- sync d3d8, d3d9 with wine
[reactos.git] / reactos / dll / directx / wine / wined3d / pixelshader.c
1 /*
2 * shaders implementation
3 *
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 *
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.
15 *
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.
20 *
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
24 */
25
26 #include "config.h"
27
28 #include <math.h>
29 #include <stdio.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
36
37 #define GLNAME_REQUIRE_GLSL ((const char *)1)
38
39 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
40 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
41 }
42
43 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
44 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
45 }
46
47 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
48 return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
49 }
50
51 /* *******************************************
52 IWineD3DPixelShader IWineD3DPixelShader parts follow
53 ******************************************* */
54
55 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
56 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
57
58 *parent = This->parent;
59 IUnknown_AddRef(*parent);
60 TRACE("(%p) : returning %p\n", This, *parent);
61 return WINED3D_OK;
62 }
63
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;
70 }
71
72
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);
76
77 if (NULL == pData) {
78 *pSizeOfData = This->baseShader.functionLength;
79 return WINED3D_OK;
80 }
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;
86 }
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) {
92
93 }
94 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
95 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
96 }
97 return WINED3D_OK;
98 }
99
100 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
101 /* Arithmetic */
102 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
103 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
104 {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
105 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
106 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
107 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
108 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
109 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
110 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
111 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
112 {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
113 {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
114 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
115 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
116 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
117 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
118 {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
119 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
120 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
121 {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
122 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
123 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
124 {WINED3DSIO_CND, "cnd", NULL, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
125 {WINED3DSIO_CMP, "cmp", NULL, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
126 {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
127 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
128 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
129 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
130 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
131 {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
132 /* Matrix */
133 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
134 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
135 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
136 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
137 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
138 /* Register declarations */
139 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
140 /* Flow control - requires GLSL or software shaders */
141 {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
142 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
143 {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
144 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
145 {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
146 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
147 {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
148 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
149 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
150 {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
151 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
152 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
153 {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
154 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
155 {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
156 /* Constant definitions */
157 {WINED3DSIO_DEF, "def", "undefined", 1, 5, WINED3DSIH_DEF, 0, 0 },
158 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
159 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
160 /* Texture */
161 {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
162 {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
163 {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
164 {WINED3DSIO_TEX, "tex", "undefined", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
165 {WINED3DSIO_TEX, "texld", "undefined", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
166 {WINED3DSIO_TEX, "texld", "undefined", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
167 {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
168 {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
169 {WINED3DSIO_TEXREG2AR, "texreg2ar", "undefined", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
170 {WINED3DSIO_TEXREG2GB, "texreg2gb", "undefined", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
171 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
172 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
173 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
174 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
175 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
176 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
179 {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
180 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
181 {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
182 {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
183 {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
184 {WINED3DSIO_BEM, "bem", "undefined", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
185 {WINED3DSIO_DSX, "dsx", NULL, 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
186 {WINED3DSIO_DSY, "dsy", NULL, 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
187 {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
188 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
189 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
190 {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE, 0, 0 },
191 {0, NULL, NULL, 0, 0, 0, 0, 0 }
192 };
193
194 static void pshader_set_limits(
195 IWineD3DPixelShaderImpl *This) {
196
197 This->baseShader.limits.attributes = 0;
198 This->baseShader.limits.address = 0;
199 This->baseShader.limits.packed_output = 0;
200
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;
215
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;
226
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;
237
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;
248
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;
259
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);
270 }
271 }
272
273 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
274 or GLSL and send it to the card */
275 static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
276 IWineD3DPixelShaderImpl *This) {
277 SHADER_BUFFER buffer;
278
279 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
280 buffer.bsize = 0;
281 buffer.lineNo = 0;
282 buffer.newline = TRUE;
283
284 return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
285 }
286
287 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
288
289 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
290 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
291
292 TRACE("(%p) : pFunction %p\n", iface, pFunction);
293
294 /* First pass: trace shader */
295 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
296 pshader_set_limits(This);
297
298 /* Initialize immediate constant lists */
299 list_init(&This->baseShader.constantsF);
300 list_init(&This->baseShader.constantsB);
301 list_init(&This->baseShader.constantsI);
302
303 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
304 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
305 HRESULT hr;
306 unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
307
308 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
309 memset(reg_maps, 0, sizeof(shader_reg_maps));
310 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
311 This->semantics_in, NULL, pFunction, NULL);
312 if (FAILED(hr)) return hr;
313 /* FIXME: validate reg_maps against OpenGL */
314
315 for(i = 0; i < MAX_REG_INPUT; i++) {
316 if(This->input_reg_used[i]) {
317 num_regs_used++;
318 highest_reg_used = i;
319 }
320 }
321
322 /* Don't do any register mapping magic if it is not needed, or if we can't
323 * achieve anything anyway
324 */
325 if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
326 num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
327 if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
328 /* This happens with relative addressing. The input mapper function
329 * warns about this if the higher registers are declared too, so
330 * don't write a FIXME here
331 */
332 WARN("More varying registers used than supported\n");
333 }
334
335 for(i = 0; i < MAX_REG_INPUT; i++) {
336 This->input_reg_map[i] = i;
337 }
338 This->declared_in_count = highest_reg_used + 1;
339 } else {
340 j = 0;
341 for(i = 0; i < MAX_REG_INPUT; i++) {
342 if(This->input_reg_used[i]) {
343 This->input_reg_map[i] = j;
344 j++;
345 } else {
346 This->input_reg_map[i] = -1;
347 }
348 }
349 This->declared_in_count = j;
350 }
351 }
352 This->baseShader.load_local_constsF = FALSE;
353
354 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
355
356 TRACE("(%p) : Copying the function\n", This);
357 if (NULL != pFunction) {
358 void *function;
359
360 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
361 if (!function) return E_OUTOFMEMORY;
362 memcpy(function, pFunction, This->baseShader.functionLength);
363 This->baseShader.function = function;
364 } else {
365 This->baseShader.function = NULL;
366 }
367
368 return WINED3D_OK;
369 }
370
371 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
372 {
373 CONST DWORD *function = This->baseShader.function;
374 HRESULT hr;
375 GLuint retval;
376
377 TRACE("(%p) : function %p\n", This, function);
378
379 hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This);
380 if(FAILED(hr)) {
381 ERR("Failed to update sampler information\n");
382 return 0;
383 }
384
385 /* Reset fields tracking stateblock values being hardcoded in the shader */
386 This->baseShader.num_sampled_samplers = 0;
387
388 /* Generate the HW shader */
389 TRACE("(%p) : Generating hardware program\n", This);
390 retval = IWineD3DPixelShaderImpl_GenerateShader(This);
391
392 This->baseShader.is_compiled = TRUE;
393
394 return retval;
395 }
396
397 static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) {
398 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
399
400 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
401 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
402 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
403 HRESULT hr;
404
405 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
406 memset(reg_maps, 0, sizeof(shader_reg_maps));
407 hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
408 This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
409 return hr;
410 /* FIXME: validate reg_maps against OpenGL */
411 } else {
412 return WINED3D_OK;
413 }
414 }
415
416 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
417 {
418 /*** IUnknown methods ***/
419 IWineD3DPixelShaderImpl_QueryInterface,
420 IWineD3DPixelShaderImpl_AddRef,
421 IWineD3DPixelShaderImpl_Release,
422 /*** IWineD3DBase methods ***/
423 IWineD3DPixelShaderImpl_GetParent,
424 /*** IWineD3DBaseShader methods ***/
425 IWineD3DPixelShaderImpl_SetFunction,
426 /*** IWineD3DPixelShader methods ***/
427 IWineD3DPixelShaderImpl_UpdateSamplers,
428 IWineD3DPixelShaderImpl_GetDevice,
429 IWineD3DPixelShaderImpl_GetFunction
430 };
431
432 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
433 UINT i, sampler;
434 IWineD3DBaseTextureImpl *tex;
435
436 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
437
438 memset(args->color_fixup, 0, sizeof(args->color_fixup));
439 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
440 sampler = shader->baseShader.sampled_samplers[i];
441 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
442 if(!tex) {
443 args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
444 continue;
445 }
446 args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
447 }
448 if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
449 if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
450 args->vp_mode = pretransformed;
451 } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
452 args->vp_mode = vertexshader;
453 } else {
454 args->vp_mode = fixedfunction;
455 }
456 } else {
457 args->vp_mode = vertexshader;
458 }
459 }
460
461 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
462 {
463 UINT i;
464 struct ps_compiled_shader *old_array;
465
466 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
467 * so a linear search is more performant than a hashmap
468 */
469 for(i = 0; i < shader->num_gl_shaders; i++) {
470 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
471 return shader->gl_shaders[i].prgId;
472 }
473 }
474
475 TRACE("No matching GL shader found, compiling a new shader\n");
476 old_array = shader->gl_shaders;
477 if(old_array) {
478 shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
479 (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
480 } else {
481 shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
482 }
483
484 if(!shader->gl_shaders) {
485 ERR("Out of memory\n");
486 return 0;
487 }
488
489 shader->gl_shaders[shader->num_gl_shaders].args = *args;
490 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
491 return shader->gl_shaders[shader->num_gl_shaders++].prgId;
492 }