wined3d: Select the frontend based on the version token.
[wine/multimedia.git] / dlls / wined3d / pixelshader.c
blobc4693a25a50b16b5020bc14aea5c053d045d9e91
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 HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
38 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
40 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
41 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
42 || IsEqualGUID(riid, &IID_IWineD3DBase)
43 || IsEqualGUID(riid, &IID_IUnknown))
45 IUnknown_AddRef(iface);
46 *ppobj = iface;
47 return S_OK;
50 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
52 *ppobj = NULL;
53 return E_NOINTERFACE;
56 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
57 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
58 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
60 TRACE("%p increasing refcount to %u\n", This, refcount);
62 return refcount;
65 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
66 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
67 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
69 TRACE("%p decreasing refcount to %u\n", This, refcount);
71 if (!refcount)
73 shader_cleanup((IWineD3DBaseShader *)iface);
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->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 const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] =
125 /* Arithmetic */
126 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
127 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
128 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
129 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
130 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
131 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
132 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
133 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
134 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
135 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
136 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
137 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
138 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
139 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
140 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
141 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
142 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
143 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
144 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
145 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
146 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
147 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
148 {WINED3DSIO_CND, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
149 {WINED3DSIO_CMP, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
150 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
151 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
152 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
153 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
154 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
155 {WINED3DSIO_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
156 /* Matrix */
157 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
158 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
159 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
160 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
161 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
162 /* Register declarations */
163 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
164 /* Flow control */
165 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
166 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
167 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
168 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
169 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
170 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
171 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
172 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
173 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
174 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
175 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
176 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
177 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
178 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
179 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
180 /* Constant definitions */
181 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
182 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
183 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
184 /* Texture */
185 {WINED3DSIO_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
186 {WINED3DSIO_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
187 {WINED3DSIO_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
188 {WINED3DSIO_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
189 {WINED3DSIO_TEX, 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
190 {WINED3DSIO_TEX, 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
191 {WINED3DSIO_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
192 {WINED3DSIO_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
193 {WINED3DSIO_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
194 {WINED3DSIO_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
195 {WINED3DSIO_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
196 {WINED3DSIO_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
197 {WINED3DSIO_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
198 {WINED3DSIO_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
199 {WINED3DSIO_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
200 {WINED3DSIO_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
201 {WINED3DSIO_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
202 {WINED3DSIO_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
203 {WINED3DSIO_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
204 {WINED3DSIO_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
205 {WINED3DSIO_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
206 {WINED3DSIO_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
207 {WINED3DSIO_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
208 {WINED3DSIO_BEM, 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
209 {WINED3DSIO_DSX, 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
210 {WINED3DSIO_DSY, 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
211 {WINED3DSIO_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
212 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
213 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
214 {WINED3DSIO_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
215 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
218 static void pshader_set_limits(
219 IWineD3DPixelShaderImpl *This) {
221 This->baseShader.limits.attributes = 0;
222 This->baseShader.limits.address = 0;
223 This->baseShader.limits.packed_output = 0;
225 switch (This->baseShader.reg_maps.shader_version)
227 case WINED3DPS_VERSION(1,0):
228 case WINED3DPS_VERSION(1,1):
229 case WINED3DPS_VERSION(1,2):
230 case WINED3DPS_VERSION(1,3):
231 This->baseShader.limits.temporary = 2;
232 This->baseShader.limits.constant_float = 8;
233 This->baseShader.limits.constant_int = 0;
234 This->baseShader.limits.constant_bool = 0;
235 This->baseShader.limits.texcoord = 4;
236 This->baseShader.limits.sampler = 4;
237 This->baseShader.limits.packed_input = 0;
238 This->baseShader.limits.label = 0;
239 break;
241 case WINED3DPS_VERSION(1,4):
242 This->baseShader.limits.temporary = 6;
243 This->baseShader.limits.constant_float = 8;
244 This->baseShader.limits.constant_int = 0;
245 This->baseShader.limits.constant_bool = 0;
246 This->baseShader.limits.texcoord = 6;
247 This->baseShader.limits.sampler = 6;
248 This->baseShader.limits.packed_input = 0;
249 This->baseShader.limits.label = 0;
250 break;
252 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
253 case WINED3DPS_VERSION(2,0):
254 This->baseShader.limits.temporary = 32;
255 This->baseShader.limits.constant_float = 32;
256 This->baseShader.limits.constant_int = 16;
257 This->baseShader.limits.constant_bool = 16;
258 This->baseShader.limits.texcoord = 8;
259 This->baseShader.limits.sampler = 16;
260 This->baseShader.limits.packed_input = 0;
261 break;
263 case WINED3DPS_VERSION(2,1):
264 This->baseShader.limits.temporary = 32;
265 This->baseShader.limits.constant_float = 32;
266 This->baseShader.limits.constant_int = 16;
267 This->baseShader.limits.constant_bool = 16;
268 This->baseShader.limits.texcoord = 8;
269 This->baseShader.limits.sampler = 16;
270 This->baseShader.limits.packed_input = 0;
271 This->baseShader.limits.label = 16;
272 break;
274 case WINED3DPS_VERSION(3,0):
275 This->baseShader.limits.temporary = 32;
276 This->baseShader.limits.constant_float = 224;
277 This->baseShader.limits.constant_int = 16;
278 This->baseShader.limits.constant_bool = 16;
279 This->baseShader.limits.texcoord = 0;
280 This->baseShader.limits.sampler = 16;
281 This->baseShader.limits.packed_input = 12;
282 This->baseShader.limits.label = 16; /* FIXME: 2048 */
283 break;
285 default: This->baseShader.limits.temporary = 32;
286 This->baseShader.limits.constant_float = 32;
287 This->baseShader.limits.constant_int = 16;
288 This->baseShader.limits.constant_bool = 16;
289 This->baseShader.limits.texcoord = 8;
290 This->baseShader.limits.sampler = 16;
291 This->baseShader.limits.packed_input = 0;
292 This->baseShader.limits.label = 0;
293 FIXME("Unrecognized pixel shader version %#x\n",
294 This->baseShader.reg_maps.shader_version);
298 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
300 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
301 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
302 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
303 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
304 const struct wined3d_shader_frontend *fe;
305 HRESULT hr;
307 TRACE("(%p) : pFunction %p\n", iface, pFunction);
309 fe = shader_select_frontend(*pFunction);
310 if (!fe)
312 FIXME("Unable to find frontend for shader.\n");
313 return WINED3DERR_INVALIDCALL;
316 /* First pass: trace shader */
317 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, pFunction, This->baseShader.shader_ins);
319 /* Initialize immediate constant lists */
320 list_init(&This->baseShader.constantsF);
321 list_init(&This->baseShader.constantsB);
322 list_init(&This->baseShader.constantsI);
324 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
325 hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction);
326 if (FAILED(hr)) return hr;
328 pshader_set_limits(This);
330 for (i = 0; i < MAX_REG_INPUT; ++i)
332 if (This->input_reg_used[i])
334 ++num_regs_used;
335 highest_reg_used = i;
339 /* Don't do any register mapping magic if it is not needed, or if we can't
340 * achieve anything anyway */
341 if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
342 || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
344 if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
346 /* This happens with relative addressing. The input mapper function
347 * warns about this if the higher registers are declared too, so
348 * don't write a FIXME here */
349 WARN("More varying registers used than supported\n");
352 for (i = 0; i < MAX_REG_INPUT; ++i)
354 This->input_reg_map[i] = i;
357 This->declared_in_count = highest_reg_used + 1;
359 else
361 This->declared_in_count = 0;
362 for (i = 0; i < MAX_REG_INPUT; ++i)
364 if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
365 else This->input_reg_map[i] = ~0U;
369 This->baseShader.load_local_constsF = FALSE;
371 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
373 TRACE("(%p) : Copying the function\n", This);
375 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
376 if (!This->baseShader.function) return E_OUTOFMEMORY;
377 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
379 return WINED3D_OK;
382 static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
384 DWORD shader_version = reg_maps->shader_version;
385 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
386 unsigned int i;
388 if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
390 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
392 /* We don't sample from this sampler */
393 if (!sampler_type[i]) continue;
395 if (!textures[i])
397 ERR("No texture bound to sampler %u, using 2D\n", i);
398 sampler_type[i] = WINED3DSTT_2D;
399 continue;
402 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
404 case GL_TEXTURE_RECTANGLE_ARB:
405 case GL_TEXTURE_2D:
406 /* We have to select between texture rectangles and 2D textures later because 2.0 and
407 * 3.0 shaders only have WINED3DSTT_2D as well */
408 sampler_type[i] = WINED3DSTT_2D;
409 break;
411 case GL_TEXTURE_3D:
412 sampler_type[i] = WINED3DSTT_VOLUME;
413 break;
415 case GL_TEXTURE_CUBE_MAP_ARB:
416 sampler_type[i] = WINED3DSTT_CUBE;
417 break;
419 default:
420 FIXME("Unrecognized texture type %#x, using 2D\n",
421 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
422 sampler_type[i] = WINED3DSTT_2D;
427 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
429 CONST DWORD *function = This->baseShader.function;
430 GLuint retval;
431 SHADER_BUFFER buffer;
432 const struct wined3d_shader_frontend *fe;
433 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
435 TRACE("(%p) : function %p\n", This, function);
437 fe = shader_select_frontend(This->baseShader.reg_maps.shader_version);
438 if (!fe)
440 FIXME("Unable to find frontend for shader.\n");
441 return WINED3DERR_INVALIDCALL;
444 pixelshader_update_samplers(&This->baseShader.reg_maps,
445 ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
447 /* Generate the HW shader */
448 TRACE("(%p) : Generating hardware program\n", This);
449 This->cur_args = args;
450 shader_buffer_init(&buffer);
451 retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, fe, &buffer, args);
452 shader_buffer_free(&buffer);
453 This->cur_args = NULL;
455 return retval;
458 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
460 /*** IUnknown methods ***/
461 IWineD3DPixelShaderImpl_QueryInterface,
462 IWineD3DPixelShaderImpl_AddRef,
463 IWineD3DPixelShaderImpl_Release,
464 /*** IWineD3DBase methods ***/
465 IWineD3DPixelShaderImpl_GetParent,
466 /*** IWineD3DBaseShader methods ***/
467 IWineD3DPixelShaderImpl_SetFunction,
468 /*** IWineD3DPixelShader methods ***/
469 IWineD3DPixelShaderImpl_GetDevice,
470 IWineD3DPixelShaderImpl_GetFunction
473 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
474 UINT i;
475 IWineD3DBaseTextureImpl *tex;
477 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
478 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
479 args->np2_fixup = 0;
481 for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
482 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
483 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
484 if(!tex) {
485 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
486 continue;
488 args->color_fixup[i] = tex->resource.format_desc->color_fixup;
490 /* Flag samplers that need NP2 texcoord fixup. */
491 if(!tex->baseTexture.pow2Matrix_identity) {
492 args->np2_fixup |= (1 << i);
495 if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
497 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
499 args->vp_mode = pretransformed;
501 else if (use_vs(stateblock))
503 args->vp_mode = vertexshader;
504 } else {
505 args->vp_mode = fixedfunction;
507 args->fog = FOG_OFF;
508 } else {
509 args->vp_mode = vertexshader;
510 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
511 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
512 case WINED3DFOG_NONE:
513 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
514 || use_vs(stateblock))
516 args->fog = FOG_LINEAR;
517 break;
519 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
520 case WINED3DFOG_NONE: /* Drop through */
521 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
522 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
523 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
525 break;
527 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
528 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
529 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
531 } else {
532 args->fog = FOG_OFF;
537 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
539 UINT i;
540 DWORD new_size;
541 struct ps_compiled_shader *new_array;
543 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
544 * so a linear search is more performant than a hashmap or a binary search
545 * (cache coherency etc)
547 for(i = 0; i < shader->num_gl_shaders; i++) {
548 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
549 return shader->gl_shaders[i].prgId;
553 TRACE("No matching GL shader found, compiling a new shader\n");
554 if(shader->shader_array_size == shader->num_gl_shaders) {
555 if (shader->num_gl_shaders)
557 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
558 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
559 new_size * sizeof(*shader->gl_shaders));
560 } else {
561 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
562 new_size = 1;
565 if(!new_array) {
566 ERR("Out of memory\n");
567 return 0;
569 shader->gl_shaders = new_array;
570 shader->shader_array_size = new_size;
573 shader->gl_shaders[shader->num_gl_shaders].args = *args;
574 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
575 return shader->gl_shaders[shader->num_gl_shaders++].prgId;