push 3600ceb9798742c4473b49518e0ae238427fc4b7
[wine/hacks.git] / dlls / wined3d / vertexshader.c
blob0f246f95867bb5f977ed8ed4ece5fb71b6b9b2b6
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
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
28 #include <math.h>
29 #include <stdio.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
37 /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
38 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
40 #define GLNAME_REQUIRE_GLSL ((const char *)1)
42 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
43 /* This table is not order or position dependent. */
45 /* Arithmetic */
46 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
47 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
48 {WINED3DSIO_MOVA, "mova", NULL, 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
49 {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
50 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
51 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
52 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
53 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
54 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
55 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
56 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
57 {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
58 {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
59 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
60 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
61 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
62 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
63 {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
64 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
65 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
66 {WINED3DSIO_LIT, "lit", "LIT", 1, 2, WINED3DSIH_LIT, 0, 0 },
67 {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
68 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
69 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
70 {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
71 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
72 /* TODO: sng can possibly be performed a s
73 RCP tmp, vec
74 MUL out, tmp, vec*/
75 {WINED3DSIO_SGN, "sgn", NULL, 1, 2, WINED3DSIH_SGN, 0, 0 },
76 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
77 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
78 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
79 /* Matrix */
80 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
81 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
82 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
83 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
84 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
85 /* Declare registers */
86 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
87 /* Constant definitions */
88 {WINED3DSIO_DEF, "def", NULL, 1, 5, WINED3DSIH_DEF, 0, 0 },
89 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
90 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
91 /* Flow control - requires GLSL or software shaders */
92 {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
93 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
94 {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
96 {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
97 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
98 {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
99 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
100 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
101 {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
102 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
103 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
104 {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
105 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
106 {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
108 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
109 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
110 {0, NULL, NULL, 0, 0, 0, 0, 0 }
113 static void vshader_set_limits(
114 IWineD3DVertexShaderImpl *This) {
116 This->baseShader.limits.texcoord = 0;
117 This->baseShader.limits.attributes = 16;
118 This->baseShader.limits.packed_input = 0;
120 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
121 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
123 switch (This->baseShader.hex_version) {
124 case WINED3DVS_VERSION(1,0):
125 case WINED3DVS_VERSION(1,1):
126 This->baseShader.limits.temporary = 12;
127 This->baseShader.limits.constant_bool = 0;
128 This->baseShader.limits.constant_int = 0;
129 This->baseShader.limits.address = 1;
130 This->baseShader.limits.packed_output = 0;
131 This->baseShader.limits.sampler = 0;
132 This->baseShader.limits.label = 0;
133 break;
135 case WINED3DVS_VERSION(2,0):
136 case WINED3DVS_VERSION(2,1):
137 This->baseShader.limits.temporary = 12;
138 This->baseShader.limits.constant_bool = 16;
139 This->baseShader.limits.constant_int = 16;
140 This->baseShader.limits.address = 1;
141 This->baseShader.limits.packed_output = 0;
142 This->baseShader.limits.sampler = 0;
143 This->baseShader.limits.label = 16;
144 break;
146 case WINED3DVS_VERSION(3,0):
147 This->baseShader.limits.temporary = 32;
148 This->baseShader.limits.constant_bool = 32;
149 This->baseShader.limits.constant_int = 32;
150 This->baseShader.limits.address = 1;
151 This->baseShader.limits.packed_output = 12;
152 This->baseShader.limits.sampler = 4;
153 This->baseShader.limits.label = 16; /* FIXME: 2048 */
154 break;
156 default: This->baseShader.limits.temporary = 12;
157 This->baseShader.limits.constant_bool = 16;
158 This->baseShader.limits.constant_int = 16;
159 This->baseShader.limits.address = 1;
160 This->baseShader.limits.packed_output = 0;
161 This->baseShader.limits.sampler = 0;
162 This->baseShader.limits.label = 16;
163 FIXME("Unrecognized vertex shader version %#x\n",
164 This->baseShader.hex_version);
168 /* This is an internal function,
169 * used to create fake semantics for shaders
170 * that don't have them - d3d8 shaders where the declaration
171 * stores the register for each input
173 static void vshader_set_input(
174 IWineD3DVertexShaderImpl* This,
175 unsigned int regnum,
176 BYTE usage, BYTE usage_idx) {
178 /* Fake usage: set reserved bit, usage, usage_idx */
179 DWORD usage_token = (0x1 << 31) |
180 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
182 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
183 DWORD reg_token = (0x1 << 31) |
184 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
186 This->semantics_in[regnum].usage = usage_token;
187 This->semantics_in[regnum].reg = reg_token;
190 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
191 if (usage_idx1 != usage_idx2) return FALSE;
192 if (usage1 == usage2) return TRUE;
193 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
194 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
196 return FALSE;
199 BOOL vshader_get_input(
200 IWineD3DVertexShader* iface,
201 BYTE usage_req, BYTE usage_idx_req,
202 unsigned int* regnum) {
204 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
205 int i;
207 for (i = 0; i < MAX_ATTRIBS; i++) {
208 DWORD usage_token = This->semantics_in[i].usage;
209 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
210 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
212 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
213 *regnum = i;
214 return TRUE;
217 return FALSE;
220 BOOL vshader_input_is_color(
221 IWineD3DVertexShader* iface,
222 unsigned int regnum) {
224 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
226 DWORD usage_token = This->semantics_in[regnum].usage;
227 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
228 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
230 int i;
232 for(i = 0; i < This->num_swizzled_attribs; i++) {
233 if(This->swizzled_attribs[i].usage == usage &&
234 This->swizzled_attribs[i].idx == usage_idx) {
235 return TRUE;
238 return FALSE;
241 static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
242 UINT num = 0, i, j;
243 UINT numoldswizzles = This->num_swizzled_attribs;
244 IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
246 DWORD usage_token, usage, usage_idx;
247 BOOL found;
249 attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
251 /* Back up the old swizzles to keep attributes that are undefined in the current declaration */
252 memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
254 memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
256 for(i = 0; i < decl->num_swizzled_attribs; i++) {
257 for(j = 0; j < MAX_ATTRIBS; j++) {
259 if(!This->baseShader.reg_maps.attributes[j]) continue;
261 usage_token = This->semantics_in[j].usage;
262 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
263 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
265 if(decl->swizzled_attribs[i].usage == usage &&
266 decl->swizzled_attribs[i].idx == usage_idx) {
267 This->swizzled_attribs[num].usage = usage;
268 This->swizzled_attribs[num].idx = usage_idx;
269 num++;
274 /* Add previously converted attributes back in if they are not defined in the current declaration */
275 for(i = 0; i < numoldswizzles; i++) {
277 found = FALSE;
278 for(j = 0; j < decl->declarationWNumElements; j++) {
279 if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
280 oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
281 found = TRUE;
284 if(found) {
285 /* This previously converted attribute is declared in the current declaration. Either it is
286 * already in the new array, or it should not be there. Skip it
288 continue;
290 /* We have a previously swizzled attribute that is not defined by the current vertex declaration.
291 * Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
292 * recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
293 * In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
294 * stays unswizzled as well because it isn't found in the oldswizzles array
296 for(j = 0; j < num; j++) {
297 if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
298 oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
299 oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
300 memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
301 sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
302 break;
305 This->swizzled_attribs[j].usage = oldswizzles[i].usage;
306 This->swizzled_attribs[j].idx = oldswizzles[i].idx;
307 num++;
310 TRACE("New swizzled attributes array\n");
311 for(i = 0; i < num; i++) {
312 TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
313 This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
315 This->num_swizzled_attribs = num;
317 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
318 or GLSL and send it to the card */
319 static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
320 const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
322 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
323 IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
324 SHADER_BUFFER buffer;
326 find_swizzled_attribs(decl, This);
328 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
329 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
330 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
331 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
332 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
333 This->fixupVertexBufferSize = PGMSIZE;
334 This->fixupVertexBuffer[0] = 0;
336 buffer.buffer = This->device->fixupVertexBuffer;
337 #else
338 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
339 #endif
340 buffer.bsize = 0;
341 buffer.lineNo = 0;
342 buffer.newline = TRUE;
344 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
346 #if 1 /* if were using the data buffer of device then we don't need to free it */
347 HeapFree(GetProcessHeap(), 0, buffer.buffer);
348 #endif
351 /* *******************************************
352 IWineD3DVertexShader IUnknown parts follow
353 ******************************************* */
354 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
355 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
358 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
359 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
362 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
363 return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
366 /* *******************************************
367 IWineD3DVertexShader IWineD3DVertexShader parts follow
368 ******************************************* */
370 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
371 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
373 *parent = This->parent;
374 IUnknown_AddRef(*parent);
375 TRACE("(%p) : returning %p\n", This, *parent);
376 return WINED3D_OK;
379 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
380 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
381 IWineD3DDevice_AddRef(This->baseShader.device);
382 *pDevice = This->baseShader.device;
383 TRACE("(%p) returning %p\n", This, *pDevice);
384 return WINED3D_OK;
387 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
388 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
389 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
391 if (NULL == pData) {
392 *pSizeOfData = This->baseShader.functionLength;
393 return WINED3D_OK;
395 if (*pSizeOfData < This->baseShader.functionLength) {
396 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
397 * than the required size we should write the required size and
398 * return D3DERR_MOREDATA. That's not actually true. */
399 return WINED3DERR_INVALIDCALL;
401 if (NULL == This->baseShader.function) { /* no function defined */
402 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
403 (*(DWORD **) pData) = NULL;
404 } else {
405 if(This->baseShader.functionLength == 0){
408 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
409 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
411 return WINED3D_OK;
414 /* Note that for vertex shaders CompileShader isn't called until the
415 * shader is first used. The reason for this is that we need the vertex
416 * declaration the shader will be used with in order to determine if
417 * the data in a register is of type D3DCOLOR, and needs swizzling. */
418 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
420 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
421 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
422 HRESULT hr;
423 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
425 TRACE("(%p) : pFunction %p\n", iface, pFunction);
427 /* First pass: trace shader */
428 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
429 vshader_set_limits(This);
431 /* Initialize immediate constant lists */
432 list_init(&This->baseShader.constantsF);
433 list_init(&This->baseShader.constantsB);
434 list_init(&This->baseShader.constantsI);
436 /* Second pass: figure out registers used, semantics, etc.. */
437 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
438 This->max_rel_offset = 0;
439 memset(reg_maps, 0, sizeof(shader_reg_maps));
440 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
441 This->semantics_in, This->semantics_out, pFunction, NULL);
442 if (hr != WINED3D_OK) return hr;
444 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
446 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
447 (GLINFO_LOCATION).arb_vs_offset_limit &&
448 This->min_rel_offset <= This->max_rel_offset) {
450 if(This->max_rel_offset - This->min_rel_offset > 127) {
451 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
452 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
453 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
454 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
455 This->rel_offset = This->min_rel_offset + 63;
456 } else if(This->max_rel_offset > 63) {
457 This->rel_offset = This->min_rel_offset;
458 } else {
459 This->rel_offset = 0;
462 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
464 /* copy the function ... because it will certainly be released by application */
465 if (NULL != pFunction) {
466 void *function;
468 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
469 if (!function) return E_OUTOFMEMORY;
470 memcpy(function, pFunction, This->baseShader.functionLength);
471 This->baseShader.function = function;
472 } else {
473 This->baseShader.function = NULL;
476 return WINED3D_OK;
479 /* Preload semantics for d3d8 shaders */
480 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
481 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
482 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
484 int i;
485 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
486 const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
487 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
491 /* Set local constants for d3d8 shaders */
492 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
493 UINT start_idx, const float *src_data, UINT count) {
494 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
495 UINT i, end_idx;
497 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
499 end_idx = start_idx + count;
500 if (end_idx > GL_LIMITS(vshader_constantsF)) {
501 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
502 end_idx = GL_LIMITS(vshader_constantsF);
505 for (i = start_idx; i < end_idx; ++i) {
506 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
507 if (!lconst) return E_OUTOFMEMORY;
509 lconst->idx = i;
510 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
511 list_add_head(&This->baseShader.constantsF, &lconst->entry);
514 return WINED3D_OK;
517 static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
518 UINT i, j, k;
519 BOOL found;
521 DWORD usage_token;
522 DWORD usage;
523 DWORD usage_idx;
525 for(i = 0; i < vdecl->declarationWNumElements; i++) {
526 /* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
527 if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
528 vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
530 for(j = 0; j < MAX_ATTRIBS; j++) {
531 if(!This->baseShader.reg_maps.attributes[j]) continue;
533 usage_token = This->semantics_in[j].usage;
534 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
535 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
537 if(vdecl->pDeclarationWine[i].Usage != usage ||
538 vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
539 continue;
542 found = FALSE;
543 for(k = 0; k < This->num_swizzled_attribs; k++) {
544 if(This->swizzled_attribs[k].usage == usage &&
545 This->swizzled_attribs[k].idx == usage_idx) {
546 found = TRUE;
549 if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
550 TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
551 debug_d3ddeclusage(usage), usage_idx);
552 return TRUE;
554 if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
555 TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
556 debug_d3ddeclusage(usage), usage_idx);
557 return TRUE;
561 return FALSE;
564 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
565 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
566 IWineD3DVertexDeclarationImpl *vdecl;
567 CONST DWORD *function = This->baseShader.function;
568 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
570 TRACE("(%p) : function %p\n", iface, function);
572 /* We're already compiled. */
573 if (This->baseShader.is_compiled) {
574 vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl;
576 if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs ||
577 memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) {
579 /* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
580 * we have to recompile, but we have to take a deeper look at see if the attribs that differ
581 * are declared in the decl and used in the shader
583 if(swizzled_attribs_differ(This, vdecl)) {
584 WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
585 goto recompile;
587 WARN("Swizzled attribute validation required an expensive comparison\n");
590 return WINED3D_OK;
592 recompile:
593 if(This->recompile_count < 50) {
594 This->recompile_count++;
595 } else {
596 FIXME("Vertexshader %p recompiled more than 50 times\n", This);
599 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
602 /* We don't need to compile */
603 if (!function) {
604 This->baseShader.is_compiled = TRUE;
605 return WINED3D_OK;
608 /* Generate the HW shader */
609 TRACE("(%p) : Generating hardware program\n", This);
610 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
612 This->baseShader.is_compiled = TRUE;
614 return WINED3D_OK;
617 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
619 /*** IUnknown methods ***/
620 IWineD3DVertexShaderImpl_QueryInterface,
621 IWineD3DVertexShaderImpl_AddRef,
622 IWineD3DVertexShaderImpl_Release,
623 /*** IWineD3DBase methods ***/
624 IWineD3DVertexShaderImpl_GetParent,
625 /*** IWineD3DBaseShader methods ***/
626 IWineD3DVertexShaderImpl_SetFunction,
627 /*** IWineD3DVertexShader methods ***/
628 IWineD3DVertexShaderImpl_GetDevice,
629 IWineD3DVertexShaderImpl_GetFunction,
630 IWineD3DVertexShaderImpl_FakeSemantics,
631 IWIneD3DVertexShaderImpl_SetLocalConstantsF