push c6aba86b6d7f7dbe994528d67faed47594362b60
[wine/hacks.git] / dlls / wined3d / vertexshader.c
blob32fba083c498cc5fd9fb66fc9a1b2eb8702eb0e1
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 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
41 /* This table is not order or position dependent. */
43 /* Arithmetic */
44 {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
45 {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
46 {WINED3DSIO_MOVA, "mova", 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
47 {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
48 {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
49 {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
50 {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
51 {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
52 {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
53 {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
54 {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
55 {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
56 {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
57 {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
58 {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
59 {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
60 {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
61 {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
62 {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
63 {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
64 {WINED3DSIO_LIT, "lit", 1, 2, WINED3DSIH_LIT, 0, 0 },
65 {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
66 {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
67 {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
68 {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
69 {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
70 /* TODO: sng can possibly be performed as
71 RCP tmp, vec
72 MUL out, tmp, vec*/
73 {WINED3DSIO_SGN, "sgn", 1, 2, WINED3DSIH_SGN, 0, 0 },
74 {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
75 {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
76 {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
77 /* Matrix */
78 {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
79 {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
80 {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
81 {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
82 {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
83 /* Declare registers */
84 {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
85 /* Constant definitions */
86 {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
87 {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
88 {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
89 /* Flow control - requires GLSL or software shaders */
90 {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
91 {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
92 {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
93 {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
94 {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
96 {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
97 {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
98 {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
99 {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
100 {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
101 {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
102 {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
103 {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
104 {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
106 {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
107 {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
108 {0, NULL, 0, 0, 0, 0, 0 }
111 static void vshader_set_limits(
112 IWineD3DVertexShaderImpl *This) {
114 This->baseShader.limits.texcoord = 0;
115 This->baseShader.limits.attributes = 16;
116 This->baseShader.limits.packed_input = 0;
118 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
119 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
121 switch (This->baseShader.reg_maps.shader_version)
123 case WINED3DVS_VERSION(1,0):
124 case WINED3DVS_VERSION(1,1):
125 This->baseShader.limits.temporary = 12;
126 This->baseShader.limits.constant_bool = 0;
127 This->baseShader.limits.constant_int = 0;
128 This->baseShader.limits.address = 1;
129 This->baseShader.limits.packed_output = 0;
130 This->baseShader.limits.sampler = 0;
131 This->baseShader.limits.label = 0;
132 break;
134 case WINED3DVS_VERSION(2,0):
135 case WINED3DVS_VERSION(2,1):
136 This->baseShader.limits.temporary = 12;
137 This->baseShader.limits.constant_bool = 16;
138 This->baseShader.limits.constant_int = 16;
139 This->baseShader.limits.address = 1;
140 This->baseShader.limits.packed_output = 0;
141 This->baseShader.limits.sampler = 0;
142 This->baseShader.limits.label = 16;
143 break;
145 case WINED3DVS_VERSION(3,0):
146 This->baseShader.limits.temporary = 32;
147 This->baseShader.limits.constant_bool = 32;
148 This->baseShader.limits.constant_int = 32;
149 This->baseShader.limits.address = 1;
150 This->baseShader.limits.packed_output = 12;
151 This->baseShader.limits.sampler = 4;
152 This->baseShader.limits.label = 16; /* FIXME: 2048 */
153 break;
155 default: This->baseShader.limits.temporary = 12;
156 This->baseShader.limits.constant_bool = 16;
157 This->baseShader.limits.constant_int = 16;
158 This->baseShader.limits.address = 1;
159 This->baseShader.limits.packed_output = 0;
160 This->baseShader.limits.sampler = 0;
161 This->baseShader.limits.label = 16;
162 FIXME("Unrecognized vertex shader version %#x\n",
163 This->baseShader.reg_maps.shader_version);
167 /* This is an internal function,
168 * used to create fake semantics for shaders
169 * that don't have them - d3d8 shaders where the declaration
170 * stores the register for each input
172 static void vshader_set_input(
173 IWineD3DVertexShaderImpl* This,
174 unsigned int regnum,
175 BYTE usage, BYTE usage_idx) {
177 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
178 DWORD reg_token = (0x1 << 31) |
179 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
181 This->semantics_in[regnum].usage = usage;
182 This->semantics_in[regnum].usage_idx = usage_idx;
183 This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
184 This->semantics_in[regnum].reg.register_idx = regnum;
185 This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
186 This->semantics_in[regnum].reg.modifiers = 0;
187 This->semantics_in[regnum].reg.shift = 0;
188 This->semantics_in[regnum].reg.has_rel_addr = FALSE;
189 This->semantics_in[regnum].reg.token = reg_token;
190 This->semantics_in[regnum].reg.addr_token = 0;
193 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
194 if (usage_idx1 != usage_idx2) return FALSE;
195 if (usage1 == usage2) return TRUE;
196 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
197 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
199 return FALSE;
202 BOOL vshader_get_input(
203 IWineD3DVertexShader* iface,
204 BYTE usage_req, BYTE usage_idx_req,
205 unsigned int* regnum) {
207 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
208 int i;
210 for (i = 0; i < MAX_ATTRIBS; i++) {
211 if (!This->baseShader.reg_maps.attributes[i]) continue;
213 if (match_usage(This->semantics_in[i].usage,
214 This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
216 *regnum = i;
217 return TRUE;
220 return FALSE;
223 /* *******************************************
224 IWineD3DVertexShader IUnknown parts follow
225 ******************************************* */
226 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
227 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
229 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
230 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
231 || IsEqualGUID(riid, &IID_IWineD3DBase)
232 || IsEqualGUID(riid, &IID_IUnknown))
234 IUnknown_AddRef(iface);
235 *ppobj = iface;
236 return S_OK;
239 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
241 *ppobj = NULL;
242 return E_NOINTERFACE;
245 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
246 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
247 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
249 TRACE("%p increasing refcount to %u\n", This, refcount);
251 return refcount;
254 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
255 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
256 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
258 TRACE("%p decreasing refcount to %u\n", This, refcount);
260 if (!refcount)
262 shader_cleanup((IWineD3DBaseShader *)iface);
263 HeapFree(GetProcessHeap(), 0, This);
266 return refcount;
269 /* *******************************************
270 IWineD3DVertexShader IWineD3DVertexShader parts follow
271 ******************************************* */
273 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
274 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
276 *parent = This->parent;
277 IUnknown_AddRef(*parent);
278 TRACE("(%p) : returning %p\n", This, *parent);
279 return WINED3D_OK;
282 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
283 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
284 IWineD3DDevice_AddRef(This->baseShader.device);
285 *pDevice = This->baseShader.device;
286 TRACE("(%p) returning %p\n", This, *pDevice);
287 return WINED3D_OK;
290 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
291 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
292 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
294 if (NULL == pData) {
295 *pSizeOfData = This->baseShader.functionLength;
296 return WINED3D_OK;
298 if (*pSizeOfData < This->baseShader.functionLength) {
299 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
300 * than the required size we should write the required size and
301 * return D3DERR_MOREDATA. That's not actually true. */
302 return WINED3DERR_INVALIDCALL;
305 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
306 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
308 return WINED3D_OK;
311 /* Note that for vertex shaders CompileShader isn't called until the
312 * shader is first used. The reason for this is that we need the vertex
313 * declaration the shader will be used with in order to determine if
314 * the data in a register is of type D3DCOLOR, and needs swizzling. */
315 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
317 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
318 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
319 HRESULT hr;
320 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
322 TRACE("(%p) : pFunction %p\n", iface, pFunction);
324 /* First pass: trace shader */
325 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
327 /* Initialize immediate constant lists */
328 list_init(&This->baseShader.constantsF);
329 list_init(&This->baseShader.constantsB);
330 list_init(&This->baseShader.constantsI);
332 /* Second pass: figure out registers used, semantics, etc.. */
333 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
334 This->max_rel_offset = 0;
335 memset(reg_maps, 0, sizeof(shader_reg_maps));
336 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
337 This->semantics_in, This->semantics_out, pFunction);
338 if (hr != WINED3D_OK) return hr;
340 vshader_set_limits(This);
342 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
344 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
345 (GLINFO_LOCATION).arb_vs_offset_limit &&
346 This->min_rel_offset <= This->max_rel_offset) {
348 if(This->max_rel_offset - This->min_rel_offset > 127) {
349 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
350 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
351 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
352 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
353 This->rel_offset = This->min_rel_offset + 63;
354 } else if(This->max_rel_offset > 63) {
355 This->rel_offset = This->min_rel_offset;
356 } else {
357 This->rel_offset = 0;
360 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
362 /* copy the function ... because it will certainly be released by application */
363 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
364 if (!This->baseShader.function) return E_OUTOFMEMORY;
365 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
367 return WINED3D_OK;
370 /* Preload semantics for d3d8 shaders */
371 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
372 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
373 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
375 unsigned int i;
376 for (i = 0; i < vdecl->element_count; ++i)
378 const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i];
379 vshader_set_input(This, e->output_slot, e->usage, e->usage_idx);
383 /* Set local constants for d3d8 shaders */
384 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
385 UINT start_idx, const float *src_data, UINT count) {
386 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
387 UINT i, end_idx;
389 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
391 end_idx = start_idx + count;
392 if (end_idx > GL_LIMITS(vshader_constantsF)) {
393 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
394 end_idx = GL_LIMITS(vshader_constantsF);
397 for (i = start_idx; i < end_idx; ++i) {
398 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
399 if (!lconst) return E_OUTOFMEMORY;
401 lconst->idx = i;
402 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
403 list_add_head(&This->baseShader.constantsF, &lconst->entry);
406 return WINED3D_OK;
409 static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
410 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
411 SHADER_BUFFER buffer;
412 GLuint ret;
414 /* Generate the HW shader */
415 TRACE("(%p) : Generating hardware program\n", This);
416 shader_buffer_init(&buffer);
417 This->cur_args = args;
418 ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
419 This->cur_args = NULL;
420 shader_buffer_free(&buffer);
422 return ret;
425 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
427 /*** IUnknown methods ***/
428 IWineD3DVertexShaderImpl_QueryInterface,
429 IWineD3DVertexShaderImpl_AddRef,
430 IWineD3DVertexShaderImpl_Release,
431 /*** IWineD3DBase methods ***/
432 IWineD3DVertexShaderImpl_GetParent,
433 /*** IWineD3DBaseShader methods ***/
434 IWineD3DVertexShaderImpl_SetFunction,
435 /*** IWineD3DVertexShader methods ***/
436 IWineD3DVertexShaderImpl_GetDevice,
437 IWineD3DVertexShaderImpl_GetFunction,
438 IWineD3DVertexShaderImpl_FakeSemantics,
439 IWIneD3DVertexShaderImpl_SetLocalConstantsF
442 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
443 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
444 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
447 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
448 const DWORD use_map) {
449 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
450 return stored->fog_src == new->fog_src;
453 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
455 UINT i;
456 DWORD new_size = shader->shader_array_size;
457 struct vs_compiled_shader *new_array;
458 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
460 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
461 * so a linear search is more performant than a hashmap or a binary search
462 * (cache coherency etc)
464 for(i = 0; i < shader->num_gl_shaders; i++) {
465 if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
466 return shader->gl_shaders[i].prgId;
470 TRACE("No matching GL shader found, compiling a new shader\n");
472 if(shader->shader_array_size == shader->num_gl_shaders) {
473 if (shader->num_gl_shaders)
475 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
476 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
477 new_size * sizeof(*shader->gl_shaders));
478 } else {
479 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
480 new_size = 1;
483 if(!new_array) {
484 ERR("Out of memory\n");
485 return 0;
487 shader->gl_shaders = new_array;
488 shader->shader_array_size = new_size;
491 shader->gl_shaders[shader->num_gl_shaders].args = *args;
492 shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args);
493 return shader->gl_shaders[shader->num_gl_shaders++].prgId;