user32: Reimplement UserYield using PeekMessageW.
[wine/multimedia.git] / dlls / wined3d / pixelshader.c
blobd15649812b475ee923516bb3138979c40a592d15
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_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
94 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
95 IWineD3DDevice_AddRef(This->baseShader.device);
96 *pDevice = This->baseShader.device;
97 TRACE("(%p) returning %p\n", This, *pDevice);
98 return WINED3D_OK;
102 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
103 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
104 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
106 if (NULL == pData) {
107 *pSizeOfData = This->baseShader.functionLength;
108 return WINED3D_OK;
110 if (*pSizeOfData < This->baseShader.functionLength) {
111 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
112 * than the required size we should write the required size and
113 * return D3DERR_MOREDATA. That's not actually true. */
114 return WINED3DERR_INVALIDCALL;
117 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
118 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
120 return WINED3D_OK;
123 static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
125 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
126 This->baseShader.reg_maps.shader_version.minor);
128 This->baseShader.limits.attributes = 0;
129 This->baseShader.limits.address = 0;
130 This->baseShader.limits.packed_output = 0;
132 switch (shader_version)
134 case WINED3D_SHADER_VERSION(1,0):
135 case WINED3D_SHADER_VERSION(1,1):
136 case WINED3D_SHADER_VERSION(1,2):
137 case WINED3D_SHADER_VERSION(1,3):
138 This->baseShader.limits.temporary = 2;
139 This->baseShader.limits.constant_float = 8;
140 This->baseShader.limits.constant_int = 0;
141 This->baseShader.limits.constant_bool = 0;
142 This->baseShader.limits.texcoord = 4;
143 This->baseShader.limits.sampler = 4;
144 This->baseShader.limits.packed_input = 0;
145 This->baseShader.limits.label = 0;
146 break;
148 case WINED3D_SHADER_VERSION(1,4):
149 This->baseShader.limits.temporary = 6;
150 This->baseShader.limits.constant_float = 8;
151 This->baseShader.limits.constant_int = 0;
152 This->baseShader.limits.constant_bool = 0;
153 This->baseShader.limits.texcoord = 6;
154 This->baseShader.limits.sampler = 6;
155 This->baseShader.limits.packed_input = 0;
156 This->baseShader.limits.label = 0;
157 break;
159 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
160 case WINED3D_SHADER_VERSION(2,0):
161 This->baseShader.limits.temporary = 32;
162 This->baseShader.limits.constant_float = 32;
163 This->baseShader.limits.constant_int = 16;
164 This->baseShader.limits.constant_bool = 16;
165 This->baseShader.limits.texcoord = 8;
166 This->baseShader.limits.sampler = 16;
167 This->baseShader.limits.packed_input = 0;
168 break;
170 case WINED3D_SHADER_VERSION(2,1):
171 This->baseShader.limits.temporary = 32;
172 This->baseShader.limits.constant_float = 32;
173 This->baseShader.limits.constant_int = 16;
174 This->baseShader.limits.constant_bool = 16;
175 This->baseShader.limits.texcoord = 8;
176 This->baseShader.limits.sampler = 16;
177 This->baseShader.limits.packed_input = 0;
178 This->baseShader.limits.label = 16;
179 break;
181 case WINED3D_SHADER_VERSION(4,0):
182 FIXME("Using 3.0 limits for 4.0 shader\n");
183 /* Fall through */
185 case WINED3D_SHADER_VERSION(3,0):
186 This->baseShader.limits.temporary = 32;
187 This->baseShader.limits.constant_float = 224;
188 This->baseShader.limits.constant_int = 16;
189 This->baseShader.limits.constant_bool = 16;
190 This->baseShader.limits.texcoord = 0;
191 This->baseShader.limits.sampler = 16;
192 This->baseShader.limits.packed_input = 12;
193 This->baseShader.limits.label = 16; /* FIXME: 2048 */
194 break;
196 default:
197 This->baseShader.limits.temporary = 32;
198 This->baseShader.limits.constant_float = 32;
199 This->baseShader.limits.constant_int = 16;
200 This->baseShader.limits.constant_bool = 16;
201 This->baseShader.limits.texcoord = 8;
202 This->baseShader.limits.sampler = 16;
203 This->baseShader.limits.packed_input = 0;
204 This->baseShader.limits.label = 0;
205 FIXME("Unrecognized pixel shader version %u.%u\n",
206 This->baseShader.reg_maps.shader_version.major,
207 This->baseShader.reg_maps.shader_version.minor);
211 static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
212 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
214 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
215 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
216 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
217 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
218 const struct wined3d_shader_frontend *fe;
219 HRESULT hr;
221 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
223 fe = shader_select_frontend(*byte_code);
224 if (!fe)
226 FIXME("Unable to find frontend for shader.\n");
227 return WINED3DERR_INVALIDCALL;
229 shader->baseShader.frontend = fe;
230 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
231 if (!shader->baseShader.frontend_data)
233 FIXME("Failed to initialize frontend.\n");
234 return WINED3DERR_INVALIDCALL;
237 /* First pass: trace shader */
238 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
240 /* Initialize immediate constant lists */
241 list_init(&shader->baseShader.constantsF);
242 list_init(&shader->baseShader.constantsB);
243 list_init(&shader->baseShader.constantsI);
245 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
246 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
247 reg_maps, NULL, shader->input_signature, NULL,
248 byte_code, device->d3d_pshader_constantF);
249 if (FAILED(hr)) return hr;
251 pshader_set_limits(shader);
253 for (i = 0; i < MAX_REG_INPUT; ++i)
255 if (shader->input_reg_used[i])
257 ++num_regs_used;
258 highest_reg_used = i;
262 /* Don't do any register mapping magic if it is not needed, or if we can't
263 * achieve anything anyway */
264 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
265 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
267 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
269 /* This happens with relative addressing. The input mapper function
270 * warns about this if the higher registers are declared too, so
271 * don't write a FIXME here */
272 WARN("More varying registers used than supported\n");
275 for (i = 0; i < MAX_REG_INPUT; ++i)
277 shader->input_reg_map[i] = i;
280 shader->declared_in_count = highest_reg_used + 1;
282 else
284 shader->declared_in_count = 0;
285 for (i = 0; i < MAX_REG_INPUT; ++i)
287 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
288 else shader->input_reg_map[i] = ~0U;
292 shader->baseShader.load_local_constsF = FALSE;
294 TRACE("(%p) : Copying byte code.\n", shader);
296 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
297 if (!shader->baseShader.function) return E_OUTOFMEMORY;
298 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
300 return WINED3D_OK;
303 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
305 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
306 unsigned int i;
308 if (reg_maps->shader_version.major != 1) return;
310 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
312 /* We don't sample from this sampler */
313 if (!sampler_type[i]) continue;
315 if (!textures[i])
317 ERR("No texture bound to sampler %u, using 2D\n", i);
318 sampler_type[i] = WINED3DSTT_2D;
319 continue;
322 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
324 case GL_TEXTURE_RECTANGLE_ARB:
325 case GL_TEXTURE_2D:
326 /* We have to select between texture rectangles and 2D textures later because 2.0 and
327 * 3.0 shaders only have WINED3DSTT_2D as well */
328 sampler_type[i] = WINED3DSTT_2D;
329 break;
331 case GL_TEXTURE_3D:
332 sampler_type[i] = WINED3DSTT_VOLUME;
333 break;
335 case GL_TEXTURE_CUBE_MAP_ARB:
336 sampler_type[i] = WINED3DSTT_CUBE;
337 break;
339 default:
340 FIXME("Unrecognized texture type %#x, using 2D\n",
341 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
342 sampler_type[i] = WINED3DSTT_2D;
347 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
349 /*** IUnknown methods ***/
350 IWineD3DPixelShaderImpl_QueryInterface,
351 IWineD3DPixelShaderImpl_AddRef,
352 IWineD3DPixelShaderImpl_Release,
353 /*** IWineD3DBase methods ***/
354 IWineD3DPixelShaderImpl_GetParent,
355 /*** IWineD3DBaseShader methods ***/
356 IWineD3DPixelShaderImpl_GetDevice,
357 IWineD3DPixelShaderImpl_GetFunction
358 /*** IWineD3DPixelShader methods ***/
361 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
362 UINT i;
363 IWineD3DBaseTextureImpl *tex;
365 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
366 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
367 args->np2_fixup = 0;
369 for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
370 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
371 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
372 if(!tex) {
373 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
374 continue;
376 args->color_fixup[i] = tex->resource.format_desc->color_fixup;
378 /* Flag samplers that need NP2 texcoord fixup. */
379 if(!tex->baseTexture.pow2Matrix_identity) {
380 args->np2_fixup |= (1 << i);
383 if (shader->baseShader.reg_maps.shader_version.major >= 3)
385 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
387 args->vp_mode = pretransformed;
389 else if (use_vs(stateblock))
391 args->vp_mode = vertexshader;
392 } else {
393 args->vp_mode = fixedfunction;
395 args->fog = FOG_OFF;
396 } else {
397 args->vp_mode = vertexshader;
398 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
399 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
400 case WINED3DFOG_NONE:
401 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
402 || use_vs(stateblock))
404 args->fog = FOG_LINEAR;
405 break;
407 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
408 case WINED3DFOG_NONE: /* Drop through */
409 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
410 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
411 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
413 break;
415 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
416 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
417 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
419 } else {
420 args->fog = FOG_OFF;
425 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
426 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
427 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
429 HRESULT hr;
431 if (!byte_code) return WINED3DERR_INVALIDCALL;
433 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
434 shader_init(&shader->baseShader, device, parent, parent_ops);
436 hr = pixelshader_set_function(shader, byte_code, output_signature);
437 if (FAILED(hr))
439 WARN("Failed to set function, hr %#x.\n", hr);
440 shader_cleanup((IWineD3DBaseShader *)shader);
441 return hr;
444 return WINED3D_OK;