push 3cf4bc9cdb38c4fc36232fe19b9b904fd4d068e9
[wine/hacks.git] / dlls / wined3d / pixelshader.c
blob5857ce7f496a9b015dbdcaaccaf36e89aee84074
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 #define GLNAME_REQUIRE_GLSL ((const char *)1)
39 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
40 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
42 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
43 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
44 || IsEqualGUID(riid, &IID_IWineD3DBase)
45 || IsEqualGUID(riid, &IID_IUnknown))
47 IUnknown_AddRef(iface);
48 *ppobj = iface;
49 return S_OK;
52 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
54 *ppobj = NULL;
55 return E_NOINTERFACE;
58 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
59 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
60 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
62 TRACE("%p increasing refcount to %u\n", This, refcount);
64 return refcount;
67 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
68 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
69 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
71 TRACE("%p decreasing refcount to %u\n", This, refcount);
73 if (!refcount)
75 shader_cleanup((IWineD3DBaseShader *)iface);
76 HeapFree(GetProcessHeap(), 0, This);
79 return refcount;
82 /* *******************************************
83 IWineD3DPixelShader IWineD3DPixelShader parts follow
84 ******************************************* */
86 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
87 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
89 *parent = This->parent;
90 IUnknown_AddRef(*parent);
91 TRACE("(%p) : returning %p\n", This, *parent);
92 return WINED3D_OK;
95 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
96 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
97 IWineD3DDevice_AddRef(This->baseShader.device);
98 *pDevice = This->baseShader.device;
99 TRACE("(%p) returning %p\n", This, *pDevice);
100 return WINED3D_OK;
104 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
105 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
106 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
108 if (NULL == pData) {
109 *pSizeOfData = This->baseShader.functionLength;
110 return WINED3D_OK;
112 if (*pSizeOfData < This->baseShader.functionLength) {
113 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
114 * than the required size we should write the required size and
115 * return D3DERR_MOREDATA. That's not actually true. */
116 return WINED3DERR_INVALIDCALL;
118 if (NULL == This->baseShader.function) { /* no function defined */
119 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
120 (*(DWORD **) pData) = NULL;
121 } else {
122 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
123 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
125 return WINED3D_OK;
128 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
129 /* Arithmetic */
130 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
131 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
132 {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
133 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
134 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
135 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
136 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
137 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
138 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
139 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
140 {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
141 {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
142 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
143 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
144 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
145 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
146 {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
147 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
148 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
149 {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
150 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
151 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
152 {WINED3DSIO_CND, "cnd", NULL, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
153 {WINED3DSIO_CMP, "cmp", NULL, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
154 {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
155 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
156 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
157 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
158 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
159 {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
160 /* Matrix */
161 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
162 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
163 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
164 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
165 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
166 /* Register declarations */
167 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
168 /* Flow control - requires GLSL or software shaders */
169 {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
170 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
171 {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
172 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
173 {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
174 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
175 {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
176 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
177 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
178 {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
179 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
180 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
181 {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
182 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
183 {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
184 /* Constant definitions */
185 {WINED3DSIO_DEF, "def", "undefined", 1, 5, WINED3DSIH_DEF, 0, 0 },
186 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
187 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
188 /* Texture */
189 {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
190 {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
191 {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
192 {WINED3DSIO_TEX, "tex", "undefined", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
193 {WINED3DSIO_TEX, "texld", "undefined", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
194 {WINED3DSIO_TEX, "texld", "undefined", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
195 {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
196 {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
197 {WINED3DSIO_TEXREG2AR, "texreg2ar", "undefined", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
198 {WINED3DSIO_TEXREG2GB, "texreg2gb", "undefined", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
199 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
200 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
201 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
202 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
203 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
204 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
205 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
206 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
207 {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
208 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
209 {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
210 {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
211 {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
212 {WINED3DSIO_BEM, "bem", "undefined", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
213 {WINED3DSIO_DSX, "dsx", NULL, 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
214 {WINED3DSIO_DSY, "dsy", NULL, 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
215 {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
216 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
217 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
218 {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE, 0, 0 },
219 {0, NULL, NULL, 0, 0, 0, 0, 0 }
222 static void pshader_set_limits(
223 IWineD3DPixelShaderImpl *This) {
225 This->baseShader.limits.attributes = 0;
226 This->baseShader.limits.address = 0;
227 This->baseShader.limits.packed_output = 0;
229 switch (This->baseShader.hex_version) {
230 case WINED3DPS_VERSION(1,0):
231 case WINED3DPS_VERSION(1,1):
232 case WINED3DPS_VERSION(1,2):
233 case WINED3DPS_VERSION(1,3):
234 This->baseShader.limits.temporary = 2;
235 This->baseShader.limits.constant_float = 8;
236 This->baseShader.limits.constant_int = 0;
237 This->baseShader.limits.constant_bool = 0;
238 This->baseShader.limits.texcoord = 4;
239 This->baseShader.limits.sampler = 4;
240 This->baseShader.limits.packed_input = 0;
241 This->baseShader.limits.label = 0;
242 break;
244 case WINED3DPS_VERSION(1,4):
245 This->baseShader.limits.temporary = 6;
246 This->baseShader.limits.constant_float = 8;
247 This->baseShader.limits.constant_int = 0;
248 This->baseShader.limits.constant_bool = 0;
249 This->baseShader.limits.texcoord = 6;
250 This->baseShader.limits.sampler = 6;
251 This->baseShader.limits.packed_input = 0;
252 This->baseShader.limits.label = 0;
253 break;
255 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
256 case WINED3DPS_VERSION(2,0):
257 This->baseShader.limits.temporary = 32;
258 This->baseShader.limits.constant_float = 32;
259 This->baseShader.limits.constant_int = 16;
260 This->baseShader.limits.constant_bool = 16;
261 This->baseShader.limits.texcoord = 8;
262 This->baseShader.limits.sampler = 16;
263 This->baseShader.limits.packed_input = 0;
264 break;
266 case WINED3DPS_VERSION(2,1):
267 This->baseShader.limits.temporary = 32;
268 This->baseShader.limits.constant_float = 32;
269 This->baseShader.limits.constant_int = 16;
270 This->baseShader.limits.constant_bool = 16;
271 This->baseShader.limits.texcoord = 8;
272 This->baseShader.limits.sampler = 16;
273 This->baseShader.limits.packed_input = 0;
274 This->baseShader.limits.label = 16;
275 break;
277 case WINED3DPS_VERSION(3,0):
278 This->baseShader.limits.temporary = 32;
279 This->baseShader.limits.constant_float = 224;
280 This->baseShader.limits.constant_int = 16;
281 This->baseShader.limits.constant_bool = 16;
282 This->baseShader.limits.texcoord = 0;
283 This->baseShader.limits.sampler = 16;
284 This->baseShader.limits.packed_input = 12;
285 This->baseShader.limits.label = 16; /* FIXME: 2048 */
286 break;
288 default: This->baseShader.limits.temporary = 32;
289 This->baseShader.limits.constant_float = 32;
290 This->baseShader.limits.constant_int = 16;
291 This->baseShader.limits.constant_bool = 16;
292 This->baseShader.limits.texcoord = 8;
293 This->baseShader.limits.sampler = 16;
294 This->baseShader.limits.packed_input = 0;
295 This->baseShader.limits.label = 0;
296 FIXME("Unrecognized pixel shader version %#x\n",
297 This->baseShader.hex_version);
301 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
302 or GLSL and send it to the card */
303 static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
304 IWineD3DPixelShaderImpl *This) {
305 SHADER_BUFFER buffer;
306 GLuint shader;
308 shader_buffer_init(&buffer);
309 shader = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
310 shader_buffer_free(&buffer);
312 return shader;
315 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
317 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
318 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
319 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
320 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
321 HRESULT hr;
323 TRACE("(%p) : pFunction %p\n", iface, pFunction);
325 /* First pass: trace shader */
326 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
328 /* Initialize immediate constant lists */
329 list_init(&This->baseShader.constantsF);
330 list_init(&This->baseShader.constantsB);
331 list_init(&This->baseShader.constantsI);
333 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
334 memset(reg_maps, 0, sizeof(shader_reg_maps));
335 hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
336 if (FAILED(hr)) return hr;
338 pshader_set_limits(This);
340 for (i = 0; i < MAX_REG_INPUT; ++i)
342 if (This->input_reg_used[i])
344 ++num_regs_used;
345 highest_reg_used = i;
349 /* Don't do any register mapping magic if it is not needed, or if we can't
350 * achieve anything anyway */
351 if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
352 || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
354 if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
356 /* This happens with relative addressing. The input mapper function
357 * warns about this if the higher registers are declared too, so
358 * don't write a FIXME here */
359 WARN("More varying registers used than supported\n");
362 for (i = 0; i < MAX_REG_INPUT; ++i)
364 This->input_reg_map[i] = i;
367 This->declared_in_count = highest_reg_used + 1;
369 else
371 This->declared_in_count = 0;
372 for (i = 0; i < MAX_REG_INPUT; ++i)
374 if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
375 else This->input_reg_map[i] = -1;
379 This->baseShader.load_local_constsF = FALSE;
381 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
383 TRACE("(%p) : Copying the function\n", This);
384 if (NULL != pFunction) {
385 void *function;
387 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
388 if (!function) return E_OUTOFMEMORY;
389 memcpy(function, pFunction, This->baseShader.functionLength);
390 This->baseShader.function = function;
391 } else {
392 This->baseShader.function = NULL;
395 return WINED3D_OK;
398 static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
399 DWORD shader_version)
401 DWORD *samplers = reg_maps->samplers;
402 unsigned int i;
404 if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
406 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
408 /* We don't sample from this sampler */
409 if (!samplers[i]) continue;
411 if (!textures[i])
413 ERR("No texture bound to sampler %u, using 2D\n", i);
414 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
415 continue;
418 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
420 case GL_TEXTURE_RECTANGLE_ARB:
421 case GL_TEXTURE_2D:
422 /* We have to select between texture rectangles and 2D textures later because 2.0 and
423 * 3.0 shaders only have WINED3DSTT_2D as well */
424 samplers[i] = (1 << 31) | WINED3DSTT_2D;
425 break;
427 case GL_TEXTURE_3D:
428 samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
429 break;
431 case GL_TEXTURE_CUBE_MAP_ARB:
432 samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
433 break;
435 default:
436 FIXME("Unrecognized texture type %#x, using 2D\n",
437 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
438 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
443 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
445 CONST DWORD *function = This->baseShader.function;
446 GLuint retval;
448 TRACE("(%p) : function %p\n", This, function);
450 pixelshader_update_samplers(&This->baseShader.reg_maps,
451 ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures, This->baseShader.hex_version);
453 /* Reset fields tracking stateblock values being hardcoded in the shader */
454 This->baseShader.num_sampled_samplers = 0;
456 /* Generate the HW shader */
457 TRACE("(%p) : Generating hardware program\n", This);
458 retval = IWineD3DPixelShaderImpl_GenerateShader(This);
460 This->baseShader.is_compiled = TRUE;
462 return retval;
465 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
467 /*** IUnknown methods ***/
468 IWineD3DPixelShaderImpl_QueryInterface,
469 IWineD3DPixelShaderImpl_AddRef,
470 IWineD3DPixelShaderImpl_Release,
471 /*** IWineD3DBase methods ***/
472 IWineD3DPixelShaderImpl_GetParent,
473 /*** IWineD3DBaseShader methods ***/
474 IWineD3DPixelShaderImpl_SetFunction,
475 /*** IWineD3DPixelShader methods ***/
476 IWineD3DPixelShaderImpl_GetDevice,
477 IWineD3DPixelShaderImpl_GetFunction
480 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
481 UINT i, sampler;
482 IWineD3DBaseTextureImpl *tex;
484 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
486 memset(args->color_fixup, 0, sizeof(args->color_fixup));
487 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
488 sampler = shader->baseShader.sampled_samplers[i];
489 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
490 if(!tex) {
491 args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
492 continue;
494 args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
496 if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
497 if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
498 args->vp_mode = pretransformed;
499 } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
500 args->vp_mode = vertexshader;
501 } else {
502 args->vp_mode = fixedfunction;
504 } else {
505 args->vp_mode = vertexshader;
509 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
511 UINT i;
512 struct ps_compiled_shader *old_array;
514 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
515 * so a linear search is more performant than a hashmap
517 for(i = 0; i < shader->num_gl_shaders; i++) {
518 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
519 return shader->gl_shaders[i].prgId;
523 TRACE("No matching GL shader found, compiling a new shader\n");
524 old_array = shader->gl_shaders;
525 if(old_array) {
526 shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
527 (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
528 } else {
529 shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
532 if(!shader->gl_shaders) {
533 ERR("Out of memory\n");
534 return 0;
537 shader->gl_shaders[shader->num_gl_shaders].args = *args;
538 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
539 return shader->gl_shaders[shader->num_gl_shaders++].prgId;