wine/dlls/d3dx9_36/shader.c
2008-08-25 11:39:22 +02:00

134 lines
3.5 KiB
C

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