ddraw/tests: Fix compilation on systems that don't support nameless unions.
[wine/multimedia.git] / dlls / wined3d / pixelshader.c
blob29cd36891cc5471243fbe2f1bcf84ebc4fec8a4c
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 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
43 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
44 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
47 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
48 return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
51 /* *******************************************
52 IWineD3DPixelShader IWineD3DPixelShader parts follow
53 ******************************************* */
55 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
56 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
58 *parent = This->parent;
59 IUnknown_AddRef(*parent);
60 TRACE("(%p) : returning %p\n", This, *parent);
61 return WINED3D_OK;
64 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
65 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66 IWineD3DDevice_AddRef(This->baseShader.device);
67 *pDevice = This->baseShader.device;
68 TRACE("(%p) returning %p\n", This, *pDevice);
69 return WINED3D_OK;
73 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
74 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
75 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
77 if (NULL == pData) {
78 *pSizeOfData = This->baseShader.functionLength;
79 return WINED3D_OK;
81 if (*pSizeOfData < This->baseShader.functionLength) {
82 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
83 * than the required size we should write the required size and
84 * return D3DERR_MOREDATA. That's not actually true. */
85 return WINED3DERR_INVALIDCALL;
87 if (NULL == This->baseShader.function) { /* no function defined */
88 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
89 (*(DWORD **) pData) = NULL;
90 } else {
91 if (This->baseShader.functionLength == 0) {
94 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
95 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
97 return WINED3D_OK;
100 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
101 /* Arithmetic */
102 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
103 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
104 {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
105 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
106 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
107 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
108 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
109 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
110 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
111 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
112 {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
113 {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
114 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
115 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
116 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
117 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
118 {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
119 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
120 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
121 {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
122 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
123 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
124 {WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
125 {WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
126 {WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
127 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
128 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
129 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
130 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
131 {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
132 /* Matrix */
133 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
134 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
135 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
136 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
137 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
138 /* Register declarations */
139 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
140 /* Flow control - requires GLSL or software shaders */
141 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1},
142 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
143 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1},
144 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1},
145 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1},
146 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
147 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1},
148 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
149 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
150 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
151 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
152 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1},
153 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
154 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1},
155 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1},
156 /* Constant definitions */
157 {WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0},
158 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
159 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
160 /* Texture */
161 {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
162 {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
163 {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_texkill, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
164 {WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
165 {WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
166 {WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
167 {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
168 {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texbem, pshader_glsl_texbem, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
169 {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
170 {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
171 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
172 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
173 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
174 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
175 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
176 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
179 {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, pshader_hw_texdp3tex, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
180 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texm3x2depth, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
181 {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, pshader_hw_texdp3, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
182 {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, pshader_hw_texm3x3, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
183 {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, pshader_hw_texdepth, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
184 {WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
185 {WINED3DSIO_DSX, "dsx", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
186 {WINED3DSIO_DSY, "dsy", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
187 {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
188 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
189 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
190 {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
191 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
194 static void pshader_set_limits(
195 IWineD3DPixelShaderImpl *This) {
197 This->baseShader.limits.attributes = 0;
198 This->baseShader.limits.address = 0;
199 This->baseShader.limits.packed_output = 0;
201 switch (This->baseShader.hex_version) {
202 case WINED3DPS_VERSION(1,0):
203 case WINED3DPS_VERSION(1,1):
204 case WINED3DPS_VERSION(1,2):
205 case WINED3DPS_VERSION(1,3):
206 This->baseShader.limits.temporary = 2;
207 This->baseShader.limits.constant_float = 8;
208 This->baseShader.limits.constant_int = 0;
209 This->baseShader.limits.constant_bool = 0;
210 This->baseShader.limits.texcoord = 4;
211 This->baseShader.limits.sampler = 4;
212 This->baseShader.limits.packed_input = 0;
213 This->baseShader.limits.label = 0;
214 break;
216 case WINED3DPS_VERSION(1,4):
217 This->baseShader.limits.temporary = 6;
218 This->baseShader.limits.constant_float = 8;
219 This->baseShader.limits.constant_int = 0;
220 This->baseShader.limits.constant_bool = 0;
221 This->baseShader.limits.texcoord = 6;
222 This->baseShader.limits.sampler = 6;
223 This->baseShader.limits.packed_input = 0;
224 This->baseShader.limits.label = 0;
225 break;
227 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
228 case WINED3DPS_VERSION(2,0):
229 This->baseShader.limits.temporary = 32;
230 This->baseShader.limits.constant_float = 32;
231 This->baseShader.limits.constant_int = 16;
232 This->baseShader.limits.constant_bool = 16;
233 This->baseShader.limits.texcoord = 8;
234 This->baseShader.limits.sampler = 16;
235 This->baseShader.limits.packed_input = 0;
236 break;
238 case WINED3DPS_VERSION(2,1):
239 This->baseShader.limits.temporary = 32;
240 This->baseShader.limits.constant_float = 32;
241 This->baseShader.limits.constant_int = 16;
242 This->baseShader.limits.constant_bool = 16;
243 This->baseShader.limits.texcoord = 8;
244 This->baseShader.limits.sampler = 16;
245 This->baseShader.limits.packed_input = 0;
246 This->baseShader.limits.label = 16;
247 break;
249 case WINED3DPS_VERSION(3,0):
250 This->baseShader.limits.temporary = 32;
251 This->baseShader.limits.constant_float = 224;
252 This->baseShader.limits.constant_int = 16;
253 This->baseShader.limits.constant_bool = 16;
254 This->baseShader.limits.texcoord = 0;
255 This->baseShader.limits.sampler = 16;
256 This->baseShader.limits.packed_input = 12;
257 This->baseShader.limits.label = 16; /* FIXME: 2048 */
258 break;
260 default: This->baseShader.limits.temporary = 32;
261 This->baseShader.limits.constant_float = 32;
262 This->baseShader.limits.constant_int = 16;
263 This->baseShader.limits.constant_bool = 16;
264 This->baseShader.limits.texcoord = 8;
265 This->baseShader.limits.sampler = 16;
266 This->baseShader.limits.packed_input = 0;
267 This->baseShader.limits.label = 0;
268 FIXME("Unrecognized pixel shader version %#x\n",
269 This->baseShader.hex_version);
273 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
274 or GLSL and send it to the card */
275 static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
276 IWineD3DPixelShader *iface) {
277 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
278 SHADER_BUFFER buffer;
280 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
281 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
282 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
283 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
284 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
285 This->fixupVertexBufferSize = PGMSIZE;
286 This->fixupVertexBuffer[0] = 0;
288 buffer.buffer = This->device->fixupVertexBuffer;
289 #else
290 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
291 #endif
292 buffer.bsize = 0;
293 buffer.lineNo = 0;
294 buffer.newline = TRUE;
296 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer);
298 #if 1 /* if were using the data buffer of device then we don't need to free it */
299 HeapFree(GetProcessHeap(), 0, buffer.buffer);
300 #endif
303 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
305 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
306 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
308 TRACE("(%p) : pFunction %p\n", iface, pFunction);
310 /* First pass: trace shader */
311 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
312 pshader_set_limits(This);
314 /* Initialize immediate constant lists */
315 list_init(&This->baseShader.constantsF);
316 list_init(&This->baseShader.constantsB);
317 list_init(&This->baseShader.constantsI);
319 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
320 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
321 HRESULT hr;
322 unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
324 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
325 memset(reg_maps, 0, sizeof(shader_reg_maps));
326 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
327 This->semantics_in, NULL, pFunction, NULL);
328 if (FAILED(hr)) return hr;
329 /* FIXME: validate reg_maps against OpenGL */
331 for(i = 0; i < MAX_REG_INPUT; i++) {
332 if(This->input_reg_used[i]) {
333 num_regs_used++;
334 highest_reg_used = i;
338 /* Don't do any register mapping magic if it is not needed, or if we can't
339 * achieve anything anyway
341 if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
342 num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
343 if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
344 /* This happens with relative addressing. The input mapper function
345 * warns about this if the higher registers are declared too, so
346 * don't write a FIXME here
348 WARN("More varying registers used than supported\n");
351 for(i = 0; i < MAX_REG_INPUT; i++) {
352 This->input_reg_map[i] = i;
354 This->declared_in_count = highest_reg_used + 1;
355 } else {
356 j = 0;
357 for(i = 0; i < MAX_REG_INPUT; i++) {
358 if(This->input_reg_used[i]) {
359 This->input_reg_map[i] = j;
360 j++;
361 } else {
362 This->input_reg_map[i] = -1;
365 This->declared_in_count = j;
368 This->baseShader.load_local_constsF = FALSE;
370 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
372 TRACE("(%p) : Copying the function\n", This);
373 if (NULL != pFunction) {
374 void *function;
376 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
377 if (!function) return E_OUTOFMEMORY;
378 memcpy(function, pFunction, This->baseShader.functionLength);
379 This->baseShader.function = function;
380 } else {
381 This->baseShader.function = NULL;
384 return WINED3D_OK;
387 static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
389 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
390 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
391 CONST DWORD *function = This->baseShader.function;
392 UINT i, sampler;
393 IWineD3DBaseTextureImpl *texture;
395 TRACE("(%p) : function %p\n", iface, function);
397 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
398 * changed.
400 if (This->baseShader.is_compiled) {
401 char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
402 for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
403 sampler = This->baseShader.sampled_samplers[i];
404 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
405 if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
406 WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
407 WARN("Old format group %s, new is %s\n",
408 debug_d3dformat(This->baseShader.sampled_format[sampler]),
409 debug_d3dformat(texture->baseTexture.shader_conversion_group));
410 goto recompile;
414 /* TODO: Check projected textures */
415 /* TODO: Check texture types(2D, Cube, 3D) */
417 if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
418 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
419 goto recompile;
421 if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
422 if(This->render_offscreen != deviceImpl->render_offscreen ||
423 This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
424 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
425 goto recompile;
428 if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
429 if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
430 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
431 goto recompile;
434 if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
435 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
436 if(This->vertexprocessing != pretransformed) {
437 WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
438 goto recompile;
440 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
441 This->vertexprocessing != fixedfunction) {
442 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
443 goto recompile;
444 } else if(This->vertexprocessing != vertexshader) {
445 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
446 goto recompile;
450 return WINED3D_OK;
452 recompile:
453 if(This->baseShader.recompile_count > 50) {
454 FIXME("Shader %p recompiled more than 50 times\n", This);
455 } else {
456 This->baseShader.recompile_count++;
459 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
462 /* We don't need to compile */
463 if (!function) {
464 This->baseShader.is_compiled = TRUE;
465 return WINED3D_OK;
468 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
469 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
470 HRESULT hr;
472 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
473 memset(reg_maps, 0, sizeof(shader_reg_maps));
474 hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
475 This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
476 if (FAILED(hr)) return hr;
477 /* FIXME: validate reg_maps against OpenGL */
480 /* Reset fields tracking stateblock values being hardcoded in the shader */
481 This->baseShader.num_sampled_samplers = 0;
483 /* Generate the HW shader */
484 TRACE("(%p) : Generating hardware program\n", This);
485 IWineD3DPixelShaderImpl_GenerateShader(iface);
487 This->baseShader.is_compiled = TRUE;
489 return WINED3D_OK;
492 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
494 /*** IUnknown methods ***/
495 IWineD3DPixelShaderImpl_QueryInterface,
496 IWineD3DPixelShaderImpl_AddRef,
497 IWineD3DPixelShaderImpl_Release,
498 /*** IWineD3DBase methods ***/
499 IWineD3DPixelShaderImpl_GetParent,
500 /*** IWineD3DBaseShader methods ***/
501 IWineD3DPixelShaderImpl_SetFunction,
502 IWineD3DPixelShaderImpl_CompileShader,
503 /*** IWineD3DPixelShader methods ***/
504 IWineD3DPixelShaderImpl_GetDevice,
505 IWineD3DPixelShaderImpl_GetFunction