wined3d: Move IUnknown functions to IWineD3DBaseShader.
[wine.git] / dlls / wined3d / vertexshader.c
blobab03e25fa5fc42885a080db84dbbbb36d6413484
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_rsq, 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, vshader_hw_map2gl, shader_glsl_pow, 0, 0},
112 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, vshader_hw_map2gl, 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 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
118 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
119 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
120 /* Matrix */
121 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
122 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
123 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
124 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
125 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
126 /* Declare registers */
127 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
128 /* Constant definitions */
129 {WINED3DSIO_DEF, "def", NULL, 1, 5, NULL, NULL, 0, 0},
130 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
131 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
132 /* Flow control - requires GLSL or software shaders */
133 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DVS_VERSION(2,0), -1},
134 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
135 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DVS_VERSION(2,0), -1},
136 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DVS_VERSION(2,1), -1},
137 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DVS_VERSION(2,0), -1},
138 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
139 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DVS_VERSION(2,1), -1},
140 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DVS_VERSION(2,1), -1},
141 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
142 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DVS_VERSION(2,0), -1},
143 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DVS_VERSION(2,0), -1},
144 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DVS_VERSION(2,0), -1},
145 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DVS_VERSION(2,0), -1},
146 {WINED3DSIO_ENDLOOP,"endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
147 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DVS_VERSION(2,0), -1},
149 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
150 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DVS_VERSION(3,0), -1},
151 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
154 static void vshader_set_limits(
155 IWineD3DVertexShaderImpl *This) {
157 This->baseShader.limits.texcoord = 0;
158 This->baseShader.limits.attributes = 16;
159 This->baseShader.limits.packed_input = 0;
161 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
162 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
164 switch (This->baseShader.hex_version) {
165 case WINED3DVS_VERSION(1,0):
166 case WINED3DVS_VERSION(1,1):
167 This->baseShader.limits.temporary = 12;
168 This->baseShader.limits.constant_bool = 0;
169 This->baseShader.limits.constant_int = 0;
170 This->baseShader.limits.address = 1;
171 This->baseShader.limits.packed_output = 0;
172 This->baseShader.limits.sampler = 0;
173 This->baseShader.limits.label = 0;
174 break;
176 case WINED3DVS_VERSION(2,0):
177 case WINED3DVS_VERSION(2,1):
178 This->baseShader.limits.temporary = 12;
179 This->baseShader.limits.constant_bool = 16;
180 This->baseShader.limits.constant_int = 16;
181 This->baseShader.limits.address = 1;
182 This->baseShader.limits.packed_output = 0;
183 This->baseShader.limits.sampler = 0;
184 This->baseShader.limits.label = 16;
185 break;
187 case WINED3DVS_VERSION(3,0):
188 This->baseShader.limits.temporary = 32;
189 This->baseShader.limits.constant_bool = 32;
190 This->baseShader.limits.constant_int = 32;
191 This->baseShader.limits.address = 1;
192 This->baseShader.limits.packed_output = 12;
193 This->baseShader.limits.sampler = 4;
194 This->baseShader.limits.label = 16; /* FIXME: 2048 */
195 break;
197 default: This->baseShader.limits.temporary = 12;
198 This->baseShader.limits.constant_bool = 16;
199 This->baseShader.limits.constant_int = 16;
200 This->baseShader.limits.address = 1;
201 This->baseShader.limits.packed_output = 0;
202 This->baseShader.limits.sampler = 0;
203 This->baseShader.limits.label = 16;
204 FIXME("Unrecognized vertex shader version %#x\n",
205 This->baseShader.hex_version);
209 /* This is an internal function,
210 * used to create fake semantics for shaders
211 * that don't have them - d3d8 shaders where the declaration
212 * stores the register for each input
214 static void vshader_set_input(
215 IWineD3DVertexShaderImpl* This,
216 unsigned int regnum,
217 BYTE usage, BYTE usage_idx) {
219 /* Fake usage: set reserved bit, usage, usage_idx */
220 DWORD usage_token = (0x1 << 31) |
221 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
223 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
224 DWORD reg_token = (0x1 << 31) |
225 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
227 This->semantics_in[regnum].usage = usage_token;
228 This->semantics_in[regnum].reg = reg_token;
231 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
232 if (usage_idx1 != usage_idx2) return FALSE;
233 if (usage1 == usage2) return TRUE;
234 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
235 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
237 return FALSE;
240 BOOL vshader_get_input(
241 IWineD3DVertexShader* iface,
242 BYTE usage_req, BYTE usage_idx_req,
243 unsigned int* regnum) {
245 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
246 int i;
248 for (i = 0; i < MAX_ATTRIBS; i++) {
249 DWORD usage_token = This->semantics_in[i].usage;
250 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
251 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
253 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
254 *regnum = i;
255 return TRUE;
258 return FALSE;
261 BOOL vshader_input_is_color(
262 IWineD3DVertexShader* iface,
263 unsigned int regnum) {
265 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
266 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
267 IWineD3DVertexDeclarationImpl *vertexDeclaration = (IWineD3DVertexDeclarationImpl *)deviceImpl->stateBlock->vertexDecl;
269 DWORD usage_token = This->semantics_in[regnum].usage;
270 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
271 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
273 if (vertexDeclaration) {
274 int i;
275 /* Find the declaration element that matches our register, then check
276 * if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
277 for (i = 0; i < vertexDeclaration->declarationWNumElements-1; ++i) {
278 WINED3DVERTEXELEMENT *element = vertexDeclaration->pDeclarationWine + i;
279 if (match_usage(element->Usage, element->UsageIndex, usage, usage_idx)) {
280 return element->Type == WINED3DDECLTYPE_D3DCOLOR;
285 ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
286 return FALSE;
289 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
290 or GLSL and send it to the card */
291 static VOID IWineD3DVertexShaderImpl_GenerateShader(
292 IWineD3DVertexShader *iface,
293 shader_reg_maps* reg_maps,
294 CONST DWORD *pFunction) {
296 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
297 SHADER_BUFFER buffer;
299 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
300 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
301 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
302 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
303 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
304 This->fixupVertexBufferSize = PGMSIZE;
305 This->fixupVertexBuffer[0] = 0;
307 buffer.buffer = This->device->fixupVertexBuffer;
308 #else
309 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
310 #endif
311 buffer.bsize = 0;
312 buffer.lineNo = 0;
313 buffer.newline = TRUE;
315 if (This->baseShader.shader_mode == SHADER_GLSL) {
317 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
318 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
320 /* Base Declarations */
321 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
323 /* Base Shader Body */
324 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
326 /* Unpack 3.0 outputs */
327 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
328 shader_addline(&buffer, "order_ps_input(OUT);\n");
329 } else {
330 shader_addline(&buffer, "order_ps_input();\n");
333 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
334 if (!reg_maps->fog)
335 shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
337 /* Write the final position.
339 * OpenGL coordinates specify the center of the pixel while d3d coords specify
340 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
341 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
342 * contains 1.0 to allow a mad.
344 shader_addline(&buffer, "gl_Position.xy = gl_Position.xy * posFixup.xy + posFixup.zw;\n");
346 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
348 * Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run
349 * before the homogenous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
350 * which is the same as z = z / 2 - w.
352 shader_addline(&buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
354 shader_addline(&buffer, "}\n");
356 TRACE("Compiling shader object %u\n", shader_obj);
357 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
358 GL_EXTCALL(glCompileShaderARB(shader_obj));
359 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
361 /* Store the shader object */
362 This->baseShader.prgId = shader_obj;
364 } else if (This->baseShader.shader_mode == SHADER_ARB) {
366 /* Create the hw ARB shader */
367 shader_addline(&buffer, "!!ARBvp1.0\n");
368 shader_addline(&buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
370 /* Mesa supports only 95 constants */
371 if (GL_VEND(MESA) || GL_VEND(WINE))
372 This->baseShader.limits.constant_float =
373 min(95, This->baseShader.limits.constant_float);
375 /* Some instructions need a temporary register. Add it if needed, but only if it is really needed */
376 if(reg_maps->usesnrm || This->rel_offset) {
377 shader_addline(&buffer, "TEMP TMP;\n");
380 /* Base Declarations */
381 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
383 /* We need a constant to fixup the final position */
384 shader_addline(&buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
386 /* Base Shader Body */
387 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
389 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
390 if (!reg_maps->fog)
391 shader_addline(&buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
393 /* Write the final position.
395 * OpenGL coordinates specify the center of the pixel while d3d coords specify
396 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
397 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
398 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
400 shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
401 shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;\n");
403 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
404 * and the glsl equivalent
406 shader_addline(&buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
408 shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
410 shader_addline(&buffer, "END\n");
412 /* TODO: change to resource.glObjectHandle or something like that */
413 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
415 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
418 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
419 /* Create the program and check for errors */
420 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
421 buffer.bsize, buffer.buffer));
423 if (glGetError() == GL_INVALID_OPERATION) {
424 GLint errPos;
425 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
426 FIXME("HW VertexShader Error at position %d: %s\n",
427 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
428 This->baseShader.prgId = -1;
432 #if 1 /* if were using the data buffer of device then we don't need to free it */
433 HeapFree(GetProcessHeap(), 0, buffer.buffer);
434 #endif
437 /* *******************************************
438 IWineD3DVertexShader IUnknown parts follow
439 ******************************************* */
440 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
441 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
444 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
445 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
448 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
449 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
450 ULONG ref;
451 ref = IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
453 if (ref == 0) {
454 if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
455 struct list *linked_programs = &This->baseShader.linked_programs;
457 TRACE("Deleting linked programs\n");
458 if (linked_programs->next) {
459 struct glsl_shader_prog_link *entry, *entry2;
460 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
461 delete_glsl_program_entry(This->baseShader.device, entry);
465 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
466 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
467 checkGLcall("glDeleteObjectARB");
469 HeapFree(GetProcessHeap(), 0, This);
471 return ref;
474 /* *******************************************
475 IWineD3DVertexShader IWineD3DVertexShader parts follow
476 ******************************************* */
478 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
479 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
481 *parent = This->parent;
482 IUnknown_AddRef(*parent);
483 TRACE("(%p) : returning %p\n", This, *parent);
484 return WINED3D_OK;
487 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
488 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
489 IWineD3DDevice_AddRef(This->baseShader.device);
490 *pDevice = This->baseShader.device;
491 TRACE("(%p) returning %p\n", This, *pDevice);
492 return WINED3D_OK;
495 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
496 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
497 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
499 if (NULL == pData) {
500 *pSizeOfData = This->baseShader.functionLength;
501 return WINED3D_OK;
503 if (*pSizeOfData < This->baseShader.functionLength) {
504 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
505 * than the required size we should write the required size and
506 * return D3DERR_MOREDATA. That's not actually true. */
507 return WINED3DERR_INVALIDCALL;
509 if (NULL == This->baseShader.function) { /* no function defined */
510 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
511 (*(DWORD **) pData) = NULL;
512 } else {
513 if(This->baseShader.functionLength == 0){
516 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
517 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
519 return WINED3D_OK;
522 /* Note that for vertex shaders CompileShader isn't called until the
523 * shader is first used. The reason for this is that we need the vertex
524 * declaration the shader will be used with in order to determine if
525 * the data in a register is of type D3DCOLOR, and needs swizzling. */
526 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
528 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
529 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
530 HRESULT hr;
531 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
533 TRACE("(%p) : pFunction %p\n", iface, pFunction);
535 /* First pass: trace shader */
536 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
537 vshader_set_limits(This);
539 /* Initialize immediate constant lists */
540 list_init(&This->baseShader.constantsF);
541 list_init(&This->baseShader.constantsB);
542 list_init(&This->baseShader.constantsI);
544 /* Second pass: figure out registers used, semantics, etc.. */
545 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
546 This->max_rel_offset = 0;
547 memset(reg_maps, 0, sizeof(shader_reg_maps));
548 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
549 This->semantics_in, This->semantics_out, pFunction, NULL);
550 if (hr != WINED3D_OK) return hr;
552 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
554 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
555 (GLINFO_LOCATION).arb_vs_offset_limit &&
556 This->min_rel_offset <= This->max_rel_offset) {
558 if(This->max_rel_offset - This->min_rel_offset > 127) {
559 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
560 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
561 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
562 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
563 This->rel_offset = This->min_rel_offset + 63;
564 } else if(This->max_rel_offset > 63) {
565 This->rel_offset = This->min_rel_offset;
566 } else {
567 This->rel_offset = 0;
570 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
572 /* copy the function ... because it will certainly be released by application */
573 if (NULL != pFunction) {
574 void *function;
576 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
577 if (!function) return E_OUTOFMEMORY;
578 memcpy(function, pFunction, This->baseShader.functionLength);
579 This->baseShader.function = function;
580 } else {
581 This->baseShader.function = NULL;
584 return WINED3D_OK;
587 /* Preload semantics for d3d8 shaders */
588 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
589 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
590 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
592 int i;
593 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
594 WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
595 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
599 /* Set local constants for d3d8 shaders */
600 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
601 UINT start_idx, const float *src_data, UINT count) {
602 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
603 UINT i, end_idx;
605 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
607 end_idx = start_idx + count;
608 if (end_idx > GL_LIMITS(vshader_constantsF)) {
609 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
610 end_idx = GL_LIMITS(vshader_constantsF);
613 for (i = start_idx; i < end_idx; ++i) {
614 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
615 if (!lconst) return E_OUTOFMEMORY;
617 lconst->idx = i;
618 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
619 list_add_head(&This->baseShader.constantsF, &lconst->entry);
622 return WINED3D_OK;
625 static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
626 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
627 CONST DWORD *function = This->baseShader.function;
629 TRACE("(%p) : function %p\n", iface, function);
631 /* We're already compiled. */
632 if (This->baseShader.is_compiled) return WINED3D_OK;
634 /* We don't need to compile */
635 if (!function) {
636 This->baseShader.is_compiled = TRUE;
637 return WINED3D_OK;
640 /* Generate the HW shader */
641 TRACE("(%p) : Generating hardware program\n", This);
642 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
644 This->baseShader.is_compiled = TRUE;
646 return WINED3D_OK;
649 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
651 /*** IUnknown methods ***/
652 IWineD3DVertexShaderImpl_QueryInterface,
653 IWineD3DVertexShaderImpl_AddRef,
654 IWineD3DVertexShaderImpl_Release,
655 /*** IWineD3DBase methods ***/
656 IWineD3DVertexShaderImpl_GetParent,
657 /*** IWineD3DBaseShader methods ***/
658 IWineD3DVertexShaderImpl_SetFunction,
659 IWineD3DVertexShaderImpl_CompileShader,
660 /*** IWineD3DVertexShader methods ***/
661 IWineD3DVertexShaderImpl_GetDevice,
662 IWineD3DVertexShaderImpl_GetFunction,
663 IWineD3DVertexShaderImpl_FakeSemantics,
664 IWIneD3DVertexShaderImpl_SetLocalConstantsF