| /* |
| * shaders implementation |
| * |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| |
| #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info |
| |
| static void vshader_set_limits(IWineD3DVertexShaderImpl *This) |
| { |
| DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major, |
| This->baseShader.reg_maps.shader_version.minor); |
| |
| This->baseShader.limits.texcoord = 0; |
| This->baseShader.limits.attributes = 16; |
| This->baseShader.limits.packed_input = 0; |
| |
| switch (shader_version) |
| { |
| case WINED3D_SHADER_VERSION(1,0): |
| case WINED3D_SHADER_VERSION(1,1): |
| This->baseShader.limits.temporary = 12; |
| This->baseShader.limits.constant_bool = 0; |
| This->baseShader.limits.constant_int = 0; |
| This->baseShader.limits.address = 1; |
| This->baseShader.limits.packed_output = 0; |
| This->baseShader.limits.sampler = 0; |
| This->baseShader.limits.label = 0; |
| /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used |
| * on a vs_3_0 capable card that has 256 constants? */ |
| This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF)); |
| break; |
| |
| case WINED3D_SHADER_VERSION(2,0): |
| case WINED3D_SHADER_VERSION(2,1): |
| This->baseShader.limits.temporary = 12; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.address = 1; |
| This->baseShader.limits.packed_output = 0; |
| This->baseShader.limits.sampler = 0; |
| This->baseShader.limits.label = 16; |
| This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF)); |
| break; |
| |
| case WINED3D_SHADER_VERSION(3,0): |
| This->baseShader.limits.temporary = 32; |
| This->baseShader.limits.constant_bool = 32; |
| This->baseShader.limits.constant_int = 32; |
| This->baseShader.limits.address = 1; |
| This->baseShader.limits.packed_output = 12; |
| This->baseShader.limits.sampler = 4; |
| This->baseShader.limits.label = 16; /* FIXME: 2048 */ |
| /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable |
| * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the |
| * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s |
| * use constant buffers */ |
| This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF)); |
| break; |
| |
| default: |
| This->baseShader.limits.temporary = 12; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.address = 1; |
| This->baseShader.limits.packed_output = 0; |
| This->baseShader.limits.sampler = 0; |
| This->baseShader.limits.label = 16; |
| This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF)); |
| FIXME("Unrecognized vertex shader version %u.%u\n", |
| This->baseShader.reg_maps.shader_version.major, |
| This->baseShader.reg_maps.shader_version.minor); |
| } |
| } |
| |
| /* This is an internal function, |
| * used to create fake semantics for shaders |
| * that don't have them - d3d8 shaders where the declaration |
| * stores the register for each input |
| */ |
| static void vshader_set_input( |
| IWineD3DVertexShaderImpl* This, |
| unsigned int regnum, |
| BYTE usage, BYTE usage_idx) { |
| |
| This->semantics_in[regnum].usage = usage; |
| This->semantics_in[regnum].usage_idx = usage_idx; |
| This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT; |
| This->semantics_in[regnum].reg.register_idx = regnum; |
| This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL; |
| This->semantics_in[regnum].reg.modifiers = 0; |
| This->semantics_in[regnum].reg.shift = 0; |
| This->semantics_in[regnum].reg.rel_addr = NULL; |
| } |
| |
| static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) { |
| if (usage_idx1 != usage_idx2) return FALSE; |
| if (usage1 == usage2) return TRUE; |
| if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE; |
| if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE; |
| |
| return FALSE; |
| } |
| |
| BOOL vshader_get_input( |
| IWineD3DVertexShader* iface, |
| BYTE usage_req, BYTE usage_idx_req, |
| unsigned int* regnum) { |
| |
| IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface; |
| int i; |
| |
| for (i = 0; i < MAX_ATTRIBS; i++) { |
| if (!This->baseShader.reg_maps.attributes[i]) continue; |
| |
| if (match_usage(This->semantics_in[i].usage, |
| This->semantics_in[i].usage_idx, usage_req, usage_idx_req)) |
| { |
| *regnum = i; |
| return TRUE; |
| } |
| } |
| return FALSE; |
| } |
| |
| /* ******************************************* |
| IWineD3DVertexShader IUnknown parts follow |
| ******************************************* */ |
| static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) { |
| TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj); |
| |
| if (IsEqualGUID(riid, &IID_IWineD3DVertexShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IUnknown)) |
| { |
| IUnknown_AddRef(iface); |
| *ppobj = iface; |
| return S_OK; |
| } |
| |
| WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); |
| |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| ULONG refcount = InterlockedIncrement(&This->baseShader.ref); |
| |
| TRACE("%p increasing refcount to %u\n", This, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| ULONG refcount = InterlockedDecrement(&This->baseShader.ref); |
| |
| TRACE("%p decreasing refcount to %u\n", This, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup((IWineD3DBaseShader *)iface); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| return refcount; |
| } |
| |
| /* ******************************************* |
| IWineD3DVertexShader IWineD3DVertexShader parts follow |
| ******************************************* */ |
| |
| static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){ |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| |
| *parent = This->parent; |
| IUnknown_AddRef(*parent); |
| TRACE("(%p) : returning %p\n", This, *parent); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){ |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| IWineD3DDevice_AddRef(This->baseShader.device); |
| *pDevice = This->baseShader.device; |
| TRACE("(%p) returning %p\n", This, *pDevice); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl; |
| TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData); |
| |
| if (NULL == pData) { |
| *pSizeOfData = This->baseShader.functionLength; |
| return WINED3D_OK; |
| } |
| if (*pSizeOfData < This->baseShader.functionLength) { |
| /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller |
| * than the required size we should write the required size and |
| * return D3DERR_MOREDATA. That's not actually true. */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE("(%p) : GetFunction copying to %p\n", This, pData); |
| memcpy(pData, This->baseShader.function, This->baseShader.functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Note that for vertex shaders CompileShader isn't called until the |
| * shader is first used. The reason for this is that we need the vertex |
| * declaration the shader will be used with in order to determine if |
| * the data in a register is of type D3DCOLOR, and needs swizzling. */ |
| static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) { |
| |
| IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; |
| IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; |
| const struct wined3d_shader_frontend *fe; |
| HRESULT hr; |
| shader_reg_maps *reg_maps = &This->baseShader.reg_maps; |
| |
| TRACE("(%p) : pFunction %p\n", iface, pFunction); |
| |
| fe = shader_select_frontend(*pFunction); |
| if (!fe) |
| { |
| FIXME("Unable to find frontend for shader.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| This->baseShader.frontend = fe; |
| This->baseShader.frontend_data = fe->shader_init(pFunction); |
| if (!This->baseShader.frontend_data) |
| { |
| FIXME("Failed to initialize frontend.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* First pass: trace shader */ |
| if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction); |
| |
| /* Initialize immediate constant lists */ |
| list_init(&This->baseShader.constantsF); |
| list_init(&This->baseShader.constantsB); |
| list_init(&This->baseShader.constantsI); |
| |
| /* Second pass: figure out registers used, semantics, etc.. */ |
| This->min_rel_offset = GL_LIMITS(vshader_constantsF); |
| This->max_rel_offset = 0; |
| hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe, |
| reg_maps, This->semantics_in, This->semantics_out, pFunction); |
| if (hr != WINED3D_OK) return hr; |
| |
| vshader_set_limits(This); |
| |
| This->baseShader.shader_mode = deviceImpl->vs_selected_mode; |
| |
| if(deviceImpl->vs_selected_mode == SHADER_ARB && |
| (GLINFO_LOCATION).arb_vs_offset_limit && |
| This->min_rel_offset <= This->max_rel_offset) { |
| |
| if(This->max_rel_offset - This->min_rel_offset > 127) { |
| FIXME("The difference between the minimum and maximum relative offset is > 127\n"); |
| FIXME("Which this OpenGL implementation does not support. Try using GLSL\n"); |
| FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset); |
| } else if(This->max_rel_offset - This->min_rel_offset > 63) { |
| This->rel_offset = This->min_rel_offset + 63; |
| } else if(This->max_rel_offset > 63) { |
| This->rel_offset = This->min_rel_offset; |
| } else { |
| This->rel_offset = 0; |
| } |
| } |
| This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF); |
| |
| /* copy the function ... because it will certainly be released by application */ |
| This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength); |
| if (!This->baseShader.function) return E_OUTOFMEMORY; |
| memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Preload semantics for d3d8 shaders */ |
| static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) { |
| IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; |
| IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration; |
| |
| unsigned int i; |
| for (i = 0; i < vdecl->element_count; ++i) |
| { |
| const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i]; |
| vshader_set_input(This, e->output_slot, e->usage, e->usage_idx); |
| } |
| } |
| |
| /* Set local constants for d3d8 shaders */ |
| static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface, |
| UINT start_idx, const float *src_data, UINT count) { |
| IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; |
| UINT i, end_idx; |
| |
| TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count); |
| |
| end_idx = start_idx + count; |
| if (end_idx > GL_LIMITS(vshader_constantsF)) { |
| WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF)); |
| end_idx = GL_LIMITS(vshader_constantsF); |
| } |
| |
| for (i = start_idx; i < end_idx; ++i) { |
| local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); |
| if (!lconst) return E_OUTOFMEMORY; |
| |
| lconst->idx = i; |
| memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float)); |
| list_add_head(&This->baseShader.constantsF, &lconst->entry); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) { |
| IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; |
| SHADER_BUFFER buffer; |
| GLuint ret; |
| |
| /* Generate the HW shader */ |
| TRACE("(%p) : Generating hardware program\n", This); |
| shader_buffer_init(&buffer); |
| This->cur_args = args; |
| ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args); |
| This->cur_args = NULL; |
| shader_buffer_free(&buffer); |
| |
| return ret; |
| } |
| |
| const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = |
| { |
| /*** IUnknown methods ***/ |
| IWineD3DVertexShaderImpl_QueryInterface, |
| IWineD3DVertexShaderImpl_AddRef, |
| IWineD3DVertexShaderImpl_Release, |
| /*** IWineD3DBase methods ***/ |
| IWineD3DVertexShaderImpl_GetParent, |
| /*** IWineD3DBaseShader methods ***/ |
| IWineD3DVertexShaderImpl_SetFunction, |
| /*** IWineD3DVertexShader methods ***/ |
| IWineD3DVertexShaderImpl_GetDevice, |
| IWineD3DVertexShaderImpl_GetFunction, |
| IWineD3DVertexShaderImpl_FakeSemantics, |
| IWIneD3DVertexShaderImpl_SetLocalConstantsF |
| }; |
| |
| void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) { |
| args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z; |
| args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map; |
| } |
| |
| static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new, |
| const DWORD use_map) { |
| if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE; |
| return stored->fog_src == new->fog_src; |
| } |
| |
| GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args) |
| { |
| UINT i; |
| DWORD new_size = shader->shader_array_size; |
| struct vs_compiled_shader *new_array; |
| DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map; |
| |
| /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), |
| * so a linear search is more performant than a hashmap or a binary search |
| * (cache coherency etc) |
| */ |
| for(i = 0; i < shader->num_gl_shaders; i++) { |
| if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) { |
| return shader->gl_shaders[i].prgId; |
| } |
| } |
| |
| TRACE("No matching GL shader found, compiling a new shader\n"); |
| |
| if(shader->shader_array_size == shader->num_gl_shaders) { |
| if (shader->num_gl_shaders) |
| { |
| new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2); |
| new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders, |
| new_size * sizeof(*shader->gl_shaders)); |
| } else { |
| new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); |
| new_size = 1; |
| } |
| |
| if(!new_array) { |
| ERR("Out of memory\n"); |
| return 0; |
| } |
| shader->gl_shaders = new_array; |
| shader->shader_array_size = new_size; |
| } |
| |
| shader->gl_shaders[shader->num_gl_shaders].args = *args; |
| shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args); |
| return shader->gl_shaders[shader->num_gl_shaders++].prgId; |
| } |