wined3d: Store the gl information in a per adapter structure and initialize it only...
[wine.git] / dlls / wined3d / vertexshader.c
blobb5349180f342e1836d337a6d0d5bfbf0d5876f52
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
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 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
36 /* Shader debugging - Change the following line to enable debugging of software
37 vertex shaders */
38 #if 0 /* Musxt not be 1 in cvs version */
39 # define VSTRACE(A) TRACE A
40 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
41 #else
42 # define VSTRACE(A)
43 # define TRACE_VSVECTOR(name)
44 #endif
46 /**
47 * DirectX9 SDK download
48 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
50 * Exploring D3DX
51 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
53 * Using Vertex Shaders
54 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
56 * Dx9 New
57 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
59 * Dx9 Shaders
60 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
63 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
65 * Dx9 D3DX
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
68 * FVF
69 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
71 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
72 * http://developer.nvidia.com/view.asp?IO=vstovp
74 * NVIDIA: Memory Management with VAR
75 * http://developer.nvidia.com/view.asp?IO=var_memory_management
78 /* TODO: Vertex and Pixel shaders are almost identicle, the only exception being the way that some of the data is looked up or the availablity of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
79 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't supprise me if the programes can be cross compiled using a large body body shared code */
81 #define GLNAME_REQUIRE_GLSL ((const char *)1)
83 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
84 /* This table is not order or position dependent. */
86 /* Arithmetic */
87 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, vshader_hw_map2gl, NULL, 0, 0},
88 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, vshader_hw_map2gl, shader_glsl_mov, 0, 0},
89 {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_hw_map2gl, shader_glsl_mov, WINED3DVS_VERSION(2,0), -1},
90 {WINED3DSIO_ADD, "add", "ADD", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
91 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
92 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, vshader_hw_map2gl, shader_glsl_mad, 0, 0},
93 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
94 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, vshader_hw_rsq_rcp, shader_glsl_rcp, 0, 0},
95 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, vshader_hw_rsq_rcp, shader_glsl_map2gl, 0, 0},
96 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
97 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
98 {WINED3DSIO_MIN, "min", "MIN", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
99 {WINED3DSIO_MAX, "max", "MAX", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
100 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
101 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
102 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
103 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
104 {WINED3DSIO_LOG, "log", "LG2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
105 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, vshader_hw_map2gl, shader_glsl_expp, 0, 0},
106 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
107 {WINED3DSIO_LIT, "lit", "LIT", 1, 2, vshader_hw_map2gl, shader_glsl_lit, 0, 0},
108 {WINED3DSIO_DST, "dst", "DST", 1, 3, vshader_hw_map2gl, shader_glsl_dst, 0, 0},
109 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, NULL, shader_glsl_lrp, 0, 0},
110 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
111 {WINED3DSIO_POW, "pow", "POW", 1, 3, NULL, shader_glsl_pow, 0, 0},
112 {WINED3DSIO_CRS, "crs", "XPS", 1, 3, NULL, shader_glsl_cross, 0, 0},
113 /* TODO: sng can possibly be performed a s
114 RCP tmp, vec
115 MUL out, tmp, vec*/
116 {WINED3DSIO_SGN, "sgn", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
117 /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
118 DP3 tmp , vec, vec;
119 RSQ tmp, tmp.x;
120 MUL vec.xyz, vec, tmp;
121 but I think this is better because it accounts for w properly.
122 DP3 tmp , vec, vec;
123 RSQ tmp, tmp.x;
124 MUL vec, vec, tmp;
126 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
127 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
128 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
129 /* Matrix */
130 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
131 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
132 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
133 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
134 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, vshader_hw_mnxn, shader_glsl_mnxn, 0, 0},
135 /* Declare registers */
136 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
137 /* Constant definitions */
138 {WINED3DSIO_DEF, "def", NULL, 1, 5, NULL, NULL, 0, 0},
139 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
140 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
141 /* Flow control - requires GLSL or software shaders */
142 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DVS_VERSION(2,0), -1},
143 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
144 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DVS_VERSION(2,0), -1},
145 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DVS_VERSION(2,1), -1},
146 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DVS_VERSION(2,0), -1},
147 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
148 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DVS_VERSION(2,1), -1},
149 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DVS_VERSION(2,1), -1},
150 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
151 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DVS_VERSION(2,0), -1},
152 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DVS_VERSION(2,0), -1},
153 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DVS_VERSION(2,0), -1},
154 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DVS_VERSION(2,0), -1},
155 {WINED3DSIO_ENDLOOP,"endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
156 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DVS_VERSION(2,0), -1},
158 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
159 {WINED3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
160 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
163 static void vshader_set_limits(
164 IWineD3DVertexShaderImpl *This) {
166 This->baseShader.limits.texcoord = 0;
167 This->baseShader.limits.attributes = 16;
168 This->baseShader.limits.packed_input = 0;
170 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
171 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
173 switch (This->baseShader.hex_version) {
174 case WINED3DVS_VERSION(1,0):
175 case WINED3DVS_VERSION(1,1):
176 This->baseShader.limits.temporary = 12;
177 This->baseShader.limits.constant_bool = 0;
178 This->baseShader.limits.constant_int = 0;
179 This->baseShader.limits.address = 1;
180 This->baseShader.limits.packed_output = 0;
181 This->baseShader.limits.sampler = 0;
182 This->baseShader.limits.label = 0;
183 break;
185 case WINED3DVS_VERSION(2,0):
186 case WINED3DVS_VERSION(2,1):
187 This->baseShader.limits.temporary = 12;
188 This->baseShader.limits.constant_bool = 16;
189 This->baseShader.limits.constant_int = 16;
190 This->baseShader.limits.address = 1;
191 This->baseShader.limits.packed_output = 0;
192 This->baseShader.limits.sampler = 0;
193 This->baseShader.limits.label = 16;
194 break;
196 case WINED3DVS_VERSION(3,0):
197 This->baseShader.limits.temporary = 32;
198 This->baseShader.limits.constant_bool = 32;
199 This->baseShader.limits.constant_int = 32;
200 This->baseShader.limits.address = 1;
201 This->baseShader.limits.packed_output = 12;
202 This->baseShader.limits.sampler = 4;
203 This->baseShader.limits.label = 16; /* FIXME: 2048 */
204 break;
206 default: This->baseShader.limits.temporary = 12;
207 This->baseShader.limits.constant_bool = 16;
208 This->baseShader.limits.constant_int = 16;
209 This->baseShader.limits.address = 1;
210 This->baseShader.limits.packed_output = 0;
211 This->baseShader.limits.sampler = 0;
212 This->baseShader.limits.label = 16;
213 FIXME("Unrecognized vertex shader version %#x\n",
214 This->baseShader.hex_version);
218 /* This is an internal function,
219 * used to create fake semantics for shaders
220 * that don't have them - d3d8 shaders where the declaration
221 * stores the register for each input
223 static void vshader_set_input(
224 IWineD3DVertexShaderImpl* This,
225 unsigned int regnum,
226 BYTE usage, BYTE usage_idx) {
228 /* Fake usage: set reserved bit, usage, usage_idx */
229 DWORD usage_token = (0x1 << 31) |
230 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
232 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
233 DWORD reg_token = (0x1 << 31) |
234 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
236 This->semantics_in[regnum].usage = usage_token;
237 This->semantics_in[regnum].reg = reg_token;
240 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
241 if (usage_idx1 != usage_idx2) return FALSE;
242 if (usage1 == usage2) return TRUE;
243 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
244 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
246 return FALSE;
249 BOOL vshader_get_input(
250 IWineD3DVertexShader* iface,
251 BYTE usage_req, BYTE usage_idx_req,
252 unsigned int* regnum) {
254 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
255 int i;
257 for (i = 0; i < MAX_ATTRIBS; i++) {
258 DWORD usage_token = This->semantics_in[i].usage;
259 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
260 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
262 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
263 *regnum = i;
264 return TRUE;
267 return FALSE;
270 BOOL vshader_input_is_color(
271 IWineD3DVertexShader* iface,
272 unsigned int regnum) {
274 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
275 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
276 IWineD3DVertexDeclarationImpl *vertexDeclaration = (IWineD3DVertexDeclarationImpl *)deviceImpl->stateBlock->vertexDecl;
278 DWORD usage_token = This->semantics_in[regnum].usage;
279 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
280 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
282 if (vertexDeclaration) {
283 int i;
284 /* Find the declaration element that matches our register, then check
285 * if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
286 for (i = 0; i < vertexDeclaration->declarationWNumElements-1; ++i) {
287 WINED3DVERTEXELEMENT *element = vertexDeclaration->pDeclarationWine + i;
288 if (match_usage(element->Usage, element->UsageIndex, usage, usage_idx)) {
289 return element->Type == WINED3DDECLTYPE_D3DCOLOR;
294 ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
295 return FALSE;
298 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
299 or GLSL and send it to the card */
300 static VOID IWineD3DVertexShaderImpl_GenerateShader(
301 IWineD3DVertexShader *iface,
302 shader_reg_maps* reg_maps,
303 CONST DWORD *pFunction) {
305 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
306 SHADER_BUFFER buffer;
308 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
309 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
310 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
311 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
312 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
313 This->fixupVertexBufferSize = PGMSIZE;
314 This->fixupVertexBuffer[0] = 0;
316 buffer.buffer = This->device->fixupVertexBuffer;
317 #else
318 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
319 #endif
320 buffer.bsize = 0;
321 buffer.lineNo = 0;
322 buffer.newline = TRUE;
324 if (This->baseShader.shader_mode == SHADER_GLSL) {
326 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
327 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
329 /* Base Declarations */
330 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
332 /* Base Shader Body */
333 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
335 /* Unpack 3.0 outputs */
336 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0))
337 vshader_glsl_output_unpack(&buffer, This->semantics_out);
339 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
340 if (!reg_maps->fog)
341 shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
343 /* Write the final position.
345 * OpenGL coordinates specify the center of the pixel while d3d coords specify
346 * the corner. The offsets are stored in z and w in the 2nd row of the projection
347 * matrix to avoid wasting a free shader constant. Add them to the w and z coord
348 * of the 2nd row
350 shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n");
351 shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
352 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
353 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
355 shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
357 shader_addline(&buffer, "}\n");
359 TRACE("Compiling shader object %u\n", shader_obj);
360 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
361 GL_EXTCALL(glCompileShaderARB(shader_obj));
362 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
364 /* Store the shader object */
365 This->baseShader.prgId = shader_obj;
367 } else if (This->baseShader.shader_mode == SHADER_ARB) {
369 /* Create the hw ARB shader */
370 shader_addline(&buffer, "!!ARBvp1.0\n");
372 /* Mesa supports only 95 constants */
373 if (GL_VEND(MESA) || GL_VEND(WINE))
374 This->baseShader.limits.constant_float =
375 min(95, This->baseShader.limits.constant_float);
377 /* Base Declarations */
378 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
380 /* We need a constant to fixup the final position */
381 shader_addline(&buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
383 /* Base Shader Body */
384 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
386 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
387 if (!reg_maps->fog)
388 shader_addline(&buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
390 /* Write the final position.
392 * OpenGL coordinates specify the center of the pixel while d3d coords specify
393 * the corner. The offsets are stored in the 2nd row of the projection matrix,
394 * the x offset in z and the y offset in w. Add them to the resulting position
396 shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
397 shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n");
398 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
399 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
401 shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
403 shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
405 shader_addline(&buffer, "END\n");
407 /* TODO: change to resource.glObjectHandle or something like that */
408 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
410 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
411 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
413 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
414 /* Create the program and check for errors */
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 buffer.bsize, buffer.buffer));
418 if (glGetError() == GL_INVALID_OPERATION) {
419 GLint errPos;
420 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
421 FIXME("HW VertexShader Error at position %d: %s\n",
422 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
423 This->baseShader.prgId = -1;
427 #if 1 /* if were using the data buffer of device then we don't need to free it */
428 HeapFree(GetProcessHeap(), 0, buffer.buffer);
429 #endif
432 /* *******************************************
433 IWineD3DVertexShader IUnknown parts follow
434 ******************************************* */
435 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj)
437 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
438 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
439 if (IsEqualGUID(riid, &IID_IUnknown)
440 || IsEqualGUID(riid, &IID_IWineD3DBase)
441 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
442 || IsEqualGUID(riid, &IID_IWineD3DVertexShader)) {
443 IUnknown_AddRef(iface);
444 *ppobj = This;
445 return S_OK;
447 *ppobj = NULL;
448 return E_NOINTERFACE;
451 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
452 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
453 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
454 return InterlockedIncrement(&This->ref);
457 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
458 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
459 ULONG ref;
460 TRACE("(%p) : Releasing from %d\n", This, This->ref);
461 ref = InterlockedDecrement(&This->ref);
462 if (ref == 0) {
463 if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexShader) {
464 /* See comment in PixelShader::Release */
465 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_VSHADER);
468 if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
469 struct list *linked_programs = &This->baseShader.linked_programs;
471 TRACE("Deleting linked programs\n");
472 if (linked_programs->next) {
473 struct glsl_shader_prog_link *entry, *entry2;
474 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
475 delete_glsl_program_entry(This->baseShader.device, entry);
479 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
480 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
481 checkGLcall("glDeleteObjectARB");
483 shader_delete_constant_list(&This->baseShader.constantsF);
484 shader_delete_constant_list(&This->baseShader.constantsB);
485 shader_delete_constant_list(&This->baseShader.constantsI);
486 HeapFree(GetProcessHeap(), 0, This);
489 return ref;
492 /* *******************************************
493 IWineD3DVertexShader IWineD3DVertexShader parts follow
494 ******************************************* */
496 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
497 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
499 *parent = This->parent;
500 IUnknown_AddRef(*parent);
501 TRACE("(%p) : returning %p\n", This, *parent);
502 return WINED3D_OK;
505 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
506 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
507 IWineD3DDevice_AddRef(This->baseShader.device);
508 *pDevice = This->baseShader.device;
509 TRACE("(%p) returning %p\n", This, *pDevice);
510 return WINED3D_OK;
513 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
514 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
515 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
517 if (NULL == pData) {
518 *pSizeOfData = This->baseShader.functionLength;
519 return WINED3D_OK;
521 if (*pSizeOfData < This->baseShader.functionLength) {
522 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
523 * than the required size we should write the required size and
524 * return D3DERR_MOREDATA. That's not actually true. */
525 return WINED3DERR_INVALIDCALL;
527 if (NULL == This->baseShader.function) { /* no function defined */
528 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
529 (*(DWORD **) pData) = NULL;
530 } else {
531 if(This->baseShader.functionLength == 0){
534 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
535 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
537 return WINED3D_OK;
540 /* Note that for vertex shaders CompileShader isn't called until the
541 * shader is first used. The reason for this is that we need the vertex
542 * declaration the shader will be used with in order to determine if
543 * the data in a register is of type D3DCOLOR, and needs swizzling. */
544 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
546 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
547 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
548 HRESULT hr;
549 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
551 TRACE("(%p) : pFunction %p\n", iface, pFunction);
553 /* First pass: trace shader */
554 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
555 vshader_set_limits(This);
557 /* Initialize immediate constant lists */
558 list_init(&This->baseShader.constantsF);
559 list_init(&This->baseShader.constantsB);
560 list_init(&This->baseShader.constantsI);
562 /* Second pass: figure out registers used, semantics, etc.. */
563 memset(reg_maps, 0, sizeof(shader_reg_maps));
564 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
565 This->semantics_in, This->semantics_out, pFunction, NULL);
566 if (hr != WINED3D_OK) return hr;
568 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
570 /* copy the function ... because it will certainly be released by application */
571 if (NULL != pFunction) {
572 void *function;
574 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
575 if (!function) return E_OUTOFMEMORY;
576 memcpy(function, pFunction, This->baseShader.functionLength);
577 This->baseShader.function = function;
578 } else {
579 This->baseShader.function = NULL;
582 return WINED3D_OK;
585 /* Preload semantics for d3d8 shaders */
586 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
587 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
588 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
590 int i;
591 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
592 WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
593 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
597 /* Set local constants for d3d8 shaders */
598 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
599 UINT start_idx, const float *src_data, UINT count) {
600 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
601 UINT i, end_idx;
603 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
605 end_idx = start_idx + count;
606 if (end_idx > GL_LIMITS(vshader_constantsF)) {
607 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
608 end_idx = GL_LIMITS(vshader_constantsF);
611 for (i = start_idx; i < end_idx; ++i) {
612 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
613 if (!lconst) return E_OUTOFMEMORY;
615 lconst->idx = i;
616 CopyMemory(lconst->value, src_data + i * 4, 4 * sizeof(float));
617 list_add_head(&This->baseShader.constantsF, &lconst->entry);
620 return WINED3D_OK;
623 static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
624 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
625 CONST DWORD *function = This->baseShader.function;
627 TRACE("(%p) : function %p\n", iface, function);
629 /* We're already compiled. */
630 if (This->baseShader.is_compiled) return WINED3D_OK;
632 /* We don't need to compile */
633 if (!function) {
634 This->baseShader.is_compiled = TRUE;
635 return WINED3D_OK;
638 /* Generate the HW shader */
639 TRACE("(%p) : Generating hardware program\n", This);
640 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
642 This->baseShader.is_compiled = TRUE;
644 return WINED3D_OK;
647 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
649 /*** IUnknown methods ***/
650 IWineD3DVertexShaderImpl_QueryInterface,
651 IWineD3DVertexShaderImpl_AddRef,
652 IWineD3DVertexShaderImpl_Release,
653 /*** IWineD3DBase methods ***/
654 IWineD3DVertexShaderImpl_GetParent,
655 /*** IWineD3DBaseShader methods ***/
656 IWineD3DVertexShaderImpl_SetFunction,
657 IWineD3DVertexShaderImpl_CompileShader,
658 /*** IWineD3DVertexShader methods ***/
659 IWineD3DVertexShaderImpl_GetDevice,
660 IWineD3DVertexShaderImpl_GetFunction,
661 IWineD3DVertexShaderImpl_FakeSemantics,
662 IWIneD3DVertexShaderImpl_SetLocalConstantsF