From 80cbb93163e2513df6d71ab9e67837502790f537 Mon Sep 17 00:00:00 2001 From: Oliver Stieber Date: Wed, 17 Aug 2005 09:54:54 +0000 Subject: [PATCH] Tidy up vertex shaders and bring the current code inline with the rest of wined3d. --- dlls/wined3d/vertexshader.c | 699 ++++++++++++++++++++--------------------- dlls/wined3d/wined3d_private.h | 10 +- include/wine/wined3d_types.h | 44 ++- 3 files changed, 395 insertions(+), 358 deletions(-) diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 948ae669e4c..86d1cdcb524 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -2,7 +2,8 @@ * shaders implementation * * 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 * modify it under the terms of the GNU Lesser General Public @@ -37,7 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); # define TRACE_VSVECTOR(name) #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 @@ -86,7 +87,7 @@ typedef struct SHADER_OPCODE { * vshader functions software VM */ -void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x + s1->x; d->y = s0->y + s1->y; d->z = s0->z + s1->z; @@ -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)); } -void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { 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", 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, WINED3DSHADERVECTOR* 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; 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)); } -void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = 1.0f; d->y = s0->y * s1->y; d->z = s0->z; @@ -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)); } -void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { union { float f; DWORD d; @@ -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)); } -void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = 1.0f; d->y = (0.0f < s0->x) ? s0->x : 0.0f; d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f; @@ -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)); } -void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL; 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)); } -void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) { +void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * s1->x + s2->x; d->y = s0->y * s1->y + s2->y; d->z = s0->z * s1->z + s2->z; @@ -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)); } -void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? s0->x : s1->x; d->y = (s0->y >= s1->y) ? s0->y : s1->y; d->z = (s0->z >= s1->z) ? s0->z : s1->z; @@ -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)); } -void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? s0->x : s1->x; d->y = (s0->y < s1->y) ? s0->y : s1->y; d->z = (s0->z < s1->z) ? s0->z : s1->z; @@ -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)); } -void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; @@ -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)); } -void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; @@ -198,20 +199,20 @@ void vshader_nop(void) { /* NOPPPP ahhh too easy ;) */ } -void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; 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)); } -void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); 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); 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)); } -void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; @@ -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)); } -void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? 1.0f : 0.0f; d->y = (s0->y < s1->y) ? 1.0f : 0.0f; d->z = (s0->z < s1->z) ? 1.0f : 0.0f; @@ -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)); } -void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { +void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x - s1->x; d->y = s0->y - s1->y; d->z = s0->z - s1->z; @@ -242,20 +243,20 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { * Version 1.1 specific */ -void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->w); 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)); } -void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL; 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)); } -void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { +void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x - floorf(s0->x); d->y = s0->y - floorf(s0->y); d->z = 0.0f; @@ -270,12 +271,12 @@ 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) { +void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* 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; + * Buggy CODE: here only if cast not work for copy/paste + WINED3DSHADERVECTOR* mat2 = mat1 + 1; + WINED3DSHADERVECTOR* mat3 = mat1 + 2; + WINED3DSHADERVECTOR* 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; @@ -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)); } -void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) { +void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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->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; @@ -302,7 +303,7 @@ void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) { 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, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { 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; @@ -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)); } -void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) { +void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { 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; @@ -324,7 +325,7 @@ void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) { VSTRACE(("executing m3x3(4): (%f) \n", d->w)); } -void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) { +void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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; @@ -335,7 +336,7 @@ void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) { /** * 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, WINED3DSHADERVECTOR* 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; @@ -472,70 +473,71 @@ inline static BOOL vshader_is_comment_token(DWORD token) { /** * Function parser ... */ -HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) { - const DWORD* pToken = pFunction; - const SHADER_OPCODE* curOpcode = NULL; - DWORD len = 0; - DWORD i; - - if (NULL != pToken) { - while (D3DVS_END() != *pToken) { - if (vshader_is_version_token(*pToken)) { /** version */ - TRACE("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; - /*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); +HRESULT WINAPI IWineD3DVertexShaderImpl_ParseProgram(IWineD3DVertexShader* iface, CONST DWORD* pFunction) { + IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; + const DWORD* pToken = pFunction; + const SHADER_OPCODE* curOpcode = NULL; + DWORD len = 0; + DWORD i; + + if (NULL != pToken) { + while (D3DVS_END() != *pToken) { + if (vshader_is_version_token(*pToken)) { /** version */ + TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); ++pToken; ++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); + continue; + } + if (vshader_is_comment_token(*pToken)) { /** comment */ + DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; + ++pToken; + /*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/ + pToken += comment_len; + len += comment_len + 1; + continue; + } + curOpcode = vshader_program_get_opcode(*pToken); + ++pToken; + ++len; + if (NULL == curOpcode) { + /* unkown current opcode ... */ + while (*pToken & 0x80000000) { + TRACE("unrecognized opcode: %08lx\n", *pToken); ++pToken; ++len; } + } else { + TRACE("%s ", curOpcode->name); + 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 */ - if (NULL != pFunction) { - vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength); - memcpy(vshader->function, pFunction, vshader->functionLength); - } else { - vshader->function = NULL; - } - return D3D_OK; + if (NULL != pFunction) { + This->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->functionLength); + memcpy((void *)This->function, pFunction, This->functionLength); + } else { + This->function = NULL; + } + return D3D_OK; } -BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) { +BOOL IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) { /** * TODO: use the NV_vertex_program (or 1_1) extension * and specifics vendors (ARB_vertex_program??) variants for it @@ -543,197 +545,217 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS return TRUE; } -HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) { - /** Vertex Shader Temporary Registers */ - D3DSHADERVECTOR R[12]; - /*D3DSHADERSCALAR A0;*/ - D3DSHADERVECTOR A[1]; - /** temporary Vector for modifier management */ - D3DSHADERVECTOR d; - D3DSHADERVECTOR s[3]; - /** parser datas */ - const DWORD* pToken = vshader->function; - const SHADER_OPCODE* curOpcode = NULL; - /** functions parameters */ - D3DSHADERVECTOR* p[4]; - D3DSHADERVECTOR* p_send[4]; - DWORD i; - - /** init temporary register */ - memset(R, 0, 12 * sizeof(D3DSHADERVECTOR)); - - /* vshader_program_parse(vshader); */ +HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + + /** Vertex Shader Temporary Registers */ + WINED3DSHADERVECTOR R[12]; + /*D3DSHADERSCALAR A0;*/ + WINED3DSHADERVECTOR A[1]; + /** temporary Vector for modifier management */ + WINED3DSHADERVECTOR d; + WINED3DSHADERVECTOR s[3]; + /** parser datas */ + const DWORD* pToken = This->function; + const SHADER_OPCODE* curOpcode = NULL; + /** functions parameters */ + WINED3DSHADERVECTOR* p[4]; + WINED3DSHADERVECTOR* p_send[4]; + DWORD i; + + /** init temporary register */ + memset(R, 0, 12 * sizeof(WINED3DSHADERVECTOR)); + + /* vshader_program_parse(vshader); */ #if 0 /* Must not be 1 in cvs */ - TRACE("Input:\n"); - TRACE_VSVECTOR(vshader->data->C[0]); - TRACE_VSVECTOR(vshader->data->C[1]); - TRACE_VSVECTOR(vshader->data->C[2]); - TRACE_VSVECTOR(vshader->data->C[3]); - TRACE_VSVECTOR(vshader->data->C[4]); - TRACE_VSVECTOR(vshader->data->C[5]); - TRACE_VSVECTOR(vshader->data->C[6]); - TRACE_VSVECTOR(vshader->data->C[7]); - TRACE_VSVECTOR(vshader->data->C[8]); - TRACE_VSVECTOR(vshader->data->C[64]); - TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]); - TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]); - TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]); - TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]); - TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]); - TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]); - TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]); - TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]); - TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]); + TRACE("Input:\n"); + TRACE_VSVECTOR(This->data->C[0]); + TRACE_VSVECTOR(This->data->C[1]); + TRACE_VSVECTOR(This->data->C[2]); + TRACE_VSVECTOR(This->data->C[3]); + TRACE_VSVECTOR(This->data->C[4]); + TRACE_VSVECTOR(This->data->C[5]); + TRACE_VSVECTOR(This->data->C[6]); + TRACE_VSVECTOR(This->data->C[7]); + TRACE_VSVECTOR(This->data->C[8]); + TRACE_VSVECTOR(This->data->C[64]); + TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]); + TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]); + TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]); + TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]); + TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]); + TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]); + TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]); + TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]); + TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]); #endif - TRACE_VSVECTOR(vshader->data->C[64]); + TRACE_VSVECTOR(vshader->data->C[64]); - /* the first dword is the version tag */ - /* TODO: parse it */ + /* 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 ; + if (vshader_is_version_token(*pToken)) { /** version */ + ++pToken; } - curOpcode = vshader_program_get_opcode(*pToken); - ++pToken; - if (NULL == curOpcode) { - i = 0; - /* unkown current opcode ... */ - while (*pToken & 0x80000000) { - if (i == 0) { - TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1)); + 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 ; } - TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken); - vshader_program_dump_param(*pToken, i); - TRACE("\n"); - ++i; + curOpcode = vshader_program_get_opcode(*pToken); ++pToken; - } - /*return FALSE;*/ - } else { - if (curOpcode->num_params > 0) { - /*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/ - for (i = 0; i < curOpcode->num_params; ++i) { - DWORD reg = pToken[i] & 0x00001FFF; - DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); - - switch (regtype << D3DSP_REGTYPE_SHIFT) { - case D3DSPR_TEMP: - /*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; + if (NULL == curOpcode) { + i = 0; + /* unkown current opcode ... */ + while (*pToken & 0x80000000) { + if (i == 0) { + TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - This->function, *(pToken - 1)); } - - if (i > 0) { /* input reg */ - DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; - UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG); - - 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]; + TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - This->function, *pToken); + vshader_program_dump_param(*pToken, i); + TRACE("\n"); + ++i; + ++pToken; + } + /* return FALSE; */ + } else { + if (curOpcode->num_params > 0) { + /* TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken); */ + for (i = 0; i < curOpcode->num_params; ++i) { + DWORD reg = pToken[i] & 0x00001FFF; + DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); + + switch (regtype << D3DSP_REGTYPE_SHIFT) { + case D3DSPR_TEMP: + /* 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] = &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) { - p_send[i] = p[i]; - } else { - p_send[i] = &d; /* to be post-processed for modifiers management */ + + if (i > 0) { /* input reg */ + DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; + UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG); + + 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) { - case 0: - curOpcode->soft_fct(); - break; - case 1: - curOpcode->soft_fct(p_send[0]); - break; - case 2: - curOpcode->soft_fct(p_send[0], p_send[1]); - break; - case 3: - curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]); - break; - case 4: - curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]); - break; - case 5: - curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]); + switch (curOpcode->num_params) { + case 0: + curOpcode->soft_fct(); + break; + case 1: + curOpcode->soft_fct(p_send[0]); break; - default: - ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params); - } + 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; + 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 */ - if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { - if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x; - if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y; - if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z; - if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w; + /* to next opcode token */ + pToken += curOpcode->num_params; } #if 0 + TRACE("End of current instruction:\n"); TRACE_VSVECTOR(output->oPos); TRACE_VSVECTOR(output->oD[0]); TRACE_VSVECTOR(output->oD[1]); @@ -746,25 +768,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs TRACE_VSVECTOR(R[4]); TRACE_VSVECTOR(R[5]); #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 */ TRACE("Output:\n"); TRACE_VSVECTOR(output->oPos); @@ -773,75 +777,62 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs TRACE_VSVECTOR(output->oT[0]); TRACE_VSVECTOR(output->oT[1]); #endif - return D3D_OK; -} - -HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) { - if (NULL == pData) { - *pSizeOfData = This->functionLength; 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) { - FIXME("(%p) : stub\n", This); - return D3D_OK; +HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, CONST FLOAT *pConstantData, UINT Vector4fCount) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + FIXME("(%p) : stub\n", This); + return D3D_OK; } -HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) { - FIXME("(%p) : stub\n", This); - return D3D_OK; +HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, FLOAT *pConstantData, UINT Vector4fCount) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + FIXME("(%p) : stub\n", This); + return D3D_OK; } -HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount) { - if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { - ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister); - return D3DERR_INVALIDCALL; - } - if (NULL == pConstantData) { - return D3DERR_INVALIDCALL; - } - FIXME("(%p) : stub\n", This); - return D3D_OK; +HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) { + ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister); + return D3DERR_INVALIDCALL; + } + if (NULL == pConstantData) { + return D3DERR_INVALIDCALL; + } + FIXME("(%p) : stub\n", This); + return D3D_OK; } -HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, int* pConstantData, UINT Vector4iCount) { - TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount); - if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { - return D3DERR_INVALIDCALL; - } - if (NULL == pConstantData) { - return D3DERR_INVALIDCALL; - } - FIXME("(%p) : stub\n", This); - return D3D_OK; +HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount); + if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) { + return D3DERR_INVALIDCALL; + } + if (NULL == pConstantData) { + return D3DERR_INVALIDCALL; + } + FIXME("(%p) : stub\n", This); + return D3D_OK; } -HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) { - if (StartRegister + BoolCount > D3D_VSHADER_MAX_CONSTANTS) { - ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister); - return D3DERR_INVALIDCALL; - } - if (NULL == pConstantData) { - return D3DERR_INVALIDCALL; - } - FIXME("(%p) : stub\n", This); - return D3D_OK; +HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + if (StartRegister + BoolCount > WINED3D_VSHADER_MAX_CONSTANTS) { + ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister); + return D3DERR_INVALIDCALL; + } + if (NULL == pConstantData) { + return D3DERR_INVALIDCALL; + } + 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); return D3D_OK; } @@ -854,7 +845,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) { 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; } @@ -897,28 +894,28 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, I } HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) { - IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl; - FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData); + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl; + FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData); - if (NULL == pData) { - *pSizeOfData = This->functionLength; - 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 { - if(This->functionLength == 0){ + if (NULL == pData) { + *pSizeOfData = This->functionLength; + 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 { + 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); - memcpy(pData, This->function, This->functionLength); - } - return D3D_OK; + return D3D_OK; } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 0c926fc5bc9..69eeac5af8f 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1102,6 +1102,10 @@ typedef struct IWineD3DVertexShaderImpl { CONST DWORD *function; UINT functionLength; + DWORD usage; + DWORD version; + /* run time datas... */ + VSHADERDATA* data; #if 0 /* needs reworking */ DWORD usage; DWORD version; @@ -1125,13 +1129,11 @@ typedef struct IWineD3DPixelShaderImpl { IWineD3DDeviceImpl *wineD3DDevice; - /* IWineD3DPixelShaderImpl*/ + /* IWineD3DPixelShaderImpl */ CONST DWORD *function; UINT functionLength; - + #if 0 /* needs reworking */ - UINT functionLength; - DWORD version; /* run time datas */ PSHADERDATA* data; PSHADERINPUTDATA input; diff --git a/include/wine/wined3d_types.h b/include/wine/wined3d_types.h index dd4f1fd8ad2..947837afb56 100644 --- a/include/wine/wined3d_types.h +++ b/include/wine/wined3d_types.h @@ -431,7 +431,7 @@ typedef struct _WINED3DSURFACE_DESC typedef struct _WINED3DVOLUME_DESC { - D3DFORMAT *Format; + WINED3DFORMAT *Format; D3DRESOURCETYPE *Type; DWORD *Usage; D3DPOOL *Pool; @@ -694,7 +694,45 @@ typedef struct glDescriptor { int/*GLenum*/ glFormatInternal; int/*GLenum*/ glType; } 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 -- 2.11.4.GIT