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[wine/multimedia.git] / dlls / wined3d / vertexshader.c
blob8bc2c5dc842ef246f5adc7a9c59a0d86fe004f27
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 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
39 This->baseShader.limits.texcoord = 0;
40 This->baseShader.limits.attributes = 16;
41 This->baseShader.limits.packed_input = 0;
43 switch (This->baseShader.reg_maps.shader_version)
45 case WINED3DVS_VERSION(1,0):
46 case WINED3DVS_VERSION(1,1):
47 This->baseShader.limits.temporary = 12;
48 This->baseShader.limits.constant_bool = 0;
49 This->baseShader.limits.constant_int = 0;
50 This->baseShader.limits.address = 1;
51 This->baseShader.limits.packed_output = 0;
52 This->baseShader.limits.sampler = 0;
53 This->baseShader.limits.label = 0;
54 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
55 * on a vs_3_0 capable card that has 256 constants? */
56 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
57 break;
59 case WINED3DVS_VERSION(2,0):
60 case WINED3DVS_VERSION(2,1):
61 This->baseShader.limits.temporary = 12;
62 This->baseShader.limits.constant_bool = 16;
63 This->baseShader.limits.constant_int = 16;
64 This->baseShader.limits.address = 1;
65 This->baseShader.limits.packed_output = 0;
66 This->baseShader.limits.sampler = 0;
67 This->baseShader.limits.label = 16;
68 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
69 break;
71 case WINED3DVS_VERSION(3,0):
72 This->baseShader.limits.temporary = 32;
73 This->baseShader.limits.constant_bool = 32;
74 This->baseShader.limits.constant_int = 32;
75 This->baseShader.limits.address = 1;
76 This->baseShader.limits.packed_output = 12;
77 This->baseShader.limits.sampler = 4;
78 This->baseShader.limits.label = 16; /* FIXME: 2048 */
79 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
80 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
81 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
82 * use constant buffers */
83 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
84 break;
86 default:
87 This->baseShader.limits.temporary = 12;
88 This->baseShader.limits.constant_bool = 16;
89 This->baseShader.limits.constant_int = 16;
90 This->baseShader.limits.address = 1;
91 This->baseShader.limits.packed_output = 0;
92 This->baseShader.limits.sampler = 0;
93 This->baseShader.limits.label = 16;
94 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
95 FIXME("Unrecognized vertex shader version %#x\n",
96 This->baseShader.reg_maps.shader_version);
100 /* This is an internal function,
101 * used to create fake semantics for shaders
102 * that don't have them - d3d8 shaders where the declaration
103 * stores the register for each input
105 static void vshader_set_input(
106 IWineD3DVertexShaderImpl* This,
107 unsigned int regnum,
108 BYTE usage, BYTE usage_idx) {
110 This->semantics_in[regnum].usage = usage;
111 This->semantics_in[regnum].usage_idx = usage_idx;
112 This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
113 This->semantics_in[regnum].reg.register_idx = regnum;
114 This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
115 This->semantics_in[regnum].reg.modifiers = 0;
116 This->semantics_in[regnum].reg.shift = 0;
117 This->semantics_in[regnum].reg.rel_addr = NULL;
120 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
121 if (usage_idx1 != usage_idx2) return FALSE;
122 if (usage1 == usage2) return TRUE;
123 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
124 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
126 return FALSE;
129 BOOL vshader_get_input(
130 IWineD3DVertexShader* iface,
131 BYTE usage_req, BYTE usage_idx_req,
132 unsigned int* regnum) {
134 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
135 int i;
137 for (i = 0; i < MAX_ATTRIBS; i++) {
138 if (!This->baseShader.reg_maps.attributes[i]) continue;
140 if (match_usage(This->semantics_in[i].usage,
141 This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
143 *regnum = i;
144 return TRUE;
147 return FALSE;
150 /* *******************************************
151 IWineD3DVertexShader IUnknown parts follow
152 ******************************************* */
153 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
154 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
156 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
157 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
158 || IsEqualGUID(riid, &IID_IWineD3DBase)
159 || IsEqualGUID(riid, &IID_IUnknown))
161 IUnknown_AddRef(iface);
162 *ppobj = iface;
163 return S_OK;
166 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
168 *ppobj = NULL;
169 return E_NOINTERFACE;
172 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
173 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
174 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
176 TRACE("%p increasing refcount to %u\n", This, refcount);
178 return refcount;
181 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
182 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
183 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
185 TRACE("%p decreasing refcount to %u\n", This, refcount);
187 if (!refcount)
189 shader_cleanup((IWineD3DBaseShader *)iface);
190 HeapFree(GetProcessHeap(), 0, This);
193 return refcount;
196 /* *******************************************
197 IWineD3DVertexShader IWineD3DVertexShader parts follow
198 ******************************************* */
200 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
201 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
203 *parent = This->parent;
204 IUnknown_AddRef(*parent);
205 TRACE("(%p) : returning %p\n", This, *parent);
206 return WINED3D_OK;
209 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
210 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
211 IWineD3DDevice_AddRef(This->baseShader.device);
212 *pDevice = This->baseShader.device;
213 TRACE("(%p) returning %p\n", This, *pDevice);
214 return WINED3D_OK;
217 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
218 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
219 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
221 if (NULL == pData) {
222 *pSizeOfData = This->baseShader.functionLength;
223 return WINED3D_OK;
225 if (*pSizeOfData < This->baseShader.functionLength) {
226 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
227 * than the required size we should write the required size and
228 * return D3DERR_MOREDATA. That's not actually true. */
229 return WINED3DERR_INVALIDCALL;
232 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
233 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
235 return WINED3D_OK;
238 /* Note that for vertex shaders CompileShader isn't called until the
239 * shader is first used. The reason for this is that we need the vertex
240 * declaration the shader will be used with in order to determine if
241 * the data in a register is of type D3DCOLOR, and needs swizzling. */
242 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
244 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
245 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
246 const struct wined3d_shader_frontend *fe;
247 HRESULT hr;
248 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
250 TRACE("(%p) : pFunction %p\n", iface, pFunction);
252 fe = shader_select_frontend(*pFunction);
253 if (!fe)
255 FIXME("Unable to find frontend for shader.\n");
256 return WINED3DERR_INVALIDCALL;
258 This->baseShader.frontend = fe;
259 This->baseShader.frontend_data = fe->shader_init(pFunction);
260 if (!This->baseShader.frontend_data)
262 FIXME("Failed to initialize frontend.\n");
263 return WINED3DERR_INVALIDCALL;
266 /* First pass: trace shader */
267 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
269 /* Initialize immediate constant lists */
270 list_init(&This->baseShader.constantsF);
271 list_init(&This->baseShader.constantsB);
272 list_init(&This->baseShader.constantsI);
274 /* Second pass: figure out registers used, semantics, etc.. */
275 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
276 This->max_rel_offset = 0;
277 hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
278 reg_maps, This->semantics_in, This->semantics_out, pFunction);
279 if (hr != WINED3D_OK) return hr;
281 vshader_set_limits(This);
283 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
285 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
286 (GLINFO_LOCATION).arb_vs_offset_limit &&
287 This->min_rel_offset <= This->max_rel_offset) {
289 if(This->max_rel_offset - This->min_rel_offset > 127) {
290 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
291 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
292 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
293 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
294 This->rel_offset = This->min_rel_offset + 63;
295 } else if(This->max_rel_offset > 63) {
296 This->rel_offset = This->min_rel_offset;
297 } else {
298 This->rel_offset = 0;
301 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
303 /* copy the function ... because it will certainly be released by application */
304 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
305 if (!This->baseShader.function) return E_OUTOFMEMORY;
306 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
308 return WINED3D_OK;
311 /* Preload semantics for d3d8 shaders */
312 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
313 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
314 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
316 unsigned int i;
317 for (i = 0; i < vdecl->element_count; ++i)
319 const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i];
320 vshader_set_input(This, e->output_slot, e->usage, e->usage_idx);
324 /* Set local constants for d3d8 shaders */
325 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
326 UINT start_idx, const float *src_data, UINT count) {
327 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
328 UINT i, end_idx;
330 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
332 end_idx = start_idx + count;
333 if (end_idx > GL_LIMITS(vshader_constantsF)) {
334 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
335 end_idx = GL_LIMITS(vshader_constantsF);
338 for (i = start_idx; i < end_idx; ++i) {
339 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
340 if (!lconst) return E_OUTOFMEMORY;
342 lconst->idx = i;
343 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
344 list_add_head(&This->baseShader.constantsF, &lconst->entry);
347 return WINED3D_OK;
350 static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
351 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
352 SHADER_BUFFER buffer;
353 GLuint ret;
355 /* Generate the HW shader */
356 TRACE("(%p) : Generating hardware program\n", This);
357 shader_buffer_init(&buffer);
358 This->cur_args = args;
359 ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
360 This->cur_args = NULL;
361 shader_buffer_free(&buffer);
363 return ret;
366 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
368 /*** IUnknown methods ***/
369 IWineD3DVertexShaderImpl_QueryInterface,
370 IWineD3DVertexShaderImpl_AddRef,
371 IWineD3DVertexShaderImpl_Release,
372 /*** IWineD3DBase methods ***/
373 IWineD3DVertexShaderImpl_GetParent,
374 /*** IWineD3DBaseShader methods ***/
375 IWineD3DVertexShaderImpl_SetFunction,
376 /*** IWineD3DVertexShader methods ***/
377 IWineD3DVertexShaderImpl_GetDevice,
378 IWineD3DVertexShaderImpl_GetFunction,
379 IWineD3DVertexShaderImpl_FakeSemantics,
380 IWIneD3DVertexShaderImpl_SetLocalConstantsF
383 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
384 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
385 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
388 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
389 const DWORD use_map) {
390 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
391 return stored->fog_src == new->fog_src;
394 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
396 UINT i;
397 DWORD new_size = shader->shader_array_size;
398 struct vs_compiled_shader *new_array;
399 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
401 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
402 * so a linear search is more performant than a hashmap or a binary search
403 * (cache coherency etc)
405 for(i = 0; i < shader->num_gl_shaders; i++) {
406 if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
407 return shader->gl_shaders[i].prgId;
411 TRACE("No matching GL shader found, compiling a new shader\n");
413 if(shader->shader_array_size == shader->num_gl_shaders) {
414 if (shader->num_gl_shaders)
416 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
417 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
418 new_size * sizeof(*shader->gl_shaders));
419 } else {
420 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
421 new_size = 1;
424 if(!new_array) {
425 ERR("Out of memory\n");
426 return 0;
428 shader->gl_shaders = new_array;
429 shader->shader_array_size = new_size;
432 shader->gl_shaders[shader->num_gl_shaders].args = *args;
433 shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args);
434 return shader->gl_shaders[shader->num_gl_shaders++].prgId;