mirror of
https://github.com/reactos/wine.git
synced 2024-11-28 14:10:32 +00:00
- move input and output data in VertexShader struct
- better traces - specific input data filling function for vertex shaders using vertex shader declaration (and not FVF ... maybe FVF will return for fast path with simples vertex shader declarations) - huge vertex shader fixes: - add and fix many vs (1.0->2.0) used opcodes in complex shaders - improvements to programs parser: parse comments, version, .. - add a vertex shader input filler function (parsing vertex shader declaration): almost complete - comments most of the traces (else flood ...) - add more urls in comments - indent, cleanups
This commit is contained in:
parent
be514b908e
commit
6b03dd5c85
@ -98,10 +98,10 @@ typedef struct SAVEDSTATES {
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typedef struct STATEBLOCK {
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D3DSTATEBLOCKTYPE blockType;
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D3DSTATEBLOCKTYPE blockType;
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SAVEDSTATES Changed;
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SAVEDSTATES Set;
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SAVEDSTATES Changed;
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SAVEDSTATES Set;
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/* Light Enable */
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BOOL lightEnable[MAX_ACTIVE_LIGHTS];
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@ -150,6 +150,10 @@ typedef struct STATEBLOCK {
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/* TODO: Vertex Shader Constant */
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/* Indexed Vertex Blending */
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D3DVERTEXBLENDFLAGS vertex_blend;
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FLOAT tween_factor;
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} STATEBLOCK;
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typedef struct D3DSHADERVECTOR {
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@ -176,26 +180,6 @@ typedef struct SHADERDATA8 {
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UINT codeLength;
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} SHADERDATA8;
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typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
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DWORD* decl;
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DWORD* function;
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DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
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UINT declLength;
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UINT functionLength;
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DWORD fvf;
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DWORD version;
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/* run time datas */
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SHADERDATA8* data;
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} VERTEXSHADER8;
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typedef struct PIXELSHADER8 { /* TODO: Pixel Shader */
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CONST DWORD* function;
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UINT functionLength;
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DWORD version;
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/* run time datas */
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SHADERDATA8* data;
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} PIXELSHADER8;
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/** temporary here waiting for buffer code */
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typedef struct VSHADERINPUTDATA8 {
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D3DSHADERVECTOR V[16];
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@ -210,6 +194,28 @@ typedef struct VSHADEROUTPUTDATA8 {
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D3DSHADERVECTOR oPts;
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} VSHADEROUTPUTDATA8;
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typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
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DWORD* decl;
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DWORD* function;
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DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
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UINT declLength;
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UINT functionLength;
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DWORD fvf;
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DWORD version;
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/* run time datas */
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SHADERDATA8* data;
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VSHADERINPUTDATA8 input;
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VSHADEROUTPUTDATA8 output;
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} VERTEXSHADER8;
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typedef struct PIXELSHADER8 { /* TODO: Pixel Shader */
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CONST DWORD* function;
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UINT functionLength;
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DWORD version;
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/* run time datas */
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SHADERDATA8* data;
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} PIXELSHADER8;
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/*
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* External prototypes
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*/
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@ -229,6 +235,29 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface);
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} \
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}
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#define checkGLSupport(ExtName) FALSE/*(TRUE == This->direct3d8->glInfo.supported[ExtName])*/
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#define GLExtCall(FuncName) /*(This->direct3d8->glInfo.FuncName)*/
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#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
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#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
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#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
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#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
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#define D3DCOLORTOCOLORVALUE(dw, col) \
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(col).r = D3DCOLOR_R(dw); \
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(col).g = D3DCOLOR_G(dw); \
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(col).b = D3DCOLOR_B(dw); \
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(col).a = D3DCOLOR_A(dw);
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#define D3DCOLORTOVECTOR4(dw, vec) \
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(vec).x = D3DCOLOR_R(dw); \
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(vec).y = D3DCOLOR_G(dw); \
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(vec).z = D3DCOLOR_B(dw); \
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(vec).w = D3DCOLOR_A(dw);
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/* ===========================================================================
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The interfactes themselves
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=========================================================================== */
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@ -929,5 +958,6 @@ extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3D
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DWORD vshader_decl_parse(VERTEXSHADER8* vshader);
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DWORD vshader_program_parse(VERTEXSHADER8* vshader);
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BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output);
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VOID vshader_fill_input(VERTEXSHADER8* vshader, IDirect3DDevice8Impl* device, const void* vertexFirstStream, DWORD StartVertexIndex, DWORD idxDecal);
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#endif /* __WINE_D3DX8_PRIVATE_H */
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@ -106,7 +106,6 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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int NumVertexes = NumPrimitives;
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VERTEXSHADER8* vertex_shader = NULL;
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VSHADERINPUTDATA8 vertex_shader_input;
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BOOL useVertexShaderFunction = FALSE;
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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@ -127,7 +126,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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}
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fvf = (D3DFORMAT) vertex_shader->fvf;
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TRACE("vertex shader declared FVF: %lx\n", vertex_shader->fvf);
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memset(&vertex_shader_input, 0, sizeof(VSHADERINPUTDATA8));
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memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
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}
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{
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@ -302,22 +301,11 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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curPos = curPos + sizeof(float);
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VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_POSITION].x = x;
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vertex_shader_input.V[D3DVSDE_POSITION].y = y;
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vertex_shader_input.V[D3DVSDE_POSITION].z = z;
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vertex_shader_input.V[D3DVSDE_POSITION].w = 1.0f;
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}
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/* RHW follows, only if transformed */
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if (isRHW) {
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rhw = *(float *)curPos;
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curPos = curPos + sizeof(float);
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VTRACE(("rhw=%f\n", rhw));
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_POSITION].w = rhw;
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}
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}
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/* Blending data */
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@ -335,20 +323,6 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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skippedBlendLastUByte4 = *(DWORD*)curPos;
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curPos = curPos + sizeof(DWORD);
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}
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].x = skippedBlend.x;
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vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].y = skippedBlend.y;
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vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].z = skippedBlend.z;
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vertex_shader_input.V[D3DVSDE_BLENDWEIGHT].w = skippedBlend.w;
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if (isLastUByte4) {
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vertex_shader_input.V[D3DVSDE_BLENDINDICES].x = (float) skippedBlendLastUByte4;
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vertex_shader_input.V[D3DVSDE_BLENDINDICES].y = (float) skippedBlendLastUByte4;
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vertex_shader_input.V[D3DVSDE_BLENDINDICES].z = (float) skippedBlendLastUByte4;
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vertex_shader_input.V[D3DVSDE_BLENDINDICES].w = (float) skippedBlendLastUByte4;
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}
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}
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}
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/* Vertex Normal Data (untransformed only) */
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@ -360,52 +334,24 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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nz = *(float *)curPos;
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curPos = curPos + sizeof(float);
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VTRACE(("nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_NORMAL].x = nx;
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vertex_shader_input.V[D3DVSDE_NORMAL].y = ny;
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vertex_shader_input.V[D3DVSDE_NORMAL].z = nz;
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vertex_shader_input.V[D3DVSDE_NORMAL].w = 1.0f;
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}
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}
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if (isPtSize) {
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ptSize = *(float *)curPos;
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VTRACE(("ptSize=%f\n", ptSize));
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curPos = curPos + sizeof(float);
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_PSIZE].x = ptSize;
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vertex_shader_input.V[D3DVSDE_PSIZE].y = 0.0f;
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vertex_shader_input.V[D3DVSDE_PSIZE].z = 0.0f;
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vertex_shader_input.V[D3DVSDE_PSIZE].w = 1.0f;
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}
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}
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if (isDiffuse) {
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diffuseColor = *(DWORD *)curPos;
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VTRACE(("diffuseColor=%lx\n", diffuseColor));
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curPos = curPos + sizeof(DWORD);
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_DIFFUSE].x = (float) (((diffuseColor >> 16) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_DIFFUSE].y = (float) (((diffuseColor >> 8) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_DIFFUSE].z = (float) (((diffuseColor >> 0) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_DIFFUSE].w = (float) (((diffuseColor >> 24) & 0xFF) / 255.0f);
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}
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}
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if (isSpecular) {
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specularColor = *(DWORD *)curPos;
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VTRACE(("specularColor=%lx\n", specularColor));
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curPos = curPos + sizeof(DWORD);
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_SPECULAR].x = (float) (((specularColor >> 16) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_SPECULAR].y = (float) (((specularColor >> 8) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_SPECULAR].z = (float) (((specularColor >> 0) & 0xFF) / 255.0f);
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vertex_shader_input.V[D3DVSDE_SPECULAR].w = (float) (((specularColor >> 24) & 0xFF) / 255.0f);
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}
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}
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/* ToDo: Texture coords */
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@ -432,10 +378,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s,t));
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].x = s;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].y = t;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].z = 0.0f;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].w = 1.0f;
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/* Nothing to do */
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} else {
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if (This->isMultiTexture) {
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
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@ -455,10 +398,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r));
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if (TRUE == useVertexShaderFunction) {
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].x = s;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].y = t;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].z = r;
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vertex_shader_input.V[D3DVSDE_TEXCOORD0 + textureNo].w = 1.0f;
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/* Nothing to do */
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} else {
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if (This->isMultiTexture) {
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glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
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@ -481,38 +421,53 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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/** if vertex shader program specified ... using it */
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if (TRUE == useVertexShaderFunction) {
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VSHADEROUTPUTDATA8 vs_o;
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memset(&vs_o, 0, sizeof(VSHADEROUTPUTDATA8));
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vshader_program_execute_SW(vertex_shader, &vertex_shader_input, &vs_o);
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/*
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TRACE_VECTOR(vs_o.oPos);
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TRACE_VECTOR(vs_o.oD[0]);
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TRACE_VECTOR(vs_o.oT[0]);
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TRACE_VECTOR(vs_o.oT[1]);
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*/
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x = vs_o.oPos.x;
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y = vs_o.oPos.y;
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z = vs_o.oPos.z;
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if (1.0f != vs_o.oPos.w || isRHW) {
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rhw = vs_o.oPos.w;
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}
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/*TRACE_VECTOR(vs_o.oPos);*/
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if (isDiffuse) {
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/*diffuseColor = D3DCOLOR_COLORVALUE(vs_o.oD[0].x, vs_o.oD[0].y, vs_o.oD[0].z, vs_o.oD[0].w);*/
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/*TRACE_VECTOR(vs_o.oD[0]);*/
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/*glColor4f(vs_o.oD[0].x, vs_o.oD[0].y, vs_o.oD[0].z, vs_o.oD[0].w); */
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glMaterialfv(GL_FRONT, GL_DIFFUSE, (float*) &vs_o.oD[0]);
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checkGLcall("glMaterialfv");
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}
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if (isSpecular) {
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/*specularColor = D3DCOLOR_COLORVALUE(vs_o.oD[1].x, vs_o.oD[1].y, vs_o.oD[1].z, vs_o.oD[1].w);*/
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/*TRACE_VECTOR(vs_o.oD[1]);*/
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glMaterialfv(GL_FRONT, GL_SPECULAR, (float*) &vs_o.oD[1]);
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checkGLcall("glMaterialfv");
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}
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/** reupdate textures coords binding using vs_o.oT[0->3] */
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for (textureNo = 0; textureNo < 4/*min(numTextures, 4)*/; ++textureNo) {
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/**
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* this code must become the really
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* vs input params init
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*
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* because its possible to use input registers for anything
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* and some samples use registers for other things than they are
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* declared
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*/
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/**
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* no really valid declaration, user defined input register use
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* so fill input registers as described in vertex shader declaration
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*/
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vshader_fill_input(vertex_shader, This, vertexBufData, StartVertexIndex,
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(!isIndexed) ? (vx_index * skip) :
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(idxBytes == 2) ? ((pIdxBufS[StartIdx + vx_index]) * skip) :
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((pIdxBufL[StartIdx + vx_index]) * skip));
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memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
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vshader_program_execute_SW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
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/*
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TRACE_VECTOR(vertex_shader->output.oPos);
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TRACE_VECTOR(vertex_shader->output.oD[0]);
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TRACE_VECTOR(vertex_shader->output.oD[1]);
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TRACE_VECTOR(vertex_shader->output.oT[0]);
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TRACE_VECTOR(vertex_shader->output.oT[1]);
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*/
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x = vertex_shader->output.oPos.x;
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y = vertex_shader->output.oPos.y;
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z = vertex_shader->output.oPos.z;
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if (1.0f != vertex_shader->output.oPos.w || isRHW) {
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rhw = vertex_shader->output.oPos.w;
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}
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/*diffuseColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[0]);*/
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glColor4fv((float*) &vertex_shader->output.oD[0]);
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/* Requires secondary color extensions to compile... */
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if (checkGLSupport(EXT_SECONDARY_COLOR)) {
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/*specularColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[1]);*/
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GLExtCall(glSecondaryColor3fvEXT)((float*) &vertex_shader->output.oD[1]);
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/*checkGLcall("glSecondaryColor3fvEXT");*/
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}
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/** reupdate textures coords binding using vertex_shader->output.oT[0->3] */
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for (textureNo = 0; textureNo < 4; ++textureNo) {
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float s, t, r, q;
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if (!(This->isMultiTexture) && textureNo > 0) {
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@ -523,31 +478,31 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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if (This->StateBlock.textures[textureNo] != NULL) {
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switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock.textures[textureNo])) {
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case D3DRTYPE_TEXTURE:
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/*TRACE_VECTOR(vs_o.oT[textureNo]);*/
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s = vs_o.oT[textureNo].x;
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t = vs_o.oT[textureNo].y;
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VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s,t));
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/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
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s = vertex_shader->output.oT[textureNo].x;
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t = vertex_shader->output.oT[textureNo].y;
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VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s, t));
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if (This->isMultiTexture) {
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
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checkGLcall("glMultiTexCoord2fARB");
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/*checkGLcall("glMultiTexCoord2fARB");*/
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} else {
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glTexCoord2f(s, t);
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checkGLcall("gTexCoord2f");
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/*checkGLcall("gTexCoord2f");*/
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}
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break;
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case D3DRTYPE_VOLUMETEXTURE:
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/*TRACE_VECTOR(vs_o.oT[textureNo]);*/
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s = vs_o.oT[textureNo].x;
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t = vs_o.oT[textureNo].y;
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r = vs_o.oT[textureNo].z;
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VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r));
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/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
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s = vertex_shader->output.oT[textureNo].x;
|
||||
t = vertex_shader->output.oT[textureNo].y;
|
||||
r = vertex_shader->output.oT[textureNo].z;
|
||||
VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s, t, r));
|
||||
if (This->isMultiTexture) {
|
||||
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
|
||||
checkGLcall("glMultiTexCoord2fARB");
|
||||
/*checkGLcall("glMultiTexCoord2fARB");*/
|
||||
} else {
|
||||
glTexCoord3f(s, t, r);
|
||||
checkGLcall("gTexCoord3f");
|
||||
/*checkGLcall("gTexCoord3f");*/
|
||||
}
|
||||
break;
|
||||
|
||||
@ -562,11 +517,11 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
|
||||
if (1.0f == rhw || rhw < 0.01f) {
|
||||
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
||||
glVertex3f(x, y, z);
|
||||
checkGLcall("glVertex3f");
|
||||
/*checkGLcall("glVertex3f");*/
|
||||
} else {
|
||||
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
||||
glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw);
|
||||
checkGLcall("glVertex4f");
|
||||
/*checkGLcall("glVertex4f");*/
|
||||
}
|
||||
} else {
|
||||
/**
|
||||
|
@ -54,6 +54,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
*
|
||||
* FVF
|
||||
* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
|
||||
*
|
||||
* NVIDIA: DX8 Vertex Shader to NV Vertex Program
|
||||
* http://developer.nvidia.com/view.asp?IO=vstovp
|
||||
*
|
||||
* NVIDIA: Memory Management with VAR
|
||||
* http://developer.nvidia.com/view.asp?IO=var_memory_management
|
||||
*/
|
||||
|
||||
typedef void (*shader_fct_t)();
|
||||
@ -137,10 +143,14 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||
|
||||
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
float tmp_f = floorf(s0->w);
|
||||
d->x = powf(2.0f, tmp_f);
|
||||
d->y = s0->w - tmp_f;
|
||||
d->z = powf(2.0f, s0->w);
|
||||
d->w = 1.0f;
|
||||
DWORD tmp_d = 0;
|
||||
tmp_f = powf(2.0f, s0->w);
|
||||
tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
|
||||
|
||||
d->x = powf(2.0f, tmp_f);
|
||||
d->y = s0->w - tmp_f;
|
||||
d->z = *((float*) &tmp_d);
|
||||
d->w = 1.0f;
|
||||
|
||||
/*
|
||||
DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
|
||||
@ -244,28 +254,124 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||
d->w = s0->w - s1->w;
|
||||
}
|
||||
|
||||
/**
|
||||
* Version 1.1 specific
|
||||
*/
|
||||
|
||||
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
|
||||
}
|
||||
|
||||
void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
float tmp_f = fabsf(s0->w);
|
||||
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
|
||||
}
|
||||
|
||||
void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
d->x = s0->x - floorf(s0->x);
|
||||
d->y = s0->y - floorf(s0->y);
|
||||
d->z = 0.0f;
|
||||
d->w = 1.0f;
|
||||
}
|
||||
|
||||
typedef FLOAT D3DMATRIX44[4][4];
|
||||
typedef FLOAT D3DMATRIX43[4][3];
|
||||
typedef FLOAT D3DMATRIX34[4][4];
|
||||
typedef FLOAT D3DMATRIX33[4][3];
|
||||
typedef FLOAT D3DMATRIX32[4][2];
|
||||
|
||||
void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
|
||||
/*
|
||||
* BuGGY CODE: here only if cast not work for copy/paste
|
||||
D3DSHADERVECTOR* mat2 = mat1 + 1;
|
||||
D3DSHADERVECTOR* mat3 = mat1 + 2;
|
||||
D3DSHADERVECTOR* mat4 = mat1 + 3;
|
||||
d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
|
||||
d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
|
||||
d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
|
||||
d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
|
||||
*/
|
||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
|
||||
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
|
||||
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
|
||||
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
|
||||
}
|
||||
|
||||
void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
|
||||
FIXME("check\n");
|
||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
|
||||
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
|
||||
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
|
||||
d->w = 1.0f;
|
||||
}
|
||||
|
||||
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
|
||||
FIXME("check\n");
|
||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
|
||||
d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
|
||||
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
|
||||
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
|
||||
}
|
||||
|
||||
void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
|
||||
FIXME("check\n");
|
||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
|
||||
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
|
||||
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
|
||||
d->w = 1.0f;
|
||||
}
|
||||
|
||||
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
|
||||
FIXME("check\n");
|
||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
|
||||
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
|
||||
d->z = 0.0f;
|
||||
d->w = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Version 2.0 specific
|
||||
*/
|
||||
void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
|
||||
d->x = s0->x * (s1->x - s2->x) + s2->x;
|
||||
d->y = s0->y * (s1->y - s2->y) + s2->y;
|
||||
d->z = s0->z * (s1->z - s2->z) + s2->z;
|
||||
d->w = s0->w * (s1->w - s2->w) + s2->x;
|
||||
}
|
||||
|
||||
/**
|
||||
* log, exp, frc, m*x* seems to be macros ins ... to see
|
||||
*/
|
||||
static CONST SHADER_OPCODE vshader_ins [] = {
|
||||
{D3DSIO_NOP, "nop", 0, vshader_nop},
|
||||
{D3DSIO_MOV, "mov", 2, vshader_mov},
|
||||
{D3DSIO_MAX, "max", 3, vshader_max},
|
||||
{D3DSIO_MIN, "min", 3, vshader_min},
|
||||
{D3DSIO_SGE, "sge", 3, vshader_sge},
|
||||
{D3DSIO_SLT, "slt", 3, vshader_slt},
|
||||
{D3DSIO_ADD, "add", 3, vshader_add},
|
||||
{D3DSIO_SUB, "sub", 3, vshader_sub},
|
||||
{D3DSIO_MAD, "mad", 4, vshader_mad},
|
||||
{D3DSIO_MUL, "mul", 3, vshader_mul},
|
||||
{D3DSIO_RCP, "rcp", 2, vshader_rcp},
|
||||
{D3DSIO_MAD, "mad", 4, vshader_mad},
|
||||
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
|
||||
{D3DSIO_DP3, "dp3", 3, vshader_dp3},
|
||||
{D3DSIO_DP4, "dp4", 3, vshader_dp4},
|
||||
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
|
||||
{D3DSIO_DST, "dst", 3, vshader_dst},
|
||||
{D3DSIO_MIN, "min", 3, vshader_min},
|
||||
{D3DSIO_MAX, "max", 3, vshader_max},
|
||||
{D3DSIO_SLT, "slt", 3, vshader_slt},
|
||||
{D3DSIO_SGE, "sge", 3, vshader_sge},
|
||||
{D3DSIO_EXP, "exp", 2, vshader_exp},
|
||||
{D3DSIO_LOG, "log", 2, vshader_log},
|
||||
{D3DSIO_LIT, "lit", 2, vshader_lit},
|
||||
{D3DSIO_DST, "dst", 3, vshader_dst},
|
||||
{D3DSIO_LRP, "lrp", 5, vshader_lrp},
|
||||
{D3DSIO_FRC, "frc", 2, vshader_frc},
|
||||
{D3DSIO_M4x4, "m4x4", 3, vshader_m4x4},
|
||||
{D3DSIO_M4x3, "m4x3", 3, vshader_m4x3},
|
||||
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
|
||||
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
|
||||
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
|
||||
/** FIXME: use direct acces so add the others opcodes as stubs */
|
||||
{D3DSIO_EXPP, "expp", 2, vshader_expp},
|
||||
{D3DSIO_LOGP, "logp", 2, vshader_logp},
|
||||
{D3DSIO_NOP, "nop", 0, vshader_nop},
|
||||
|
||||
{0, NULL, 0, NULL}
|
||||
};
|
||||
|
||||
@ -352,6 +458,14 @@ void vshader_program_dump_param(const DWORD param, int input) {
|
||||
}
|
||||
}
|
||||
|
||||
inline static BOOL vshader_is_version_token(DWORD token) {
|
||||
return 0xFFFE0000 == (token & 0xFFFE0000);
|
||||
}
|
||||
|
||||
inline static BOOL vshader_is_comment_token(DWORD token) {
|
||||
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
|
||||
}
|
||||
|
||||
/**
|
||||
* Function parser ...
|
||||
*/
|
||||
@ -363,13 +477,27 @@ DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
|
||||
|
||||
if (NULL != pToken) {
|
||||
while (D3DVS_END() != *pToken) {
|
||||
if (vshader_is_version_token(*pToken)) { /** version */
|
||||
DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
|
||||
++pToken;
|
||||
++len;
|
||||
continue;
|
||||
}
|
||||
if (vshader_is_comment_token(*pToken)) { /** comment */
|
||||
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
||||
++pToken;
|
||||
/*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
|
||||
pToken += comment_len;
|
||||
len += comment_len + 1;
|
||||
continue;
|
||||
}
|
||||
curOpcode = vshader_program_get_opcode(*pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
if (NULL == curOpcode) {
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
|
||||
DPRINTF("unrecognized opcode: %08lx\n", *pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
@ -426,7 +554,9 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
|
||||
D3DSHADERVECTOR* p_send[4];
|
||||
DWORD i;
|
||||
|
||||
/** init temporary register */
|
||||
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
|
||||
|
||||
/* vshader_program_parse(vshader); */
|
||||
/*
|
||||
TRACE_VECTOR(vshader->data->C[0]);
|
||||
@ -449,13 +579,29 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
|
||||
/* the first dword is the version tag */
|
||||
/* TODO: parse it */
|
||||
|
||||
if (vshader_is_version_token(*pToken)) { /** version */
|
||||
++pToken;
|
||||
}
|
||||
while (D3DVS_END() != *pToken) {
|
||||
if (vshader_is_comment_token(*pToken)) { /** comment */
|
||||
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
||||
++pToken;
|
||||
pToken += comment_len;
|
||||
continue ;
|
||||
}
|
||||
curOpcode = vshader_program_get_opcode(*pToken);
|
||||
++pToken;
|
||||
if (NULL == curOpcode) {
|
||||
i = 0;
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", pToken - vshader->function, *pToken);
|
||||
if (i == 0) {
|
||||
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
|
||||
}
|
||||
DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
|
||||
vshader_program_dump_param(*pToken, i);
|
||||
DPRINTF("\n");
|
||||
++i;
|
||||
++pToken;
|
||||
}
|
||||
/*return FALSE;*/
|
||||
@ -561,6 +707,9 @@ BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
|
||||
case 4:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
|
||||
break;
|
||||
case 5:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
|
||||
break;
|
||||
default:
|
||||
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
|
||||
}
|
||||
@ -678,6 +827,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
const DWORD* pToken = vshader->decl;
|
||||
DWORD fvf = 0;
|
||||
DWORD len = 0;
|
||||
DWORD stream = 0;
|
||||
DWORD token;
|
||||
DWORD tokenlen;
|
||||
DWORD tokentype;
|
||||
@ -686,12 +836,19 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
while (D3DVSD_END() != *pToken) {
|
||||
token = *pToken;
|
||||
tokenlen = vshader_decl_parse_token(pToken);
|
||||
tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
|
||||
/** FVF generation block */
|
||||
if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
|
||||
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
|
||||
/**
|
||||
* how really works streams,
|
||||
* in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
|
||||
*/
|
||||
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
|
||||
|
||||
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
|
||||
|
||||
switch (reg) {
|
||||
case D3DVSDE_POSITION:
|
||||
@ -699,7 +856,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
|
||||
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -710,7 +867,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
|
||||
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -718,7 +875,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
switch (type) {
|
||||
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -726,7 +883,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
switch (type) {
|
||||
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -734,7 +891,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
switch (type) {
|
||||
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -742,7 +899,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
switch (type) {
|
||||
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -750,7 +907,7 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
switch (type) {
|
||||
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %lu\n", type);
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -787,18 +944,210 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
return len * sizeof(DWORD);
|
||||
}
|
||||
|
||||
|
||||
void vshader_fill_input(VERTEXSHADER8* vshader,
|
||||
IDirect3DDevice8Impl* device,
|
||||
const void* vertexFirstStream,
|
||||
DWORD StartVertexIndex,
|
||||
DWORD idxDecal) {
|
||||
/** parser data */
|
||||
const DWORD* pToken = vshader->decl;
|
||||
DWORD stream = 0;
|
||||
DWORD token;
|
||||
/*DWORD tokenlen;*/
|
||||
DWORD tokentype;
|
||||
/** for input readers */
|
||||
const void* curPos = NULL;
|
||||
FLOAT x, y, z, w;
|
||||
SHORT u, v, r, t;
|
||||
DWORD dw;
|
||||
|
||||
/*TRACE("(%p) - device:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, device, vertexFirstStream, StartVertexIndex, idxDecal);*/
|
||||
while (D3DVSD_END() != *pToken) {
|
||||
token = *pToken;
|
||||
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
|
||||
/** FVF generation block */
|
||||
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
|
||||
IDirect3DVertexBuffer8* pVB;
|
||||
const void* startVtx = NULL;
|
||||
int skip = 0;
|
||||
|
||||
++pToken;
|
||||
/**
|
||||
* how really works streams,
|
||||
* in DolphinVS dx8 dsk sample use it !!!
|
||||
*/
|
||||
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
|
||||
|
||||
if (0 == stream) {
|
||||
skip = device->StateBlock.stream_stride[0];
|
||||
startVtx = vertexFirstStream + (StartVertexIndex * skip);
|
||||
curPos = startVtx + idxDecal;
|
||||
/*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
|
||||
} else {
|
||||
skip = device->StateBlock.stream_stride[stream];
|
||||
pVB = device->StateBlock.stream_source[stream];
|
||||
|
||||
if (NULL == pVB) {
|
||||
ERR("using unitialised stream[%lu]\n", stream);
|
||||
return ;
|
||||
} else {
|
||||
startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
|
||||
/** do we need to decal if we use idxBuffer */
|
||||
curPos = startVtx + idxDecal;
|
||||
/*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
|
||||
}
|
||||
}
|
||||
} else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
|
||||
/** Const decl */
|
||||
DWORD i;
|
||||
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
|
||||
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
|
||||
++pToken;
|
||||
for (i = 0; i < count; ++i) {
|
||||
vshader->data->C[constaddress + i].x = *(float*)pToken;
|
||||
vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
|
||||
vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
|
||||
vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
|
||||
pToken += 4;
|
||||
}
|
||||
|
||||
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
|
||||
/** skip datas */
|
||||
DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
|
||||
curPos = curPos + skipCount * sizeof(DWORD);
|
||||
++pToken;
|
||||
|
||||
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
++pToken;
|
||||
|
||||
switch (type) {
|
||||
case D3DVSDT_FLOAT1:
|
||||
x = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
/**/
|
||||
vshader->input.V[reg].x = x;
|
||||
vshader->input.V[reg].y = 0.0f;
|
||||
vshader->input.V[reg].z = 0.0f;
|
||||
vshader->input.V[reg].w = 1.0f;
|
||||
break;
|
||||
|
||||
case D3DVSDT_FLOAT2:
|
||||
x = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
y = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
/**/
|
||||
vshader->input.V[reg].x = x;
|
||||
vshader->input.V[reg].y = y;
|
||||
vshader->input.V[reg].z = 0.0f;
|
||||
vshader->input.V[reg].w = 1.0f;
|
||||
break;
|
||||
|
||||
case D3DVSDT_FLOAT3:
|
||||
x = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
y = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
z = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
/**/
|
||||
vshader->input.V[reg].x = x;
|
||||
vshader->input.V[reg].y = y;
|
||||
vshader->input.V[reg].z = z;
|
||||
vshader->input.V[reg].w = 1.0f;
|
||||
break;
|
||||
|
||||
case D3DVSDT_FLOAT4:
|
||||
x = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
y = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
z = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
w = *(float*) curPos;
|
||||
curPos = curPos + sizeof(float);
|
||||
/**/
|
||||
vshader->input.V[reg].x = x;
|
||||
vshader->input.V[reg].y = y;
|
||||
vshader->input.V[reg].z = z;
|
||||
vshader->input.V[reg].w = w;
|
||||
break;
|
||||
|
||||
case D3DVSDT_D3DCOLOR:
|
||||
dw = *(DWORD*) curPos;
|
||||
curPos = curPos + sizeof(DWORD);
|
||||
/**/
|
||||
vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
|
||||
vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
|
||||
vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
|
||||
vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
|
||||
break;
|
||||
|
||||
case D3DVSDT_SHORT2:
|
||||
u = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
v = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
/**/
|
||||
vshader->input.V[reg].x = (float) u;
|
||||
vshader->input.V[reg].y = (float) v;
|
||||
vshader->input.V[reg].z = 0.0f;
|
||||
vshader->input.V[reg].w = 1.0f;
|
||||
break;
|
||||
|
||||
case D3DVSDT_SHORT4:
|
||||
u = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
v = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
r = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
t = *(SHORT*) curPos;
|
||||
curPos = curPos + sizeof(SHORT);
|
||||
/**/
|
||||
vshader->input.V[reg].x = (float) u;
|
||||
vshader->input.V[reg].y = (float) v;
|
||||
vshader->input.V[reg].z = (float) r;
|
||||
vshader->input.V[reg].w = (float) t;
|
||||
break;
|
||||
|
||||
case D3DVSDT_UBYTE4:
|
||||
dw = *(DWORD*) curPos;
|
||||
curPos = curPos + sizeof(DWORD);
|
||||
/**/
|
||||
vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
|
||||
vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
|
||||
vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
|
||||
vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
|
||||
|
||||
break;
|
||||
|
||||
default: /** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/* here D3DVSD_END() */
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************
|
||||
* ValidateVertexShader (D3D8.@)
|
||||
*/
|
||||
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
|
||||
FIXME("(void): stub: %p\n", what);
|
||||
FIXME("(void): stub: %p %p\n", what, toto);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/***********************************************************************
|
||||
* ValidatePixelShader (D3D8.@)
|
||||
*/
|
||||
BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
|
||||
BOOL WINAPI ValidatePixelShader(LPVOID what) {
|
||||
FIXME("(void): stub: %p\n", what);
|
||||
return TRUE;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user