widl: Don't generate memset calls with zero length parameter.
[wine/multimedia.git] / dlls / wined3d / vertexshader.c
blob63d8c9b9790bc9c2529b8b9864380158d78289a6
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 void vshader_set_limits(IWineD3DVertexShaderImpl *This)
38 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
39 This->baseShader.reg_maps.shader_version.minor);
40 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
42 This->baseShader.limits.texcoord = 0;
43 This->baseShader.limits.attributes = 16;
44 This->baseShader.limits.packed_input = 0;
46 switch (shader_version)
48 case WINED3D_SHADER_VERSION(1,0):
49 case WINED3D_SHADER_VERSION(1,1):
50 This->baseShader.limits.temporary = 12;
51 This->baseShader.limits.constant_bool = 0;
52 This->baseShader.limits.constant_int = 0;
53 This->baseShader.limits.address = 1;
54 This->baseShader.limits.packed_output = 0;
55 This->baseShader.limits.sampler = 0;
56 This->baseShader.limits.label = 0;
57 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
58 * on a vs_3_0 capable card that has 256 constants? */
59 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
60 break;
62 case WINED3D_SHADER_VERSION(2,0):
63 case WINED3D_SHADER_VERSION(2,1):
64 This->baseShader.limits.temporary = 12;
65 This->baseShader.limits.constant_bool = 16;
66 This->baseShader.limits.constant_int = 16;
67 This->baseShader.limits.address = 1;
68 This->baseShader.limits.packed_output = 0;
69 This->baseShader.limits.sampler = 0;
70 This->baseShader.limits.label = 16;
71 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
72 break;
74 case WINED3D_SHADER_VERSION(4,0):
75 FIXME("Using 3.0 limits for 4.0 shader\n");
76 /* Fall through */
78 case WINED3D_SHADER_VERSION(3,0):
79 This->baseShader.limits.temporary = 32;
80 This->baseShader.limits.constant_bool = 32;
81 This->baseShader.limits.constant_int = 32;
82 This->baseShader.limits.address = 1;
83 This->baseShader.limits.packed_output = 12;
84 This->baseShader.limits.sampler = 4;
85 This->baseShader.limits.label = 16; /* FIXME: 2048 */
86 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
87 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
88 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
89 * use constant buffers */
90 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
91 break;
93 default:
94 This->baseShader.limits.temporary = 12;
95 This->baseShader.limits.constant_bool = 16;
96 This->baseShader.limits.constant_int = 16;
97 This->baseShader.limits.address = 1;
98 This->baseShader.limits.packed_output = 0;
99 This->baseShader.limits.sampler = 0;
100 This->baseShader.limits.label = 16;
101 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
102 FIXME("Unrecognized vertex shader version %u.%u\n",
103 This->baseShader.reg_maps.shader_version.major,
104 This->baseShader.reg_maps.shader_version.minor);
108 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
109 if (usage_idx1 != usage_idx2) return FALSE;
110 if (usage1 == usage2) return TRUE;
111 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
112 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
114 return FALSE;
117 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
119 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
120 WORD map = This->baseShader.reg_maps.input_registers;
121 unsigned int i;
123 for (i = 0; map; map >>= 1, ++i)
125 if (!(map & 1)) continue;
127 if (match_usage(This->attributes[i].usage,
128 This->attributes[i].usage_idx, usage_req, usage_idx_req))
130 *regnum = i;
131 return TRUE;
134 return FALSE;
137 /* *******************************************
138 IWineD3DVertexShader IUnknown parts follow
139 ******************************************* */
140 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
141 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
143 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
144 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
145 || IsEqualGUID(riid, &IID_IWineD3DBase)
146 || IsEqualGUID(riid, &IID_IUnknown))
148 IUnknown_AddRef(iface);
149 *ppobj = iface;
150 return S_OK;
153 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
155 *ppobj = NULL;
156 return E_NOINTERFACE;
159 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
160 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
161 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
163 TRACE("%p increasing refcount to %u\n", This, refcount);
165 return refcount;
168 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
169 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
170 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
172 TRACE("%p decreasing refcount to %u\n", This, refcount);
174 if (!refcount)
176 shader_cleanup((IWineD3DBaseShader *)iface);
177 This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
178 HeapFree(GetProcessHeap(), 0, This);
181 return refcount;
184 /* *******************************************
185 IWineD3DVertexShader IWineD3DVertexShader parts follow
186 ******************************************* */
188 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
189 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
191 *parent = This->baseShader.parent;
192 IUnknown_AddRef(*parent);
193 TRACE("(%p) : returning %p\n", This, *parent);
194 return WINED3D_OK;
197 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
198 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
199 IWineD3DDevice_AddRef(This->baseShader.device);
200 *pDevice = This->baseShader.device;
201 TRACE("(%p) returning %p\n", This, *pDevice);
202 return WINED3D_OK;
205 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
206 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
207 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
209 if (NULL == pData) {
210 *pSizeOfData = This->baseShader.functionLength;
211 return WINED3D_OK;
213 if (*pSizeOfData < This->baseShader.functionLength) {
214 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
215 * than the required size we should write the required size and
216 * return D3DERR_MOREDATA. That's not actually true. */
217 return WINED3DERR_INVALIDCALL;
220 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
221 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
223 return WINED3D_OK;
226 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
227 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
229 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
230 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
231 const struct wined3d_shader_frontend *fe;
232 unsigned int i;
233 HRESULT hr;
234 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
236 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
238 fe = shader_select_frontend(*byte_code);
239 if (!fe)
241 FIXME("Unable to find frontend for shader.\n");
242 return WINED3DERR_INVALIDCALL;
244 shader->baseShader.frontend = fe;
245 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
246 if (!shader->baseShader.frontend_data)
248 FIXME("Failed to initialize frontend.\n");
249 return WINED3DERR_INVALIDCALL;
252 /* First pass: trace shader */
253 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
255 /* Initialize immediate constant lists */
256 list_init(&shader->baseShader.constantsF);
257 list_init(&shader->baseShader.constantsB);
258 list_init(&shader->baseShader.constantsI);
260 /* Second pass: figure out registers used, semantics, etc.. */
261 shader->min_rel_offset = device->d3d_vshader_constantF;
262 shader->max_rel_offset = 0;
263 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
264 reg_maps, shader->attributes, NULL, shader->output_signature,
265 byte_code, device->d3d_vshader_constantF);
266 if (hr != WINED3D_OK) return hr;
268 if (output_signature)
270 for (i = 0; i < output_signature->element_count; ++i)
272 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
273 reg_maps->output_registers |= 1 << e->register_idx;
274 shader->output_signature[e->register_idx] = *e;
278 vshader_set_limits(shader);
280 if (device->vs_selected_mode == SHADER_ARB
281 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
282 && shader->min_rel_offset <= shader->max_rel_offset)
284 if (shader->max_rel_offset - shader->min_rel_offset > 127)
286 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
287 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
288 FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
290 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
292 shader->rel_offset = shader->min_rel_offset + 63;
294 else if (shader->max_rel_offset > 63)
296 shader->rel_offset = shader->min_rel_offset;
298 else
300 shader->rel_offset = 0;
303 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
304 && !list_empty(&shader->baseShader.constantsF);
306 /* copy the function ... because it will certainly be released by application */
307 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
308 if (!shader->baseShader.function) return E_OUTOFMEMORY;
309 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
311 return WINED3D_OK;
314 /* Set local constants for d3d8 shaders */
315 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
316 UINT start_idx, const float *src_data, UINT count) {
317 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
318 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
319 UINT i, end_idx;
321 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
323 end_idx = start_idx + count;
324 if (end_idx > device->d3d_vshader_constantF)
326 WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
327 end_idx = device->d3d_vshader_constantF;
330 for (i = start_idx; i < end_idx; ++i) {
331 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
332 if (!lconst) return E_OUTOFMEMORY;
334 lconst->idx = i;
335 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
336 list_add_head(&This->baseShader.constantsF, &lconst->entry);
339 return WINED3D_OK;
342 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
344 /*** IUnknown methods ***/
345 IWineD3DVertexShaderImpl_QueryInterface,
346 IWineD3DVertexShaderImpl_AddRef,
347 IWineD3DVertexShaderImpl_Release,
348 /*** IWineD3DBase methods ***/
349 IWineD3DVertexShaderImpl_GetParent,
350 /*** IWineD3DBaseShader methods ***/
351 IWineD3DVertexShaderImpl_GetDevice,
352 IWineD3DVertexShaderImpl_GetFunction,
353 /*** IWineD3DVertexShader methods ***/
354 IWIneD3DVertexShaderImpl_SetLocalConstantsF
357 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
358 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
359 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
360 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
363 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
364 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
365 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
367 HRESULT hr;
369 if (!byte_code) return WINED3DERR_INVALIDCALL;
371 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
372 shader_init(&shader->baseShader, device, parent, parent_ops);
374 hr = vertexshader_set_function(shader, byte_code, output_signature);
375 if (FAILED(hr))
377 WARN("Failed to set function, hr %#x.\n", hr);
378 shader_cleanup((IWineD3DBaseShader *)shader);
379 return hr;
382 return WINED3D_OK;