[D3D8 PATCH] d3d8 shaders update - VS2
Raphaël Junqueira
fenix at club-internet.fr
Tue Dec 17 18:24:27 CST 2002
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Hi again,
this second patch (who need the "[D3D8 PATCH] d3d8types updates - VS1" first patch) contains:
- some fixes in CreateDevice init (jason will do a better auto-detect caps init)
- vertex shader declaration parser (with output dump) and interpretation (generate the FVF descriptor for program input)
- vertex shader program parser (with output dump)
- software vertex shader program emulation
TODO:
- vertex shader integration into DrawPrimitive (only in my prototype, i'll send it when it will be more clean)
- hardware vertex shader program support (using auto-detect caps)
- syntax validity of vertex shader declaration and vexter shader function code (Validate*Shader functions)
- fix the declaration parser - FVF generation
- vertex shader compilator (in D3DX8)
- pixel shaders
thx again, Raphael
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-------------- next part --------------
Index: device.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/device.c,v
retrieving revision 1.15
diff -u -r1.15 device.c
--- device.c 17 Dec 2002 04:14:34 -0000 1.15
+++ device.c 18 Dec 2002 00:12:17 -0000
@@ -177,7 +177,7 @@
} else {
glMatrixMode(GL_PROJECTION);
- checkGLcall("glMatrixMode");
+ checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
@@ -2153,6 +2153,8 @@
case D3DRS_INDEXEDVERTEXBLENDENABLE :
case D3DRS_COLORWRITEENABLE :
case D3DRS_TWEENFACTOR :
+ case D3DRS_POSITIONORDER :
+ case D3DRS_NORMALORDER :
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
break;
@@ -3128,7 +3130,7 @@
VERTEXSHADER8* object;
UINT i;
- FIXME("(%p) : VertexShader not fully supported yet\n", This);
+ FIXME("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p\n", This, pDeclaration, pFunction);
if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */
return D3DERR_INVALIDCALL;
}
@@ -3142,21 +3144,26 @@
}
object->usage = Usage;
- object->data = NULL; /* TODO */
+ object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADER8Data));
VertexShaders[i] = object;
*pHandle = VS_HIGHESTFIXEDFXF + i;
object->decl = pDeclaration;
+ object->function = pFunction;
+
+ /*
for (i = 0; 0xFFFFFFFF != pDeclaration[i]; ++i) ;
object->declLength = i + 1;
- object->function = pFunction;
if (NULL != pFunction) {
for (i = 0; 0xFFFFFFFF != pFunction[i]; ++i) ;
object->functionLength = i + 1;
} else {
- object->functionLength = 1; /* no Function defined use fixed function vertex processing */
+ object->functionLength = 1; // no Function defined use fixed function vertex processing
}
+ */
+ vshader_decl_parse(object);
+ vshader_program_parse(object);
return D3D_OK;
}
@@ -3172,7 +3179,6 @@
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
-
if (Handle <= VS_HIGHESTFIXEDFXF) {
TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
return D3D_OK;
@@ -3196,10 +3202,14 @@
return D3DERR_INVALIDCALL;
}
object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF];
+ if (NULL == object) {
+ return D3DERR_INVALIDCALL;
+ }
TRACE("(%p) : freing VertexShader %p\n", This, object);
/* TODO: check validity of object */
+ if (NULL != object->data) HeapFree(GetProcessHeap(), 0, (void *)object->data);
HeapFree(GetProcessHeap(), 0, (void *)object);
- VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = 0;
+ VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
return D3D_OK;
}
@@ -3210,8 +3220,7 @@
VERTEXSHADER8* object;
DWORD Handle = This->UpdateStateBlock->VertexShader;
- FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
-
+ /* FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This); */
if (Register + ConstantCount > VSHADER_MAX_CONSTANTS) {
return D3DERR_INVALIDCALL;
}
@@ -3219,7 +3228,11 @@
if (NULL == object || NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
- memcpy(object->data->constants + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
+ if (NULL == object->data) { /* temporary while datas not supported */
+ FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
+ return D3DERR_INVALIDCALL;
+ }
+ memcpy(object->data->C + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
return D3D_OK;
}
@@ -3237,7 +3250,10 @@
if (NULL == object || NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
- memcpy(pConstantData, object->data->constants + Register, ConstantCount * sizeof(SHADER8Vector));
+ if (NULL == object->data) { /* temporary while datas not supported */
+ return D3DERR_INVALIDCALL;
+ }
+ memcpy(pConstantData, object->data->C + Register, ConstantCount * sizeof(SHADER8Vector));
return D3D_OK;
}
@@ -3288,10 +3304,9 @@
}
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex) {
-
+ ICOM_THIS(IDirect3DDevice8Impl,iface);
IDirect3DIndexBuffer8 *oldIdxs;
- ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
oldIdxs = This->StateBlock.pIndexData;
Index: directx.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/directx.c,v
retrieving revision 1.7
diff -u -r1.7 directx.c
--- directx.c 17 Dec 2002 01:15:16 -0000 1.7
+++ directx.c 18 Dec 2002 00:12:19 -0000
@@ -382,7 +382,10 @@
IDirect3DDevice8** ppReturnedDeviceInterface) {
IDirect3DDevice8Impl *object;
HWND whichHWND;
+ int num;
+ XVisualInfo template;
const char *GL_Extensions = NULL;
+ const char *GLX_Extensions = NULL;
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
@@ -390,6 +393,9 @@
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
+ if (NULL == object) {
+ return D3DERR_OUTOFVIDEOMEMORY;
+ }
object->lpVtbl = &Direct3DDevice8_Vtbl;
object->ref = 1;
object->direct3d8 = This;
@@ -416,6 +422,7 @@
{
HDC hDc;
int dblBuf[]={GLX_STENCIL_SIZE,8,GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};
+ //int dblBuf[]={GLX_RGBA,GLX_RED_SIZE,4,GLX_GREEN_SIZE,4,GLX_BLUE_SIZE,4,GLX_DOUBLEBUFFER,None};
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
/* Which hwnd are we using? */
@@ -437,12 +444,32 @@
object->display = get_display(hDc);
ENTER_GL();
- object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
- object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
-
+ object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
+ if (NULL == object->visInfo) {
+ FIXME("cannot choose needed glxVisual with Stencil Buffer\n");
+
+ /**
+ * second try using wine initialized visual ...
+ * must be fixed reworking wine-glx init
+ */
+ template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
+ object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
+ if (NULL == object->visInfo) {
+ ERR("cannot really get XVisual\n");
+ LEAVE_GL();
+ return D3DERR_NOTAVAILABLE;
+ }
+ }
+
+ object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
+ if (NULL == object->visInfo) {
+ ERR("cannot create glxContext\n");
+ LEAVE_GL();
+ return D3DERR_NOTAVAILABLE;
+ }
LEAVE_GL();
- ReleaseDC(whichHWND, hDc);
+ ReleaseDC(whichHWND, hDc);
}
if (object->glCtx == NULL) {
@@ -492,8 +519,7 @@
ENTER_GL();
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
- ERR("Error in setting current context (context %p drawable %ld)!\n",
- object->glCtx, object->win);
+ ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
checkGLcall("glXMakeCurrent");
@@ -509,7 +535,7 @@
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
- glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
/* Setup all the devices defaults */
@@ -518,21 +544,49 @@
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = glGetString(GL_EXTENSIONS);
TRACE("GL_Extensions reported:\n");
-
- while (*GL_Extensions!=0x00) {
+
+ if (NULL == GL_Extensions) {
+ ERR(" GL_Extensions returns NULL\n");
+ } else {
+ while (*GL_Extensions!=0x00) {
const char *Start = GL_Extensions;
char ThisExtn[256];
-
+
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GL_Extensions!=' ' && *GL_Extensions!=0x00) {
- GL_Extensions++;
+ GL_Extensions++;
}
memcpy(ThisExtn, Start, (GL_Extensions-Start));
TRACE (" %s\n", ThisExtn);
if (*GL_Extensions==' ') GL_Extensions++;
+ }
+ }
+
+ GLX_Extensions = glXQueryExtensionsString(object->display, DefaultScreen(object->display));
+ TRACE("GLX_Extensions reported:\n");
+
+ if (NULL == GLX_Extensions) {
+ ERR(" GLX_Extensions returns NULL\n");
+ } else {
+ while (*GLX_Extensions!=0x00) {
+ const char *Start = GLX_Extensions;
+ char ThisExtn[256];
+
+ memset(ThisExtn, 0x00, sizeof(ThisExtn));
+ while (*GLX_Extensions!=' ' && *GLX_Extensions!=0x00) {
+ GLX_Extensions++;
+ }
+ memcpy(ThisExtn, Start, (GLX_Extensions-Start));
+ TRACE (" %s\n", ThisExtn);
+ if (*GLX_Extensions==' ') GLX_Extensions++;
+ }
}
LEAVE_GL();
+
+ GLint gl_max_texture_units_arb;
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max_texture_units_arb);
+ TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max_texture_units_arb);
{ /* Set a default viewport */
D3DVIEWPORT8 vp;
Index: shader.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/shader.c,v
retrieving revision 1.1
diff -u -r1.1 shader.c
--- shader.c 17 Dec 2002 01:15:16 -0000 1.1
+++ shader.c 18 Dec 2002 00:12:20 -0000
@@ -64,41 +64,24 @@
} shader_opcode;
typedef struct vshader_input_data {
- /*SHADER8Vector V[16];//0-15 */
- SHADER8Vector V0;
- SHADER8Vector V1;
- SHADER8Vector V2;
- SHADER8Vector V3;
- SHADER8Vector V4;
- SHADER8Vector V5;
- SHADER8Vector V6;
- SHADER8Vector V7;
- SHADER8Vector V8;
- SHADER8Vector V9;
- SHADER8Vector V10;
- SHADER8Vector V11;
- SHADER8Vector V12;
- SHADER8Vector V13;
- SHADER8Vector V14;
- SHADER8Vector V15;
+ /*SHADER8Vector V[16];//0-15*/
+ SHADER8Vector V[16];
} vshader_input_data;
typedef struct vshader_output_data {
SHADER8Vector oPos;
- /*SHADER8Vector oD[2];//0-1 */
- SHADER8Vector oD0;
- SHADER8Vector oD1;
- /*SHADER8Vector oT[4];//0-3 */
- SHADER8Vector oT0;
- SHADER8Vector oT1;
- SHADER8Vector oT2;
- SHADER8Vector oT3;
- SHADER8Scalar oFog;
- SHADER8Scalar oPts;
+ /*SHADER8Vector oD[2];//0-1*/
+ SHADER8Vector oD[2];
+ /*SHADER8Vector oT[4];//0-3*/
+ SHADER8Vector oT[4];
+ /*SHADER8Scalar oFog;*/
+ /*SHADER8Scalar oPts;*/
+ SHADER8Vector oFog;
+ SHADER8Vector oPts;
} vshader_output_data;
-/*********************
- * vshader software VM
+/*******************************
+ * vshader functions software VM
*/
void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
@@ -215,123 +198,490 @@
*
* @TODO: find this fucking really opcodes values
*/
-static CONST shader_opcode vshader_ins [] =
- {
- {0, "mov", 2, vshader_mov},
- {0, "max", 3, vshader_max},
- {0, "min", 3, vshader_min},
- {0, "sge", 3, vshader_sge},
- {0, "slt", 3, vshader_slt},
- {0, "add", 3, vshader_add},
- {0, "sub", 3, vshader_sub},
- {0, "mul", 3, vshader_mul},
- {0, "rcp", 2, vshader_rcp},
- {0, "mad", 4, vshader_mad},
- {0, "dp3", 3, vshader_dp3},
- {0, "dp4", 3, vshader_dp4},
- {0, "rsq", 2, vshader_rsq},
- {0, "dst", 3, vshader_dst},
- {0, "lit", 2, vshader_lit},
- {0, "expp", 2, vshader_expp},
- {0, "logp", 2, vshader_logp},
- {0, "nop", 0, vshader_nop},
- {0, NULL, 0, NULL}
- };
+static CONST shader_opcode vshader_ins [] = {
+ {D3DSIO_MOV, "mov", 2, vshader_mov},
+ {D3DSIO_MAX, "max", 3, vshader_max},
+ {D3DSIO_MIN, "min", 3, vshader_min},
+ {D3DSIO_SGE, "sge", 3, vshader_sge},
+ {D3DSIO_SLT, "slt", 3, vshader_slt},
+ {D3DSIO_ADD, "add", 3, vshader_add},
+ {D3DSIO_SUB, "sub", 3, vshader_sub},
+ {D3DSIO_MUL, "mul", 3, vshader_mul},
+ {D3DSIO_RCP, "rcp", 2, vshader_rcp},
+ {D3DSIO_MAD, "mad", 4, vshader_mad},
+ {D3DSIO_DP3, "dp3", 3, vshader_dp3},
+ {D3DSIO_DP4, "dp4", 3, vshader_dp4},
+ {D3DSIO_RSQ, "rsq", 2, vshader_rsq},
+ {D3DSIO_DST, "dst", 3, vshader_dst},
+ {D3DSIO_LIT, "lit", 2, vshader_lit},
+ {D3DSIO_EXPP, "expp", 2, vshader_expp},
+ {D3DSIO_LOGP, "logp", 2, vshader_logp},
+ {D3DSIO_NOP, "nop", 0, vshader_nop},
+ {0, NULL, 0, NULL}
+};
-shader_opcode* vshader_get_opcode(const DWORD code) {
+shader_opcode* vshader_program_get_opcode(const DWORD code) {
+ DWORD i = 0;
+ while (NULL != vshader_ins[i].name) {
+ if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
+ return &vshader_ins[i];
+ }
+ ++i;
+ }
return NULL;
}
+void vshader_program_dump_param(const DWORD param, int input) {
+ static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
+ static const char swizzle_reg_chars[] = "xyzw";
+
+ DWORD reg = param & 0x00001FFF;
+ DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
+
+ if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
+
+ switch (regtype << D3DSP_REGTYPE_SHIFT) {
+ case D3DSPR_TEMP:
+ DPRINTF("R[%lu]", reg);
+ break;
+ case D3DSPR_INPUT:
+ DPRINTF("V[%lu]", reg);
+ break;
+ case D3DSPR_CONST:
+ DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
+ break;
+ case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
+ DPRINTF("a[%lu]", reg);
+ break;
+ case D3DSPR_RASTOUT:
+ DPRINTF("%s", rastout_reg_names[reg]);
+ break;
+ case D3DSPR_ATTROUT:
+ DPRINTF("oD[%lu]", reg);
+ break;
+ case D3DSPR_TEXCRDOUT:
+ DPRINTF("oT[%lu]", reg);
+ break;
+ default:
+ break;
+ }
+
+ if (!input) {
+ /** operand output */
+ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
+ if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
+ if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
+ if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
+ if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
+ }
+ } else {
+ /** operand input */
+ DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
+ DWORD swizzle_x = swizzle & 0x03;
+ DWORD swizzle_y = (swizzle >> 2) & 0x03;
+ DWORD swizzle_z = (swizzle >> 4) & 0x03;
+ DWORD swizzle_w = (swizzle >> 6) & 0x03;
+ /**
+ * swizzle bits fields:
+ * WWZZYYXX
+ */
+ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
+ if (swizzle_x == swizzle_y &&
+ swizzle_x == swizzle_z &&
+ swizzle_x == swizzle_w) {
+ DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
+ } else {
+ DPRINTF(".%c%c%c%c",
+ swizzle_reg_chars[swizzle_x],
+ swizzle_reg_chars[swizzle_y],
+ swizzle_reg_chars[swizzle_z],
+ swizzle_reg_chars[swizzle_w]);
+ }
+ }
+ }
+}
+
/**
* Function parser ...
*/
-BOOL vshader_parse_function(const DWORD* function) {
- return TRUE;
+DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
+ const DWORD* pToken = vshader->function;
+ shader_opcode* curOpcode = NULL;
+ DWORD len = 0;
+ DWORD i;
+
+ if (NULL != pToken) {
+ while (D3DVS_END() != *pToken) {
+ curOpcode = vshader_program_get_opcode(*pToken);
+ ++pToken;
+ ++len;
+ if (NULL == curOpcode) {
+ /* unkown current opcode ... */
+ while (*pToken & 0x80000000) {
+ DPRINTF("unrecognized opcode: %08lX\n", *pToken);
+ ++pToken;
+ ++len;
+ }
+ } else {
+ DPRINTF("%s ", curOpcode->name);
+ if (curOpcode->num_params > 0) {
+ vshader_program_dump_param(*pToken, 0);
+ ++pToken;
+ ++len;
+ for (i = 1; i < curOpcode->num_params; ++i) {
+ DPRINTF(", ");
+ vshader_program_dump_param(*pToken, 1);
+ ++pToken;
+ ++len;
+ }
+ }
+ DPRINTF("\n");
+ }
+ }
+ vshader->functionLength = len * sizeof(DWORD);
+ } else {
+ vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
+ }
+ return len * sizeof(DWORD);
}
-BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
- const vshader_input_data* input,
- vshader_output_data* output) {
+BOOL vshader_program_execute_HAL(VERTEXSHADER8* vshader,
+ const vshader_input_data* input,
+ vshader_output_data* output) {
/**
- * TODO: use the GL_NV_vertex_program
- * and specifics vendors variants for it
+ * TODO: use the NV_vertex_program (or 1_1) extension
+ * and specifics vendors (ARB_vertex_program??) variants for it
*/
return TRUE;
}
-BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
- const vshader_input_data* input,
- vshader_output_data* output) {
+BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
+ const vshader_input_data* input,
+ vshader_output_data* output) {
/** Vertex Shader Temporary Registers */
- /*SHADER8Vector R[12];*/
+ SHADER8Vector R[12];
/*SHADER8Scalar A0;*/
+ SHADER8Vector A[1];
/** temporary Vector for modifier management */
- /*SHADER8Vector d;*/
+ SHADER8Vector d;
+ SHADER8Vector s[3];
/** parser datas */
const DWORD* pToken = vshader->function;
shader_opcode* curOpcode = NULL;
-
+ /** functions parameters */
+ SHADER8Vector* p[4];
+ SHADER8Vector* p_send[4];
+
+ DWORD i;
+
/* the first dword is the version tag */
/* TODO: parse it */
++pToken;
- while (0xFFFFFFFF != *pToken) {
- curOpcode = vshader_get_opcode(*pToken);
+ while (D3DVS_END() != *pToken) {
+ curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... */
- return FALSE;
- }
- if (curOpcode->num_params > 0) {
- /* TODO */
+ while (*pToken & 0x80000000) {
+ DPRINTF("unrecognized opcode: %08lX\n", *pToken);
+ ++pToken;
+ }
+ /*return FALSE;*/
+ } else {
+ if (curOpcode->num_params > 0) {
+
+ 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:
+ p[i] = &R[reg];
+ break;
+ case D3DSPR_INPUT:
+ p[i] = &input->V[reg];
+ break;
+ case D3DSPR_CONST:
+ if (reg & 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");
+ 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:
+ p[i] = &output->oD[reg];
+ break;
+ case D3DSPR_TEXCRDOUT:
+ p[i] = &output->oT[reg];
+ break;
+ default:
+ break;
+ }
+
+ if (i > 1) { /* input reg */
+ DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
+ DWORD swizzle_x = swizzle & 0x03;
+ DWORD swizzle_y = (swizzle >> 2) & 0x03;
+ DWORD swizzle_z = (swizzle >> 4) & 0x03;
+ DWORD swizzle_w = (swizzle >> 6) & 0x03;
+ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
+ p_send[i] = p[i];
+ } else {
+ float* tt = (float*) p[i];
+ s[i].x = tt[swizzle_x];
+ s[i].y = tt[swizzle_y];
+ s[i].z = tt[swizzle_z];
+ s[i].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;
+ default:
+ ERR("%s too many params: %lu\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;
+ }
+
+ /* to next opcode token */
+ pToken += curOpcode->num_params;
}
}
return TRUE;
}
-/**
- * Declaration Parser First draft ...
+/************************************
+ * Vertex Shader Declaration Parser First draft ...
*/
-#if 0
-static CONST char* vshader_decl [] =
- {
- "D3DVSDT_D3DCOLOR",
- "D3DVSDT_FLOAT1",
- "D3DVSDT_FLOAT2",
- "D3DVSDT_FLOAT3",
- "D3DVSDT_FLOAT4",
- "D3DVSDT_UBYTE4",
- NULL
- };
-#endif
-
-/** Vertex Shader Declaration parser tokens */
-enum D3DVSD_TOKENS {
- D3DVSD_STREAM,
-
- D3DVSD_END
+/** Vertex Shader Declaration data types tokens */
+static CONST char* VertexShaderDeclDataTypes [] = {
+ "D3DVSDT_FLOAT1",
+ "D3DVSDT_FLOAT2",
+ "D3DVSDT_FLOAT3",
+ "D3DVSDT_FLOAT4",
+ "D3DVSDT_D3DCOLOR",
+ "D3DVSDT_UBYTE4",
+ "D3DVSDT_SHORT2",
+ "D3DVSDT_SHORT4",
+ NULL
+};
+
+static CONST char* VertexShaderDeclRegister [] = {
+ "D3DVSDE_POSITION",
+ "D3DVSDE_BLENDWEIGHT",
+ "D3DVSDE_BLENDINDICES",
+ "D3DVSDE_NORMAL",
+ "D3DVSDE_PSIZE",
+ "D3DVSDE_DIFFUSE",
+ "D3DVSDE_SPECULAR",
+ "D3DVSDE_TEXCOORD0",
+ "D3DVSDE_TEXCOORD1",
+ "D3DVSDE_TEXCOORD2",
+ "D3DVSDE_TEXCOORD3",
+ "D3DVSDE_TEXCOORD4",
+ "D3DVSDE_TEXCOORD5",
+ "D3DVSDE_TEXCOORD6",
+ "D3DVSDE_TEXCOORD7",
+ "D3DVSDE_POSITION2",
+ "D3DVSDE_NORMAL2",
+ NULL
};
-BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
+
+/** todo check decl validity */
+DWORD vshader_decl_parse_token(const DWORD* pToken) {
+ const DWORD token = *pToken;
+ DWORD tokenlen = 1;
+
+ switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
+ case D3DVSD_TOKEN_NOP:
+ TRACE(" 0x%08x NOP()\n", token);
+ break;
+ case D3DVSD_TOKEN_STREAM:
+ if (token & D3DVSD_STREAMTESSMASK) {
+ TRACE(" 0x%08x STREAM_TESS()\n", token);
+ } else {
+ TRACE(" 0x%08x STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
+ }
+ break;
+ case D3DVSD_TOKEN_STREAMDATA:
+ if (token & 0x10000000) {
+ TRACE(" 0x%08x SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
+ } else {
+ DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
+ DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
+ TRACE(" 0x%08x REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
+ }
+ break;
+ case D3DVSD_TOKEN_TESSELLATOR:
+ if (token & 0x10000000) {
+ DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
+ DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
+ TRACE(" 0x%08x TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
+ } else {
+ DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
+ DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
+ DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
+ TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
+ }
+ break;
+ case D3DVSD_TOKEN_CONSTMEM:
+ {
+ DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
+ DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
+ TRACE(" 0x%08x CONST(%lu, %lu)\n", token, constaddress, count);
+ ++pToken;
+ DWORD i;
+ for (i = 0; i < count; ++i) {
+ TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
+ constaddress,
+ *pToken,
+ *(pToken + 1),
+ *(pToken + 2),
+ *(pToken + 3));
+ pToken += 4;
+ ++constaddress;
+ }
+ tokenlen = count + 1;
+ }
+ break;
+ case D3DVSD_TOKEN_EXT:
+ {
+ DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
+ DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
+ TRACE(" 0x%08x EXT(%lu, %lu)\n", token, count, extinfo);
+ /* todo ... print extension */
+ tokenlen = count + 1;
+ }
+ break;
+ case D3DVSD_TOKEN_END:
+ TRACE(" 0x%08x END()\n", token);
+ break;
+ default:
+ TRACE(" 0x%08x UNKNOWN\n", token);
+ /* argg error */
+ }
+ return tokenlen;
+}
+
+DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
/** parser data */
const DWORD* pToken = vshader->decl;
-
- ++pToken;
- while (0xFFFFFFFF != *pToken) {
- /** TODO */
- ++pToken;
+ DWORD fvf = 0;
+ DWORD len = 0;
+ DWORD token;
+ DWORD tokenlen;
+ DWORD tokentype;
+
+ while (D3DVSD_END() != *pToken) {
+ token = *pToken;
+ tokenlen = vshader_decl_parse_token(pToken);
+ tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
+
+ /** FVF generation block */
+ if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
+ DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
+ DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
+ switch (reg) {
+ case D3DVSDE_POSITION: fvf |= D3DFVF_XYZ; break;
+ case D3DVSDE_BLENDWEIGHT:
+ switch (type) {
+ case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
+ case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
+ case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
+ case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
+ default:
+ /** errooooorr what to do ? */
+ ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %lu\n", type);
+ }
+ break;
+
+ case D3DVSDE_BLENDINDICES: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
+ case D3DVSDE_NORMAL: fvf |= D3DFVF_NORMAL; break;
+ case D3DVSDE_PSIZE: fvf |= D3DFVF_PSIZE; break;
+ case D3DVSDE_DIFFUSE: fvf |= D3DFVF_DIFFUSE; break;
+ case D3DVSDE_SPECULAR: fvf |= D3DFVF_SPECULAR; break;
+ case D3DVSDE_TEXCOORD0: fvf |= D3DFVF_TEX1; break;
+ case D3DVSDE_TEXCOORD1: fvf |= D3DFVF_TEX2; break;
+ case D3DVSDE_TEXCOORD2: fvf |= D3DFVF_TEX3; break;
+ case D3DVSDE_TEXCOORD3: fvf |= D3DFVF_TEX4; break;
+ case D3DVSDE_TEXCOORD4: fvf |= D3DFVF_TEX5; break;
+ case D3DVSDE_TEXCOORD5: fvf |= D3DFVF_TEX6; break;
+ case D3DVSDE_TEXCOORD6: fvf |= D3DFVF_TEX7; break;
+ case D3DVSDE_TEXCOORD7: fvf |= D3DFVF_TEX8; break;
+ case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
+ case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
+ FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08x)\n", reg, token);
+ break;
+ }
+ }
+ len += tokenlen;
+ pToken += tokenlen;
}
- return TRUE;
+ /* here D3DVSD_END() */
+ len += vshader_decl_parse_token(pToken);
+ if (NULL == vshader->function) vshader->fvf = fvf;
+ vshader->declLength = len * sizeof(DWORD);
+ return len * sizeof(DWORD);
}
-HRESULT WINAPI ValidatePixelShader(void) {
+HRESULT WINAPI ValidateVertexShader(void) {
FIXME("(void): stub\n");
return 0;
}
-HRESULT WINAPI ValidateVertexShader(void) {
+HRESULT WINAPI ValidatePixelShader(void) {
FIXME("(void): stub\n");
return 0;
}
+
Index: texture.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/texture.c,v
retrieving revision 1.2
diff -u -r1.2 texture.c
--- texture.c 17 Dec 2002 01:15:16 -0000 1.2
+++ texture.c 18 Dec 2002 00:12:21 -0000
@@ -107,7 +107,7 @@
return This->ResourceType;
}
-/* IDirect3DTexture8 (Inherited from IDirect3DBaseTexture8) */
+/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
Index: volumetexture.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/volumetexture.c,v
retrieving revision 1.2
diff -u -r1.2 volumetexture.c
--- volumetexture.c 21 Oct 2002 18:21:59 -0000 1.2
+++ volumetexture.c 18 Dec 2002 00:12:21 -0000
@@ -36,7 +36,9 @@
TRACE("(%p) : QueryInterface\n", This);
if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IClassFactory)) {
+ || IsEqualGUID(riid, &IID_IDirect3DResource8)
+ || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
+ || IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) {
IDirect3DVolumeTexture8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
@@ -55,7 +57,7 @@
ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
ULONG ref = --This->ref;
- int i;
+ UINT i;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
@@ -107,7 +109,7 @@
return This->ResourceType;
}
-/* IDirect3DVolumeTexture8 (Inherited from IDirect3DBaseTexture8) */
+/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
Index: d3d8_private.h
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/d3d8_private.h,v
retrieving revision 1.7
diff -u -r1.7 d3d8_private.h
--- d3d8_private.h 17 Dec 2002 01:15:16 -0000 1.7
+++ d3d8_private.h 18 Dec 2002 00:12:25 -0000
@@ -170,8 +170,8 @@
typedef struct SHADER8Data {
/** Run Time Shader Function Constants */
- /*D3DXBUFFER* constants; */
- SHADER8Constants constants;
+ /*D3DXBUFFER* constants;*/
+ SHADER8Constants C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
@@ -183,6 +183,8 @@
DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
UINT declLength;
UINT functionLength;
+
+ DWORD fvf;
/* run time datas */
SHADER8Data* data;
@@ -904,5 +906,12 @@
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox);
+
+/*******************
+ * private functions
+ */
+DWORD vshader_decl_parse(VERTEXSHADER8* vshader);
+DWORD vshader_program_parse(VERTEXSHADER8* vshader);
+
#endif /* __WINE_D3DX8_PRIVATE_H */
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