push 3cf4bc9cdb38c4fc36232fe19b9b904fd4d068e9
[wine/hacks.git] / dlls / wined3d / vertexshader.c
blobea8781f15cb1c2f3b4ad13946418629b130f3c8e
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
28 #include <math.h>
29 #include <stdio.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
37 /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
38 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
40 #define GLNAME_REQUIRE_GLSL ((const char *)1)
42 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
43 /* This table is not order or position dependent. */
45 /* Arithmetic */
46 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
47 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
48 {WINED3DSIO_MOVA, "mova", NULL, 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
49 {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
50 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
51 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
52 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
53 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
54 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
55 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
56 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
57 {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
58 {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
59 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
60 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
61 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
62 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
63 {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
64 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
65 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
66 {WINED3DSIO_LIT, "lit", "LIT", 1, 2, WINED3DSIH_LIT, 0, 0 },
67 {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
68 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
69 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
70 {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
71 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
72 /* TODO: sng can possibly be performed a s
73 RCP tmp, vec
74 MUL out, tmp, vec*/
75 {WINED3DSIO_SGN, "sgn", NULL, 1, 2, WINED3DSIH_SGN, 0, 0 },
76 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
77 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
78 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
79 /* Matrix */
80 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
81 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
82 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
83 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
84 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
85 /* Declare registers */
86 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
87 /* Constant definitions */
88 {WINED3DSIO_DEF, "def", NULL, 1, 5, WINED3DSIH_DEF, 0, 0 },
89 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
90 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
91 /* Flow control - requires GLSL or software shaders */
92 {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
93 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
94 {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
96 {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
97 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
98 {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
99 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
100 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
101 {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
102 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
103 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
104 {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
105 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
106 {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
108 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
109 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
110 {0, NULL, NULL, 0, 0, 0, 0, 0 }
113 static void vshader_set_limits(
114 IWineD3DVertexShaderImpl *This) {
116 This->baseShader.limits.texcoord = 0;
117 This->baseShader.limits.attributes = 16;
118 This->baseShader.limits.packed_input = 0;
120 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
121 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
123 switch (This->baseShader.hex_version) {
124 case WINED3DVS_VERSION(1,0):
125 case WINED3DVS_VERSION(1,1):
126 This->baseShader.limits.temporary = 12;
127 This->baseShader.limits.constant_bool = 0;
128 This->baseShader.limits.constant_int = 0;
129 This->baseShader.limits.address = 1;
130 This->baseShader.limits.packed_output = 0;
131 This->baseShader.limits.sampler = 0;
132 This->baseShader.limits.label = 0;
133 break;
135 case WINED3DVS_VERSION(2,0):
136 case WINED3DVS_VERSION(2,1):
137 This->baseShader.limits.temporary = 12;
138 This->baseShader.limits.constant_bool = 16;
139 This->baseShader.limits.constant_int = 16;
140 This->baseShader.limits.address = 1;
141 This->baseShader.limits.packed_output = 0;
142 This->baseShader.limits.sampler = 0;
143 This->baseShader.limits.label = 16;
144 break;
146 case WINED3DVS_VERSION(3,0):
147 This->baseShader.limits.temporary = 32;
148 This->baseShader.limits.constant_bool = 32;
149 This->baseShader.limits.constant_int = 32;
150 This->baseShader.limits.address = 1;
151 This->baseShader.limits.packed_output = 12;
152 This->baseShader.limits.sampler = 4;
153 This->baseShader.limits.label = 16; /* FIXME: 2048 */
154 break;
156 default: This->baseShader.limits.temporary = 12;
157 This->baseShader.limits.constant_bool = 16;
158 This->baseShader.limits.constant_int = 16;
159 This->baseShader.limits.address = 1;
160 This->baseShader.limits.packed_output = 0;
161 This->baseShader.limits.sampler = 0;
162 This->baseShader.limits.label = 16;
163 FIXME("Unrecognized vertex shader version %#x\n",
164 This->baseShader.hex_version);
168 /* This is an internal function,
169 * used to create fake semantics for shaders
170 * that don't have them - d3d8 shaders where the declaration
171 * stores the register for each input
173 static void vshader_set_input(
174 IWineD3DVertexShaderImpl* This,
175 unsigned int regnum,
176 BYTE usage, BYTE usage_idx) {
178 /* Fake usage: set reserved bit, usage, usage_idx */
179 DWORD usage_token = (0x1 << 31) |
180 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
182 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
183 DWORD reg_token = (0x1 << 31) |
184 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
186 This->semantics_in[regnum].usage = usage_token;
187 This->semantics_in[regnum].reg = reg_token;
190 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
191 if (usage_idx1 != usage_idx2) return FALSE;
192 if (usage1 == usage2) return TRUE;
193 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
194 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
196 return FALSE;
199 BOOL vshader_get_input(
200 IWineD3DVertexShader* iface,
201 BYTE usage_req, BYTE usage_idx_req,
202 unsigned int* regnum) {
204 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
205 int i;
207 for (i = 0; i < MAX_ATTRIBS; i++) {
208 DWORD usage_token = This->semantics_in[i].usage;
209 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
210 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
212 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
213 *regnum = i;
214 return TRUE;
217 return FALSE;
220 BOOL vshader_input_is_color(
221 IWineD3DVertexShader* iface,
222 unsigned int regnum) {
224 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
226 DWORD usage_token = This->semantics_in[regnum].usage;
227 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
228 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
230 int i;
232 for(i = 0; i < This->num_swizzled_attribs; i++) {
233 if(This->swizzled_attribs[i].usage == usage &&
234 This->swizzled_attribs[i].idx == usage_idx) {
235 return TRUE;
238 return FALSE;
241 static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
242 UINT num = 0, i, j;
243 UINT numoldswizzles = This->num_swizzled_attribs;
244 IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
246 DWORD usage_token, usage, usage_idx;
247 BOOL found;
249 attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
251 /* Back up the old swizzles to keep attributes that are undefined in the current declaration */
252 memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
254 memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
256 for(i = 0; i < decl->num_swizzled_attribs; i++) {
257 for(j = 0; j < MAX_ATTRIBS; j++) {
259 if(!This->baseShader.reg_maps.attributes[j]) continue;
261 usage_token = This->semantics_in[j].usage;
262 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
263 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
265 if(decl->swizzled_attribs[i].usage == usage &&
266 decl->swizzled_attribs[i].idx == usage_idx) {
267 This->swizzled_attribs[num].usage = usage;
268 This->swizzled_attribs[num].idx = usage_idx;
269 num++;
274 /* Add previously converted attributes back in if they are not defined in the current declaration */
275 for(i = 0; i < numoldswizzles; i++) {
277 found = FALSE;
278 for(j = 0; j < decl->declarationWNumElements; j++) {
279 if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
280 oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
281 found = TRUE;
284 if(found) {
285 /* This previously converted attribute is declared in the current declaration. Either it is
286 * already in the new array, or it should not be there. Skip it
288 continue;
290 /* We have a previously swizzled attribute that is not defined by the current vertex declaration.
291 * Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
292 * recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
293 * In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
294 * stays unswizzled as well because it isn't found in the oldswizzles array
296 for(j = 0; j < num; j++) {
297 if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
298 oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
299 oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
300 memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
301 sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
302 break;
305 This->swizzled_attribs[j].usage = oldswizzles[i].usage;
306 This->swizzled_attribs[j].idx = oldswizzles[i].idx;
307 num++;
310 TRACE("New swizzled attributes array\n");
311 for(i = 0; i < num; i++) {
312 TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
313 This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
315 This->num_swizzled_attribs = num;
317 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
318 or GLSL and send it to the card */
319 static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
320 const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
322 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
323 IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
324 SHADER_BUFFER buffer;
326 find_swizzled_attribs(decl, This);
328 shader_buffer_init(&buffer);
329 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
330 shader_buffer_free(&buffer);
333 /* *******************************************
334 IWineD3DVertexShader IUnknown parts follow
335 ******************************************* */
336 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
337 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
339 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
340 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
341 || IsEqualGUID(riid, &IID_IWineD3DBase)
342 || IsEqualGUID(riid, &IID_IUnknown))
344 IUnknown_AddRef(iface);
345 *ppobj = iface;
346 return S_OK;
349 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
351 *ppobj = NULL;
352 return E_NOINTERFACE;
355 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
356 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
357 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
359 TRACE("%p increasing refcount to %u\n", This, refcount);
361 return refcount;
364 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
365 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
366 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
368 TRACE("%p decreasing refcount to %u\n", This, refcount);
370 if (!refcount)
372 shader_cleanup((IWineD3DBaseShader *)iface);
373 HeapFree(GetProcessHeap(), 0, This);
376 return refcount;
379 /* *******************************************
380 IWineD3DVertexShader IWineD3DVertexShader parts follow
381 ******************************************* */
383 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
384 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
386 *parent = This->parent;
387 IUnknown_AddRef(*parent);
388 TRACE("(%p) : returning %p\n", This, *parent);
389 return WINED3D_OK;
392 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
393 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
394 IWineD3DDevice_AddRef(This->baseShader.device);
395 *pDevice = This->baseShader.device;
396 TRACE("(%p) returning %p\n", This, *pDevice);
397 return WINED3D_OK;
400 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
401 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
402 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
404 if (NULL == pData) {
405 *pSizeOfData = This->baseShader.functionLength;
406 return WINED3D_OK;
408 if (*pSizeOfData < This->baseShader.functionLength) {
409 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
410 * than the required size we should write the required size and
411 * return D3DERR_MOREDATA. That's not actually true. */
412 return WINED3DERR_INVALIDCALL;
414 if (NULL == This->baseShader.function) { /* no function defined */
415 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
416 (*(DWORD **) pData) = NULL;
417 } else {
418 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
419 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
421 return WINED3D_OK;
424 /* Note that for vertex shaders CompileShader isn't called until the
425 * shader is first used. The reason for this is that we need the vertex
426 * declaration the shader will be used with in order to determine if
427 * the data in a register is of type D3DCOLOR, and needs swizzling. */
428 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
430 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
431 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
432 HRESULT hr;
433 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
435 TRACE("(%p) : pFunction %p\n", iface, pFunction);
437 /* First pass: trace shader */
438 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
440 /* Initialize immediate constant lists */
441 list_init(&This->baseShader.constantsF);
442 list_init(&This->baseShader.constantsB);
443 list_init(&This->baseShader.constantsI);
445 /* Second pass: figure out registers used, semantics, etc.. */
446 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
447 This->max_rel_offset = 0;
448 memset(reg_maps, 0, sizeof(shader_reg_maps));
449 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
450 This->semantics_in, This->semantics_out, pFunction);
451 if (hr != WINED3D_OK) return hr;
453 vshader_set_limits(This);
455 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
457 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
458 (GLINFO_LOCATION).arb_vs_offset_limit &&
459 This->min_rel_offset <= This->max_rel_offset) {
461 if(This->max_rel_offset - This->min_rel_offset > 127) {
462 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
463 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
464 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
465 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
466 This->rel_offset = This->min_rel_offset + 63;
467 } else if(This->max_rel_offset > 63) {
468 This->rel_offset = This->min_rel_offset;
469 } else {
470 This->rel_offset = 0;
473 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
475 /* copy the function ... because it will certainly be released by application */
476 if (NULL != pFunction) {
477 void *function;
479 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
480 if (!function) return E_OUTOFMEMORY;
481 memcpy(function, pFunction, This->baseShader.functionLength);
482 This->baseShader.function = function;
483 } else {
484 This->baseShader.function = NULL;
487 return WINED3D_OK;
490 /* Preload semantics for d3d8 shaders */
491 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
492 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
493 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
495 int i;
496 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
497 const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
498 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
502 /* Set local constants for d3d8 shaders */
503 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
504 UINT start_idx, const float *src_data, UINT count) {
505 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
506 UINT i, end_idx;
508 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
510 end_idx = start_idx + count;
511 if (end_idx > GL_LIMITS(vshader_constantsF)) {
512 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
513 end_idx = GL_LIMITS(vshader_constantsF);
516 for (i = start_idx; i < end_idx; ++i) {
517 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
518 if (!lconst) return E_OUTOFMEMORY;
520 lconst->idx = i;
521 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
522 list_add_head(&This->baseShader.constantsF, &lconst->entry);
525 return WINED3D_OK;
528 static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
529 UINT i, j, k;
530 BOOL found;
532 DWORD usage_token;
533 DWORD usage;
534 DWORD usage_idx;
536 for(i = 0; i < vdecl->declarationWNumElements; i++) {
537 /* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
538 if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
539 vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
541 for(j = 0; j < MAX_ATTRIBS; j++) {
542 if(!This->baseShader.reg_maps.attributes[j]) continue;
544 usage_token = This->semantics_in[j].usage;
545 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
546 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
548 if(vdecl->pDeclarationWine[i].Usage != usage ||
549 vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
550 continue;
553 found = FALSE;
554 for(k = 0; k < This->num_swizzled_attribs; k++) {
555 if(This->swizzled_attribs[k].usage == usage &&
556 This->swizzled_attribs[k].idx == usage_idx) {
557 found = TRUE;
560 if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
561 TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
562 debug_d3ddeclusage(usage), usage_idx);
563 return TRUE;
565 if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
566 TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
567 debug_d3ddeclusage(usage), usage_idx);
568 return TRUE;
572 return FALSE;
575 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
576 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
577 IWineD3DVertexDeclarationImpl *vdecl;
578 CONST DWORD *function = This->baseShader.function;
579 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
581 TRACE("(%p) : function %p\n", iface, function);
583 /* We're already compiled. */
584 if (This->baseShader.is_compiled) {
585 vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl;
587 if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs ||
588 memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) {
590 /* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
591 * we have to recompile, but we have to take a deeper look at see if the attribs that differ
592 * are declared in the decl and used in the shader
594 if(swizzled_attribs_differ(This, vdecl)) {
595 WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
596 goto recompile;
598 WARN("Swizzled attribute validation required an expensive comparison\n");
601 return WINED3D_OK;
603 recompile:
604 if(This->recompile_count < 50) {
605 This->recompile_count++;
606 } else {
607 FIXME("Vertexshader %p recompiled more than 50 times\n", This);
610 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
613 /* We don't need to compile */
614 if (!function) {
615 This->baseShader.is_compiled = TRUE;
616 return WINED3D_OK;
619 /* Generate the HW shader */
620 TRACE("(%p) : Generating hardware program\n", This);
621 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
623 This->baseShader.is_compiled = TRUE;
625 return WINED3D_OK;
628 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
630 /*** IUnknown methods ***/
631 IWineD3DVertexShaderImpl_QueryInterface,
632 IWineD3DVertexShaderImpl_AddRef,
633 IWineD3DVertexShaderImpl_Release,
634 /*** IWineD3DBase methods ***/
635 IWineD3DVertexShaderImpl_GetParent,
636 /*** IWineD3DBaseShader methods ***/
637 IWineD3DVertexShaderImpl_SetFunction,
638 /*** IWineD3DVertexShader methods ***/
639 IWineD3DVertexShaderImpl_GetDevice,
640 IWineD3DVertexShaderImpl_GetFunction,
641 IWineD3DVertexShaderImpl_FakeSemantics,
642 IWIneD3DVertexShaderImpl_SetLocalConstantsF