ntdll: Fix RtlValidAcl to accept newer ACL revisions.
[wine/multimedia.git] / dlls / wined3d / vertexshader.c
blob45065a60b691db2267fa14e030d8075250d50cc3
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
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
25 #include "config.h"
27 #include <math.h>
28 #include <stdio.h>
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
36 /* Shader debugging - Change the following line to enable debugging of software
37 vertex shaders */
38 #if 0 /* Musxt not be 1 in cvs version */
39 # define VSTRACE(A) TRACE A
40 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
41 #else
42 # define VSTRACE(A)
43 # define TRACE_VSVECTOR(name)
44 #endif
46 /**
47 * DirectX9 SDK download
48 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
50 * Exploring D3DX
51 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
53 * Using Vertex Shaders
54 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
56 * Dx9 New
57 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
59 * Dx9 Shaders
60 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
63 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
65 * Dx9 D3DX
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
68 * FVF
69 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
71 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
72 * http://developer.nvidia.com/view.asp?IO=vstovp
74 * NVIDIA: Memory Management with VAR
75 * http://developer.nvidia.com/view.asp?IO=var_memory_management
78 /* TODO: Vertex and Pixel shaders are almost identicle, the only exception being the way that some of the data is looked up or the availablity of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
79 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't supprise me if the programes can be cross compiled using a large body body shared code */
81 #define GLNAME_REQUIRE_GLSL ((const char *)1)
83 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
84 /* This table is not order or position dependent. */
86 /* Arithmetic */
87 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, vshader_hw_map2gl, NULL, 0, 0},
88 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, vshader_hw_map2gl, shader_glsl_mov, 0, 0},
89 {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_hw_map2gl, shader_glsl_mov, WINED3DVS_VERSION(2,0), -1},
90 {WINED3DSIO_ADD, "add", "ADD", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
91 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
92 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, vshader_hw_map2gl, shader_glsl_mad, 0, 0},
93 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, vshader_hw_map2gl, shader_glsl_arith, 0, 0},
94 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, vshader_hw_rsq_rcp, shader_glsl_rcp, 0, 0},
95 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, vshader_hw_rsq_rcp, shader_glsl_rsq, 0, 0},
96 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
97 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, vshader_hw_map2gl, shader_glsl_dot, 0, 0},
98 {WINED3DSIO_MIN, "min", "MIN", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
99 {WINED3DSIO_MAX, "max", "MAX", 1, 3, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
100 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
101 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, vshader_hw_map2gl, shader_glsl_compare, 0, 0},
102 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
103 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
104 {WINED3DSIO_LOG, "log", "LG2", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
105 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, vshader_hw_map2gl, shader_glsl_expp, 0, 0},
106 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
107 {WINED3DSIO_LIT, "lit", "LIT", 1, 2, vshader_hw_map2gl, shader_glsl_lit, 0, 0},
108 {WINED3DSIO_DST, "dst", "DST", 1, 3, vshader_hw_map2gl, shader_glsl_dst, 0, 0},
109 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, NULL, shader_glsl_lrp, 0, 0},
110 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, vshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
111 {WINED3DSIO_POW, "pow", "POW", 1, 3, vshader_hw_map2gl, shader_glsl_pow, 0, 0},
112 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, vshader_hw_map2gl, shader_glsl_cross, 0, 0},
113 /* TODO: sng can possibly be performed a s
114 RCP tmp, vec
115 MUL out, tmp, vec*/
116 {WINED3DSIO_SGN, "sgn", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
117 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
118 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
119 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DVS_VERSION(3,0), -1},
120 /* Matrix */
121 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
122 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
123 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
124 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
125 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
126 /* Declare registers */
127 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
128 /* Constant definitions */
129 {WINED3DSIO_DEF, "def", NULL, 1, 5, NULL, NULL, 0, 0},
130 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
131 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
132 /* Flow control - requires GLSL or software shaders */
133 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DVS_VERSION(2,0), -1},
134 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
135 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DVS_VERSION(2,0), -1},
136 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DVS_VERSION(2,1), -1},
137 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DVS_VERSION(2,0), -1},
138 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
139 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DVS_VERSION(2,1), -1},
140 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DVS_VERSION(2,1), -1},
141 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
142 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DVS_VERSION(2,0), -1},
143 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DVS_VERSION(2,0), -1},
144 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DVS_VERSION(2,0), -1},
145 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DVS_VERSION(2,0), -1},
146 {WINED3DSIO_ENDLOOP,"endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DVS_VERSION(2,0), -1},
147 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DVS_VERSION(2,0), -1},
149 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
150 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DVS_VERSION(3,0), -1},
151 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
154 static void vshader_set_limits(
155 IWineD3DVertexShaderImpl *This) {
157 This->baseShader.limits.texcoord = 0;
158 This->baseShader.limits.attributes = 16;
159 This->baseShader.limits.packed_input = 0;
161 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
162 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
164 switch (This->baseShader.hex_version) {
165 case WINED3DVS_VERSION(1,0):
166 case WINED3DVS_VERSION(1,1):
167 This->baseShader.limits.temporary = 12;
168 This->baseShader.limits.constant_bool = 0;
169 This->baseShader.limits.constant_int = 0;
170 This->baseShader.limits.address = 1;
171 This->baseShader.limits.packed_output = 0;
172 This->baseShader.limits.sampler = 0;
173 This->baseShader.limits.label = 0;
174 break;
176 case WINED3DVS_VERSION(2,0):
177 case WINED3DVS_VERSION(2,1):
178 This->baseShader.limits.temporary = 12;
179 This->baseShader.limits.constant_bool = 16;
180 This->baseShader.limits.constant_int = 16;
181 This->baseShader.limits.address = 1;
182 This->baseShader.limits.packed_output = 0;
183 This->baseShader.limits.sampler = 0;
184 This->baseShader.limits.label = 16;
185 break;
187 case WINED3DVS_VERSION(3,0):
188 This->baseShader.limits.temporary = 32;
189 This->baseShader.limits.constant_bool = 32;
190 This->baseShader.limits.constant_int = 32;
191 This->baseShader.limits.address = 1;
192 This->baseShader.limits.packed_output = 12;
193 This->baseShader.limits.sampler = 4;
194 This->baseShader.limits.label = 16; /* FIXME: 2048 */
195 break;
197 default: This->baseShader.limits.temporary = 12;
198 This->baseShader.limits.constant_bool = 16;
199 This->baseShader.limits.constant_int = 16;
200 This->baseShader.limits.address = 1;
201 This->baseShader.limits.packed_output = 0;
202 This->baseShader.limits.sampler = 0;
203 This->baseShader.limits.label = 16;
204 FIXME("Unrecognized vertex shader version %#x\n",
205 This->baseShader.hex_version);
209 /* This is an internal function,
210 * used to create fake semantics for shaders
211 * that don't have them - d3d8 shaders where the declaration
212 * stores the register for each input
214 static void vshader_set_input(
215 IWineD3DVertexShaderImpl* This,
216 unsigned int regnum,
217 BYTE usage, BYTE usage_idx) {
219 /* Fake usage: set reserved bit, usage, usage_idx */
220 DWORD usage_token = (0x1 << 31) |
221 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
223 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
224 DWORD reg_token = (0x1 << 31) |
225 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
227 This->semantics_in[regnum].usage = usage_token;
228 This->semantics_in[regnum].reg = reg_token;
231 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
232 if (usage_idx1 != usage_idx2) return FALSE;
233 if (usage1 == usage2) return TRUE;
234 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
235 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
237 return FALSE;
240 BOOL vshader_get_input(
241 IWineD3DVertexShader* iface,
242 BYTE usage_req, BYTE usage_idx_req,
243 unsigned int* regnum) {
245 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
246 int i;
248 for (i = 0; i < MAX_ATTRIBS; i++) {
249 DWORD usage_token = This->semantics_in[i].usage;
250 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
251 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
253 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
254 *regnum = i;
255 return TRUE;
258 return FALSE;
261 BOOL vshader_input_is_color(
262 IWineD3DVertexShader* iface,
263 unsigned int regnum) {
265 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
266 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
267 IWineD3DVertexDeclarationImpl *vertexDeclaration = (IWineD3DVertexDeclarationImpl *)deviceImpl->stateBlock->vertexDecl;
269 DWORD usage_token = This->semantics_in[regnum].usage;
270 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
271 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
273 if (vertexDeclaration) {
274 int i;
275 /* Find the declaration element that matches our register, then check
276 * if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
277 for (i = 0; i < vertexDeclaration->declarationWNumElements-1; ++i) {
278 WINED3DVERTEXELEMENT *element = vertexDeclaration->pDeclarationWine + i;
279 if (match_usage(element->Usage, element->UsageIndex, usage, usage_idx)) {
280 return element->Type == WINED3DDECLTYPE_D3DCOLOR;
285 ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
286 return FALSE;
289 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
290 or GLSL and send it to the card */
291 static VOID IWineD3DVertexShaderImpl_GenerateShader(
292 IWineD3DVertexShader *iface,
293 shader_reg_maps* reg_maps,
294 CONST DWORD *pFunction) {
296 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
297 SHADER_BUFFER buffer;
299 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
300 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
301 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
302 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
303 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
304 This->fixupVertexBufferSize = PGMSIZE;
305 This->fixupVertexBuffer[0] = 0;
307 buffer.buffer = This->device->fixupVertexBuffer;
308 #else
309 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
310 #endif
311 buffer.bsize = 0;
312 buffer.lineNo = 0;
313 buffer.newline = TRUE;
315 if (This->baseShader.shader_mode == SHADER_GLSL) {
317 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
318 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
320 /* Base Declarations */
321 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
323 /* Base Shader Body */
324 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
326 /* Unpack 3.0 outputs */
327 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0))
328 vshader_glsl_output_unpack(&buffer, This->semantics_out);
330 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
331 if (!reg_maps->fog)
332 shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
334 /* Write the final position.
336 * OpenGL coordinates specify the center of the pixel while d3d coords specify
337 * the corner. The offsets are stored in z and w in the 2nd row of the projection
338 * matrix to avoid wasting a free shader constant. Add them to the w and z coord
339 * of the 2nd row
341 shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n");
342 shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
343 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
344 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
346 shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
347 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
349 * Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run
350 * before the homogenous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
351 * which is the same as z = z / 2 - w.
353 shader_addline(&buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
355 shader_addline(&buffer, "}\n");
357 TRACE("Compiling shader object %u\n", shader_obj);
358 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
359 GL_EXTCALL(glCompileShaderARB(shader_obj));
360 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
362 /* Store the shader object */
363 This->baseShader.prgId = shader_obj;
365 } else if (This->baseShader.shader_mode == SHADER_ARB) {
367 /* Create the hw ARB shader */
368 shader_addline(&buffer, "!!ARBvp1.0\n");
369 shader_addline(&buffer, "PARAM zfixup = { 2.0, -1.0, 0.0, 0.0 };\n");
371 /* Mesa supports only 95 constants */
372 if (GL_VEND(MESA) || GL_VEND(WINE))
373 This->baseShader.limits.constant_float =
374 min(95, This->baseShader.limits.constant_float);
376 /* Some instructions need a temporary register. Add it if needed, but only if it is really needed */
377 if(reg_maps->usesnrm) {
378 shader_addline(&buffer, "TEMP TMP;\n");
381 /* Base Declarations */
382 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
384 /* We need a constant to fixup the final position */
385 shader_addline(&buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
387 /* Base Shader Body */
388 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
390 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
391 if (!reg_maps->fog)
392 shader_addline(&buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
394 /* Write the final position.
396 * OpenGL coordinates specify the center of the pixel while d3d coords specify
397 * the corner. The offsets are stored in the 2nd row of the projection matrix,
398 * the x offset in z and the y offset in w. Add them to the resulting position
400 shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
401 shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n");
402 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
403 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
405 shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
406 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
407 * and the glsl equivalent
409 shader_addline(&buffer, "MAD TMP_OUT.z, TMP_OUT.z, zfixup.x, -TMP_OUT.w;\n");
411 shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
413 shader_addline(&buffer, "END\n");
415 /* TODO: change to resource.glObjectHandle or something like that */
416 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
418 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
419 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
421 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
422 /* Create the program and check for errors */
423 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
424 buffer.bsize, buffer.buffer));
426 if (glGetError() == GL_INVALID_OPERATION) {
427 GLint errPos;
428 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
429 FIXME("HW VertexShader Error at position %d: %s\n",
430 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
431 This->baseShader.prgId = -1;
435 #if 1 /* if were using the data buffer of device then we don't need to free it */
436 HeapFree(GetProcessHeap(), 0, buffer.buffer);
437 #endif
440 /* *******************************************
441 IWineD3DVertexShader IUnknown parts follow
442 ******************************************* */
443 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj)
445 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
446 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
447 if (IsEqualGUID(riid, &IID_IUnknown)
448 || IsEqualGUID(riid, &IID_IWineD3DBase)
449 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
450 || IsEqualGUID(riid, &IID_IWineD3DVertexShader)) {
451 IUnknown_AddRef(iface);
452 *ppobj = This;
453 return S_OK;
455 *ppobj = NULL;
456 return E_NOINTERFACE;
459 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
460 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
461 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
462 return InterlockedIncrement(&This->ref);
465 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
466 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
467 ULONG ref;
468 TRACE("(%p) : Releasing from %d\n", This, This->ref);
469 ref = InterlockedDecrement(&This->ref);
470 if (ref == 0) {
471 if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
472 struct list *linked_programs = &This->baseShader.linked_programs;
474 TRACE("Deleting linked programs\n");
475 if (linked_programs->next) {
476 struct glsl_shader_prog_link *entry, *entry2;
477 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
478 delete_glsl_program_entry(This->baseShader.device, entry);
482 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
483 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
484 checkGLcall("glDeleteObjectARB");
486 shader_delete_constant_list(&This->baseShader.constantsF);
487 shader_delete_constant_list(&This->baseShader.constantsB);
488 shader_delete_constant_list(&This->baseShader.constantsI);
489 HeapFree(GetProcessHeap(), 0, This);
492 return ref;
495 /* *******************************************
496 IWineD3DVertexShader IWineD3DVertexShader parts follow
497 ******************************************* */
499 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
500 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
502 *parent = This->parent;
503 IUnknown_AddRef(*parent);
504 TRACE("(%p) : returning %p\n", This, *parent);
505 return WINED3D_OK;
508 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
509 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
510 IWineD3DDevice_AddRef(This->baseShader.device);
511 *pDevice = This->baseShader.device;
512 TRACE("(%p) returning %p\n", This, *pDevice);
513 return WINED3D_OK;
516 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
517 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
518 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
520 if (NULL == pData) {
521 *pSizeOfData = This->baseShader.functionLength;
522 return WINED3D_OK;
524 if (*pSizeOfData < This->baseShader.functionLength) {
525 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
526 * than the required size we should write the required size and
527 * return D3DERR_MOREDATA. That's not actually true. */
528 return WINED3DERR_INVALIDCALL;
530 if (NULL == This->baseShader.function) { /* no function defined */
531 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
532 (*(DWORD **) pData) = NULL;
533 } else {
534 if(This->baseShader.functionLength == 0){
537 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
538 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
540 return WINED3D_OK;
543 /* Note that for vertex shaders CompileShader isn't called until the
544 * shader is first used. The reason for this is that we need the vertex
545 * declaration the shader will be used with in order to determine if
546 * the data in a register is of type D3DCOLOR, and needs swizzling. */
547 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
549 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
550 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
551 HRESULT hr;
552 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
554 TRACE("(%p) : pFunction %p\n", iface, pFunction);
556 /* First pass: trace shader */
557 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
558 vshader_set_limits(This);
560 /* Initialize immediate constant lists */
561 list_init(&This->baseShader.constantsF);
562 list_init(&This->baseShader.constantsB);
563 list_init(&This->baseShader.constantsI);
565 /* Second pass: figure out registers used, semantics, etc.. */
566 memset(reg_maps, 0, sizeof(shader_reg_maps));
567 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
568 This->semantics_in, This->semantics_out, pFunction, NULL);
569 if (hr != WINED3D_OK) return hr;
571 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
573 /* copy the function ... because it will certainly be released by application */
574 if (NULL != pFunction) {
575 void *function;
577 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
578 if (!function) return E_OUTOFMEMORY;
579 memcpy(function, pFunction, This->baseShader.functionLength);
580 This->baseShader.function = function;
581 } else {
582 This->baseShader.function = NULL;
585 return WINED3D_OK;
588 /* Preload semantics for d3d8 shaders */
589 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
590 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
591 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
593 int i;
594 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
595 WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
596 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
600 /* Set local constants for d3d8 shaders */
601 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
602 UINT start_idx, const float *src_data, UINT count) {
603 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
604 UINT i, end_idx;
606 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
608 end_idx = start_idx + count;
609 if (end_idx > GL_LIMITS(vshader_constantsF)) {
610 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
611 end_idx = GL_LIMITS(vshader_constantsF);
614 for (i = start_idx; i < end_idx; ++i) {
615 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
616 if (!lconst) return E_OUTOFMEMORY;
618 lconst->idx = i;
619 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
620 list_add_head(&This->baseShader.constantsF, &lconst->entry);
623 return WINED3D_OK;
626 static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
627 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
628 CONST DWORD *function = This->baseShader.function;
630 TRACE("(%p) : function %p\n", iface, function);
632 /* We're already compiled. */
633 if (This->baseShader.is_compiled) return WINED3D_OK;
635 /* We don't need to compile */
636 if (!function) {
637 This->baseShader.is_compiled = TRUE;
638 return WINED3D_OK;
641 /* Generate the HW shader */
642 TRACE("(%p) : Generating hardware program\n", This);
643 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
645 This->baseShader.is_compiled = TRUE;
647 return WINED3D_OK;
650 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
652 /*** IUnknown methods ***/
653 IWineD3DVertexShaderImpl_QueryInterface,
654 IWineD3DVertexShaderImpl_AddRef,
655 IWineD3DVertexShaderImpl_Release,
656 /*** IWineD3DBase methods ***/
657 IWineD3DVertexShaderImpl_GetParent,
658 /*** IWineD3DBaseShader methods ***/
659 IWineD3DVertexShaderImpl_SetFunction,
660 IWineD3DVertexShaderImpl_CompileShader,
661 /*** IWineD3DVertexShader methods ***/
662 IWineD3DVertexShaderImpl_GetDevice,
663 IWineD3DVertexShaderImpl_GetFunction,
664 IWineD3DVertexShaderImpl_FakeSemantics,
665 IWIneD3DVertexShaderImpl_SetLocalConstantsF