wined3d: Merge pixelshader.c and vertexshader.c.
[wine.git] / dlls / wined3d / shader.c
blob2e758ff29508c9c43a62550e217d3e98a85fa790
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
27 #include <math.h>
28 #include <stdio.h>
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
36 *parent = shader->baseShader.parent;
37 IUnknown_AddRef(*parent);
38 TRACE("shader %p, returning %p.\n", shader, *parent);
41 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
43 if (!data)
45 *data_size = shader->baseShader.functionLength;
46 return WINED3D_OK;
49 if (*data_size < shader->baseShader.functionLength)
51 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
52 * than the required size we should write the required size and
53 * return D3DERR_MOREDATA. That's not actually true. */
54 return WINED3DERR_INVALIDCALL;
57 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
59 return WINED3D_OK;
62 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
64 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
66 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
67 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
68 || IsEqualGUID(riid, &IID_IWineD3DBase)
69 || IsEqualGUID(riid, &IID_IUnknown))
71 IUnknown_AddRef(iface);
72 *object = iface;
73 return S_OK;
76 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
78 *object = NULL;
79 return E_NOINTERFACE;
82 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
84 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
85 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
87 TRACE("%p increasing refcount to %u.\n", shader, refcount);
89 return refcount;
92 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
94 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
95 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
97 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
99 if (!refcount)
101 shader_cleanup((IWineD3DBaseShader *)iface);
102 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
103 HeapFree(GetProcessHeap(), 0, shader);
106 return refcount;
109 static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
111 TRACE("iface %p, parent %p.\n", iface, parent);
113 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
115 return WINED3D_OK;
118 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
120 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
122 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
125 /* Set local constants for d3d8 shaders. */
126 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
127 UINT start_idx, const float *src_data, UINT count)
129 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
130 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
131 UINT i, end_idx;
133 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
135 end_idx = start_idx + count;
136 if (end_idx > device->d3d_vshader_constantF)
138 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
139 end_idx = device->d3d_vshader_constantF;
142 for (i = start_idx; i < end_idx; ++i)
144 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
145 if (!lconst) return E_OUTOFMEMORY;
147 lconst->idx = i;
148 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
149 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
152 return WINED3D_OK;
155 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
157 /* IUnknown methods */
158 vertexshader_QueryInterface,
159 vertexshader_AddRef,
160 vertexshader_Release,
161 /* IWineD3DBase methods */
162 vertexshader_GetParent,
163 /* IWineD3DBaseShader methods */
164 vertexshader_GetFunction,
165 /* IWineD3DVertexShader methods */
166 vertexshader_SetLocalConstantsF,
169 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
170 IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
172 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
173 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
174 && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
175 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
178 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
180 if (usage_idx1 != usage_idx2) return FALSE;
181 if (usage1 == usage2) return TRUE;
182 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
183 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
185 return FALSE;
188 BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
190 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
191 WORD map = shader->baseShader.reg_maps.input_registers;
192 unsigned int i;
194 for (i = 0; map; map >>= 1, ++i)
196 if (!(map & 1)) continue;
198 if (match_usage(shader->attributes[i].usage,
199 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
201 *regnum = i;
202 return TRUE;
205 return FALSE;
208 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
210 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
211 shader->baseShader.reg_maps.shader_version.minor);
212 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
214 shader->baseShader.limits.texcoord = 0;
215 shader->baseShader.limits.attributes = 16;
216 shader->baseShader.limits.packed_input = 0;
218 switch (shader_version)
220 case WINED3D_SHADER_VERSION(1, 0):
221 case WINED3D_SHADER_VERSION(1, 1):
222 shader->baseShader.limits.temporary = 12;
223 shader->baseShader.limits.constant_bool = 0;
224 shader->baseShader.limits.constant_int = 0;
225 shader->baseShader.limits.address = 1;
226 shader->baseShader.limits.packed_output = 0;
227 shader->baseShader.limits.sampler = 0;
228 shader->baseShader.limits.label = 0;
229 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
230 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
231 * constants? */
232 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
233 break;
235 case WINED3D_SHADER_VERSION(2, 0):
236 case WINED3D_SHADER_VERSION(2, 1):
237 shader->baseShader.limits.temporary = 12;
238 shader->baseShader.limits.constant_bool = 16;
239 shader->baseShader.limits.constant_int = 16;
240 shader->baseShader.limits.address = 1;
241 shader->baseShader.limits.packed_output = 0;
242 shader->baseShader.limits.sampler = 0;
243 shader->baseShader.limits.label = 16;
244 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
245 break;
247 case WINED3D_SHADER_VERSION(4, 0):
248 FIXME("Using 3.0 limits for 4.0 shader.\n");
249 /* Fall through. */
251 case WINED3D_SHADER_VERSION(3, 0):
252 shader->baseShader.limits.temporary = 32;
253 shader->baseShader.limits.constant_bool = 32;
254 shader->baseShader.limits.constant_int = 32;
255 shader->baseShader.limits.address = 1;
256 shader->baseShader.limits.packed_output = 12;
257 shader->baseShader.limits.sampler = 4;
258 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
259 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
260 * even though they are capable of supporting much more (GL
261 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
262 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
263 * shaders to 256. */
264 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
265 break;
267 default:
268 shader->baseShader.limits.temporary = 12;
269 shader->baseShader.limits.constant_bool = 16;
270 shader->baseShader.limits.constant_int = 16;
271 shader->baseShader.limits.address = 1;
272 shader->baseShader.limits.packed_output = 0;
273 shader->baseShader.limits.sampler = 0;
274 shader->baseShader.limits.label = 16;
275 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
276 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
277 shader->baseShader.reg_maps.shader_version.major,
278 shader->baseShader.reg_maps.shader_version.minor);
282 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
283 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
285 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
286 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
287 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
288 const struct wined3d_shader_frontend *fe;
289 unsigned int i;
290 HRESULT hr;
292 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
294 fe = shader_select_frontend(*byte_code);
295 if (!fe)
297 FIXME("Unable to find frontend for shader.\n");
298 return WINED3DERR_INVALIDCALL;
300 shader->baseShader.frontend = fe;
301 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
302 if (!shader->baseShader.frontend_data)
304 FIXME("Failed to initialize frontend.\n");
305 return WINED3DERR_INVALIDCALL;
308 /* First pass: trace shader. */
309 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
311 /* Initialize immediate constant lists. */
312 list_init(&shader->baseShader.constantsF);
313 list_init(&shader->baseShader.constantsB);
314 list_init(&shader->baseShader.constantsI);
316 /* Second pass: figure out registers used, semantics, etc. */
317 shader->min_rel_offset = device->d3d_vshader_constantF;
318 shader->max_rel_offset = 0;
319 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
320 reg_maps, shader->attributes, NULL, shader->output_signature,
321 byte_code, device->d3d_vshader_constantF);
322 if (FAILED(hr)) return hr;
324 if (output_signature)
326 for (i = 0; i < output_signature->element_count; ++i)
328 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
329 reg_maps->output_registers |= 1 << e->register_idx;
330 shader->output_signature[e->register_idx] = *e;
334 vertexshader_set_limits(shader);
336 if (device->vs_selected_mode == SHADER_ARB
337 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
338 && shader->min_rel_offset <= shader->max_rel_offset)
340 if (shader->max_rel_offset - shader->min_rel_offset > 127)
342 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
343 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
344 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
346 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
348 shader->rel_offset = shader->min_rel_offset + 63;
350 else if (shader->max_rel_offset > 63)
352 shader->rel_offset = shader->min_rel_offset;
354 else
356 shader->rel_offset = 0;
359 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
360 && !list_empty(&shader->baseShader.constantsF);
362 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
363 if (!shader->baseShader.function) return E_OUTOFMEMORY;
364 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
366 return WINED3D_OK;
369 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
370 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
371 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
373 HRESULT hr;
375 if (!byte_code) return WINED3DERR_INVALIDCALL;
377 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
378 shader_init(&shader->baseShader, device, parent, parent_ops);
380 hr = vertexshader_set_function(shader, byte_code, output_signature);
381 if (FAILED(hr))
383 WARN("Failed to set function, hr %#x.\n", hr);
384 shader_cleanup((IWineD3DBaseShader *)shader);
385 return hr;
388 return WINED3D_OK;
391 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
393 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
395 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
396 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
397 || IsEqualGUID(riid, &IID_IWineD3DBase)
398 || IsEqualGUID(riid, &IID_IUnknown))
400 IUnknown_AddRef(iface);
401 *object = iface;
402 return S_OK;
405 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
407 *object = NULL;
408 return E_NOINTERFACE;
411 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
413 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
414 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
416 TRACE("%p increasing refcount to %u.\n", shader, refcount);
418 return refcount;
421 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
423 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
424 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
426 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
428 if (!refcount)
430 shader_cleanup((IWineD3DBaseShader *)iface);
431 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
432 HeapFree(GetProcessHeap(), 0, shader);
435 return refcount;
438 static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
440 TRACE("iface %p, parent %p.\n", iface, parent);
442 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
444 return WINED3D_OK;
447 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
449 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
451 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
454 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
456 /* IUnknown methods */
457 pixelshader_QueryInterface,
458 pixelshader_AddRef,
459 pixelshader_Release,
460 /* IWineD3DBase methods */
461 pixelshader_GetParent,
462 /* IWineD3DBaseShader methods */
463 pixelshader_GetFunction
466 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
467 IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
469 IWineD3DBaseTextureImpl *texture;
470 UINT i;
472 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
473 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
474 args->np2_fixup = 0;
476 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
478 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
479 texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
480 if (!texture)
482 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
483 continue;
485 args->color_fixup[i] = texture->resource.format_desc->color_fixup;
487 /* Flag samplers that need NP2 texcoord fixup. */
488 if (!texture->baseTexture.pow2Matrix_identity)
490 args->np2_fixup |= (1 << i);
493 if (shader->baseShader.reg_maps.shader_version.major >= 3)
495 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
497 args->vp_mode = pretransformed;
499 else if (use_vs(stateblock))
501 args->vp_mode = vertexshader;
503 else
505 args->vp_mode = fixedfunction;
507 args->fog = FOG_OFF;
509 else
511 args->vp_mode = vertexshader;
512 if (stateblock->renderState[WINED3DRS_FOGENABLE])
514 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
516 case WINED3DFOG_NONE:
517 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
518 || use_vs(stateblock))
520 args->fog = FOG_LINEAR;
521 break;
524 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
526 case WINED3DFOG_NONE: /* Fall through. */
527 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
528 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
529 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
531 break;
533 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
534 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
535 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
538 else
540 args->fog = FOG_OFF;
545 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
547 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
548 shader->baseShader.reg_maps.shader_version.minor);
550 shader->baseShader.limits.attributes = 0;
551 shader->baseShader.limits.address = 0;
552 shader->baseShader.limits.packed_output = 0;
554 switch (shader_version)
556 case WINED3D_SHADER_VERSION(1, 0):
557 case WINED3D_SHADER_VERSION(1, 1):
558 case WINED3D_SHADER_VERSION(1, 2):
559 case WINED3D_SHADER_VERSION(1, 3):
560 shader->baseShader.limits.temporary = 2;
561 shader->baseShader.limits.constant_float = 8;
562 shader->baseShader.limits.constant_int = 0;
563 shader->baseShader.limits.constant_bool = 0;
564 shader->baseShader.limits.texcoord = 4;
565 shader->baseShader.limits.sampler = 4;
566 shader->baseShader.limits.packed_input = 0;
567 shader->baseShader.limits.label = 0;
568 break;
570 case WINED3D_SHADER_VERSION(1, 4):
571 shader->baseShader.limits.temporary = 6;
572 shader->baseShader.limits.constant_float = 8;
573 shader->baseShader.limits.constant_int = 0;
574 shader->baseShader.limits.constant_bool = 0;
575 shader->baseShader.limits.texcoord = 6;
576 shader->baseShader.limits.sampler = 6;
577 shader->baseShader.limits.packed_input = 0;
578 shader->baseShader.limits.label = 0;
579 break;
581 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
582 case WINED3D_SHADER_VERSION(2, 0):
583 shader->baseShader.limits.temporary = 32;
584 shader->baseShader.limits.constant_float = 32;
585 shader->baseShader.limits.constant_int = 16;
586 shader->baseShader.limits.constant_bool = 16;
587 shader->baseShader.limits.texcoord = 8;
588 shader->baseShader.limits.sampler = 16;
589 shader->baseShader.limits.packed_input = 0;
590 break;
592 case WINED3D_SHADER_VERSION(2, 1):
593 shader->baseShader.limits.temporary = 32;
594 shader->baseShader.limits.constant_float = 32;
595 shader->baseShader.limits.constant_int = 16;
596 shader->baseShader.limits.constant_bool = 16;
597 shader->baseShader.limits.texcoord = 8;
598 shader->baseShader.limits.sampler = 16;
599 shader->baseShader.limits.packed_input = 0;
600 shader->baseShader.limits.label = 16;
601 break;
603 case WINED3D_SHADER_VERSION(4, 0):
604 FIXME("Using 3.0 limits for 4.0 shader.\n");
605 /* Fall through. */
607 case WINED3D_SHADER_VERSION(3, 0):
608 shader->baseShader.limits.temporary = 32;
609 shader->baseShader.limits.constant_float = 224;
610 shader->baseShader.limits.constant_int = 16;
611 shader->baseShader.limits.constant_bool = 16;
612 shader->baseShader.limits.texcoord = 0;
613 shader->baseShader.limits.sampler = 16;
614 shader->baseShader.limits.packed_input = 12;
615 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
616 break;
618 default:
619 shader->baseShader.limits.temporary = 32;
620 shader->baseShader.limits.constant_float = 32;
621 shader->baseShader.limits.constant_int = 16;
622 shader->baseShader.limits.constant_bool = 16;
623 shader->baseShader.limits.texcoord = 8;
624 shader->baseShader.limits.sampler = 16;
625 shader->baseShader.limits.packed_input = 0;
626 shader->baseShader.limits.label = 0;
627 FIXME("Unrecognized pixel shader version %u.%u\n",
628 shader->baseShader.reg_maps.shader_version.major,
629 shader->baseShader.reg_maps.shader_version.minor);
633 static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
634 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
636 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
637 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
638 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
639 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
640 const struct wined3d_shader_frontend *fe;
641 HRESULT hr;
643 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
645 fe = shader_select_frontend(*byte_code);
646 if (!fe)
648 FIXME("Unable to find frontend for shader.\n");
649 return WINED3DERR_INVALIDCALL;
651 shader->baseShader.frontend = fe;
652 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
653 if (!shader->baseShader.frontend_data)
655 FIXME("Failed to initialize frontend.\n");
656 return WINED3DERR_INVALIDCALL;
659 /* First pass: trace shader. */
660 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
662 /* Initialize immediate constant lists. */
663 list_init(&shader->baseShader.constantsF);
664 list_init(&shader->baseShader.constantsB);
665 list_init(&shader->baseShader.constantsI);
667 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
668 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
669 reg_maps, NULL, shader->input_signature, NULL,
670 byte_code, device->d3d_pshader_constantF);
671 if (FAILED(hr)) return hr;
673 pixelshader_set_limits(shader);
675 for (i = 0; i < MAX_REG_INPUT; ++i)
677 if (shader->input_reg_used[i])
679 ++num_regs_used;
680 highest_reg_used = i;
684 /* Don't do any register mapping magic if it is not needed, or if we can't
685 * achieve anything anyway */
686 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
687 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
689 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
691 /* This happens with relative addressing. The input mapper function
692 * warns about this if the higher registers are declared too, so
693 * don't write a FIXME here */
694 WARN("More varying registers used than supported\n");
697 for (i = 0; i < MAX_REG_INPUT; ++i)
699 shader->input_reg_map[i] = i;
702 shader->declared_in_count = highest_reg_used + 1;
704 else
706 shader->declared_in_count = 0;
707 for (i = 0; i < MAX_REG_INPUT; ++i)
709 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
710 else shader->input_reg_map[i] = ~0U;
714 shader->baseShader.load_local_constsF = FALSE;
716 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
717 if (!shader->baseShader.function) return E_OUTOFMEMORY;
718 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
720 return WINED3D_OK;
723 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
724 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
725 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
727 HRESULT hr;
729 if (!byte_code) return WINED3DERR_INVALIDCALL;
731 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
732 shader_init(&shader->baseShader, device, parent, parent_ops);
734 hr = pixelshader_set_function(shader, byte_code, output_signature);
735 if (FAILED(hr))
737 WARN("Failed to set function, hr %#x.\n", hr);
738 shader_cleanup((IWineD3DBaseShader *)shader);
739 return hr;
742 return WINED3D_OK;
745 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
747 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
748 unsigned int i;
750 if (reg_maps->shader_version.major != 1) return;
752 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
754 /* We don't sample from this sampler. */
755 if (!sampler_type[i]) continue;
757 if (!textures[i])
759 WARN("No texture bound to sampler %u, using 2D.\n", i);
760 sampler_type[i] = WINED3DSTT_2D;
761 continue;
764 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
766 case GL_TEXTURE_RECTANGLE_ARB:
767 case GL_TEXTURE_2D:
768 /* We have to select between texture rectangles and 2D
769 * textures later because 2.0 and 3.0 shaders only have
770 * WINED3DSTT_2D as well. */
771 sampler_type[i] = WINED3DSTT_2D;
772 break;
774 case GL_TEXTURE_3D:
775 sampler_type[i] = WINED3DSTT_VOLUME;
776 break;
778 case GL_TEXTURE_CUBE_MAP_ARB:
779 sampler_type[i] = WINED3DSTT_CUBE;
780 break;
782 default:
783 FIXME("Unrecognized texture type %#x, using 2D.\n",
784 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
785 sampler_type[i] = WINED3DSTT_2D;