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
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
34 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
36 #if 0 /* Must not be 1 in cvs version */
37 # define PSTRACE(A) TRACE A
38 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
41 # define TRACE_VSVECTOR(name)
44 #define GLNAME_REQUIRE_GLSL ((const char *)1)
46 static HRESULT WINAPI
IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader
*iface
, REFIID riid
, LPVOID
*ppobj
) {
47 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader
*) iface
, riid
, ppobj
);
50 static ULONG WINAPI
IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader
*iface
) {
51 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader
*) iface
);
54 static ULONG WINAPI
IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader
*iface
) {
55 return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader
*) iface
);
58 /* *******************************************
59 IWineD3DPixelShader IWineD3DPixelShader parts follow
60 ******************************************* */
62 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader
*iface
, IUnknown
** parent
){
63 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
65 *parent
= This
->parent
;
66 IUnknown_AddRef(*parent
);
67 TRACE("(%p) : returning %p\n", This
, *parent
);
71 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader
* iface
, IWineD3DDevice
**pDevice
){
72 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
73 IWineD3DDevice_AddRef(This
->baseShader
.device
);
74 *pDevice
= This
->baseShader
.device
;
75 TRACE("(%p) returning %p\n", This
, *pDevice
);
80 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
81 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)impl
;
82 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
85 *pSizeOfData
= This
->baseShader
.functionLength
;
88 if (*pSizeOfData
< This
->baseShader
.functionLength
) {
89 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
90 * than the required size we should write the required size and
91 * return D3DERR_MOREDATA. That's not actually true. */
92 return WINED3DERR_INVALIDCALL
;
94 if (NULL
== This
->baseShader
.function
) { /* no function defined */
95 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
96 (*(DWORD
**) pData
) = NULL
;
98 if (This
->baseShader
.functionLength
== 0) {
101 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
102 memcpy(pData
, This
->baseShader
.function
, This
->baseShader
.functionLength
);
107 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[] = {
109 {WINED3DSIO_NOP
, "nop", "NOP", 0, 0, pshader_hw_map2gl
, NULL
, 0, 0},
110 {WINED3DSIO_MOV
, "mov", "MOV", 1, 2, pshader_hw_map2gl
, shader_glsl_mov
, 0, 0},
111 {WINED3DSIO_ADD
, "add", "ADD", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
112 {WINED3DSIO_SUB
, "sub", "SUB", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
113 {WINED3DSIO_MAD
, "mad", "MAD", 1, 4, pshader_hw_map2gl
, shader_glsl_mad
, 0, 0},
114 {WINED3DSIO_MUL
, "mul", "MUL", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
115 {WINED3DSIO_RCP
, "rcp", "RCP", 1, 2, pshader_hw_map2gl
, shader_glsl_rcp
, 0, 0},
116 {WINED3DSIO_RSQ
, "rsq", "RSQ", 1, 2, pshader_hw_map2gl
, shader_glsl_rsq
, 0, 0},
117 {WINED3DSIO_DP3
, "dp3", "DP3", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
118 {WINED3DSIO_DP4
, "dp4", "DP4", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
119 {WINED3DSIO_MIN
, "min", "MIN", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
120 {WINED3DSIO_MAX
, "max", "MAX", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
121 {WINED3DSIO_SLT
, "slt", "SLT", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
122 {WINED3DSIO_SGE
, "sge", "SGE", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
123 {WINED3DSIO_ABS
, "abs", "ABS", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
124 {WINED3DSIO_EXP
, "exp", "EX2", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
125 {WINED3DSIO_LOG
, "log", "LG2", 1, 2, pshader_hw_map2gl
, shader_glsl_log
, 0, 0},
126 {WINED3DSIO_EXPP
, "expp", "EXP", 1, 2, pshader_hw_map2gl
, shader_glsl_expp
, 0, 0},
127 {WINED3DSIO_LOGP
, "logp", "LOG", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
128 {WINED3DSIO_DST
, "dst", "DST", 1, 3, pshader_hw_map2gl
, shader_glsl_dst
, 0, 0},
129 {WINED3DSIO_LRP
, "lrp", "LRP", 1, 4, pshader_hw_map2gl
, shader_glsl_lrp
, 0, 0},
130 {WINED3DSIO_FRC
, "frc", "FRC", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
131 {WINED3DSIO_CND
, "cnd", NULL
, 1, 4, pshader_hw_cnd
, shader_glsl_cnd
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
132 {WINED3DSIO_CMP
, "cmp", NULL
, 1, 4, pshader_hw_cmp
, shader_glsl_cmp
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
133 {WINED3DSIO_POW
, "pow", "POW", 1, 3, pshader_hw_map2gl
, shader_glsl_pow
, 0, 0},
134 {WINED3DSIO_CRS
, "crs", "XPD", 1, 3, pshader_hw_map2gl
, shader_glsl_cross
, 0, 0},
135 {WINED3DSIO_NRM
, "nrm", NULL
, 1, 2, shader_hw_nrm
, shader_glsl_map2gl
, 0, 0},
136 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 4, shader_hw_sincos
, shader_glsl_sincos
, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
137 {WINED3DSIO_SINCOS
, "sincos", "SCS", 1, 2, shader_hw_sincos
, shader_glsl_sincos
, WINED3DPS_VERSION(3,0), -1},
138 {WINED3DSIO_DP2ADD
, "dp2add", NULL
, 1, 4, pshader_hw_dp2add
, pshader_glsl_dp2add
, WINED3DPS_VERSION(2,0), -1},
140 {WINED3DSIO_M4x4
, "m4x4", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
141 {WINED3DSIO_M4x3
, "m4x3", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
142 {WINED3DSIO_M3x4
, "m3x4", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
143 {WINED3DSIO_M3x3
, "m3x3", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
144 {WINED3DSIO_M3x2
, "m3x2", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
145 /* Register declarations */
146 {WINED3DSIO_DCL
, "dcl", NULL
, 0, 2, NULL
, NULL
, 0, 0},
147 /* Flow control - requires GLSL or software shaders */
148 {WINED3DSIO_REP
, "rep", NULL
, 0, 1, NULL
, shader_glsl_rep
, WINED3DPS_VERSION(2,1), -1},
149 {WINED3DSIO_ENDREP
, "endrep", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
150 {WINED3DSIO_IF
, "if", NULL
, 0, 1, NULL
, shader_glsl_if
, WINED3DPS_VERSION(2,1), -1},
151 {WINED3DSIO_IFC
, "ifc", NULL
, 0, 2, NULL
, shader_glsl_ifc
, WINED3DPS_VERSION(2,1), -1},
152 {WINED3DSIO_ELSE
, "else", NULL
, 0, 0, NULL
, shader_glsl_else
, WINED3DPS_VERSION(2,1), -1},
153 {WINED3DSIO_ENDIF
, "endif", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
154 {WINED3DSIO_BREAK
, "break", NULL
, 0, 0, NULL
, shader_glsl_break
, WINED3DPS_VERSION(2,1), -1},
155 {WINED3DSIO_BREAKC
, "breakc", NULL
, 0, 2, NULL
, shader_glsl_breakc
, WINED3DPS_VERSION(2,1), -1},
156 {WINED3DSIO_BREAKP
, "breakp", GLNAME_REQUIRE_GLSL
, 0, 1, NULL
, NULL
, 0, 0},
157 {WINED3DSIO_CALL
, "call", NULL
, 0, 1, NULL
, shader_glsl_call
, WINED3DPS_VERSION(2,1), -1},
158 {WINED3DSIO_CALLNZ
, "callnz", NULL
, 0, 2, NULL
, shader_glsl_callnz
, WINED3DPS_VERSION(2,1), -1},
159 {WINED3DSIO_LOOP
, "loop", NULL
, 0, 2, NULL
, shader_glsl_loop
, WINED3DPS_VERSION(3,0), -1},
160 {WINED3DSIO_RET
, "ret", NULL
, 0, 0, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
161 {WINED3DSIO_ENDLOOP
, "endloop", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(3,0), -1},
162 {WINED3DSIO_LABEL
, "label", NULL
, 0, 1, NULL
, shader_glsl_label
, WINED3DPS_VERSION(2,1), -1},
163 /* Constant definitions */
164 {WINED3DSIO_DEF
, "def", "undefined", 1, 5, NULL
, NULL
, 0, 0},
165 {WINED3DSIO_DEFB
, "defb", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, 0, 0},
166 {WINED3DSIO_DEFI
, "defi", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, 0, 0},
168 {WINED3DSIO_TEXCOORD
, "texcoord", "undefined", 1, 1, pshader_hw_texcoord
, pshader_glsl_texcoord
, 0, WINED3DPS_VERSION(1,3)},
169 {WINED3DSIO_TEXCOORD
, "texcrd", "undefined", 1, 2, pshader_hw_texcoord
, pshader_glsl_texcoord
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
170 {WINED3DSIO_TEXKILL
, "texkill", "KIL", 1, 1, pshader_hw_texkill
, pshader_glsl_texkill
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
171 {WINED3DSIO_TEX
, "tex", "undefined", 1, 1, pshader_hw_tex
, pshader_glsl_tex
, 0, WINED3DPS_VERSION(1,3)},
172 {WINED3DSIO_TEX
, "texld", "undefined", 1, 2, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
173 {WINED3DSIO_TEX
, "texld", "undefined", 1, 3, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(2,0), -1},
174 {WINED3DSIO_TEXBEM
, "texbem", "undefined", 1, 2, pshader_hw_texbem
, pshader_glsl_texbem
, 0, WINED3DPS_VERSION(1,3)},
175 {WINED3DSIO_TEXBEML
, "texbeml", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_hw_texbem
, pshader_glsl_texbem
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
176 {WINED3DSIO_TEXREG2AR
,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar
, pshader_glsl_texreg2ar
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177 {WINED3DSIO_TEXREG2GB
,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb
, pshader_glsl_texreg2gb
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178 {WINED3DSIO_TEXREG2RGB
, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb
, pshader_glsl_texreg2rgb
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
179 {WINED3DSIO_TEXM3x2PAD
, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad
, pshader_glsl_texm3x2pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
180 {WINED3DSIO_TEXM3x2TEX
, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex
, pshader_glsl_texm3x2tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
181 {WINED3DSIO_TEXM3x3PAD
, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad
, pshader_glsl_texm3x3pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
182 {WINED3DSIO_TEXM3x3DIFF
, "texm3x3diff", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
183 {WINED3DSIO_TEXM3x3SPEC
, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec
, pshader_glsl_texm3x3spec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
184 {WINED3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec
, pshader_glsl_texm3x3vspec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
185 {WINED3DSIO_TEXM3x3TEX
, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex
, pshader_glsl_texm3x3tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
186 {WINED3DSIO_TEXDP3TEX
, "texdp3tex", NULL
, 1, 2, pshader_hw_texdp3tex
, pshader_glsl_texdp3tex
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
187 {WINED3DSIO_TEXM3x2DEPTH
, "texm3x2depth", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_hw_texm3x2depth
, pshader_glsl_texm3x2depth
, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
188 {WINED3DSIO_TEXDP3
, "texdp3", NULL
, 1, 2, pshader_hw_texdp3
, pshader_glsl_texdp3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
189 {WINED3DSIO_TEXM3x3
, "texm3x3", NULL
, 1, 2, pshader_hw_texm3x3
, pshader_glsl_texm3x3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
190 {WINED3DSIO_TEXDEPTH
, "texdepth", NULL
, 1, 1, pshader_hw_texdepth
, pshader_glsl_texdepth
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
191 {WINED3DSIO_BEM
, "bem", "undefined", 1, 3, pshader_hw_bem
, pshader_glsl_bem
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
192 {WINED3DSIO_DSX
, "dsx", NULL
, 1, 2, NULL
, shader_glsl_map2gl
, WINED3DPS_VERSION(2,1), -1},
193 {WINED3DSIO_DSY
, "dsy", NULL
, 1, 2, NULL
, shader_glsl_map2gl
, WINED3DPS_VERSION(2,1), -1},
194 {WINED3DSIO_TEXLDD
, "texldd", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
195 {WINED3DSIO_SETP
, "setp", GLNAME_REQUIRE_GLSL
, 1, 3, NULL
, NULL
, 0, 0},
196 {WINED3DSIO_TEXLDL
, "texldl", NULL
, 1, 3, NULL
, shader_glsl_texldl
, WINED3DPS_VERSION(3,0), -1},
197 {WINED3DSIO_PHASE
, "phase", GLNAME_REQUIRE_GLSL
, 0, 0, NULL
, NULL
, 0, 0},
198 {0, NULL
, NULL
, 0, 0, NULL
, NULL
, 0, 0}
201 static void pshader_set_limits(
202 IWineD3DPixelShaderImpl
*This
) {
204 This
->baseShader
.limits
.attributes
= 0;
205 This
->baseShader
.limits
.address
= 0;
206 This
->baseShader
.limits
.packed_output
= 0;
208 switch (This
->baseShader
.hex_version
) {
209 case WINED3DPS_VERSION(1,0):
210 case WINED3DPS_VERSION(1,1):
211 case WINED3DPS_VERSION(1,2):
212 case WINED3DPS_VERSION(1,3):
213 This
->baseShader
.limits
.temporary
= 2;
214 This
->baseShader
.limits
.constant_float
= 8;
215 This
->baseShader
.limits
.constant_int
= 0;
216 This
->baseShader
.limits
.constant_bool
= 0;
217 This
->baseShader
.limits
.texcoord
= 4;
218 This
->baseShader
.limits
.sampler
= 4;
219 This
->baseShader
.limits
.packed_input
= 0;
220 This
->baseShader
.limits
.label
= 0;
223 case WINED3DPS_VERSION(1,4):
224 This
->baseShader
.limits
.temporary
= 6;
225 This
->baseShader
.limits
.constant_float
= 8;
226 This
->baseShader
.limits
.constant_int
= 0;
227 This
->baseShader
.limits
.constant_bool
= 0;
228 This
->baseShader
.limits
.texcoord
= 6;
229 This
->baseShader
.limits
.sampler
= 6;
230 This
->baseShader
.limits
.packed_input
= 0;
231 This
->baseShader
.limits
.label
= 0;
234 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
235 case WINED3DPS_VERSION(2,0):
236 This
->baseShader
.limits
.temporary
= 32;
237 This
->baseShader
.limits
.constant_float
= 32;
238 This
->baseShader
.limits
.constant_int
= 16;
239 This
->baseShader
.limits
.constant_bool
= 16;
240 This
->baseShader
.limits
.texcoord
= 8;
241 This
->baseShader
.limits
.sampler
= 16;
242 This
->baseShader
.limits
.packed_input
= 0;
245 case WINED3DPS_VERSION(2,1):
246 This
->baseShader
.limits
.temporary
= 32;
247 This
->baseShader
.limits
.constant_float
= 32;
248 This
->baseShader
.limits
.constant_int
= 16;
249 This
->baseShader
.limits
.constant_bool
= 16;
250 This
->baseShader
.limits
.texcoord
= 8;
251 This
->baseShader
.limits
.sampler
= 16;
252 This
->baseShader
.limits
.packed_input
= 0;
253 This
->baseShader
.limits
.label
= 16;
256 case WINED3DPS_VERSION(3,0):
257 This
->baseShader
.limits
.temporary
= 32;
258 This
->baseShader
.limits
.constant_float
= 224;
259 This
->baseShader
.limits
.constant_int
= 16;
260 This
->baseShader
.limits
.constant_bool
= 16;
261 This
->baseShader
.limits
.texcoord
= 0;
262 This
->baseShader
.limits
.sampler
= 16;
263 This
->baseShader
.limits
.packed_input
= 12;
264 This
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
267 default: This
->baseShader
.limits
.temporary
= 32;
268 This
->baseShader
.limits
.constant_float
= 32;
269 This
->baseShader
.limits
.constant_int
= 16;
270 This
->baseShader
.limits
.constant_bool
= 16;
271 This
->baseShader
.limits
.texcoord
= 8;
272 This
->baseShader
.limits
.sampler
= 16;
273 This
->baseShader
.limits
.packed_input
= 0;
274 This
->baseShader
.limits
.label
= 0;
275 FIXME("Unrecognized pixel shader version %#x\n",
276 This
->baseShader
.hex_version
);
280 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
281 or GLSL and send it to the card */
282 static inline VOID
IWineD3DPixelShaderImpl_GenerateShader(
283 IWineD3DPixelShader
*iface
,
284 shader_reg_maps
* reg_maps
,
285 CONST DWORD
*pFunction
) {
287 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
288 SHADER_BUFFER buffer
;
289 const char *fragcolor
;
291 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
292 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
293 if (This
->device
->fixupVertexBufferSize
< SHADER_PGMSIZE
) {
294 HeapFree(GetProcessHeap(), 0, This
->fixupVertexBuffer
);
295 This
->fixupVertexBuffer
= HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE
);
296 This
->fixupVertexBufferSize
= PGMSIZE
;
297 This
->fixupVertexBuffer
[0] = 0;
299 buffer
.buffer
= This
->device
->fixupVertexBuffer
;
301 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
305 buffer
.newline
= TRUE
;
307 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) {
309 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
310 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
312 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
313 shader_addline(&buffer
, "#extension GL_ARB_draw_buffers : enable\n");
315 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
316 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
317 * drivers write a warning if we don't do so
319 shader_addline(&buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
322 /* Base Declarations */
323 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
325 /* Pack 3.0 inputs */
326 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
328 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
329 This
->vertexprocessing
= pretransformed
;
330 pshader_glsl_input_pack(&buffer
, This
->semantics_in
, iface
);
331 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
332 This
->vertexprocessing
= fixedfunction
;
333 pshader_glsl_input_pack(&buffer
, This
->semantics_in
, iface
);
335 This
->vertexprocessing
= vertexshader
;
339 /* Base Shader Body */
340 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
342 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
343 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
344 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
345 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
346 shader_addline(&buffer
, "gl_FragData[0] = R0;\n");
348 shader_addline(&buffer
, "gl_FragColor = R0;\n");
351 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
352 fragcolor
= "gl_FragData[0]";
354 fragcolor
= "gl_FragColor";
356 if(This
->srgb_enabled
) {
357 shader_addline(&buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
358 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
359 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
360 shader_addline(&buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
361 shader_addline(&buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
362 shader_addline(&buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
363 shader_addline(&buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
364 shader_addline(&buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
366 /* Pixel shader < 3.0 do not replace the fog stage.
367 * This implements linear fog computation and blending.
368 * TODO: non linear fog
369 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
370 * -1/(e-s) and e/(e-s) respectively.
372 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
373 shader_addline(&buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
374 shader_addline(&buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
377 shader_addline(&buffer
, "}\n");
379 TRACE("Compiling shader object %u\n", shader_obj
);
380 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
.buffer
, NULL
));
381 GL_EXTCALL(glCompileShaderARB(shader_obj
));
382 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
384 /* Store the shader object */
385 This
->baseShader
.prgId
= shader_obj
;
387 } else if (This
->baseShader
.shader_mode
== SHADER_ARB
) {
388 /* Create the hw ARB shader */
389 shader_addline(&buffer
, "!!ARBfp1.0\n");
391 shader_addline(&buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
392 shader_addline(&buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
393 shader_addline(&buffer
, "TEMP TA;\n"); /* Used for modifiers */
394 shader_addline(&buffer
, "TEMP TB;\n"); /* Used for modifiers */
395 shader_addline(&buffer
, "TEMP TC;\n"); /* Used for modifiers */
396 shader_addline(&buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
397 shader_addline(&buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
398 shader_addline(&buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
400 /* Base Declarations */
401 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
403 /* We need two variables for fog blending */
404 shader_addline(&buffer
, "TEMP TMP_FOG;\n");
405 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
406 shader_addline(&buffer
, "TEMP TMP_COLOR;\n");
409 /* Base Shader Body */
410 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
412 /* calculate fog and blend it
413 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
414 * -1/(e-s) and e/(e-s) respectively.
416 shader_addline(&buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
418 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
421 fragcolor
= "TMP_COLOR";
423 if(This
->srgb_enabled
) {
424 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
426 /* Calculate the > 0.0031308 case */
427 shader_addline(&buffer
, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor
);
428 shader_addline(&buffer
, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor
);
429 shader_addline(&buffer
, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor
);
430 shader_addline(&buffer
, "MUL TMP, TMP, srgb_mul_hi;\n");
431 shader_addline(&buffer
, "SUB TMP, TMP, srgb_sub_hi;\n");
432 /* Calculate the < case */
433 shader_addline(&buffer
, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor
);
434 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
435 shader_addline(&buffer
, "SLT TA, srgb_comparison, %s;\n", fragcolor
);
436 shader_addline(&buffer
, "SGE TB, srgb_comparison, %s;\n", fragcolor
);
437 /* Store the components > 0.0031308 in the destination */
438 shader_addline(&buffer
, "MUL %s, TMP, TA;\n", fragcolor
);
439 /* Add the components that are < 0.0031308 */
440 shader_addline(&buffer
, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor
);
441 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
443 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
444 shader_addline(&buffer
, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor
);
445 shader_addline(&buffer
, "MOV result.color.a, %s.a;\n", fragcolor
);
448 shader_addline(&buffer
, "END\n");
450 /* TODO: change to resource.glObjectHandle or something like that */
451 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
453 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
454 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
456 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
457 /* Create the program and check for errors */
458 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
459 buffer
.bsize
, buffer
.buffer
));
461 if (glGetError() == GL_INVALID_OPERATION
) {
463 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
464 FIXME("HW PixelShader Error at position %d: %s\n",
465 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
466 This
->baseShader
.prgId
= -1;
470 This
->needsbumpmat
= reg_maps
->bumpmat
;
472 #if 1 /* if were using the data buffer of device then we don't need to free it */
473 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
477 static HRESULT WINAPI
IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader
*iface
, CONST DWORD
*pFunction
) {
479 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
480 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
482 TRACE("(%p) : pFunction %p\n", iface
, pFunction
);
484 /* First pass: trace shader */
485 shader_trace_init((IWineD3DBaseShader
*) This
, pFunction
);
486 pshader_set_limits(This
);
488 /* Initialize immediate constant lists */
489 list_init(&This
->baseShader
.constantsF
);
490 list_init(&This
->baseShader
.constantsB
);
491 list_init(&This
->baseShader
.constantsI
);
493 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) > 1) {
494 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
496 unsigned int i
, j
, highest_reg_used
= 0, num_regs_used
= 0;
498 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
499 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
500 hr
= shader_get_registers_used((IWineD3DBaseShader
*) This
, reg_maps
,
501 This
->semantics_in
, NULL
, pFunction
, NULL
);
502 if (FAILED(hr
)) return hr
;
503 /* FIXME: validate reg_maps against OpenGL */
505 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
506 if(This
->input_reg_used
[i
]) {
508 highest_reg_used
= i
;
512 /* Don't do any register mapping magic if it is not needed, or if we can't
513 * achieve anything anyway
515 if(highest_reg_used
< (GL_LIMITS(glsl_varyings
) / 4) ||
516 num_regs_used
> (GL_LIMITS(glsl_varyings
) / 4) ) {
517 if(num_regs_used
> (GL_LIMITS(glsl_varyings
) / 4)) {
518 /* This happens with relative addressing. The input mapper function
519 * warns about this if the higher registers are declared too, so
520 * don't write a FIXME here
522 WARN("More varying registers used than supported\n");
525 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
526 This
->input_reg_map
[i
] = i
;
530 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
531 if(This
->input_reg_used
[i
]) {
532 This
->input_reg_map
[i
] = j
;
535 This
->input_reg_map
[i
] = -1;
540 This
->baseShader
.load_local_constsF
= FALSE
;
542 This
->baseShader
.shader_mode
= deviceImpl
->ps_selected_mode
;
544 TRACE("(%p) : Copying the function\n", This
);
545 if (NULL
!= pFunction
) {
548 function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->baseShader
.functionLength
);
549 if (!function
) return E_OUTOFMEMORY
;
550 memcpy(function
, pFunction
, This
->baseShader
.functionLength
);
551 This
->baseShader
.function
= function
;
553 This
->baseShader
.function
= NULL
;
559 static HRESULT WINAPI
IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
*iface
) {
561 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
562 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
563 CONST DWORD
*function
= This
->baseShader
.function
;
565 IWineD3DBaseTextureImpl
*texture
;
567 TRACE("(%p) : function %p\n", iface
, function
);
569 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
572 if (This
->baseShader
.is_compiled
) {
573 char srgbenabled
= deviceImpl
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] ? 1 : 0;
574 for(i
= 0; i
< This
->baseShader
.num_sampled_samplers
; i
++) {
575 sampler
= This
->baseShader
.sampled_samplers
[i
];
576 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler
];
577 if(texture
&& texture
->baseTexture
.shader_conversion_group
!= This
->baseShader
.sampled_format
[sampler
]) {
578 WARN("Recompiling shader %p due to format change on sampler %d\n", This
, sampler
);
579 WARN("Old format group %s, new is %s\n",
580 debug_d3dformat(This
->baseShader
.sampled_format
[sampler
]),
581 debug_d3dformat(texture
->baseTexture
.shader_conversion_group
));
586 /* TODO: Check projected textures */
587 /* TODO: Check texture types(2D, Cube, 3D) */
589 if(srgbenabled
!= This
->srgb_enabled
&& This
->srgb_mode_hardcoded
) {
590 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
593 if(This
->baseShader
.reg_maps
.vpos
&& !This
->vpos_uniform
) {
594 if(This
->render_offscreen
!= deviceImpl
->render_offscreen
||
595 This
->height
!= ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
) {
596 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
600 if(This
->baseShader
.reg_maps
.usesdsy
&& !This
->vpos_uniform
) {
601 if(This
->render_offscreen
? 0 : 1 != deviceImpl
->render_offscreen
? 0 : 1) {
602 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
606 if(This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
607 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
608 if(This
->vertexprocessing
!= pretransformed
) {
609 WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
612 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
) &&
613 This
->vertexprocessing
!= fixedfunction
) {
614 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
616 } else if(This
->vertexprocessing
!= vertexshader
) {
617 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
625 if(This
->baseShader
.recompile_count
> 50) {
626 FIXME("Shader %p recompiled more than 50 times\n", This
);
628 This
->baseShader
.recompile_count
++;
631 deviceImpl
->shader_backend
->shader_destroy((IWineD3DBaseShader
*) iface
);
634 /* We don't need to compile */
636 This
->baseShader
.is_compiled
= TRUE
;
640 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
641 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
644 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
645 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
646 hr
= shader_get_registers_used((IWineD3DBaseShader
*)This
, reg_maps
,
647 This
->semantics_in
, NULL
, This
->baseShader
.function
, deviceImpl
->stateBlock
);
648 if (FAILED(hr
)) return hr
;
649 /* FIXME: validate reg_maps against OpenGL */
652 /* Reset fields tracking stateblock values being hardcoded in the shader */
653 This
->baseShader
.num_sampled_samplers
= 0;
655 /* Generate the HW shader */
656 TRACE("(%p) : Generating hardware program\n", This
);
657 IWineD3DPixelShaderImpl_GenerateShader(iface
, &This
->baseShader
.reg_maps
, function
);
659 This
->baseShader
.is_compiled
= TRUE
;
664 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
=
666 /*** IUnknown methods ***/
667 IWineD3DPixelShaderImpl_QueryInterface
,
668 IWineD3DPixelShaderImpl_AddRef
,
669 IWineD3DPixelShaderImpl_Release
,
670 /*** IWineD3DBase methods ***/
671 IWineD3DPixelShaderImpl_GetParent
,
672 /*** IWineD3DBaseShader methods ***/
673 IWineD3DPixelShaderImpl_SetFunction
,
674 IWineD3DPixelShaderImpl_CompileShader
,
675 /*** IWineD3DPixelShader methods ***/
676 IWineD3DPixelShaderImpl_GetDevice
,
677 IWineD3DPixelShaderImpl_GetFunction