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)
45 /* *******************************************
46 IWineD3DPixelShader IUnknown parts follow
47 ******************************************* */
48 static HRESULT WINAPI
IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
50 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
51 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
52 if (IsEqualGUID(riid
, &IID_IUnknown
)
53 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
54 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
55 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
56 IUnknown_AddRef(iface
);
64 static ULONG WINAPI
IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader
*iface
) {
65 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
66 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->ref
);
67 return InterlockedIncrement(&This
->ref
);
70 static void destroy_glsl_pshader(IWineD3DPixelShaderImpl
*This
) {
71 struct list
*linked_programs
= &This
->baseShader
.linked_programs
;
73 TRACE("Deleting linked programs\n");
74 if (linked_programs
->next
) {
75 struct glsl_shader_prog_link
*entry
, *entry2
;
76 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
77 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
81 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
82 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
83 checkGLcall("glDeleteObjectARB");
86 static ULONG WINAPI
IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader
*iface
) {
87 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
89 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
90 ref
= InterlockedDecrement(&This
->ref
);
92 if (This
->baseShader
.shader_mode
== SHADER_GLSL
&& This
->baseShader
.prgId
!= 0) {
93 destroy_glsl_pshader(This
);
95 shader_delete_constant_list(&This
->baseShader
.constantsF
);
96 shader_delete_constant_list(&This
->baseShader
.constantsB
);
97 shader_delete_constant_list(&This
->baseShader
.constantsI
);
98 HeapFree(GetProcessHeap(), 0, This
);
103 /* *******************************************
104 IWineD3DPixelShader IWineD3DPixelShader parts follow
105 ******************************************* */
107 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader
*iface
, IUnknown
** parent
){
108 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
110 *parent
= This
->parent
;
111 IUnknown_AddRef(*parent
);
112 TRACE("(%p) : returning %p\n", This
, *parent
);
116 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader
* iface
, IWineD3DDevice
**pDevice
){
117 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
118 IWineD3DDevice_AddRef(This
->baseShader
.device
);
119 *pDevice
= This
->baseShader
.device
;
120 TRACE("(%p) returning %p\n", This
, *pDevice
);
125 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
126 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)impl
;
127 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
130 *pSizeOfData
= This
->baseShader
.functionLength
;
133 if (*pSizeOfData
< This
->baseShader
.functionLength
) {
134 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
135 * than the required size we should write the required size and
136 * return D3DERR_MOREDATA. That's not actually true. */
137 return WINED3DERR_INVALIDCALL
;
139 if (NULL
== This
->baseShader
.function
) { /* no function defined */
140 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
141 (*(DWORD
**) pData
) = NULL
;
143 if (This
->baseShader
.functionLength
== 0) {
146 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
147 memcpy(pData
, This
->baseShader
.function
, This
->baseShader
.functionLength
);
152 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[] = {
154 {WINED3DSIO_NOP
, "nop", "NOP", 0, 0, pshader_hw_map2gl
, NULL
, 0, 0},
155 {WINED3DSIO_MOV
, "mov", "MOV", 1, 2, pshader_hw_map2gl
, shader_glsl_mov
, 0, 0},
156 {WINED3DSIO_ADD
, "add", "ADD", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
157 {WINED3DSIO_SUB
, "sub", "SUB", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
158 {WINED3DSIO_MAD
, "mad", "MAD", 1, 4, pshader_hw_map2gl
, shader_glsl_mad
, 0, 0},
159 {WINED3DSIO_MUL
, "mul", "MUL", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
160 {WINED3DSIO_RCP
, "rcp", "RCP", 1, 2, pshader_hw_map2gl
, shader_glsl_rcp
, 0, 0},
161 {WINED3DSIO_RSQ
, "rsq", "RSQ", 1, 2, pshader_hw_map2gl
, shader_glsl_rsq
, 0, 0},
162 {WINED3DSIO_DP3
, "dp3", "DP3", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
163 {WINED3DSIO_DP4
, "dp4", "DP4", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
164 {WINED3DSIO_MIN
, "min", "MIN", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
165 {WINED3DSIO_MAX
, "max", "MAX", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
166 {WINED3DSIO_SLT
, "slt", "SLT", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
167 {WINED3DSIO_SGE
, "sge", "SGE", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
168 {WINED3DSIO_ABS
, "abs", "ABS", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
169 {WINED3DSIO_EXP
, "exp", "EX2", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
170 {WINED3DSIO_LOG
, "log", "LG2", 1, 2, pshader_hw_map2gl
, shader_glsl_log
, 0, 0},
171 {WINED3DSIO_EXPP
, "expp", "EXP", 1, 2, pshader_hw_map2gl
, shader_glsl_expp
, 0, 0},
172 {WINED3DSIO_LOGP
, "logp", "LOG", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
173 {WINED3DSIO_DST
, "dst", "DST", 1, 3, pshader_hw_map2gl
, shader_glsl_dst
, 0, 0},
174 {WINED3DSIO_LRP
, "lrp", "LRP", 1, 4, pshader_hw_map2gl
, shader_glsl_lrp
, 0, 0},
175 {WINED3DSIO_FRC
, "frc", "FRC", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
176 {WINED3DSIO_CND
, "cnd", NULL
, 1, 4, pshader_hw_cnd
, shader_glsl_cnd
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
177 {WINED3DSIO_CMP
, "cmp", NULL
, 1, 4, pshader_hw_cmp
, shader_glsl_cmp
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
178 {WINED3DSIO_POW
, "pow", "POW", 1, 3, pshader_hw_map2gl
, shader_glsl_pow
, 0, 0},
179 {WINED3DSIO_CRS
, "crs", "XPD", 1, 3, pshader_hw_map2gl
, shader_glsl_cross
, 0, 0},
180 {WINED3DSIO_NRM
, "nrm", NULL
, 1, 2, shader_hw_nrm
, shader_glsl_map2gl
, 0, 0},
181 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 4, shader_hw_sincos
, shader_glsl_sincos
, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
182 {WINED3DSIO_SINCOS
, "sincos", "SCS", 1, 2, shader_hw_sincos
, shader_glsl_sincos
, WINED3DPS_VERSION(3,0), -1},
183 {WINED3DSIO_DP2ADD
, "dp2add", NULL
, 1, 4, pshader_hw_dp2add
, pshader_glsl_dp2add
, WINED3DPS_VERSION(2,0), -1},
185 {WINED3DSIO_M4x4
, "m4x4", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
186 {WINED3DSIO_M4x3
, "m4x3", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
187 {WINED3DSIO_M3x4
, "m3x4", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
188 {WINED3DSIO_M3x3
, "m3x3", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
189 {WINED3DSIO_M3x2
, "m3x2", "undefined", 1, 3, shader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
190 /* Register declarations */
191 {WINED3DSIO_DCL
, "dcl", NULL
, 0, 2, NULL
, NULL
, 0, 0},
192 /* Flow control - requires GLSL or software shaders */
193 {WINED3DSIO_REP
, "rep", NULL
, 0, 1, NULL
, shader_glsl_rep
, WINED3DPS_VERSION(2,1), -1},
194 {WINED3DSIO_ENDREP
, "endrep", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
195 {WINED3DSIO_IF
, "if", NULL
, 0, 1, NULL
, shader_glsl_if
, WINED3DPS_VERSION(2,1), -1},
196 {WINED3DSIO_IFC
, "ifc", NULL
, 0, 2, NULL
, shader_glsl_ifc
, WINED3DPS_VERSION(2,1), -1},
197 {WINED3DSIO_ELSE
, "else", NULL
, 0, 0, NULL
, shader_glsl_else
, WINED3DPS_VERSION(2,1), -1},
198 {WINED3DSIO_ENDIF
, "endif", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
199 {WINED3DSIO_BREAK
, "break", NULL
, 0, 0, NULL
, shader_glsl_break
, WINED3DPS_VERSION(2,1), -1},
200 {WINED3DSIO_BREAKC
, "breakc", NULL
, 0, 2, NULL
, shader_glsl_breakc
, WINED3DPS_VERSION(2,1), -1},
201 {WINED3DSIO_BREAKP
, "breakp", GLNAME_REQUIRE_GLSL
, 0, 1, NULL
, NULL
, 0, 0},
202 {WINED3DSIO_CALL
, "call", NULL
, 0, 1, NULL
, shader_glsl_call
, WINED3DPS_VERSION(2,1), -1},
203 {WINED3DSIO_CALLNZ
, "callnz", NULL
, 0, 2, NULL
, shader_glsl_callnz
, WINED3DPS_VERSION(2,1), -1},
204 {WINED3DSIO_LOOP
, "loop", NULL
, 0, 2, NULL
, shader_glsl_loop
, WINED3DPS_VERSION(3,0), -1},
205 {WINED3DSIO_RET
, "ret", NULL
, 0, 0, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
206 {WINED3DSIO_ENDLOOP
, "endloop", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(3,0), -1},
207 {WINED3DSIO_LABEL
, "label", NULL
, 0, 1, NULL
, shader_glsl_label
, WINED3DPS_VERSION(2,1), -1},
208 /* Constant definitions */
209 {WINED3DSIO_DEF
, "def", "undefined", 1, 5, NULL
, NULL
, 0, 0},
210 {WINED3DSIO_DEFB
, "defb", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, 0, 0},
211 {WINED3DSIO_DEFI
, "defi", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, 0, 0},
213 {WINED3DSIO_TEXCOORD
, "texcoord", "undefined", 1, 1, pshader_hw_texcoord
, pshader_glsl_texcoord
, 0, WINED3DPS_VERSION(1,3)},
214 {WINED3DSIO_TEXCOORD
, "texcrd", "undefined", 1, 2, pshader_hw_texcoord
, pshader_glsl_texcoord
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
215 {WINED3DSIO_TEXKILL
, "texkill", "KIL", 1, 1, pshader_hw_texkill
, pshader_glsl_texkill
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
216 {WINED3DSIO_TEX
, "tex", "undefined", 1, 1, pshader_hw_tex
, pshader_glsl_tex
, 0, WINED3DPS_VERSION(1,3)},
217 {WINED3DSIO_TEX
, "texld", "undefined", 1, 2, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
218 {WINED3DSIO_TEX
, "texld", "undefined", 1, 3, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(2,0), -1},
219 {WINED3DSIO_TEXBEM
, "texbem", "undefined", 1, 2, pshader_hw_texbem
, pshader_glsl_texbem
, 0, WINED3DPS_VERSION(1,3)},
220 {WINED3DSIO_TEXBEML
, "texbeml", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_hw_texbem
, pshader_glsl_texbem
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
221 {WINED3DSIO_TEXREG2AR
,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar
, pshader_glsl_texreg2ar
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
222 {WINED3DSIO_TEXREG2GB
,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb
, pshader_glsl_texreg2gb
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
223 {WINED3DSIO_TEXREG2RGB
, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb
, pshader_glsl_texreg2rgb
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
224 {WINED3DSIO_TEXM3x2PAD
, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad
, pshader_glsl_texm3x2pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
225 {WINED3DSIO_TEXM3x2TEX
, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex
, pshader_glsl_texm3x2tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
226 {WINED3DSIO_TEXM3x3PAD
, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad
, pshader_glsl_texm3x3pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
227 {WINED3DSIO_TEXM3x3DIFF
, "texm3x3diff", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
228 {WINED3DSIO_TEXM3x3SPEC
, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec
, pshader_glsl_texm3x3spec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
229 {WINED3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec
, pshader_glsl_texm3x3vspec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
230 {WINED3DSIO_TEXM3x3TEX
, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex
, pshader_glsl_texm3x3tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
231 {WINED3DSIO_TEXDP3TEX
, "texdp3tex", NULL
, 1, 2, pshader_hw_texdp3tex
, pshader_glsl_texdp3tex
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
232 {WINED3DSIO_TEXM3x2DEPTH
, "texm3x2depth", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_hw_texm3x2depth
, pshader_glsl_texm3x2depth
, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
233 {WINED3DSIO_TEXDP3
, "texdp3", NULL
, 1, 2, pshader_hw_texdp3
, pshader_glsl_texdp3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
234 {WINED3DSIO_TEXM3x3
, "texm3x3", NULL
, 1, 2, pshader_hw_texm3x3
, pshader_glsl_texm3x3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
235 {WINED3DSIO_TEXDEPTH
, "texdepth", NULL
, 1, 1, pshader_hw_texdepth
, pshader_glsl_texdepth
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
236 {WINED3DSIO_BEM
, "bem", "undefined", 1, 3, pshader_hw_bem
, pshader_glsl_bem
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
237 {WINED3DSIO_DSX
, "dsx", NULL
, 1, 2, NULL
, shader_glsl_map2gl
, WINED3DPS_VERSION(2,1), -1},
238 {WINED3DSIO_DSY
, "dsy", NULL
, 1, 2, NULL
, shader_glsl_map2gl
, WINED3DPS_VERSION(2,1), -1},
239 {WINED3DSIO_TEXLDD
, "texldd", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
240 {WINED3DSIO_SETP
, "setp", GLNAME_REQUIRE_GLSL
, 1, 3, NULL
, NULL
, 0, 0},
241 {WINED3DSIO_TEXLDL
, "texldl", NULL
, 1, 3, NULL
, shader_glsl_texldl
, WINED3DPS_VERSION(3,0), -1},
242 {WINED3DSIO_PHASE
, "phase", GLNAME_REQUIRE_GLSL
, 0, 0, NULL
, NULL
, 0, 0},
243 {0, NULL
, NULL
, 0, 0, NULL
, NULL
, 0, 0}
246 static void pshader_set_limits(
247 IWineD3DPixelShaderImpl
*This
) {
249 This
->baseShader
.limits
.attributes
= 0;
250 This
->baseShader
.limits
.address
= 0;
251 This
->baseShader
.limits
.packed_output
= 0;
253 switch (This
->baseShader
.hex_version
) {
254 case WINED3DPS_VERSION(1,0):
255 case WINED3DPS_VERSION(1,1):
256 case WINED3DPS_VERSION(1,2):
257 case WINED3DPS_VERSION(1,3):
258 This
->baseShader
.limits
.temporary
= 2;
259 This
->baseShader
.limits
.constant_float
= 8;
260 This
->baseShader
.limits
.constant_int
= 0;
261 This
->baseShader
.limits
.constant_bool
= 0;
262 This
->baseShader
.limits
.texcoord
= 4;
263 This
->baseShader
.limits
.sampler
= 4;
264 This
->baseShader
.limits
.packed_input
= 0;
265 This
->baseShader
.limits
.label
= 0;
268 case WINED3DPS_VERSION(1,4):
269 This
->baseShader
.limits
.temporary
= 6;
270 This
->baseShader
.limits
.constant_float
= 8;
271 This
->baseShader
.limits
.constant_int
= 0;
272 This
->baseShader
.limits
.constant_bool
= 0;
273 This
->baseShader
.limits
.texcoord
= 6;
274 This
->baseShader
.limits
.sampler
= 6;
275 This
->baseShader
.limits
.packed_input
= 0;
276 This
->baseShader
.limits
.label
= 0;
279 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
280 case WINED3DPS_VERSION(2,0):
281 This
->baseShader
.limits
.temporary
= 32;
282 This
->baseShader
.limits
.constant_float
= 32;
283 This
->baseShader
.limits
.constant_int
= 16;
284 This
->baseShader
.limits
.constant_bool
= 16;
285 This
->baseShader
.limits
.texcoord
= 8;
286 This
->baseShader
.limits
.sampler
= 16;
287 This
->baseShader
.limits
.packed_input
= 0;
290 case WINED3DPS_VERSION(2,1):
291 This
->baseShader
.limits
.temporary
= 32;
292 This
->baseShader
.limits
.constant_float
= 32;
293 This
->baseShader
.limits
.constant_int
= 16;
294 This
->baseShader
.limits
.constant_bool
= 16;
295 This
->baseShader
.limits
.texcoord
= 8;
296 This
->baseShader
.limits
.sampler
= 16;
297 This
->baseShader
.limits
.packed_input
= 0;
298 This
->baseShader
.limits
.label
= 16;
301 case WINED3DPS_VERSION(3,0):
302 This
->baseShader
.limits
.temporary
= 32;
303 This
->baseShader
.limits
.constant_float
= 224;
304 This
->baseShader
.limits
.constant_int
= 16;
305 This
->baseShader
.limits
.constant_bool
= 16;
306 This
->baseShader
.limits
.texcoord
= 0;
307 This
->baseShader
.limits
.sampler
= 16;
308 This
->baseShader
.limits
.packed_input
= 12;
309 This
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
312 default: This
->baseShader
.limits
.temporary
= 32;
313 This
->baseShader
.limits
.constant_float
= 32;
314 This
->baseShader
.limits
.constant_int
= 16;
315 This
->baseShader
.limits
.constant_bool
= 16;
316 This
->baseShader
.limits
.texcoord
= 8;
317 This
->baseShader
.limits
.sampler
= 16;
318 This
->baseShader
.limits
.packed_input
= 0;
319 This
->baseShader
.limits
.label
= 0;
320 FIXME("Unrecognized pixel shader version %#x\n",
321 This
->baseShader
.hex_version
);
325 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
326 or GLSL and send it to the card */
327 static inline VOID
IWineD3DPixelShaderImpl_GenerateShader(
328 IWineD3DPixelShader
*iface
,
329 shader_reg_maps
* reg_maps
,
330 CONST DWORD
*pFunction
) {
332 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
333 SHADER_BUFFER buffer
;
335 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
336 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
337 if (This
->device
->fixupVertexBufferSize
< SHADER_PGMSIZE
) {
338 HeapFree(GetProcessHeap(), 0, This
->fixupVertexBuffer
);
339 This
->fixupVertexBuffer
= HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE
);
340 This
->fixupVertexBufferSize
= PGMSIZE
;
341 This
->fixupVertexBuffer
[0] = 0;
343 buffer
.buffer
= This
->device
->fixupVertexBuffer
;
345 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
349 buffer
.newline
= TRUE
;
351 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) {
353 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
354 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
356 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
357 shader_addline(&buffer
, "#extension GL_ARB_draw_buffers : enable\n");
360 /* Base Declarations */
361 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
363 /* Pack 3.0 inputs */
364 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0))
365 pshader_glsl_input_pack(&buffer
, This
->semantics_in
);
367 /* Base Shader Body */
368 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
370 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
371 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
372 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
373 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
374 shader_addline(&buffer
, "gl_FragData[0] = R0;\n");
376 shader_addline(&buffer
, "gl_FragColor = R0;\n");
379 /* Pixel shader < 3.0 do not replace the fog stage.
380 * This implements linear fog computation and blending.
381 * TODO: non linear fog
382 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
383 * -1/(e-s) and e/(e-s) respectively.
385 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
386 shader_addline(&buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
387 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
388 shader_addline(&buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
390 shader_addline(&buffer
, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
392 if(This
->srgb_enabled
) {
393 const char *fragcolor
;
395 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
396 fragcolor
= "gl_FragData[0]";
398 fragcolor
= "gl_FragColor";
400 shader_addline(&buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
401 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
402 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
403 shader_addline(&buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
404 shader_addline(&buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
405 shader_addline(&buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
406 shader_addline(&buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
407 shader_addline(&buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
410 shader_addline(&buffer
, "}\n");
412 TRACE("Compiling shader object %u\n", shader_obj
);
413 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
.buffer
, NULL
));
414 GL_EXTCALL(glCompileShaderARB(shader_obj
));
415 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
417 /* Store the shader object */
418 This
->baseShader
.prgId
= shader_obj
;
420 } else if (This
->baseShader
.shader_mode
== SHADER_ARB
) {
421 /* Create the hw ARB shader */
422 shader_addline(&buffer
, "!!ARBfp1.0\n");
424 shader_addline(&buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
425 shader_addline(&buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
426 shader_addline(&buffer
, "TEMP TA;\n"); /* Used for modifiers */
427 shader_addline(&buffer
, "TEMP TB;\n"); /* Used for modifiers */
428 shader_addline(&buffer
, "TEMP TC;\n"); /* Used for modifiers */
429 shader_addline(&buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
430 shader_addline(&buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
431 shader_addline(&buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
433 /* Base Declarations */
434 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
436 /* We need two variables for fog blending */
437 shader_addline(&buffer
, "TEMP TMP_FOG;\n");
438 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
439 shader_addline(&buffer
, "TEMP TMP_COLOR;\n");
442 /* Base Shader Body */
443 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
445 /* calculate fog and blend it
446 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
447 * -1/(e-s) and e/(e-s) respectively.
449 shader_addline(&buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
451 if(This
->srgb_enabled
) {
452 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
453 shader_addline(&buffer
, "LRP TMP_COLOR.rgb, TMP_FOG.x, R0, state.fog.color;\n");
454 shader_addline(&buffer
, "MOV result.color.a, R0.a;\n");
456 shader_addline(&buffer
, "LRP TMP_COLOR.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
457 shader_addline(&buffer
, "MOV result.color.a, TMP_COLOR.a;\n");
459 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
461 /* Calculate the > 0.0031308 case */
462 shader_addline(&buffer
, "POW TMP.x, TMP_COLOR.x, srgb_pow.x;\n");
463 shader_addline(&buffer
, "POW TMP.y, TMP_COLOR.y, srgb_pow.y;\n");
464 shader_addline(&buffer
, "POW TMP.z, TMP_COLOR.z, srgb_pow.z;\n");
465 shader_addline(&buffer
, "MUL TMP, TMP, srgb_mul_hi;\n");
466 shader_addline(&buffer
, "SUB TMP, TMP, srgb_sub_hi;\n");
467 /* Calculate the < case */
468 shader_addline(&buffer
, "MUL TMP2, srgb_mul_low, TMP_COLOR;\n");
469 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
470 shader_addline(&buffer
, "SLT TA, srgb_comparison, TMP_COLOR;\n");
471 shader_addline(&buffer
, "SGE TB, srgb_comparison, TMP_COLOR;\n");
472 /* Store the components > 0.0031308 in the destination */
473 shader_addline(&buffer
, "MUL TMP_COLOR, TMP, TA;\n");
474 /* Add the components that are < 0.0031308 */
475 shader_addline(&buffer
, "MAD result.color.xyz, TMP2, TB, TMP_COLOR;\n");
476 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
478 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
479 shader_addline(&buffer
, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
480 shader_addline(&buffer
, "MOV result.color.a, R0.a;\n");
482 shader_addline(&buffer
, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
483 shader_addline(&buffer
, "MOV result.color.a, TMP_COLOR.a;\n");
487 shader_addline(&buffer
, "END\n");
489 /* TODO: change to resource.glObjectHandle or something like that */
490 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
492 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
493 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
495 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
496 /* Create the program and check for errors */
497 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
498 buffer
.bsize
, buffer
.buffer
));
500 if (glGetError() == GL_INVALID_OPERATION
) {
502 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
503 FIXME("HW PixelShader Error at position %d: %s\n",
504 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
505 This
->baseShader
.prgId
= -1;
509 This
->needsbumpmat
= reg_maps
->bumpmat
;
511 #if 1 /* if were using the data buffer of device then we don't need to free it */
512 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
516 static HRESULT WINAPI
IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader
*iface
, CONST DWORD
*pFunction
) {
518 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
519 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
521 TRACE("(%p) : pFunction %p\n", iface
, pFunction
);
523 /* First pass: trace shader */
524 shader_trace_init((IWineD3DBaseShader
*) This
, pFunction
);
525 pshader_set_limits(This
);
527 /* Initialize immediate constant lists */
528 list_init(&This
->baseShader
.constantsF
);
529 list_init(&This
->baseShader
.constantsB
);
530 list_init(&This
->baseShader
.constantsI
);
532 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) > 1) {
533 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
536 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
537 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
538 hr
= shader_get_registers_used((IWineD3DBaseShader
*) This
, reg_maps
,
539 This
->semantics_in
, NULL
, pFunction
, NULL
);
540 if (FAILED(hr
)) return hr
;
541 /* FIXME: validate reg_maps against OpenGL */
544 This
->baseShader
.shader_mode
= deviceImpl
->ps_selected_mode
;
546 TRACE("(%p) : Copying the function\n", This
);
547 if (NULL
!= pFunction
) {
550 function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->baseShader
.functionLength
);
551 if (!function
) return E_OUTOFMEMORY
;
552 memcpy(function
, pFunction
, This
->baseShader
.functionLength
);
553 This
->baseShader
.function
= function
;
555 This
->baseShader
.function
= NULL
;
561 static HRESULT WINAPI
IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
*iface
) {
563 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
564 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
565 CONST DWORD
*function
= This
->baseShader
.function
;
567 IWineD3DBaseTextureImpl
*texture
;
569 TRACE("(%p) : function %p\n", iface
, function
);
571 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
574 if (This
->baseShader
.is_compiled
) {
575 char srgbenabled
= deviceImpl
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] ? 1 : 0;
576 for(i
= 0; i
< This
->baseShader
.num_sampled_samplers
; i
++) {
577 sampler
= This
->baseShader
.sampled_samplers
[i
];
578 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler
];
579 if(texture
&& texture
->baseTexture
.shader_conversion_group
!= This
->baseShader
.sampled_format
[sampler
]) {
580 WARN("Recompiling shader %p due to format change on sampler %d\n", This
, sampler
);
581 WARN("Old format group %s, new is %s\n",
582 debug_d3dformat(This
->baseShader
.sampled_format
[sampler
]),
583 debug_d3dformat(texture
->baseTexture
.shader_conversion_group
));
588 /* TODO: Check projected textures */
589 /* TODO: Check texture types(2D, Cube, 3D) */
591 if(srgbenabled
!= This
->srgb_enabled
&& This
->srgb_mode_hardcoded
) {
592 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
595 if(This
->baseShader
.reg_maps
.vpos
&& !This
->vpos_uniform
) {
596 if(This
->render_offscreen
!= deviceImpl
->render_offscreen
||
597 This
->height
!= ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
) {
598 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
606 if(This
->baseShader
.recompile_count
> 50) {
607 FIXME("Shader %p recompiled more than 50 times\n", This
);
609 This
->baseShader
.recompile_count
++;
612 if (This
->baseShader
.shader_mode
== SHADER_GLSL
&& This
->baseShader
.prgId
!= 0) {
613 destroy_glsl_pshader(This
);
617 /* We don't need to compile */
619 This
->baseShader
.is_compiled
= TRUE
;
623 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
624 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
627 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
628 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
629 hr
= shader_get_registers_used((IWineD3DBaseShader
*)This
, reg_maps
,
630 This
->semantics_in
, NULL
, This
->baseShader
.function
, deviceImpl
->stateBlock
);
631 if (FAILED(hr
)) return hr
;
632 /* FIXME: validate reg_maps against OpenGL */
635 /* Reset fields tracking stateblock values beeing hardcoded in the shader */
636 This
->baseShader
.num_sampled_samplers
= 0;
638 /* Generate the HW shader */
639 TRACE("(%p) : Generating hardware program\n", This
);
640 IWineD3DPixelShaderImpl_GenerateShader(iface
, &This
->baseShader
.reg_maps
, function
);
642 This
->baseShader
.is_compiled
= TRUE
;
647 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
=
649 /*** IUnknown methods ***/
650 IWineD3DPixelShaderImpl_QueryInterface
,
651 IWineD3DPixelShaderImpl_AddRef
,
652 IWineD3DPixelShaderImpl_Release
,
653 /*** IWineD3DBase methods ***/
654 IWineD3DPixelShaderImpl_GetParent
,
655 /*** IWineD3DBaseShader methods ***/
656 IWineD3DPixelShaderImpl_SetFunction
,
657 IWineD3DPixelShaderImpl_CompileShader
,
658 /*** IWineD3DPixelShader methods ***/
659 IWineD3DPixelShaderImpl_GetDevice
,
660 IWineD3DPixelShaderImpl_GetFunction