de609a7fc26c7254828500e60687c58b84a181be
[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 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);
39
40 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
41 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
42 || IsEqualGUID(riid, &IID_IWineD3DBase)
43 || IsEqualGUID(riid, &IID_IUnknown))
44 {
45 IUnknown_AddRef(iface);
46 *ppobj = iface;
47 return S_OK;
48 }
49
50 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
51
52 *ppobj = NULL;
53 return E_NOINTERFACE;
54 }
55
56 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
57 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
58 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
59
60 TRACE("%p increasing refcount to %u\n", This, refcount);
61
62 return refcount;
63 }
64
65 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
66 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
67 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
68
69 TRACE("%p decreasing refcount to %u\n", This, refcount);
70
71 if (!refcount)
72 {
73 shader_cleanup((IWineD3DBaseShader *)iface);
74 HeapFree(GetProcessHeap(), 0, This);
75 }
76
77 return refcount;
78 }
79
80 /* *******************************************
81 IWineD3DPixelShader IWineD3DPixelShader parts follow
82 ******************************************* */
83
84 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
85 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
86
87 *parent = This->parent;
88 IUnknown_AddRef(*parent);
89 TRACE("(%p) : returning %p\n", This, *parent);
90 return WINED3D_OK;
91 }
92
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;
99 }
100
101
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);
105
106 if (NULL == pData) {
107 *pSizeOfData = This->baseShader.functionLength;
108 return WINED3D_OK;
109 }
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;
115 }
116
117 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
118 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
119
120 return WINED3D_OK;
121 }
122
123 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
124 /* Arithmetic */
125 {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
126 {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
127 {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
128 {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
129 {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
130 {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
131 {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
132 {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
133 {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
134 {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
135 {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
136 {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
137 {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
138 {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
139 {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
140 {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
141 {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
142 {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
143 {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
144 {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
145 {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
146 {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
147 {WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
148 {WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
149 {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
150 {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
151 {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
152 {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
153 {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
154 {WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
155 /* Matrix */
156 {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
157 {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
158 {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
159 {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
160 {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
161 /* Register declarations */
162 {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
163 /* Flow control - requires GLSL or software shaders */
164 {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
165 {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
166 {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
167 {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
168 {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
169 {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
170 {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
171 {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
172 {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
173 {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
174 {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
175 {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
176 {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
177 {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
178 {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
179 /* Constant definitions */
180 {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
181 {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
182 {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
183 /* Texture */
184 {WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
185 {WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
186 {WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
187 {WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
188 {WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
189 {WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
190 {WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
191 {WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
192 {WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
193 {WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
194 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
195 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
196 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
197 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
198 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
199 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
200 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
201 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
202 {WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
203 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
204 {WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
205 {WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
206 {WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
207 {WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
208 {WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
209 {WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
210 {WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
211 {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
212 {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
213 {WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 },
214 {0, NULL, 0, 0, 0, 0, 0 }
215 };
216
217 static void pshader_set_limits(
218 IWineD3DPixelShaderImpl *This) {
219
220 This->baseShader.limits.attributes = 0;
221 This->baseShader.limits.address = 0;
222 This->baseShader.limits.packed_output = 0;
223
224 switch (This->baseShader.reg_maps.shader_version)
225 {
226 case WINED3DPS_VERSION(1,0):
227 case WINED3DPS_VERSION(1,1):
228 case WINED3DPS_VERSION(1,2):
229 case WINED3DPS_VERSION(1,3):
230 This->baseShader.limits.temporary = 2;
231 This->baseShader.limits.constant_float = 8;
232 This->baseShader.limits.constant_int = 0;
233 This->baseShader.limits.constant_bool = 0;
234 This->baseShader.limits.texcoord = 4;
235 This->baseShader.limits.sampler = 4;
236 This->baseShader.limits.packed_input = 0;
237 This->baseShader.limits.label = 0;
238 break;
239
240 case WINED3DPS_VERSION(1,4):
241 This->baseShader.limits.temporary = 6;
242 This->baseShader.limits.constant_float = 8;
243 This->baseShader.limits.constant_int = 0;
244 This->baseShader.limits.constant_bool = 0;
245 This->baseShader.limits.texcoord = 6;
246 This->baseShader.limits.sampler = 6;
247 This->baseShader.limits.packed_input = 0;
248 This->baseShader.limits.label = 0;
249 break;
250
251 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
252 case WINED3DPS_VERSION(2,0):
253 This->baseShader.limits.temporary = 32;
254 This->baseShader.limits.constant_float = 32;
255 This->baseShader.limits.constant_int = 16;
256 This->baseShader.limits.constant_bool = 16;
257 This->baseShader.limits.texcoord = 8;
258 This->baseShader.limits.sampler = 16;
259 This->baseShader.limits.packed_input = 0;
260 break;
261
262 case WINED3DPS_VERSION(2,1):
263 This->baseShader.limits.temporary = 32;
264 This->baseShader.limits.constant_float = 32;
265 This->baseShader.limits.constant_int = 16;
266 This->baseShader.limits.constant_bool = 16;
267 This->baseShader.limits.texcoord = 8;
268 This->baseShader.limits.sampler = 16;
269 This->baseShader.limits.packed_input = 0;
270 This->baseShader.limits.label = 16;
271 break;
272
273 case WINED3DPS_VERSION(3,0):
274 This->baseShader.limits.temporary = 32;
275 This->baseShader.limits.constant_float = 224;
276 This->baseShader.limits.constant_int = 16;
277 This->baseShader.limits.constant_bool = 16;
278 This->baseShader.limits.texcoord = 0;
279 This->baseShader.limits.sampler = 16;
280 This->baseShader.limits.packed_input = 12;
281 This->baseShader.limits.label = 16; /* FIXME: 2048 */
282 break;
283
284 default: This->baseShader.limits.temporary = 32;
285 This->baseShader.limits.constant_float = 32;
286 This->baseShader.limits.constant_int = 16;
287 This->baseShader.limits.constant_bool = 16;
288 This->baseShader.limits.texcoord = 8;
289 This->baseShader.limits.sampler = 16;
290 This->baseShader.limits.packed_input = 0;
291 This->baseShader.limits.label = 0;
292 FIXME("Unrecognized pixel shader version %#x\n",
293 This->baseShader.reg_maps.shader_version);
294 }
295 }
296
297 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
298
299 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
300 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
301 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
302 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
303 HRESULT hr;
304
305 TRACE("(%p) : pFunction %p\n", iface, pFunction);
306
307 /* First pass: trace shader */
308 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
309
310 /* Initialize immediate constant lists */
311 list_init(&This->baseShader.constantsF);
312 list_init(&This->baseShader.constantsB);
313 list_init(&This->baseShader.constantsI);
314
315 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
316 memset(reg_maps, 0, sizeof(shader_reg_maps));
317 hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
318 if (FAILED(hr)) return hr;
319
320 pshader_set_limits(This);
321
322 for (i = 0; i < MAX_REG_INPUT; ++i)
323 {
324 if (This->input_reg_used[i])
325 {
326 ++num_regs_used;
327 highest_reg_used = i;
328 }
329 }
330
331 /* Don't do any register mapping magic if it is not needed, or if we can't
332 * achieve anything anyway */
333 if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
334 || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
335 {
336 if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
337 {
338 /* This happens with relative addressing. The input mapper function
339 * warns about this if the higher registers are declared too, so
340 * don't write a FIXME here */
341 WARN("More varying registers used than supported\n");
342 }
343
344 for (i = 0; i < MAX_REG_INPUT; ++i)
345 {
346 This->input_reg_map[i] = i;
347 }
348
349 This->declared_in_count = highest_reg_used + 1;
350 }
351 else
352 {
353 This->declared_in_count = 0;
354 for (i = 0; i < MAX_REG_INPUT; ++i)
355 {
356 if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
357 else This->input_reg_map[i] = ~0U;
358 }
359 }
360
361 This->baseShader.load_local_constsF = FALSE;
362
363 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
364
365 TRACE("(%p) : Copying the function\n", This);
366
367 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
368 if (!This->baseShader.function) return E_OUTOFMEMORY;
369 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
370
371 return WINED3D_OK;
372 }
373
374 static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
375 {
376 DWORD shader_version = reg_maps->shader_version;
377 DWORD *samplers = reg_maps->samplers;
378 unsigned int i;
379
380 if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
381
382 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
383 {
384 /* We don't sample from this sampler */
385 if (!samplers[i]) continue;
386
387 if (!textures[i])
388 {
389 ERR("No texture bound to sampler %u, using 2D\n", i);
390 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
391 continue;
392 }
393
394 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
395 {
396 case GL_TEXTURE_RECTANGLE_ARB:
397 case GL_TEXTURE_2D:
398 /* We have to select between texture rectangles and 2D textures later because 2.0 and
399 * 3.0 shaders only have WINED3DSTT_2D as well */
400 samplers[i] = (1 << 31) | WINED3DSTT_2D;
401 break;
402
403 case GL_TEXTURE_3D:
404 samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
405 break;
406
407 case GL_TEXTURE_CUBE_MAP_ARB:
408 samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
409 break;
410
411 default:
412 FIXME("Unrecognized texture type %#x, using 2D\n",
413 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
414 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
415 }
416 }
417 }
418
419 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
420 {
421 CONST DWORD *function = This->baseShader.function;
422 GLuint retval;
423 SHADER_BUFFER buffer;
424 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
425
426 TRACE("(%p) : function %p\n", This, function);
427
428 pixelshader_update_samplers(&This->baseShader.reg_maps,
429 ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
430
431 /* Generate the HW shader */
432 TRACE("(%p) : Generating hardware program\n", This);
433 This->cur_args = args;
434 shader_buffer_init(&buffer);
435 retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
436 shader_buffer_free(&buffer);
437 This->cur_args = NULL;
438
439 return retval;
440 }
441
442 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
443 {
444 /*** IUnknown methods ***/
445 IWineD3DPixelShaderImpl_QueryInterface,
446 IWineD3DPixelShaderImpl_AddRef,
447 IWineD3DPixelShaderImpl_Release,
448 /*** IWineD3DBase methods ***/
449 IWineD3DPixelShaderImpl_GetParent,
450 /*** IWineD3DBaseShader methods ***/
451 IWineD3DPixelShaderImpl_SetFunction,
452 /*** IWineD3DPixelShader methods ***/
453 IWineD3DPixelShaderImpl_GetDevice,
454 IWineD3DPixelShaderImpl_GetFunction
455 };
456
457 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
458 UINT i;
459 IWineD3DBaseTextureImpl *tex;
460
461 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
462 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
463 args->texrect_fixup = 0;
464
465 for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
466 if(shader->baseShader.reg_maps.samplers[i] == 0) continue;
467 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
468 if(!tex) {
469 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
470 continue;
471 }
472 args->color_fixup[i] = tex->resource.format_desc->color_fixup;
473
474 /* Flag samplers that need NP2 texcoord fixup. */
475 if(!tex->baseTexture.pow2Matrix_identity) {
476 args->texrect_fixup |= (1 << i);
477 }
478 }
479 if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
480 {
481 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
482 {
483 args->vp_mode = pretransformed;
484 }
485 else if (use_vs(stateblock))
486 {
487 args->vp_mode = vertexshader;
488 } else {
489 args->vp_mode = fixedfunction;
490 }
491 args->fog = FOG_OFF;
492 } else {
493 args->vp_mode = vertexshader;
494 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
495 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
496 case WINED3DFOG_NONE:
497 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
498 || use_vs(stateblock))
499 {
500 args->fog = FOG_LINEAR;
501 break;
502 }
503 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
504 case WINED3DFOG_NONE: /* Drop through */
505 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
506 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
507 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
508 }
509 break;
510
511 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
512 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
513 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
514 }
515 } else {
516 args->fog = FOG_OFF;
517 }
518 }
519 }
520
521 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
522 {
523 UINT i;
524 DWORD new_size;
525 struct ps_compiled_shader *new_array;
526
527 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
528 * so a linear search is more performant than a hashmap or a binary search
529 * (cache coherency etc)
530 */
531 for(i = 0; i < shader->num_gl_shaders; i++) {
532 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
533 return shader->gl_shaders[i].prgId;
534 }
535 }
536
537 TRACE("No matching GL shader found, compiling a new shader\n");
538 if(shader->shader_array_size == shader->num_gl_shaders) {
539 if (shader->num_gl_shaders)
540 {
541 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
542 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
543 new_size * sizeof(*shader->gl_shaders));
544 } else {
545 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
546 new_size = 1;
547 }
548
549 if(!new_array) {
550 ERR("Out of memory\n");
551 return 0;
552 }
553 shader->gl_shaders = new_array;
554 shader->shader_array_size = new_size;
555 }
556
557 shader->gl_shaders[shader->num_gl_shaders].args = *args;
558 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
559 return shader->gl_shaders[shader->num_gl_shaders++].prgId;
560 }