
))
{
IUnknown_AddRef
(
iface
);
*
ppobj
=
This
;
return
D3D_OK
;
}
return
E_NOINTERFACE
;
return
E_NOINTERFACE
;
}
}
...
@@ -897,28 +894,28 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, I
...
@@ -897,28 +894,28 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, I
}
}
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetFunction
(
IWineD3DVertexShader
*
impl
,
VOID
*
pData
,
UINT
*
pSizeOfData
)
{
HRESULT
WINAPI
IWineD3DVertexShaderImpl_GetFunction
(
IWineD3DVertexShader
*
impl
,
VOID
*
pData
,
UINT
*
pSizeOfData
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
impl
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
impl
;
FIXME
(
"(%p) : pData(%p), pSizeOfData(%p)
\n
"
,
This
,
pData
,
pSizeOfData
);
FIXME
(
"(%p) : pData(%p), pSizeOfData(%p)
\n
"
,
This
,
pData
,
pSizeOfData
);
if
(
NULL
==
pData
)
{
if
(
NULL
==
pData
)
{
*
pSizeOfData
=
This
->
functionLength
;
*
pSizeOfData
=
This
->
functionLength
;
return
D3D_OK
;
return
D3D_OK
;
}
}
if
(
*
pSizeOfData
<
This
->
functionLength
)
{
if
(
*
pSizeOfData
<
This
->
functionLength
)
{
*
pSizeOfData
=
This
->
functionLength
;
*
pSizeOfData
=
This
->
functionLength
;
return
D3DERR_MOREDATA
;
return
D3DERR_MOREDATA
;
}
}
if
(
NULL
==
This
->
function
)
{
/* no function defined */
if
(
NULL
==
This
->
function
)
{
/* no function defined */
TRACE
(
"(%p) : GetFunction no User Function defined using NULL to %p
\n
"
,
This
,
pData
);
TRACE
(
"(%p) : GetFunction no User Function defined using NULL to %p
\n
"
,
This
,
pData
);
(
*
(
DWORD
**
)
pData
)
=
NULL
;
(
*
(
DWORD
**
)
pData
)
=
NULL
;
}
else
{
}
else
{
if
(
This
->
functionLength
==
0
){
if
(
This
->
functionLength
==
0
){
}
TRACE
(
"(%p) : GetFunction copying to %p
\n
"
,
This
,
pData
);
memcpy
(
pData
,
This
->
function
,
This
->
functionLength
);
}
}
TRACE
(
"(%p) : GetFunction copying to %p
\n
"
,
This
,
pData
);
return
D3D_OK
;
memcpy
(
pData
,
This
->
function
,
This
->
functionLength
);
}
return
D3D_OK
;
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
80cbb931
...
@@ -1102,6 +1102,10 @@ typedef struct IWineD3DVertexShaderImpl {
...
@@ -1102,6 +1102,10 @@ typedef struct IWineD3DVertexShaderImpl {
CONST
DWORD
*
function
;
CONST
DWORD
*
function
;
UINT
functionLength
;
UINT
functionLength
;
DWORD
usage
;
DWORD
version
;
/* run time datas... */
VSHADERDATA
*
data
;
#if 0 /* needs reworking */
#if 0 /* needs reworking */
DWORD usage;
DWORD usage;
DWORD version;
DWORD version;
...
@@ -1125,13 +1129,11 @@ typedef struct IWineD3DPixelShaderImpl {
...
@@ -1125,13 +1129,11 @@ typedef struct IWineD3DPixelShaderImpl {
IWineD3DDeviceImpl
*
wineD3DDevice
;
IWineD3DDeviceImpl
*
wineD3DDevice
;
/* IWineD3DPixelShaderImpl*/
/* IWineD3DPixelShaderImpl
*/
CONST
DWORD
*
function
;
CONST
DWORD
*
function
;
UINT
functionLength
;
UINT
functionLength
;
#if 0 /* needs reworking */
#if 0 /* needs reworking */
UINT functionLength;
DWORD version;
/* run time datas */
/* run time datas */
PSHADERDATA* data;
PSHADERDATA* data;
PSHADERINPUTDATA input;
PSHADERINPUTDATA input;
...
...
include/wine/wined3d_types.h
View file @
80cbb931
...
@@ -431,7 +431,7 @@ typedef struct _WINED3DSURFACE_DESC
...
@@ -431,7 +431,7 @@ typedef struct _WINED3DSURFACE_DESC
typedef
struct
_WINED3DVOLUME_DESC
typedef
struct
_WINED3DVOLUME_DESC
{
{
D3DFORMAT
*
Format
;
WINED3DFORMAT
*
Format
;
D3DRESOURCETYPE
*
Type
;
D3DRESOURCETYPE
*
Type
;
DWORD
*
Usage
;
DWORD
*
Usage
;
D3DPOOL
*
Pool
;
D3DPOOL
*
Pool
;
...
@@ -694,7 +694,45 @@ typedef struct glDescriptor {
...
@@ -694,7 +694,45 @@ typedef struct glDescriptor {
int
/*GLenum*/
glFormatInternal
;
int
/*GLenum*/
glFormatInternal
;
int
/*GLenum*/
glType
;
int
/*GLenum*/
glType
;
}
glDescriptor
;
}
glDescriptor
;
/****************************
* * Vertex Shaders Declaration
* */
typedef
enum
_WINED3DDECLUSAGE
{
WINED3DSHADERDECLUSAGE_POSITION
=
0
,
WINED3DSHADERDECLUSAGE_BLENDWEIGHT
,
WINED3DSHADERDECLUSAGE_BLENDINDICES
,
WINED3DSHADERDECLUSAGE_NORMAL
,
WINED3DSHADERDECLUSAGE_PSIZE
,
WINED3DSHADERDECLUSAGE_TEXCOORD0
,
WINED3DSHADERDECLUSAGE_TEXCOORD1
,
WINED3DSHADERDECLUSAGE_TEXCOORD2
,
WINED3DSHADERDECLUSAGE_TEXCOORD3
,
WINED3DSHADERDECLUSAGE_TEXCOORD4
,
WINED3DSHADERDECLUSAGE_TEXCOORD5
,
WINED3DSHADERDECLUSAGE_TEXCOORD6
,
WINED3DSHADERDECLUSAGE_TEXCOORD7
,
WINED3DSHADERDECLUSAGE_TANGENT
,
WINED3DSHADERDECLUSAGE_BINORMAL
,
WINED3DSHADERDECLUSAGE_TESSFACTOR
,
WINED3DSHADERDECLUSAGE_POSITIONT
,
WINED3DSHADERDECLUSAGE_DIFFUSE
,
WINED3DSHADERDECLUSAGE_SPECULAR
,
WINED3DSHADERDECLUSAGE_FOG
,
WINED3DSHADERDECLUSAGE_DEPTH
,
WINED3DSHADERDECLUSAGE_SAMPLE
,
WINED3DSHADERDECLUSAGE_POSITION2
,
WINED3DSHADERDECLUSAGE_POSITION21
,
WINED3DSHADERDECLUSAGE_POSITION22
,
WINED3DSHADERDECLUSAGE_POSITION23
,
WINED3DSHADERDECLUSAGE_POSITION24
,
WINED3DSHADERDECLUSAGE_POSITION25
,
WINED3DSHADERDECLUSAGE_POSITION26
,
WINED3DSHADERDECLUSAGE_POSITION27
,
WINED3DSHADERDECLUSAGE_POSITION28
,
WINED3DSHADERDECLUSAGE_NORMAL2
,
WINED3DSHADERDECLUSAGE_POSITIONT2
,
WINED3DSHADERDECLUSAGE_MAX_USAGE
}
WINED3DSHADERDECLUSAGE
;
#endif
#endif
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