2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
30 /* Shader debugging - Change the following line to enable debugging of software
32 #if 0 /* Musxt not be 1 in cvs version */
33 # define VSTRACE(A) TRACE A
34 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
37 # define TRACE_VSVECTOR(name)
40 #if 0 /* FIXME : Needs sorting when vshader code moved in properly */
43 * DirectX9 SDK download
44 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
47 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
49 * Using Vertex Shaders
50 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
53 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
56 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
57 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
58 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
59 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
65 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
67 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
68 * http://developer.nvidia.com/view.asp?IO=vstovp
70 * NVIDIA: Memory Management with VAR
71 * http://developer.nvidia.com/view.asp?IO=var_memory_management
74 typedef void (*shader_fct_t
)();
76 typedef struct SHADER_OPCODE
{
79 CONST UINT num_params
;
80 shader_fct_t soft_fct
;
85 /*******************************
86 * vshader functions software VM
89 void vshader_add(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
94 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
95 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
98 void vshader_dp3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
99 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
;
100 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
101 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
104 void vshader_dp4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
105 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
+ s0
->w
* s1
->w
;
106 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
107 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
110 void vshader_dst(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
112 d
->y
= s0
->y
* s1
->y
;
115 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
116 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
119 void vshader_expp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
125 tmp
.f
= floorf(s0
->w
);
126 d
->x
= powf(2.0f
, tmp
.f
);
127 d
->y
= s0
->w
- tmp
.f
;
128 tmp
.f
= powf(2.0f
, s0
->w
);
129 tmp
.d
&= 0xFFFFFF00U
;
132 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
133 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
136 void vshader_lit(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
138 d
->y
= (0.0f
< s0
->x
) ? s0
->x
: 0.0f
;
139 d
->z
= (0.0f
< s0
->x
&& 0.0f
< s0
->y
) ? powf(s0
->y
, s0
->w
) : 0.0f
;
141 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
142 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
145 void vshader_logp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
146 float tmp_f
= fabsf(s0
->w
);
147 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
148 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
149 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
152 void vshader_mad(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
) {
153 d
->x
= s0
->x
* s1
->x
+ s2
->x
;
154 d
->y
= s0
->y
* s1
->y
+ s2
->y
;
155 d
->z
= s0
->z
* s1
->z
+ s2
->z
;
156 d
->w
= s0
->w
* s1
->w
+ s2
->w
;
157 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
158 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
));
161 void vshader_max(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
162 d
->x
= (s0
->x
>= s1
->x
) ? s0
->x
: s1
->x
;
163 d
->y
= (s0
->y
>= s1
->y
) ? s0
->y
: s1
->y
;
164 d
->z
= (s0
->z
>= s1
->z
) ? s0
->z
: s1
->z
;
165 d
->w
= (s0
->w
>= s1
->w
) ? s0
->w
: s1
->w
;
166 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
167 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
170 void vshader_min(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
171 d
->x
= (s0
->x
< s1
->x
) ? s0
->x
: s1
->x
;
172 d
->y
= (s0
->y
< s1
->y
) ? s0
->y
: s1
->y
;
173 d
->z
= (s0
->z
< s1
->z
) ? s0
->z
: s1
->z
;
174 d
->w
= (s0
->w
< s1
->w
) ? s0
->w
: s1
->w
;
175 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
176 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
179 void vshader_mov(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
184 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
185 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
188 void vshader_mul(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
189 d
->x
= s0
->x
* s1
->x
;
190 d
->y
= s0
->y
* s1
->y
;
191 d
->z
= s0
->z
* s1
->z
;
192 d
->w
= s0
->w
* s1
->w
;
193 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
194 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
197 void vshader_nop(void) {
198 /* NOPPPP ahhh too easy ;) */
201 void vshader_rcp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
202 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== s0
->w
) ? HUGE_VAL
: 1.0f
/ s0
->w
;
203 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
204 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
207 void vshader_rsq(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
208 float tmp_f
= fabsf(s0
->w
);
209 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== tmp_f
) ? HUGE_VAL
: ((1.0f
!= tmp_f
) ? 1.0f
/ sqrtf(tmp_f
) : 1.0f
);
210 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
211 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
214 void vshader_sge(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
215 d
->x
= (s0
->x
>= s1
->x
) ? 1.0f
: 0.0f
;
216 d
->y
= (s0
->y
>= s1
->y
) ? 1.0f
: 0.0f
;
217 d
->z
= (s0
->z
>= s1
->z
) ? 1.0f
: 0.0f
;
218 d
->w
= (s0
->w
>= s1
->w
) ? 1.0f
: 0.0f
;
219 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
220 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
223 void vshader_slt(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
224 d
->x
= (s0
->x
< s1
->x
) ? 1.0f
: 0.0f
;
225 d
->y
= (s0
->y
< s1
->y
) ? 1.0f
: 0.0f
;
226 d
->z
= (s0
->z
< s1
->z
) ? 1.0f
: 0.0f
;
227 d
->w
= (s0
->w
< s1
->w
) ? 1.0f
: 0.0f
;
228 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
229 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
232 void vshader_sub(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
) {
233 d
->x
= s0
->x
- s1
->x
;
234 d
->y
= s0
->y
- s1
->y
;
235 d
->z
= s0
->z
- s1
->z
;
236 d
->w
= s0
->w
- s1
->w
;
237 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
238 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
242 * Version 1.1 specific
245 void vshader_exp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
246 d
->x
= d
->y
= d
->z
= d
->w
= powf(2.0f
, s0
->w
);
247 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
248 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
251 void vshader_log(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
252 float tmp_f
= fabsf(s0
->w
);
253 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
254 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
255 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
258 void vshader_frc(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
) {
259 d
->x
= s0
->x
- floorf(s0
->x
);
260 d
->y
= s0
->y
- floorf(s0
->y
);
263 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
264 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
267 typedef FLOAT D3DMATRIX44
[4][4];
268 typedef FLOAT D3DMATRIX43
[4][3];
269 typedef FLOAT D3DMATRIX34
[4][4];
270 typedef FLOAT D3DMATRIX33
[4][3];
271 typedef FLOAT D3DMATRIX32
[4][2];
273 void vshader_m4x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat
) {
275 * BuGGY CODE: here only if cast not work for copy/paste
276 D3DSHADERVECTOR* mat2 = mat1 + 1;
277 D3DSHADERVECTOR* mat3 = mat1 + 2;
278 D3DSHADERVECTOR* mat4 = mat1 + 3;
279 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
280 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
281 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
282 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
284 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
285 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
286 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
287 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
+ mat
[3][3] * s0
->w
;
288 VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
289 VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
290 VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
291 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
));
294 void vshader_m4x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX43 mat
) {
295 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
296 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
297 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
299 VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
300 VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
301 VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
302 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0
->w
, d
->w
));
305 void vshader_m3x4(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX34 mat
) {
306 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
307 d
->y
= mat
[2][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
308 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
309 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
;
310 VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
311 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
312 VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
313 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], s0
->w
, d
->w
));
316 void vshader_m3x3(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX33 mat
) {
317 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[2][2] * s0
->z
;
318 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[2][2] * s0
->z
;
319 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
321 VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
322 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
323 VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
324 VSTRACE(("executing m3x3(4): (%f) \n", d
->w
));
327 void vshader_m3x2(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DMATRIX32 mat
) {
329 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
330 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
336 * Version 2.0 specific
338 void vshader_lrp(D3DSHADERVECTOR
* d
, D3DSHADERVECTOR
* s0
, D3DSHADERVECTOR
* s1
, D3DSHADERVECTOR
* s2
, D3DSHADERVECTOR
* s3
) {
339 d
->x
= s0
->x
* (s1
->x
- s2
->x
) + s2
->x
;
340 d
->y
= s0
->y
* (s1
->y
- s2
->y
) + s2
->y
;
341 d
->z
= s0
->z
* (s1
->z
- s2
->z
) + s2
->z
;
342 d
->w
= s0
->w
* (s1
->w
- s2
->w
) + s2
->x
;
346 * log, exp, frc, m*x* seems to be macros ins ... to see
348 static CONST SHADER_OPCODE vshader_ins
[] = {
349 {D3DSIO_NOP
, "nop", 0, vshader_nop
, 0, 0},
350 {D3DSIO_MOV
, "mov", 2, vshader_mov
, 0, 0},
351 {D3DSIO_ADD
, "add", 3, vshader_add
, 0, 0},
352 {D3DSIO_SUB
, "sub", 3, vshader_sub
, 0, 0},
353 {D3DSIO_MAD
, "mad", 4, vshader_mad
, 0, 0},
354 {D3DSIO_MUL
, "mul", 3, vshader_mul
, 0, 0},
355 {D3DSIO_RCP
, "rcp", 2, vshader_rcp
, 0, 0},
356 {D3DSIO_RSQ
, "rsq", 2, vshader_rsq
, 0, 0},
357 {D3DSIO_DP3
, "dp3", 3, vshader_dp3
, 0, 0},
358 {D3DSIO_DP4
, "dp4", 3, vshader_dp4
, 0, 0},
359 {D3DSIO_MIN
, "min", 3, vshader_min
, 0, 0},
360 {D3DSIO_MAX
, "max", 3, vshader_max
, 0, 0},
361 {D3DSIO_SLT
, "slt", 3, vshader_slt
, 0, 0},
362 {D3DSIO_SGE
, "sge", 3, vshader_sge
, 0, 0},
363 {D3DSIO_EXP
, "exp", 2, vshader_exp
, 0, 0},
364 {D3DSIO_LOG
, "log", 2, vshader_log
, 0, 0},
365 {D3DSIO_LIT
, "lit", 2, vshader_lit
, 0, 0},
366 {D3DSIO_DST
, "dst", 3, vshader_dst
, 0, 0},
367 {D3DSIO_LRP
, "lrp", 5, vshader_lrp
, 0, 0},
368 {D3DSIO_FRC
, "frc", 2, vshader_frc
, 0, 0},
369 {D3DSIO_M4x4
, "m4x4", 3, vshader_m4x4
, 0, 0},
370 {D3DSIO_M4x3
, "m4x3", 3, vshader_m4x3
, 0, 0},
371 {D3DSIO_M3x4
, "m3x4", 3, vshader_m3x4
, 0, 0},
372 {D3DSIO_M3x3
, "m3x3", 3, vshader_m3x3
, 0, 0},
373 {D3DSIO_M3x2
, "m3x2", 3, vshader_m3x2
, 0, 0},
374 /** FIXME: use direct access so add the others opcodes as stubs */
375 {D3DSIO_EXPP
, "expp", 2, vshader_expp
, 0, 0},
376 {D3DSIO_LOGP
, "logp", 2, vshader_logp
, 0, 0},
378 {0, NULL
, 0, NULL
, 0, 0}
382 inline static const SHADER_OPCODE
* vshader_program_get_opcode(const DWORD code
) {
384 /** TODO: use dichotomic search */
385 while (NULL
!= vshader_ins
[i
].name
) {
386 if ((code
& D3DSI_OPCODE_MASK
) == vshader_ins
[i
].opcode
) {
387 return &vshader_ins
[i
];
394 inline static void vshader_program_dump_param(const DWORD param
, int input
) {
395 static const char* rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
396 static const char swizzle_reg_chars
[] = "xyzw";
398 DWORD reg
= param
& 0x00001FFF;
399 DWORD regtype
= ((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
401 if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) TRACE("-");
403 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
405 TRACE("R[%lu]", reg
);
408 TRACE("V[%lu]", reg
);
411 TRACE("C[%s%lu]", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
413 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
414 TRACE("a[%lu]", reg
);
417 TRACE("%s", rastout_reg_names
[reg
]);
420 TRACE("oD[%lu]", reg
);
422 case D3DSPR_TEXCRDOUT
:
423 TRACE("oT[%lu]", reg
);
430 /** operand output */
431 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
432 if (param
& D3DSP_WRITEMASK_0
) TRACE(".x");
433 if (param
& D3DSP_WRITEMASK_1
) TRACE(".y");
434 if (param
& D3DSP_WRITEMASK_2
) TRACE(".z");
435 if (param
& D3DSP_WRITEMASK_3
) TRACE(".w");
439 DWORD swizzle
= (param
& D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
440 DWORD swizzle_x
= swizzle
& 0x03;
441 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
442 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
443 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
445 * swizzle bits fields:
448 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
449 if (swizzle_x
== swizzle_y
&&
450 swizzle_x
== swizzle_z
&&
451 swizzle_x
== swizzle_w
) {
452 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
455 swizzle_reg_chars
[swizzle_x
],
456 swizzle_reg_chars
[swizzle_y
],
457 swizzle_reg_chars
[swizzle_z
],
458 swizzle_reg_chars
[swizzle_w
]);
464 inline static BOOL
vshader_is_version_token(DWORD token
) {
465 return 0xFFFE0000 == (token
& 0xFFFE0000);
468 inline static BOOL
vshader_is_comment_token(DWORD token
) {
469 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
473 * Function parser ...
475 HRESULT WINAPI
IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl
* vshader
, CONST DWORD
* pFunction
) {
476 const DWORD
* pToken
= pFunction
;
477 const SHADER_OPCODE
* curOpcode
= NULL
;
481 if (NULL
!= pToken
) {
482 while (D3DVS_END() != *pToken
) {
483 if (vshader_is_version_token(*pToken
)) { /** version */
484 TRACE("vs.%lu.%lu\n", (*pToken
>> 8) & 0x0F, (*pToken
& 0x0F));
489 if (vshader_is_comment_token(*pToken
)) { /** comment */
490 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
492 /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
493 pToken
+= comment_len
;
494 len
+= comment_len
+ 1;
497 curOpcode
= vshader_program_get_opcode(*pToken
);
500 if (NULL
== curOpcode
) {
501 /* unkown current opcode ... */
502 while (*pToken
& 0x80000000) {
503 TRACE("unrecognized opcode: %08lx\n", *pToken
);
508 TRACE("%s ", curOpcode
->name
);
509 if (curOpcode
->num_params
> 0) {
510 vshader_program_dump_param(*pToken
, 0);
513 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
515 vshader_program_dump_param(*pToken
, 1);
523 vshader
->functionLength
= (len
+ 1) * sizeof(DWORD
);
525 vshader
->functionLength
= 1; /* no Function defined use fixed function vertex processing */
527 /* copy the function ... because it will certainly be released by application */
529 if (NULL
!= pFunction
) {
530 vshader
->function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, vshader
->functionLength
);
531 memcpy(vshader
->function
, pFunction
, vshader
->functionLength
);
533 vshader
->function
= NULL
;
538 BOOL
IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA
* input
, VSHADEROUTPUTDATA
* output
) {
540 * TODO: use the NV_vertex_program (or 1_1) extension
541 * and specifics vendors (ARB_vertex_program??) variants for it
546 HRESULT WINAPI
IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl
* vshader
, VSHADERINPUTDATA
* input
, VSHADEROUTPUTDATA
* output
) {
547 /** Vertex Shader Temporary Registers */
548 D3DSHADERVECTOR R
[12];
549 /*D3DSHADERSCALAR A0;*/
550 D3DSHADERVECTOR A
[1];
551 /** temporary Vector for modifier management */
553 D3DSHADERVECTOR s
[3];
555 const DWORD
* pToken
= vshader
->function
;
556 const SHADER_OPCODE
* curOpcode
= NULL
;
557 /** functions parameters */
558 D3DSHADERVECTOR
* p
[4];
559 D3DSHADERVECTOR
* p_send
[4];
562 /** init temporary register */
563 memset(R
, 0, 12 * sizeof(D3DSHADERVECTOR
));
565 /* vshader_program_parse(vshader); */
566 #if 0 /* Must not be 1 in cvs */
568 TRACE_VSVECTOR(vshader
->data
->C
[0]);
569 TRACE_VSVECTOR(vshader
->data
->C
[1]);
570 TRACE_VSVECTOR(vshader
->data
->C
[2]);
571 TRACE_VSVECTOR(vshader
->data
->C
[3]);
572 TRACE_VSVECTOR(vshader
->data
->C
[4]);
573 TRACE_VSVECTOR(vshader
->data
->C
[5]);
574 TRACE_VSVECTOR(vshader
->data
->C
[6]);
575 TRACE_VSVECTOR(vshader
->data
->C
[7]);
576 TRACE_VSVECTOR(vshader
->data
->C
[8]);
577 TRACE_VSVECTOR(vshader
->data
->C
[64]);
578 TRACE_VSVECTOR(input
->V
[D3DVSDE_POSITION
]);
579 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDWEIGHT
]);
580 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDINDICES
]);
581 TRACE_VSVECTOR(input
->V
[D3DVSDE_NORMAL
]);
582 TRACE_VSVECTOR(input
->V
[D3DVSDE_PSIZE
]);
583 TRACE_VSVECTOR(input
->V
[D3DVSDE_DIFFUSE
]);
584 TRACE_VSVECTOR(input
->V
[D3DVSDE_SPECULAR
]);
585 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD0
]);
586 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD1
]);
589 TRACE_VSVECTOR(vshader
->data
->C
[64]);
591 /* the first dword is the version tag */
594 if (vshader_is_version_token(*pToken
)) { /** version */
597 while (D3DVS_END() != *pToken
) {
598 if (vshader_is_comment_token(*pToken
)) { /** comment */
599 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
601 pToken
+= comment_len
;
604 curOpcode
= vshader_program_get_opcode(*pToken
);
606 if (NULL
== curOpcode
) {
608 /* unkown current opcode ... */
609 while (*pToken
& 0x80000000) {
611 TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken
- 1) - vshader
->function
, *(pToken
- 1));
613 TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken
- vshader
->function
, *pToken
);
614 vshader_program_dump_param(*pToken
, i
);
621 if (curOpcode
->num_params
> 0) {
622 /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
623 for (i
= 0; i
< curOpcode
->num_params
; ++i
) {
624 DWORD reg
= pToken
[i
] & 0x00001FFF;
625 DWORD regtype
= ((pToken
[i
] & D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
);
627 switch (regtype
<< D3DSP_REGTYPE_SHIFT
) {
629 /*TRACE("p[%d]=R[%d]\n", i, reg);*/
633 /*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
634 p
[i
] = &input
->V
[reg
];
637 if (pToken
[i
] & D3DVS_ADDRMODE_RELATIVE
) {
638 p
[i
] = &vshader
->data
->C
[(DWORD
) A
[0].x
+ reg
];
640 p
[i
] = &vshader
->data
->C
[reg
];
643 case D3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
645 ERR("cannot handle address registers != a0, forcing use of a0\n");
648 /*TRACE("p[%d]=A[%d]\n", i, reg);*/
653 case D3DSRO_POSITION
:
654 p
[i
] = &output
->oPos
;
657 p
[i
] = &output
->oFog
;
659 case D3DSRO_POINT_SIZE
:
660 p
[i
] = &output
->oPts
;
665 /*TRACE("p[%d]=oD[%d]\n", i, reg);*/
666 p
[i
] = &output
->oD
[reg
];
668 case D3DSPR_TEXCRDOUT
:
669 /*TRACE("p[%d]=oT[%d]\n", i, reg);*/
670 p
[i
] = &output
->oT
[reg
];
676 if (i
> 0) { /* input reg */
677 DWORD swizzle
= (pToken
[i
] & D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
678 UINT isNegative
= ((pToken
[i
] & D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
);
680 if (!isNegative
&& (D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) == swizzle
) {
681 /*TRACE("p[%d] not swizzled\n", i);*/
684 DWORD swizzle_x
= swizzle
& 0x03;
685 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
686 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
687 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
688 /*TRACE("p[%d] swizzled\n", i);*/
689 float* tt
= (float*) p
[i
];
690 s
[i
].x
= (isNegative
) ? -tt
[swizzle_x
] : tt
[swizzle_x
];
691 s
[i
].y
= (isNegative
) ? -tt
[swizzle_y
] : tt
[swizzle_y
];
692 s
[i
].z
= (isNegative
) ? -tt
[swizzle_z
] : tt
[swizzle_z
];
693 s
[i
].w
= (isNegative
) ? -tt
[swizzle_w
] : tt
[swizzle_w
];
696 } else { /* output reg */
697 if ((pToken
[i
] & D3DSP_WRITEMASK_ALL
) == D3DSP_WRITEMASK_ALL
) {
700 p_send
[i
] = &d
; /* to be post-processed for modifiers management */
706 switch (curOpcode
->num_params
) {
708 curOpcode
->soft_fct();
711 curOpcode
->soft_fct(p_send
[0]);
714 curOpcode
->soft_fct(p_send
[0], p_send
[1]);
717 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2]);
720 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3]);
723 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3], p_send
[4]);
726 ERR("%s too many params: %u\n", curOpcode
->name
, curOpcode
->num_params
);
729 /* check if output reg modifier post-process */
730 if (curOpcode
->num_params
> 0 && (pToken
[0] & D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
731 if (pToken
[0] & D3DSP_WRITEMASK_0
) p
[0]->x
= d
.x
;
732 if (pToken
[0] & D3DSP_WRITEMASK_1
) p
[0]->y
= d
.y
;
733 if (pToken
[0] & D3DSP_WRITEMASK_2
) p
[0]->z
= d
.z
;
734 if (pToken
[0] & D3DSP_WRITEMASK_3
) p
[0]->w
= d
.w
;
738 TRACE_VSVECTOR(output
->oPos
);
739 TRACE_VSVECTOR(output
->oD
[0]);
740 TRACE_VSVECTOR(output
->oD
[1]);
741 TRACE_VSVECTOR(output
->oT
[0]);
742 TRACE_VSVECTOR(output
->oT
[1]);
743 TRACE_VSVECTOR(R
[0]);
744 TRACE_VSVECTOR(R
[1]);
745 TRACE_VSVECTOR(R
[2]);
746 TRACE_VSVECTOR(R
[3]);
747 TRACE_VSVECTOR(R
[4]);
748 TRACE_VSVECTOR(R
[5]);
751 /* to next opcode token */
752 pToken
+= curOpcode
->num_params
;
755 TRACE("End of current instruction:\n");
756 TRACE_VSVECTOR(output
->oPos
);
757 TRACE_VSVECTOR(output
->oD
[0]);
758 TRACE_VSVECTOR(output
->oD
[1]);
759 TRACE_VSVECTOR(output
->oT
[0]);
760 TRACE_VSVECTOR(output
->oT
[1]);
761 TRACE_VSVECTOR(R
[0]);
762 TRACE_VSVECTOR(R
[1]);
763 TRACE_VSVECTOR(R
[2]);
764 TRACE_VSVECTOR(R
[3]);
765 TRACE_VSVECTOR(R
[4]);
766 TRACE_VSVECTOR(R
[5]);
769 #if 0 /* Must not be 1 in cvs */
771 TRACE_VSVECTOR(output
->oPos
);
772 TRACE_VSVECTOR(output
->oD
[0]);
773 TRACE_VSVECTOR(output
->oD
[1]);
774 TRACE_VSVECTOR(output
->oT
[0]);
775 TRACE_VSVECTOR(output
->oT
[1]);
780 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl
* This
, VOID
* pData
, UINT
* pSizeOfData
) {
782 *pSizeOfData
= This
->functionLength
;
785 if (*pSizeOfData
< This
->functionLength
) {
786 *pSizeOfData
= This
->functionLength
;
787 return D3DERR_MOREDATA
;
789 if (NULL
== This
->function
) { /* no function defined */
790 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
791 (*(DWORD
**) pData
) = NULL
;
793 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
794 memcpy(pData
, This
->function
, This
->functionLength
);
799 HRESULT WINAPI
IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, CONST FLOAT
* pConstantData
, UINT Vector4fCount
) {
800 FIXME("(%p) : stub\n", This
);
804 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, FLOAT
* pConstantData
, UINT Vector4fCount
) {
805 FIXME("(%p) : stub\n", This
);
809 HRESULT WINAPI
IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, CONST
int* pConstantData
, UINT Vector4iCount
) {
810 if (StartRegister
+ Vector4iCount
> D3D_VSHADER_MAX_CONSTANTS
) {
811 ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This
, StartRegister
);
812 return D3DERR_INVALIDCALL
;
814 if (NULL
== pConstantData
) {
815 return D3DERR_INVALIDCALL
;
817 FIXME("(%p) : stub\n", This
);
821 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, int* pConstantData
, UINT Vector4iCount
) {
822 TRACE("(%p) : C[%u] count=%u\n", This
, StartRegister
, Vector4iCount
);
823 if (StartRegister
+ Vector4iCount
> D3D_VSHADER_MAX_CONSTANTS
) {
824 return D3DERR_INVALIDCALL
;
826 if (NULL
== pConstantData
) {
827 return D3DERR_INVALIDCALL
;
829 FIXME("(%p) : stub\n", This
);
833 HRESULT WINAPI
IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, CONST BOOL
* pConstantData
, UINT BoolCount
) {
834 if (StartRegister
+ BoolCount
> D3D_VSHADER_MAX_CONSTANTS
) {
835 ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This
, StartRegister
);
836 return D3DERR_INVALIDCALL
;
838 if (NULL
== pConstantData
) {
839 return D3DERR_INVALIDCALL
;
841 FIXME("(%p) : stub\n", This
);
845 HRESULT WINAPI
IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl
* This
, UINT StartRegister
, BOOL
* pConstantData
, UINT BoolCount
) {
846 FIXME("(%p) : stub\n", This
);
852 /* *******************************************
853 IWineD3DVertexShader IUnknown parts follow
854 ******************************************* */
855 HRESULT WINAPI
IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
857 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
858 FIXME("(%p) :stub\n",This
);
859 return E_NOINTERFACE
;
862 ULONG WINAPI
IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader
*iface
) {
863 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
864 TRACE("(%p) : AddRef increasing from %ld\n", This
, This
->ref
);
865 return InterlockedIncrement(&This
->ref
);
868 ULONG WINAPI
IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader
*iface
) {
869 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
871 TRACE("(%p) : Releasing from %ld\n", This
, This
->ref
);
872 ref
= InterlockedDecrement(&This
->ref
);
874 HeapFree(GetProcessHeap(), 0, This
);
879 /* *******************************************
880 IWineD3DVertexShader IWineD3DVertexShader parts follow
881 ******************************************* */
883 HRESULT WINAPI
IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader
*iface
, IUnknown
** parent
){
884 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
886 *parent
= (IUnknown
*) parent
;
887 IUnknown_AddRef(*parent
);
888 TRACE("(%p) : returning %p\n", This
, *parent
);
892 HRESULT WINAPI
IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader
* iface
, IWineD3DDevice
**pDevice
){
893 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
894 IWineD3DDevice_AddRef((IWineD3DDevice
*)This
->wineD3DDevice
);
895 *pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
896 TRACE("(%p) returning %p\n", This
, *pDevice
);
900 HRESULT WINAPI
IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
901 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)impl
;
902 FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
905 *pSizeOfData
= This
->functionLength
;
908 if (*pSizeOfData
< This
->functionLength
) {
909 *pSizeOfData
= This
->functionLength
;
910 return D3DERR_MOREDATA
;
912 if (NULL
== This
->function
) { /* no function defined */
913 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
914 (*(DWORD
**) pData
) = NULL
;
916 if(This
->functionLength
== 0){
919 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
920 memcpy(pData
, This
->function
, This
->functionLength
);
927 IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
=
929 /*** IUnknown methods ***/
930 IWineD3DVertexShaderImpl_QueryInterface
,
931 IWineD3DVertexShaderImpl_AddRef
,
932 IWineD3DVertexShaderImpl_Release
,
933 /*** IWineD3DVertexShader methods ***/
934 IWineD3DVertexShaderImpl_GetParent
,
935 IWineD3DVertexShaderImpl_GetDevice
,
936 IWineD3DVertexShaderImpl_GetFunction