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https://github.com/reactos/wine.git
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134 lines
3.5 KiB
C
134 lines
3.5 KiB
C
/*
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* Copyright 2008 Luis Busquets
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wine/debug.h"
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#include "windef.h"
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#include "wingdi.h"
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#include "d3dx9.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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LPCSTR WINAPI D3DXGetPixelShaderProfile(LPDIRECT3DDEVICE9 device)
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{
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D3DCAPS9 caps;
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TRACE("device %p\n", device);
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if (!device) return NULL;
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IDirect3DDevice9_GetDeviceCaps(device,&caps);
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switch (caps.PixelShaderVersion)
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{
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case D3DPS_VERSION(1, 1):
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return "ps_1_1";
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case D3DPS_VERSION(1, 2):
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return "ps_1_2";
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case D3DPS_VERSION(1, 3):
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return "ps_1_3";
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case D3DPS_VERSION(1, 4):
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return "ps_1_4";
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case D3DPS_VERSION(2, 0):
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if ((caps.PS20Caps.NumTemps>=22) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_ARBITRARYSWIZZLE) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_PREDICATION) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT))
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{
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return "ps_2_a";
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}
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if ((caps.PS20Caps.NumTemps>=32) &&
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(caps.PS20Caps.Caps&D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT))
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{
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return "ps_2_b";
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}
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return "ps_2_0";
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case D3DPS_VERSION(3, 0):
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return "ps_3_0";
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}
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return NULL;
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}
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UINT WINAPI D3DXGetShaderSize(const DWORD *byte_code)
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{
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const DWORD *ptr = byte_code;
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TRACE("byte_code %p\n", byte_code);
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if (!ptr) return 0;
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/* Look for the END token, skipping the VERSION token */
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while (*++ptr != D3DSIO_END)
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{
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/* Skip comments */
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if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT)
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{
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ptr += ((*ptr & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT);
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}
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}
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++ptr;
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/* Return the shader size in bytes */
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return (ptr - byte_code) * sizeof(*ptr);
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}
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DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code)
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{
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TRACE("byte_code %p\n", byte_code);
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return byte_code ? *byte_code : 0;
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}
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LPCSTR WINAPI D3DXGetVertexShaderProfile(LPDIRECT3DDEVICE9 device)
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{
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D3DCAPS9 caps;
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TRACE("device %p\n", device);
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if (!device) return NULL;
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IDirect3DDevice9_GetDeviceCaps(device,&caps);
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switch (caps.VertexShaderVersion)
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{
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case D3DVS_VERSION(1, 1):
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return "vs_1_1";
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case D3DVS_VERSION(2, 0):
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if ((caps.VS20Caps.NumTemps>=13) &&
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(caps.VS20Caps.DynamicFlowControlDepth==24) &&
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(caps.VS20Caps.Caps&D3DPS20CAPS_PREDICATION))
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{
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return "vs_2_a";
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}
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return "vs_2_0";
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case D3DVS_VERSION(3, 0):
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return "vs_3_0";
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}
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return NULL;
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}
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