push b7454c0be268e63e23db077ecd5238ed6dc9ec0b
[wine/hacks.git] / dlls / wined3d / pixelshader.c
blobec05491f533d31f7f595c4aec2e92daff03caa44
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 #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)
39 #else
40 # define PSTRACE(A)
41 # define TRACE_VSVECTOR(name)
42 #endif
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);
68 return WINED3D_OK;
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);
76 return WINED3D_OK;
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);
84 if (NULL == pData) {
85 *pSizeOfData = This->baseShader.functionLength;
86 return WINED3D_OK;
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;
97 } else {
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);
104 return WINED3D_OK;
107 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
108 /* Arithmetic */
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},
139 /* Matrix */
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},
167 /* Texture */
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;
221 break;
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;
232 break;
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;
243 break;
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;
254 break;
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 */
265 break;
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 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
285 SHADER_BUFFER buffer;
287 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
288 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
289 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
290 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
291 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
292 This->fixupVertexBufferSize = PGMSIZE;
293 This->fixupVertexBuffer[0] = 0;
295 buffer.buffer = This->device->fixupVertexBuffer;
296 #else
297 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
298 #endif
299 buffer.bsize = 0;
300 buffer.lineNo = 0;
301 buffer.newline = TRUE;
303 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer);
305 #if 1 /* if were using the data buffer of device then we don't need to free it */
306 HeapFree(GetProcessHeap(), 0, buffer.buffer);
307 #endif
310 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
312 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
313 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
315 TRACE("(%p) : pFunction %p\n", iface, pFunction);
317 /* First pass: trace shader */
318 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
319 pshader_set_limits(This);
321 /* Initialize immediate constant lists */
322 list_init(&This->baseShader.constantsF);
323 list_init(&This->baseShader.constantsB);
324 list_init(&This->baseShader.constantsI);
326 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
327 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
328 HRESULT hr;
329 unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
331 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
332 memset(reg_maps, 0, sizeof(shader_reg_maps));
333 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
334 This->semantics_in, NULL, pFunction, NULL);
335 if (FAILED(hr)) return hr;
336 /* FIXME: validate reg_maps against OpenGL */
338 for(i = 0; i < MAX_REG_INPUT; i++) {
339 if(This->input_reg_used[i]) {
340 num_regs_used++;
341 highest_reg_used = i;
345 /* Don't do any register mapping magic if it is not needed, or if we can't
346 * achieve anything anyway
348 if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
349 num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
350 if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
351 /* This happens with relative addressing. The input mapper function
352 * warns about this if the higher registers are declared too, so
353 * don't write a FIXME here
355 WARN("More varying registers used than supported\n");
358 for(i = 0; i < MAX_REG_INPUT; i++) {
359 This->input_reg_map[i] = i;
361 } else {
362 j = 0;
363 for(i = 0; i < MAX_REG_INPUT; i++) {
364 if(This->input_reg_used[i]) {
365 This->input_reg_map[i] = j;
366 j++;
367 } else {
368 This->input_reg_map[i] = -1;
373 This->baseShader.load_local_constsF = FALSE;
375 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
377 TRACE("(%p) : Copying the function\n", This);
378 if (NULL != pFunction) {
379 void *function;
381 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
382 if (!function) return E_OUTOFMEMORY;
383 memcpy(function, pFunction, This->baseShader.functionLength);
384 This->baseShader.function = function;
385 } else {
386 This->baseShader.function = NULL;
389 return WINED3D_OK;
392 static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
394 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
395 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
396 CONST DWORD *function = This->baseShader.function;
397 UINT i, sampler;
398 IWineD3DBaseTextureImpl *texture;
400 TRACE("(%p) : function %p\n", iface, function);
402 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
403 * changed.
405 if (This->baseShader.is_compiled) {
406 char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
407 for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
408 sampler = This->baseShader.sampled_samplers[i];
409 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
410 if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
411 WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
412 WARN("Old format group %s, new is %s\n",
413 debug_d3dformat(This->baseShader.sampled_format[sampler]),
414 debug_d3dformat(texture->baseTexture.shader_conversion_group));
415 goto recompile;
419 /* TODO: Check projected textures */
420 /* TODO: Check texture types(2D, Cube, 3D) */
422 if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
423 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
424 goto recompile;
426 if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
427 if(This->render_offscreen != deviceImpl->render_offscreen ||
428 This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
429 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
430 goto recompile;
433 if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
434 if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
435 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
436 goto recompile;
439 if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
440 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
441 if(This->vertexprocessing != pretransformed) {
442 WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
443 goto recompile;
445 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
446 This->vertexprocessing != fixedfunction) {
447 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
448 goto recompile;
449 } else if(This->vertexprocessing != vertexshader) {
450 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
451 goto recompile;
455 return WINED3D_OK;
457 recompile:
458 if(This->baseShader.recompile_count > 50) {
459 FIXME("Shader %p recompiled more than 50 times\n", This);
460 } else {
461 This->baseShader.recompile_count++;
464 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
467 /* We don't need to compile */
468 if (!function) {
469 This->baseShader.is_compiled = TRUE;
470 return WINED3D_OK;
473 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
474 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
475 HRESULT hr;
477 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
478 memset(reg_maps, 0, sizeof(shader_reg_maps));
479 hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
480 This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
481 if (FAILED(hr)) return hr;
482 /* FIXME: validate reg_maps against OpenGL */
485 /* Reset fields tracking stateblock values being hardcoded in the shader */
486 This->baseShader.num_sampled_samplers = 0;
488 /* Generate the HW shader */
489 TRACE("(%p) : Generating hardware program\n", This);
490 IWineD3DPixelShaderImpl_GenerateShader(iface);
492 This->baseShader.is_compiled = TRUE;
494 return WINED3D_OK;
497 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
499 /*** IUnknown methods ***/
500 IWineD3DPixelShaderImpl_QueryInterface,
501 IWineD3DPixelShaderImpl_AddRef,
502 IWineD3DPixelShaderImpl_Release,
503 /*** IWineD3DBase methods ***/
504 IWineD3DPixelShaderImpl_GetParent,
505 /*** IWineD3DBaseShader methods ***/
506 IWineD3DPixelShaderImpl_SetFunction,
507 IWineD3DPixelShaderImpl_CompileShader,
508 /*** IWineD3DPixelShader methods ***/
509 IWineD3DPixelShaderImpl_GetDevice,
510 IWineD3DPixelShaderImpl_GetFunction