push 38a8c0aff9170390b5a3ded41e7cf5b02f3a73d8
[wine/hacks.git] / dlls / wined3d / pixelshader.c
bloba531f093bb6638b27e4ab64cfd909132b2209d72
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
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
29 #include <math.h>
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
37 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
39 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
40 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
41 || IsEqualGUID(riid, &IID_IWineD3DBase)
42 || IsEqualGUID(riid, &IID_IUnknown))
44 IUnknown_AddRef(iface);
45 *ppobj = iface;
46 return S_OK;
49 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
51 *ppobj = NULL;
52 return E_NOINTERFACE;
55 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
56 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
57 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
59 TRACE("%p increasing refcount to %u\n", This, refcount);
61 return refcount;
64 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
65 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
68 TRACE("%p decreasing refcount to %u\n", This, refcount);
70 if (!refcount)
72 shader_cleanup((IWineD3DBaseShader *)iface);
73 This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
74 HeapFree(GetProcessHeap(), 0, This);
77 return refcount;
80 /* *******************************************
81 IWineD3DPixelShader IWineD3DPixelShader parts follow
82 ******************************************* */
84 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
85 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
87 *parent = This->baseShader.parent;
88 IUnknown_AddRef(*parent);
89 TRACE("(%p) : returning %p\n", This, *parent);
90 return WINED3D_OK;
93 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
94 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
95 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
97 if (NULL == pData) {
98 *pSizeOfData = This->baseShader.functionLength;
99 return WINED3D_OK;
101 if (*pSizeOfData < This->baseShader.functionLength) {
102 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
103 * than the required size we should write the required size and
104 * return D3DERR_MOREDATA. That's not actually true. */
105 return WINED3DERR_INVALIDCALL;
108 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
109 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
111 return WINED3D_OK;
114 static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
116 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
117 This->baseShader.reg_maps.shader_version.minor);
119 This->baseShader.limits.attributes = 0;
120 This->baseShader.limits.address = 0;
121 This->baseShader.limits.packed_output = 0;
123 switch (shader_version)
125 case WINED3D_SHADER_VERSION(1,0):
126 case WINED3D_SHADER_VERSION(1,1):
127 case WINED3D_SHADER_VERSION(1,2):
128 case WINED3D_SHADER_VERSION(1,3):
129 This->baseShader.limits.temporary = 2;
130 This->baseShader.limits.constant_float = 8;
131 This->baseShader.limits.constant_int = 0;
132 This->baseShader.limits.constant_bool = 0;
133 This->baseShader.limits.texcoord = 4;
134 This->baseShader.limits.sampler = 4;
135 This->baseShader.limits.packed_input = 0;
136 This->baseShader.limits.label = 0;
137 break;
139 case WINED3D_SHADER_VERSION(1,4):
140 This->baseShader.limits.temporary = 6;
141 This->baseShader.limits.constant_float = 8;
142 This->baseShader.limits.constant_int = 0;
143 This->baseShader.limits.constant_bool = 0;
144 This->baseShader.limits.texcoord = 6;
145 This->baseShader.limits.sampler = 6;
146 This->baseShader.limits.packed_input = 0;
147 This->baseShader.limits.label = 0;
148 break;
150 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
151 case WINED3D_SHADER_VERSION(2,0):
152 This->baseShader.limits.temporary = 32;
153 This->baseShader.limits.constant_float = 32;
154 This->baseShader.limits.constant_int = 16;
155 This->baseShader.limits.constant_bool = 16;
156 This->baseShader.limits.texcoord = 8;
157 This->baseShader.limits.sampler = 16;
158 This->baseShader.limits.packed_input = 0;
159 break;
161 case WINED3D_SHADER_VERSION(2,1):
162 This->baseShader.limits.temporary = 32;
163 This->baseShader.limits.constant_float = 32;
164 This->baseShader.limits.constant_int = 16;
165 This->baseShader.limits.constant_bool = 16;
166 This->baseShader.limits.texcoord = 8;
167 This->baseShader.limits.sampler = 16;
168 This->baseShader.limits.packed_input = 0;
169 This->baseShader.limits.label = 16;
170 break;
172 case WINED3D_SHADER_VERSION(4,0):
173 FIXME("Using 3.0 limits for 4.0 shader\n");
174 /* Fall through */
176 case WINED3D_SHADER_VERSION(3,0):
177 This->baseShader.limits.temporary = 32;
178 This->baseShader.limits.constant_float = 224;
179 This->baseShader.limits.constant_int = 16;
180 This->baseShader.limits.constant_bool = 16;
181 This->baseShader.limits.texcoord = 0;
182 This->baseShader.limits.sampler = 16;
183 This->baseShader.limits.packed_input = 12;
184 This->baseShader.limits.label = 16; /* FIXME: 2048 */
185 break;
187 default:
188 This->baseShader.limits.temporary = 32;
189 This->baseShader.limits.constant_float = 32;
190 This->baseShader.limits.constant_int = 16;
191 This->baseShader.limits.constant_bool = 16;
192 This->baseShader.limits.texcoord = 8;
193 This->baseShader.limits.sampler = 16;
194 This->baseShader.limits.packed_input = 0;
195 This->baseShader.limits.label = 0;
196 FIXME("Unrecognized pixel shader version %u.%u\n",
197 This->baseShader.reg_maps.shader_version.major,
198 This->baseShader.reg_maps.shader_version.minor);
202 static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
203 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
205 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
206 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
207 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
208 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
209 const struct wined3d_shader_frontend *fe;
210 HRESULT hr;
212 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
214 fe = shader_select_frontend(*byte_code);
215 if (!fe)
217 FIXME("Unable to find frontend for shader.\n");
218 return WINED3DERR_INVALIDCALL;
220 shader->baseShader.frontend = fe;
221 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
222 if (!shader->baseShader.frontend_data)
224 FIXME("Failed to initialize frontend.\n");
225 return WINED3DERR_INVALIDCALL;
228 /* First pass: trace shader */
229 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
231 /* Initialize immediate constant lists */
232 list_init(&shader->baseShader.constantsF);
233 list_init(&shader->baseShader.constantsB);
234 list_init(&shader->baseShader.constantsI);
236 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
237 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
238 reg_maps, NULL, shader->input_signature, NULL,
239 byte_code, device->d3d_pshader_constantF);
240 if (FAILED(hr)) return hr;
242 pshader_set_limits(shader);
244 for (i = 0; i < MAX_REG_INPUT; ++i)
246 if (shader->input_reg_used[i])
248 ++num_regs_used;
249 highest_reg_used = i;
253 /* Don't do any register mapping magic if it is not needed, or if we can't
254 * achieve anything anyway */
255 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
256 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
258 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
260 /* This happens with relative addressing. The input mapper function
261 * warns about this if the higher registers are declared too, so
262 * don't write a FIXME here */
263 WARN("More varying registers used than supported\n");
266 for (i = 0; i < MAX_REG_INPUT; ++i)
268 shader->input_reg_map[i] = i;
271 shader->declared_in_count = highest_reg_used + 1;
273 else
275 shader->declared_in_count = 0;
276 for (i = 0; i < MAX_REG_INPUT; ++i)
278 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
279 else shader->input_reg_map[i] = ~0U;
283 shader->baseShader.load_local_constsF = FALSE;
285 TRACE("(%p) : Copying byte code.\n", shader);
287 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
288 if (!shader->baseShader.function) return E_OUTOFMEMORY;
289 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
291 return WINED3D_OK;
294 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
296 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
297 unsigned int i;
299 if (reg_maps->shader_version.major != 1) return;
301 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
303 /* We don't sample from this sampler */
304 if (!sampler_type[i]) continue;
306 if (!textures[i])
308 ERR("No texture bound to sampler %u, using 2D\n", i);
309 sampler_type[i] = WINED3DSTT_2D;
310 continue;
313 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
315 case GL_TEXTURE_RECTANGLE_ARB:
316 case GL_TEXTURE_2D:
317 /* We have to select between texture rectangles and 2D textures later because 2.0 and
318 * 3.0 shaders only have WINED3DSTT_2D as well */
319 sampler_type[i] = WINED3DSTT_2D;
320 break;
322 case GL_TEXTURE_3D:
323 sampler_type[i] = WINED3DSTT_VOLUME;
324 break;
326 case GL_TEXTURE_CUBE_MAP_ARB:
327 sampler_type[i] = WINED3DSTT_CUBE;
328 break;
330 default:
331 FIXME("Unrecognized texture type %#x, using 2D\n",
332 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
333 sampler_type[i] = WINED3DSTT_2D;
338 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
340 /*** IUnknown methods ***/
341 IWineD3DPixelShaderImpl_QueryInterface,
342 IWineD3DPixelShaderImpl_AddRef,
343 IWineD3DPixelShaderImpl_Release,
344 /*** IWineD3DBase methods ***/
345 IWineD3DPixelShaderImpl_GetParent,
346 /*** IWineD3DBaseShader methods ***/
347 IWineD3DPixelShaderImpl_GetFunction
348 /*** IWineD3DPixelShader methods ***/
351 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
352 UINT i;
353 IWineD3DBaseTextureImpl *tex;
355 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
356 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
357 args->np2_fixup = 0;
359 for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
360 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
361 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
362 if(!tex) {
363 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
364 continue;
366 args->color_fixup[i] = tex->resource.format_desc->color_fixup;
368 /* Flag samplers that need NP2 texcoord fixup. */
369 if(!tex->baseTexture.pow2Matrix_identity) {
370 args->np2_fixup |= (1 << i);
373 if (shader->baseShader.reg_maps.shader_version.major >= 3)
375 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
377 args->vp_mode = pretransformed;
379 else if (use_vs(stateblock))
381 args->vp_mode = vertexshader;
382 } else {
383 args->vp_mode = fixedfunction;
385 args->fog = FOG_OFF;
386 } else {
387 args->vp_mode = vertexshader;
388 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
389 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
390 case WINED3DFOG_NONE:
391 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
392 || use_vs(stateblock))
394 args->fog = FOG_LINEAR;
395 break;
397 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
398 case WINED3DFOG_NONE: /* Drop through */
399 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
400 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
401 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
403 break;
405 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
406 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
407 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
409 } else {
410 args->fog = FOG_OFF;
415 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
416 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
417 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
419 HRESULT hr;
421 if (!byte_code) return WINED3DERR_INVALIDCALL;
423 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
424 shader_init(&shader->baseShader, device, parent, parent_ops);
426 hr = pixelshader_set_function(shader, byte_code, output_signature);
427 if (FAILED(hr))
429 WARN("Failed to set function, hr %#x.\n", hr);
430 shader_cleanup((IWineD3DBaseShader *)shader);
431 return hr;
434 return WINED3D_OK;