wined3d: Remove some more unused code.
[wine/wine64.git] / dlls / wined3d / vertexshader.c
blob4f872416ee6a2c2d810e6d5d75080c3579eb0b1c
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 /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
38 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
40 #define GLNAME_REQUIRE_GLSL ((const char *)1)
42 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
43 /* This table is not order or position dependent. */
45 /* Arithmetic */
46 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
47 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
48 {WINED3DSIO_MOVA, "mova", NULL, 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
49 {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
50 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
51 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
52 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
53 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
54 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
55 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
56 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
57 {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
58 {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
59 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
60 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
61 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
62 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
63 {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
64 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
65 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
66 {WINED3DSIO_LIT, "lit", "LIT", 1, 2, WINED3DSIH_LIT, 0, 0 },
67 {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
68 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
69 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
70 {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
71 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
72 /* TODO: sng can possibly be performed a s
73 RCP tmp, vec
74 MUL out, tmp, vec*/
75 {WINED3DSIO_SGN, "sgn", NULL, 1, 2, WINED3DSIH_SGN, 0, 0 },
76 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
77 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
78 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
79 /* Matrix */
80 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
81 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
82 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
83 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
84 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
85 /* Declare registers */
86 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
87 /* Constant definitions */
88 {WINED3DSIO_DEF, "def", NULL, 1, 5, WINED3DSIH_DEF, 0, 0 },
89 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
90 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
91 /* Flow control - requires GLSL or software shaders */
92 {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
93 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
94 {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
96 {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
97 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
98 {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
99 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
100 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
101 {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
102 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
103 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
104 {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
105 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
106 {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
108 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
109 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
110 {0, NULL, NULL, 0, 0, 0, 0, 0 }
113 static void vshader_set_limits(
114 IWineD3DVertexShaderImpl *This) {
116 This->baseShader.limits.texcoord = 0;
117 This->baseShader.limits.attributes = 16;
118 This->baseShader.limits.packed_input = 0;
120 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
121 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
123 switch (This->baseShader.hex_version) {
124 case WINED3DVS_VERSION(1,0):
125 case WINED3DVS_VERSION(1,1):
126 This->baseShader.limits.temporary = 12;
127 This->baseShader.limits.constant_bool = 0;
128 This->baseShader.limits.constant_int = 0;
129 This->baseShader.limits.address = 1;
130 This->baseShader.limits.packed_output = 0;
131 This->baseShader.limits.sampler = 0;
132 This->baseShader.limits.label = 0;
133 break;
135 case WINED3DVS_VERSION(2,0):
136 case WINED3DVS_VERSION(2,1):
137 This->baseShader.limits.temporary = 12;
138 This->baseShader.limits.constant_bool = 16;
139 This->baseShader.limits.constant_int = 16;
140 This->baseShader.limits.address = 1;
141 This->baseShader.limits.packed_output = 0;
142 This->baseShader.limits.sampler = 0;
143 This->baseShader.limits.label = 16;
144 break;
146 case WINED3DVS_VERSION(3,0):
147 This->baseShader.limits.temporary = 32;
148 This->baseShader.limits.constant_bool = 32;
149 This->baseShader.limits.constant_int = 32;
150 This->baseShader.limits.address = 1;
151 This->baseShader.limits.packed_output = 12;
152 This->baseShader.limits.sampler = 4;
153 This->baseShader.limits.label = 16; /* FIXME: 2048 */
154 break;
156 default: This->baseShader.limits.temporary = 12;
157 This->baseShader.limits.constant_bool = 16;
158 This->baseShader.limits.constant_int = 16;
159 This->baseShader.limits.address = 1;
160 This->baseShader.limits.packed_output = 0;
161 This->baseShader.limits.sampler = 0;
162 This->baseShader.limits.label = 16;
163 FIXME("Unrecognized vertex shader version %#x\n",
164 This->baseShader.hex_version);
168 /* This is an internal function,
169 * used to create fake semantics for shaders
170 * that don't have them - d3d8 shaders where the declaration
171 * stores the register for each input
173 static void vshader_set_input(
174 IWineD3DVertexShaderImpl* This,
175 unsigned int regnum,
176 BYTE usage, BYTE usage_idx) {
178 /* Fake usage: set reserved bit, usage, usage_idx */
179 DWORD usage_token = (0x1 << 31) |
180 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
182 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
183 DWORD reg_token = (0x1 << 31) |
184 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
186 This->semantics_in[regnum].usage = usage_token;
187 This->semantics_in[regnum].reg = reg_token;
190 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
191 if (usage_idx1 != usage_idx2) return FALSE;
192 if (usage1 == usage2) return TRUE;
193 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
194 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
196 return FALSE;
199 BOOL vshader_get_input(
200 IWineD3DVertexShader* iface,
201 BYTE usage_req, BYTE usage_idx_req,
202 unsigned int* regnum) {
204 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
205 int i;
207 for (i = 0; i < MAX_ATTRIBS; i++) {
208 DWORD usage_token = This->semantics_in[i].usage;
209 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
210 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
212 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
213 *regnum = i;
214 return TRUE;
217 return FALSE;
220 BOOL vshader_input_is_color(
221 IWineD3DVertexShader* iface,
222 unsigned int regnum) {
224 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
226 DWORD usage_token = This->semantics_in[regnum].usage;
227 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
228 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
230 int i;
232 for(i = 0; i < This->num_swizzled_attribs; i++) {
233 if(This->swizzled_attribs[i].usage == usage &&
234 This->swizzled_attribs[i].idx == usage_idx) {
235 return TRUE;
238 return FALSE;
241 static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
242 UINT num = 0, i, j;
243 UINT numoldswizzles = This->num_swizzled_attribs;
244 IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
246 DWORD usage_token, usage, usage_idx;
247 BOOL found;
249 attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
251 /* Back up the old swizzles to keep attributes that are undefined in the current declaration */
252 memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
254 memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
256 for(i = 0; i < decl->num_swizzled_attribs; i++) {
257 for(j = 0; j < MAX_ATTRIBS; j++) {
259 if(!This->baseShader.reg_maps.attributes[j]) continue;
261 usage_token = This->semantics_in[j].usage;
262 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
263 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
265 if(decl->swizzled_attribs[i].usage == usage &&
266 decl->swizzled_attribs[i].idx == usage_idx) {
267 This->swizzled_attribs[num].usage = usage;
268 This->swizzled_attribs[num].idx = usage_idx;
269 num++;
274 /* Add previously converted attributes back in if they are not defined in the current declaration */
275 for(i = 0; i < numoldswizzles; i++) {
277 found = FALSE;
278 for(j = 0; j < decl->declarationWNumElements; j++) {
279 if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
280 oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
281 found = TRUE;
284 if(found) {
285 /* This previously converted attribute is declared in the current declaration. Either it is
286 * already in the new array, or it should not be there. Skip it
288 continue;
290 /* We have a previously swizzled attribute that is not defined by the current vertex declaration.
291 * Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
292 * recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
293 * In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
294 * stays unswizzled as well because it isn't found in the oldswizzles array
296 for(j = 0; j < num; j++) {
297 if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
298 oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
299 oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
300 memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
301 sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
302 break;
305 This->swizzled_attribs[j].usage = oldswizzles[i].usage;
306 This->swizzled_attribs[j].idx = oldswizzles[i].idx;
307 num++;
310 TRACE("New swizzled attributes array\n");
311 for(i = 0; i < num; i++) {
312 TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
313 This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
315 This->num_swizzled_attribs = num;
317 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
318 or GLSL and send it to the card */
319 static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
320 const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
322 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
323 IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
324 SHADER_BUFFER buffer;
326 find_swizzled_attribs(decl, This);
328 shader_buffer_init(&buffer);
329 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
330 shader_buffer_free(&buffer);
333 /* *******************************************
334 IWineD3DVertexShader IUnknown parts follow
335 ******************************************* */
336 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
337 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
339 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
340 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
341 || IsEqualGUID(riid, &IID_IWineD3DBase)
342 || IsEqualGUID(riid, &IID_IUnknown))
344 IUnknown_AddRef(iface);
345 *ppobj = iface;
346 return S_OK;
349 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
351 *ppobj = NULL;
352 return E_NOINTERFACE;
355 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
356 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
357 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
359 TRACE("%p increasing refcount to %u\n", This, refcount);
361 return refcount;
364 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
365 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
366 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
368 TRACE("%p decreasing refcount to %u\n", This, refcount);
370 if (!refcount)
372 shader_cleanup((IWineD3DBaseShader *)iface);
373 HeapFree(GetProcessHeap(), 0, This);
376 return refcount;
379 /* *******************************************
380 IWineD3DVertexShader IWineD3DVertexShader parts follow
381 ******************************************* */
383 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
384 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
386 *parent = This->parent;
387 IUnknown_AddRef(*parent);
388 TRACE("(%p) : returning %p\n", This, *parent);
389 return WINED3D_OK;
392 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
393 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
394 IWineD3DDevice_AddRef(This->baseShader.device);
395 *pDevice = This->baseShader.device;
396 TRACE("(%p) returning %p\n", This, *pDevice);
397 return WINED3D_OK;
400 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
401 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
402 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
404 if (NULL == pData) {
405 *pSizeOfData = This->baseShader.functionLength;
406 return WINED3D_OK;
408 if (*pSizeOfData < This->baseShader.functionLength) {
409 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
410 * than the required size we should write the required size and
411 * return D3DERR_MOREDATA. That's not actually true. */
412 return WINED3DERR_INVALIDCALL;
414 if (NULL == This->baseShader.function) { /* no function defined */
415 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
416 (*(DWORD **) pData) = NULL;
417 } else {
418 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
419 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
421 return WINED3D_OK;
424 /* Note that for vertex shaders CompileShader isn't called until the
425 * shader is first used. The reason for this is that we need the vertex
426 * declaration the shader will be used with in order to determine if
427 * the data in a register is of type D3DCOLOR, and needs swizzling. */
428 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
430 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
431 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
432 HRESULT hr;
433 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
435 TRACE("(%p) : pFunction %p\n", iface, pFunction);
437 /* First pass: trace shader */
438 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
439 vshader_set_limits(This);
441 /* Initialize immediate constant lists */
442 list_init(&This->baseShader.constantsF);
443 list_init(&This->baseShader.constantsB);
444 list_init(&This->baseShader.constantsI);
446 /* Second pass: figure out registers used, semantics, etc.. */
447 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
448 This->max_rel_offset = 0;
449 memset(reg_maps, 0, sizeof(shader_reg_maps));
450 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
451 This->semantics_in, This->semantics_out, pFunction, NULL);
452 if (hr != WINED3D_OK) return hr;
454 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
456 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
457 (GLINFO_LOCATION).arb_vs_offset_limit &&
458 This->min_rel_offset <= This->max_rel_offset) {
460 if(This->max_rel_offset - This->min_rel_offset > 127) {
461 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
462 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
463 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
464 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
465 This->rel_offset = This->min_rel_offset + 63;
466 } else if(This->max_rel_offset > 63) {
467 This->rel_offset = This->min_rel_offset;
468 } else {
469 This->rel_offset = 0;
472 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
474 /* copy the function ... because it will certainly be released by application */
475 if (NULL != pFunction) {
476 void *function;
478 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
479 if (!function) return E_OUTOFMEMORY;
480 memcpy(function, pFunction, This->baseShader.functionLength);
481 This->baseShader.function = function;
482 } else {
483 This->baseShader.function = NULL;
486 return WINED3D_OK;
489 /* Preload semantics for d3d8 shaders */
490 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
491 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
492 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
494 int i;
495 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
496 const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
497 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
501 /* Set local constants for d3d8 shaders */
502 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
503 UINT start_idx, const float *src_data, UINT count) {
504 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
505 UINT i, end_idx;
507 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
509 end_idx = start_idx + count;
510 if (end_idx > GL_LIMITS(vshader_constantsF)) {
511 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
512 end_idx = GL_LIMITS(vshader_constantsF);
515 for (i = start_idx; i < end_idx; ++i) {
516 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
517 if (!lconst) return E_OUTOFMEMORY;
519 lconst->idx = i;
520 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
521 list_add_head(&This->baseShader.constantsF, &lconst->entry);
524 return WINED3D_OK;
527 static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
528 UINT i, j, k;
529 BOOL found;
531 DWORD usage_token;
532 DWORD usage;
533 DWORD usage_idx;
535 for(i = 0; i < vdecl->declarationWNumElements; i++) {
536 /* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
537 if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
538 vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
540 for(j = 0; j < MAX_ATTRIBS; j++) {
541 if(!This->baseShader.reg_maps.attributes[j]) continue;
543 usage_token = This->semantics_in[j].usage;
544 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
545 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
547 if(vdecl->pDeclarationWine[i].Usage != usage ||
548 vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
549 continue;
552 found = FALSE;
553 for(k = 0; k < This->num_swizzled_attribs; k++) {
554 if(This->swizzled_attribs[k].usage == usage &&
555 This->swizzled_attribs[k].idx == usage_idx) {
556 found = TRUE;
559 if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
560 TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
561 debug_d3ddeclusage(usage), usage_idx);
562 return TRUE;
564 if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
565 TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
566 debug_d3ddeclusage(usage), usage_idx);
567 return TRUE;
571 return FALSE;
574 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
575 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
576 IWineD3DVertexDeclarationImpl *vdecl;
577 CONST DWORD *function = This->baseShader.function;
578 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
580 TRACE("(%p) : function %p\n", iface, function);
582 /* We're already compiled. */
583 if (This->baseShader.is_compiled) {
584 vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl;
586 if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs ||
587 memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) {
589 /* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
590 * we have to recompile, but we have to take a deeper look at see if the attribs that differ
591 * are declared in the decl and used in the shader
593 if(swizzled_attribs_differ(This, vdecl)) {
594 WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
595 goto recompile;
597 WARN("Swizzled attribute validation required an expensive comparison\n");
600 return WINED3D_OK;
602 recompile:
603 if(This->recompile_count < 50) {
604 This->recompile_count++;
605 } else {
606 FIXME("Vertexshader %p recompiled more than 50 times\n", This);
609 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
612 /* We don't need to compile */
613 if (!function) {
614 This->baseShader.is_compiled = TRUE;
615 return WINED3D_OK;
618 /* Generate the HW shader */
619 TRACE("(%p) : Generating hardware program\n", This);
620 IWineD3DVertexShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
622 This->baseShader.is_compiled = TRUE;
624 return WINED3D_OK;
627 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
629 /*** IUnknown methods ***/
630 IWineD3DVertexShaderImpl_QueryInterface,
631 IWineD3DVertexShaderImpl_AddRef,
632 IWineD3DVertexShaderImpl_Release,
633 /*** IWineD3DBase methods ***/
634 IWineD3DVertexShaderImpl_GetParent,
635 /*** IWineD3DBaseShader methods ***/
636 IWineD3DVertexShaderImpl_SetFunction,
637 /*** IWineD3DVertexShader methods ***/
638 IWineD3DVertexShaderImpl_GetDevice,
639 IWineD3DVertexShaderImpl_GetFunction,
640 IWineD3DVertexShaderImpl_FakeSemantics,
641 IWIneD3DVertexShaderImpl_SetLocalConstantsF