push cc8bc80451cc24f4d7cf75168b569f0ebfe19547
[wine/hacks.git] / dlls / wined3d / vertexshader.c
blob6c1440d4c25ffe52ad8f67bf8149b6315c700938
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
28 #include <math.h>
29 #include <stdio.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
37 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
39 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
40 This->baseShader.reg_maps.shader_version.minor);
42 This->baseShader.limits.texcoord = 0;
43 This->baseShader.limits.attributes = 16;
44 This->baseShader.limits.packed_input = 0;
46 switch (shader_version)
48 case WINED3D_SHADER_VERSION(1,0):
49 case WINED3D_SHADER_VERSION(1,1):
50 This->baseShader.limits.temporary = 12;
51 This->baseShader.limits.constant_bool = 0;
52 This->baseShader.limits.constant_int = 0;
53 This->baseShader.limits.address = 1;
54 This->baseShader.limits.packed_output = 0;
55 This->baseShader.limits.sampler = 0;
56 This->baseShader.limits.label = 0;
57 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
58 * on a vs_3_0 capable card that has 256 constants? */
59 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
60 break;
62 case WINED3D_SHADER_VERSION(2,0):
63 case WINED3D_SHADER_VERSION(2,1):
64 This->baseShader.limits.temporary = 12;
65 This->baseShader.limits.constant_bool = 16;
66 This->baseShader.limits.constant_int = 16;
67 This->baseShader.limits.address = 1;
68 This->baseShader.limits.packed_output = 0;
69 This->baseShader.limits.sampler = 0;
70 This->baseShader.limits.label = 16;
71 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
72 break;
74 case WINED3D_SHADER_VERSION(4,0):
75 FIXME("Using 3.0 limits for 4.0 shader\n");
76 /* Fall through */
78 case WINED3D_SHADER_VERSION(3,0):
79 This->baseShader.limits.temporary = 32;
80 This->baseShader.limits.constant_bool = 32;
81 This->baseShader.limits.constant_int = 32;
82 This->baseShader.limits.address = 1;
83 This->baseShader.limits.packed_output = 12;
84 This->baseShader.limits.sampler = 4;
85 This->baseShader.limits.label = 16; /* FIXME: 2048 */
86 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
87 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
88 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
89 * use constant buffers */
90 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
91 break;
93 default:
94 This->baseShader.limits.temporary = 12;
95 This->baseShader.limits.constant_bool = 16;
96 This->baseShader.limits.constant_int = 16;
97 This->baseShader.limits.address = 1;
98 This->baseShader.limits.packed_output = 0;
99 This->baseShader.limits.sampler = 0;
100 This->baseShader.limits.label = 16;
101 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
102 FIXME("Unrecognized vertex shader version %u.%u\n",
103 This->baseShader.reg_maps.shader_version.major,
104 This->baseShader.reg_maps.shader_version.minor);
108 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
109 if (usage_idx1 != usage_idx2) return FALSE;
110 if (usage1 == usage2) return TRUE;
111 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
112 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
114 return FALSE;
117 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
119 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
120 WORD map = This->baseShader.reg_maps.input_registers;
121 unsigned int i;
123 for (i = 0; map; map >>= 1, ++i)
125 if (!(map & 1)) continue;
127 if (match_usage(This->attributes[i].usage,
128 This->attributes[i].usage_idx, usage_req, usage_idx_req))
130 *regnum = i;
131 return TRUE;
134 return FALSE;
137 /* *******************************************
138 IWineD3DVertexShader IUnknown parts follow
139 ******************************************* */
140 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
141 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
143 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
144 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
145 || IsEqualGUID(riid, &IID_IWineD3DBase)
146 || IsEqualGUID(riid, &IID_IUnknown))
148 IUnknown_AddRef(iface);
149 *ppobj = iface;
150 return S_OK;
153 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
155 *ppobj = NULL;
156 return E_NOINTERFACE;
159 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
160 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
161 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
163 TRACE("%p increasing refcount to %u\n", This, refcount);
165 return refcount;
168 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
169 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
170 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
172 TRACE("%p decreasing refcount to %u\n", This, refcount);
174 if (!refcount)
176 shader_cleanup((IWineD3DBaseShader *)iface);
177 HeapFree(GetProcessHeap(), 0, This);
180 return refcount;
183 /* *******************************************
184 IWineD3DVertexShader IWineD3DVertexShader parts follow
185 ******************************************* */
187 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
188 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
190 *parent = This->parent;
191 IUnknown_AddRef(*parent);
192 TRACE("(%p) : returning %p\n", This, *parent);
193 return WINED3D_OK;
196 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
197 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
198 IWineD3DDevice_AddRef(This->baseShader.device);
199 *pDevice = This->baseShader.device;
200 TRACE("(%p) returning %p\n", This, *pDevice);
201 return WINED3D_OK;
204 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
205 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
206 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
208 if (NULL == pData) {
209 *pSizeOfData = This->baseShader.functionLength;
210 return WINED3D_OK;
212 if (*pSizeOfData < This->baseShader.functionLength) {
213 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
214 * than the required size we should write the required size and
215 * return D3DERR_MOREDATA. That's not actually true. */
216 return WINED3DERR_INVALIDCALL;
219 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
220 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
222 return WINED3D_OK;
225 /* Note that for vertex shaders CompileShader isn't called until the
226 * shader is first used. The reason for this is that we need the vertex
227 * declaration the shader will be used with in order to determine if
228 * the data in a register is of type D3DCOLOR, and needs swizzling. */
229 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
230 const DWORD *pFunction, const struct wined3d_shader_signature *output_signature)
232 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
233 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
234 const struct wined3d_shader_frontend *fe;
235 unsigned int i;
236 HRESULT hr;
237 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
239 TRACE("(%p) : pFunction %p\n", iface, pFunction);
241 fe = shader_select_frontend(*pFunction);
242 if (!fe)
244 FIXME("Unable to find frontend for shader.\n");
245 return WINED3DERR_INVALIDCALL;
247 This->baseShader.frontend = fe;
248 This->baseShader.frontend_data = fe->shader_init(pFunction, output_signature);
249 if (!This->baseShader.frontend_data)
251 FIXME("Failed to initialize frontend.\n");
252 return WINED3DERR_INVALIDCALL;
255 /* First pass: trace shader */
256 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
258 /* Initialize immediate constant lists */
259 list_init(&This->baseShader.constantsF);
260 list_init(&This->baseShader.constantsB);
261 list_init(&This->baseShader.constantsI);
263 /* Second pass: figure out registers used, semantics, etc.. */
264 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
265 This->max_rel_offset = 0;
266 hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
267 reg_maps, This->attributes, NULL, This->output_signature,
268 pFunction, GL_LIMITS(vshader_constantsF));
269 if (hr != WINED3D_OK) return hr;
271 if (output_signature)
273 for (i = 0; i < output_signature->element_count; ++i)
275 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
276 reg_maps->output_registers |= 1 << e->register_idx;
277 This->output_signature[e->register_idx] = *e;
281 vshader_set_limits(This);
283 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
284 (GLINFO_LOCATION).arb_vs_offset_limit &&
285 This->min_rel_offset <= This->max_rel_offset) {
287 if(This->max_rel_offset - This->min_rel_offset > 127) {
288 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
289 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
290 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
291 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
292 This->rel_offset = This->min_rel_offset + 63;
293 } else if(This->max_rel_offset > 63) {
294 This->rel_offset = This->min_rel_offset;
295 } else {
296 This->rel_offset = 0;
299 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
301 /* copy the function ... because it will certainly be released by application */
302 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
303 if (!This->baseShader.function) return E_OUTOFMEMORY;
304 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
306 return WINED3D_OK;
309 /* Set local constants for d3d8 shaders */
310 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
311 UINT start_idx, const float *src_data, UINT count) {
312 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
313 UINT i, end_idx;
315 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
317 end_idx = start_idx + count;
318 if (end_idx > GL_LIMITS(vshader_constantsF)) {
319 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
320 end_idx = GL_LIMITS(vshader_constantsF);
323 for (i = start_idx; i < end_idx; ++i) {
324 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
325 if (!lconst) return E_OUTOFMEMORY;
327 lconst->idx = i;
328 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
329 list_add_head(&This->baseShader.constantsF, &lconst->entry);
332 return WINED3D_OK;
335 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
337 /*** IUnknown methods ***/
338 IWineD3DVertexShaderImpl_QueryInterface,
339 IWineD3DVertexShaderImpl_AddRef,
340 IWineD3DVertexShaderImpl_Release,
341 /*** IWineD3DBase methods ***/
342 IWineD3DVertexShaderImpl_GetParent,
343 /*** IWineD3DBaseShader methods ***/
344 IWineD3DVertexShaderImpl_SetFunction,
345 /*** IWineD3DVertexShader methods ***/
346 IWineD3DVertexShaderImpl_GetDevice,
347 IWineD3DVertexShaderImpl_GetFunction,
348 IWIneD3DVertexShaderImpl_SetLocalConstantsF
351 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
352 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
353 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;