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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))->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 ULONG WINAPI
IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader
*iface
) {
71 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
73 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
74 ref
= InterlockedDecrement(&This
->ref
);
76 /* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains
77 * unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates
78 * a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't
81 * Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL,
82 * Windows does not do that(Although no test exists since they'd crash randomly)
84 if(iface
== ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->pixelShader
) {
85 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*) This
->baseShader
.device
, STATE_PIXELSHADER
);
88 if (This
->baseShader
.shader_mode
== SHADER_GLSL
&& This
->baseShader
.prgId
!= 0) {
89 struct list
*linked_programs
= &This
->baseShader
.linked_programs
;
91 TRACE("Deleting linked programs\n");
92 if (linked_programs
->next
) {
93 struct glsl_shader_prog_link
*entry
, *entry2
;
94 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
95 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
99 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
100 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
101 checkGLcall("glDeleteObjectARB");
103 shader_delete_constant_list(&This
->baseShader
.constantsF
);
104 shader_delete_constant_list(&This
->baseShader
.constantsB
);
105 shader_delete_constant_list(&This
->baseShader
.constantsI
);
106 HeapFree(GetProcessHeap(), 0, This
);
111 /* *******************************************
112 IWineD3DPixelShader IWineD3DPixelShader parts follow
113 ******************************************* */
115 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader
*iface
, IUnknown
** parent
){
116 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
118 *parent
= This
->parent
;
119 IUnknown_AddRef(*parent
);
120 TRACE("(%p) : returning %p\n", This
, *parent
);
124 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader
* iface
, IWineD3DDevice
**pDevice
){
125 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
126 IWineD3DDevice_AddRef(This
->baseShader
.device
);
127 *pDevice
= This
->baseShader
.device
;
128 TRACE("(%p) returning %p\n", This
, *pDevice
);
133 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
134 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)impl
;
135 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
138 *pSizeOfData
= This
->baseShader
.functionLength
;
141 if (*pSizeOfData
< This
->baseShader
.functionLength
) {
142 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
143 * than the required size we should write the required size and
144 * return D3DERR_MOREDATA. That's not actually true. */
145 return WINED3DERR_INVALIDCALL
;
147 if (NULL
== This
->baseShader
.function
) { /* no function defined */
148 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
149 (*(DWORD
**) pData
) = NULL
;
151 if (This
->baseShader
.functionLength
== 0) {
154 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
155 memcpy(pData
, This
->baseShader
.function
, This
->baseShader
.functionLength
);
160 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[] = {
162 {WINED3DSIO_NOP
, "nop", "NOP", 0, 0, pshader_hw_map2gl
, NULL
, 0, 0},
163 {WINED3DSIO_MOV
, "mov", "MOV", 1, 2, pshader_hw_map2gl
, shader_glsl_mov
, 0, 0},
164 {WINED3DSIO_ADD
, "add", "ADD", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
165 {WINED3DSIO_SUB
, "sub", "SUB", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
166 {WINED3DSIO_MAD
, "mad", "MAD", 1, 4, pshader_hw_map2gl
, shader_glsl_mad
, 0, 0},
167 {WINED3DSIO_MUL
, "mul", "MUL", 1, 3, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
168 {WINED3DSIO_RCP
, "rcp", "RCP", 1, 2, pshader_hw_map2gl
, shader_glsl_rcp
, 0, 0},
169 {WINED3DSIO_RSQ
, "rsq", "RSQ", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
170 {WINED3DSIO_DP3
, "dp3", "DP3", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
171 {WINED3DSIO_DP4
, "dp4", "DP4", 1, 3, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
172 {WINED3DSIO_MIN
, "min", "MIN", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
173 {WINED3DSIO_MAX
, "max", "MAX", 1, 3, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
174 {WINED3DSIO_SLT
, "slt", "SLT", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
175 {WINED3DSIO_SGE
, "sge", "SGE", 1, 3, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
176 {WINED3DSIO_ABS
, "abs", "ABS", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
177 {WINED3DSIO_EXP
, "exp", "EX2", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
178 {WINED3DSIO_LOG
, "log", "LG2", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
179 {WINED3DSIO_EXPP
, "expp", "EXP", 1, 2, pshader_hw_map2gl
, shader_glsl_expp
, 0, 0},
180 {WINED3DSIO_LOGP
, "logp", "LOG", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
181 {WINED3DSIO_DST
, "dst", "DST", 1, 3, pshader_hw_map2gl
, shader_glsl_dst
, 0, 0},
182 {WINED3DSIO_LRP
, "lrp", "LRP", 1, 4, pshader_hw_map2gl
, shader_glsl_lrp
, 0, 0},
183 {WINED3DSIO_FRC
, "frc", "FRC", 1, 2, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
184 {WINED3DSIO_CND
, "cnd", NULL
, 1, 4, pshader_hw_cnd
, shader_glsl_cnd
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,4)},
185 {WINED3DSIO_CMP
, "cmp", NULL
, 1, 4, pshader_hw_cmp
, shader_glsl_cmp
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
186 {WINED3DSIO_POW
, "pow", "POW", 1, 3, NULL
, shader_glsl_map2gl
, 0, 0},
187 {WINED3DSIO_CRS
, "crs", "XPS", 1, 3, NULL
, shader_glsl_cross
, 0, 0},
188 /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
191 MUL vec.xyz, vec, tmp;
192 but I think this is better because it accounts for w properly.
197 {WINED3DSIO_NRM
, "nrm", NULL
, 1, 2, NULL
, shader_glsl_map2gl
, 0, 0},
198 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 4, NULL
, shader_glsl_sincos
, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
199 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 2, NULL
, shader_glsl_sincos
, WINED3DPS_VERSION(3,0), -1},
200 /* TODO: dp2add can be made out of multiple instuctions */
201 {WINED3DSIO_DP2ADD
, "dp2add", GLNAME_REQUIRE_GLSL
, 1, 4, NULL
, pshader_glsl_dp2add
, WINED3DPS_VERSION(2,0), -1},
203 {WINED3DSIO_M4x4
, "m4x4", "undefined", 1, 3, NULL
, shader_glsl_mnxn
, 0, 0},
204 {WINED3DSIO_M4x3
, "m4x3", "undefined", 1, 3, NULL
, shader_glsl_mnxn
, 0, 0},
205 {WINED3DSIO_M3x4
, "m3x4", "undefined", 1, 3, NULL
, shader_glsl_mnxn
, 0, 0},
206 {WINED3DSIO_M3x3
, "m3x3", "undefined", 1, 3, NULL
, shader_glsl_mnxn
, 0, 0},
207 {WINED3DSIO_M3x2
, "m3x2", "undefined", 1, 3, NULL
, shader_glsl_mnxn
, 0, 0},
208 /* Register declarations */
209 {WINED3DSIO_DCL
, "dcl", NULL
, 0, 2, NULL
, NULL
, 0, 0},
210 /* Flow control - requires GLSL or software shaders */
211 {WINED3DSIO_REP
, "rep", NULL
, 0, 1, NULL
, shader_glsl_rep
, WINED3DPS_VERSION(2,1), -1},
212 {WINED3DSIO_ENDREP
, "endrep", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
213 {WINED3DSIO_IF
, "if", NULL
, 0, 1, NULL
, shader_glsl_if
, WINED3DPS_VERSION(2,1), -1},
214 {WINED3DSIO_IFC
, "ifc", NULL
, 0, 2, NULL
, shader_glsl_ifc
, WINED3DPS_VERSION(2,1), -1},
215 {WINED3DSIO_ELSE
, "else", NULL
, 0, 0, NULL
, shader_glsl_else
, WINED3DPS_VERSION(2,1), -1},
216 {WINED3DSIO_ENDIF
, "endif", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
217 {WINED3DSIO_BREAK
, "break", NULL
, 0, 0, NULL
, shader_glsl_break
, WINED3DPS_VERSION(2,1), -1},
218 {WINED3DSIO_BREAKC
, "breakc", NULL
, 0, 2, NULL
, shader_glsl_breakc
, WINED3DPS_VERSION(2,1), -1},
219 {WINED3DSIO_BREAKP
, "breakp", GLNAME_REQUIRE_GLSL
, 0, 1, NULL
, NULL
, 0, 0},
220 {WINED3DSIO_CALL
, "call", NULL
, 0, 1, NULL
, shader_glsl_call
, WINED3DPS_VERSION(2,1), -1},
221 {WINED3DSIO_CALLNZ
, "callnz", NULL
, 0, 2, NULL
, shader_glsl_callnz
, WINED3DPS_VERSION(2,1), -1},
222 {WINED3DSIO_LOOP
, "loop", NULL
, 0, 2, NULL
, shader_glsl_loop
, WINED3DPS_VERSION(3,0), -1},
223 {WINED3DSIO_RET
, "ret", NULL
, 0, 0, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
224 {WINED3DSIO_ENDLOOP
, "endloop", NULL
, 0, 0, NULL
, shader_glsl_end
, WINED3DPS_VERSION(3,0), -1},
225 {WINED3DSIO_LABEL
, "label", NULL
, 0, 1, NULL
, shader_glsl_label
, WINED3DPS_VERSION(2,1), -1},
226 /* Constant definitions */
227 {WINED3DSIO_DEF
, "def", "undefined", 1, 5, NULL
, NULL
, 0, 0},
228 {WINED3DSIO_DEFB
, "defb", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, 0, 0},
229 {WINED3DSIO_DEFI
, "defi", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, 0, 0},
231 {WINED3DSIO_TEXCOORD
, "texcoord", "undefined", 1, 1, pshader_hw_texcoord
, pshader_glsl_texcoord
, 0, WINED3DPS_VERSION(1,3)},
232 {WINED3DSIO_TEXCOORD
, "texcrd", "undefined", 1, 2, pshader_hw_texcoord
, pshader_glsl_texcoord
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
233 {WINED3DSIO_TEXKILL
, "texkill", "KIL", 1, 1, pshader_hw_map2gl
, pshader_glsl_texkill
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
234 {WINED3DSIO_TEX
, "tex", "undefined", 1, 1, pshader_hw_tex
, pshader_glsl_tex
, 0, WINED3DPS_VERSION(1,3)},
235 {WINED3DSIO_TEX
, "texld", "undefined", 1, 2, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
236 {WINED3DSIO_TEX
, "texld", "undefined", 1, 3, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(2,0), -1},
237 {WINED3DSIO_TEXBEM
, "texbem", "undefined", 1, 2, pshader_hw_texbem
, pshader_glsl_texbem
, 0, WINED3DPS_VERSION(1,3)},
238 {WINED3DSIO_TEXBEML
, "texbeml", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
239 {WINED3DSIO_TEXREG2AR
,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar
, pshader_glsl_texreg2ar
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
240 {WINED3DSIO_TEXREG2GB
,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb
, pshader_glsl_texreg2gb
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
241 {WINED3DSIO_TEXREG2RGB
, "texreg2rgb", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, pshader_glsl_texreg2rgb
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
242 {WINED3DSIO_TEXM3x2PAD
, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad
, pshader_glsl_texm3x2pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
243 {WINED3DSIO_TEXM3x2TEX
, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex
, pshader_glsl_texm3x2tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
244 {WINED3DSIO_TEXM3x3PAD
, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad
, pshader_glsl_texm3x3pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
245 {WINED3DSIO_TEXM3x3DIFF
, "texm3x3diff", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
246 {WINED3DSIO_TEXM3x3SPEC
, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec
, pshader_glsl_texm3x3spec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
247 {WINED3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec
, pshader_glsl_texm3x3vspec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
248 {WINED3DSIO_TEXM3x3TEX
, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex
, pshader_glsl_texm3x3tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
249 {WINED3DSIO_TEXDP3TEX
, "texdp3tex", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, pshader_glsl_texdp3tex
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
250 {WINED3DSIO_TEXM3x2DEPTH
, "texm3x2depth", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, pshader_glsl_texm3x2depth
, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
251 {WINED3DSIO_TEXDP3
, "texdp3", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, pshader_glsl_texdp3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
252 {WINED3DSIO_TEXM3x3
, "texm3x3", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, pshader_glsl_texm3x3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
253 {WINED3DSIO_TEXDEPTH
, "texdepth", GLNAME_REQUIRE_GLSL
, 1, 1, NULL
, pshader_glsl_texdepth
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
254 {WINED3DSIO_BEM
, "bem", "undefined", 1, 3, pshader_hw_bem
, pshader_glsl_bem
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
255 {WINED3DSIO_DSX
, "dsx", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, 0, 0},
256 {WINED3DSIO_DSY
, "dsy", GLNAME_REQUIRE_GLSL
, 1, 2, NULL
, NULL
, 0, 0},
257 {WINED3DSIO_TEXLDD
, "texldd", GLNAME_REQUIRE_GLSL
, 1, 5, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
258 {WINED3DSIO_SETP
, "setp", GLNAME_REQUIRE_GLSL
, 1, 3, NULL
, NULL
, 0, 0},
259 {WINED3DSIO_TEXLDL
, "texldl", GLNAME_REQUIRE_GLSL
, 1, 3, NULL
, NULL
, 0, 0},
260 {WINED3DSIO_PHASE
, "phase", GLNAME_REQUIRE_GLSL
, 0, 0, NULL
, NULL
, 0, 0},
261 {0, NULL
, NULL
, 0, 0, NULL
, NULL
, 0, 0}
264 static void pshader_set_limits(
265 IWineD3DPixelShaderImpl
*This
) {
267 This
->baseShader
.limits
.attributes
= 0;
268 This
->baseShader
.limits
.address
= 0;
269 This
->baseShader
.limits
.packed_output
= 0;
271 switch (This
->baseShader
.hex_version
) {
272 case WINED3DPS_VERSION(1,0):
273 case WINED3DPS_VERSION(1,1):
274 case WINED3DPS_VERSION(1,2):
275 case WINED3DPS_VERSION(1,3):
276 This
->baseShader
.limits
.temporary
= 2;
277 This
->baseShader
.limits
.constant_float
= 8;
278 This
->baseShader
.limits
.constant_int
= 0;
279 This
->baseShader
.limits
.constant_bool
= 0;
280 This
->baseShader
.limits
.texcoord
= 4;
281 This
->baseShader
.limits
.sampler
= 4;
282 This
->baseShader
.limits
.packed_input
= 0;
283 This
->baseShader
.limits
.label
= 0;
286 case WINED3DPS_VERSION(1,4):
287 This
->baseShader
.limits
.temporary
= 6;
288 This
->baseShader
.limits
.constant_float
= 8;
289 This
->baseShader
.limits
.constant_int
= 0;
290 This
->baseShader
.limits
.constant_bool
= 0;
291 This
->baseShader
.limits
.texcoord
= 6;
292 This
->baseShader
.limits
.sampler
= 6;
293 This
->baseShader
.limits
.packed_input
= 0;
294 This
->baseShader
.limits
.label
= 0;
297 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
298 case WINED3DPS_VERSION(2,0):
299 This
->baseShader
.limits
.temporary
= 32;
300 This
->baseShader
.limits
.constant_float
= 32;
301 This
->baseShader
.limits
.constant_int
= 16;
302 This
->baseShader
.limits
.constant_bool
= 16;
303 This
->baseShader
.limits
.texcoord
= 8;
304 This
->baseShader
.limits
.sampler
= 16;
305 This
->baseShader
.limits
.packed_input
= 0;
308 case WINED3DPS_VERSION(2,1):
309 This
->baseShader
.limits
.temporary
= 32;
310 This
->baseShader
.limits
.constant_float
= 32;
311 This
->baseShader
.limits
.constant_int
= 16;
312 This
->baseShader
.limits
.constant_bool
= 16;
313 This
->baseShader
.limits
.texcoord
= 8;
314 This
->baseShader
.limits
.sampler
= 16;
315 This
->baseShader
.limits
.packed_input
= 0;
316 This
->baseShader
.limits
.label
= 16;
319 case WINED3DPS_VERSION(3,0):
320 This
->baseShader
.limits
.temporary
= 32;
321 This
->baseShader
.limits
.constant_float
= 224;
322 This
->baseShader
.limits
.constant_int
= 16;
323 This
->baseShader
.limits
.constant_bool
= 16;
324 This
->baseShader
.limits
.texcoord
= 0;
325 This
->baseShader
.limits
.sampler
= 16;
326 This
->baseShader
.limits
.packed_input
= 12;
327 This
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
330 default: This
->baseShader
.limits
.temporary
= 32;
331 This
->baseShader
.limits
.constant_float
= 32;
332 This
->baseShader
.limits
.constant_int
= 16;
333 This
->baseShader
.limits
.constant_bool
= 16;
334 This
->baseShader
.limits
.texcoord
= 8;
335 This
->baseShader
.limits
.sampler
= 16;
336 This
->baseShader
.limits
.packed_input
= 0;
337 This
->baseShader
.limits
.label
= 0;
338 FIXME("Unrecognized pixel shader version %#x\n",
339 This
->baseShader
.hex_version
);
343 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
344 or GLSL and send it to the card */
345 static inline VOID
IWineD3DPixelShaderImpl_GenerateShader(
346 IWineD3DPixelShader
*iface
,
347 shader_reg_maps
* reg_maps
,
348 CONST DWORD
*pFunction
) {
350 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
351 SHADER_BUFFER buffer
;
353 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
354 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
355 if (This
->device
->fixupVertexBufferSize
< SHADER_PGMSIZE
) {
356 HeapFree(GetProcessHeap(), 0, This
->fixupVertexBuffer
);
357 This
->fixupVertexBuffer
= HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE
);
358 This
->fixupVertexBufferSize
= PGMSIZE
;
359 This
->fixupVertexBuffer
[0] = 0;
361 buffer
.buffer
= This
->device
->fixupVertexBuffer
;
363 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
367 buffer
.newline
= TRUE
;
369 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) {
371 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
372 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
374 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
375 shader_addline(&buffer
, "#extension GL_ARB_draw_buffers : enable\n");
378 /* Base Declarations */
379 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
381 /* Pack 3.0 inputs */
382 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0))
383 pshader_glsl_input_pack(&buffer
, This
->semantics_in
);
385 /* Base Shader Body */
386 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
388 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
389 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
390 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
391 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
392 shader_addline(&buffer
, "gl_FragData[0] = R0;\n");
394 shader_addline(&buffer
, "gl_FragColor = R0;\n");
397 /* Pixel shader < 3.0 do not replace the fog stage.
398 * This implements linear fog computation and blending.
399 * TODO: non linear fog
400 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
401 * -1/(e-s) and e/(e-s) respectively.
403 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
404 shader_addline(&buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
405 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
406 shader_addline(&buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
408 shader_addline(&buffer
, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
411 shader_addline(&buffer
, "}\n");
413 TRACE("Compiling shader object %u\n", shader_obj
);
414 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
.buffer
, NULL
));
415 GL_EXTCALL(glCompileShaderARB(shader_obj
));
416 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
418 /* Store the shader object */
419 This
->baseShader
.prgId
= shader_obj
;
421 } else if (This
->baseShader
.shader_mode
== SHADER_ARB
) {
422 /* Create the hw ARB shader */
423 shader_addline(&buffer
, "!!ARBfp1.0\n");
425 shader_addline(&buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
426 shader_addline(&buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
427 shader_addline(&buffer
, "TEMP TA;\n"); /* Used for modifiers */
428 shader_addline(&buffer
, "TEMP TB;\n"); /* Used for modifiers */
429 shader_addline(&buffer
, "TEMP TC;\n"); /* Used for modifiers */
430 shader_addline(&buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
431 shader_addline(&buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
432 shader_addline(&buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
434 /* Base Declarations */
435 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
437 /* We need two variables for fog blending */
438 shader_addline(&buffer
, "TEMP TMP_FOG;\n");
439 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
440 shader_addline(&buffer
, "TEMP TMP_COLOR;\n");
443 /* Base Shader Body */
444 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
446 /* calculate fog and blend it
447 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
448 * -1/(e-s) and e/(e-s) respectively.
450 shader_addline(&buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
451 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
452 shader_addline(&buffer
, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
453 shader_addline(&buffer
, "MOV result.color.a, R0.a;\n");
455 shader_addline(&buffer
, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
456 shader_addline(&buffer
, "MOV result.color.a, TMP_COLOR.a;\n");
459 shader_addline(&buffer
, "END\n");
461 /* TODO: change to resource.glObjectHandle or something like that */
462 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
464 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
465 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
467 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
468 /* Create the program and check for errors */
469 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
470 buffer
.bsize
, buffer
.buffer
));
472 if (glGetError() == GL_INVALID_OPERATION
) {
474 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
475 FIXME("HW PixelShader Error at position %d: %s\n",
476 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
477 This
->baseShader
.prgId
= -1;
481 This
->needsbumpmat
= reg_maps
->bumpmat
;
483 #if 1 /* if were using the data buffer of device then we don't need to free it */
484 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
488 static HRESULT WINAPI
IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader
*iface
, CONST DWORD
*pFunction
) {
490 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
491 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
493 TRACE("(%p) : pFunction %p\n", iface
, pFunction
);
495 /* First pass: trace shader */
496 shader_trace_init((IWineD3DBaseShader
*) This
, pFunction
);
497 pshader_set_limits(This
);
499 /* Initialize immediate constant lists */
500 list_init(&This
->baseShader
.constantsF
);
501 list_init(&This
->baseShader
.constantsB
);
502 list_init(&This
->baseShader
.constantsI
);
504 This
->baseShader
.shader_mode
= deviceImpl
->ps_selected_mode
;
506 TRACE("(%p) : Copying the function\n", This
);
507 if (NULL
!= pFunction
) {
510 function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->baseShader
.functionLength
);
511 if (!function
) return E_OUTOFMEMORY
;
512 memcpy(function
, pFunction
, This
->baseShader
.functionLength
);
513 This
->baseShader
.function
= function
;
515 This
->baseShader
.function
= NULL
;
521 static HRESULT WINAPI
IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
*iface
) {
523 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
524 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
525 CONST DWORD
*function
= This
->baseShader
.function
;
526 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
529 TRACE("(%p) : function %p\n", iface
, function
);
531 /* We're already compiled. */
532 if (This
->baseShader
.is_compiled
) return WINED3D_OK
;
534 /* We don't need to compile */
536 This
->baseShader
.is_compiled
= TRUE
;
540 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
541 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
542 hr
= shader_get_registers_used((IWineD3DBaseShader
*) This
, reg_maps
,
543 This
->semantics_in
, NULL
, This
->baseShader
.function
, deviceImpl
->stateBlock
);
544 if (hr
!= WINED3D_OK
) return hr
;
545 /* FIXME: validate reg_maps against OpenGL */
547 /* Generate the HW shader */
548 TRACE("(%p) : Generating hardware program\n", This
);
549 IWineD3DPixelShaderImpl_GenerateShader(iface
, &This
->baseShader
.reg_maps
, function
);
551 This
->baseShader
.is_compiled
= TRUE
;
556 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
=
558 /*** IUnknown methods ***/
559 IWineD3DPixelShaderImpl_QueryInterface
,
560 IWineD3DPixelShaderImpl_AddRef
,
561 IWineD3DPixelShaderImpl_Release
,
562 /*** IWineD3DBase methods ***/
563 IWineD3DPixelShaderImpl_GetParent
,
564 /*** IWineD3DBaseShader methods ***/
565 IWineD3DPixelShaderImpl_SetFunction
,
566 IWineD3DPixelShaderImpl_CompileShader
,
567 /*** IWineD3DPixelShader methods ***/
568 IWineD3DPixelShaderImpl_GetDevice
,
569 IWineD3DPixelShaderImpl_GetFunction