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 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
;
297 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
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
);
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
;
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
]) {
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
;
363 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
364 if(This
->input_reg_used
[i
]) {
365 This
->input_reg_map
[i
] = j
;
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
) {
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
;
386 This
->baseShader
.function
= NULL
;
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
;
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
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
));
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");
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");
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");
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");
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");
449 } else if(This
->vertexprocessing
!= vertexshader
) {
450 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
458 if(This
->baseShader
.recompile_count
> 50) {
459 FIXME("Shader %p recompiled more than 50 times\n", This
);
461 This
->baseShader
.recompile_count
++;
464 deviceImpl
->shader_backend
->shader_destroy((IWineD3DBaseShader
*) iface
);
467 /* We don't need to compile */
469 This
->baseShader
.is_compiled
= TRUE
;
473 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
474 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
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
;
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