| /* |
| * 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 |
| * Copyright 2009 Henri Verbeet 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); |
| |
| static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { |
| TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj); |
| |
| if (IsEqualGUID(riid, &IID_IWineD3DPixelShader) |
| || 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 IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| ULONG refcount = InterlockedIncrement(&This->baseShader.ref); |
| |
| TRACE("%p increasing refcount to %u\n", This, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| ULONG refcount = InterlockedDecrement(&This->baseShader.ref); |
| |
| TRACE("%p decreasing refcount to %u\n", This, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup((IWineD3DBaseShader *)iface); |
| This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| return refcount; |
| } |
| |
| /* ******************************************* |
| IWineD3DPixelShader IWineD3DPixelShader parts follow |
| ******************************************* */ |
| |
| static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){ |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| |
| *parent = This->baseShader.parent; |
| IUnknown_AddRef(*parent); |
| TRACE("(%p) : returning %p\n", This, *parent); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)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; |
| } |
| |
| static void pshader_set_limits(IWineD3DPixelShaderImpl *This) |
| { |
| DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major, |
| This->baseShader.reg_maps.shader_version.minor); |
| |
| This->baseShader.limits.attributes = 0; |
| This->baseShader.limits.address = 0; |
| This->baseShader.limits.packed_output = 0; |
| |
| switch (shader_version) |
| { |
| case WINED3D_SHADER_VERSION(1,0): |
| case WINED3D_SHADER_VERSION(1,1): |
| case WINED3D_SHADER_VERSION(1,2): |
| case WINED3D_SHADER_VERSION(1,3): |
| This->baseShader.limits.temporary = 2; |
| This->baseShader.limits.constant_float = 8; |
| This->baseShader.limits.constant_int = 0; |
| This->baseShader.limits.constant_bool = 0; |
| This->baseShader.limits.texcoord = 4; |
| This->baseShader.limits.sampler = 4; |
| This->baseShader.limits.packed_input = 0; |
| This->baseShader.limits.label = 0; |
| break; |
| |
| case WINED3D_SHADER_VERSION(1,4): |
| This->baseShader.limits.temporary = 6; |
| This->baseShader.limits.constant_float = 8; |
| This->baseShader.limits.constant_int = 0; |
| This->baseShader.limits.constant_bool = 0; |
| This->baseShader.limits.texcoord = 6; |
| This->baseShader.limits.sampler = 6; |
| This->baseShader.limits.packed_input = 0; |
| This->baseShader.limits.label = 0; |
| break; |
| |
| /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ |
| case WINED3D_SHADER_VERSION(2,0): |
| This->baseShader.limits.temporary = 32; |
| This->baseShader.limits.constant_float = 32; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.texcoord = 8; |
| This->baseShader.limits.sampler = 16; |
| This->baseShader.limits.packed_input = 0; |
| break; |
| |
| case WINED3D_SHADER_VERSION(2,1): |
| This->baseShader.limits.temporary = 32; |
| This->baseShader.limits.constant_float = 32; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.texcoord = 8; |
| This->baseShader.limits.sampler = 16; |
| This->baseShader.limits.packed_input = 0; |
| This->baseShader.limits.label = 16; |
| break; |
| |
| case WINED3D_SHADER_VERSION(4,0): |
| FIXME("Using 3.0 limits for 4.0 shader\n"); |
| /* Fall through */ |
| |
| case WINED3D_SHADER_VERSION(3,0): |
| This->baseShader.limits.temporary = 32; |
| This->baseShader.limits.constant_float = 224; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.texcoord = 0; |
| This->baseShader.limits.sampler = 16; |
| This->baseShader.limits.packed_input = 12; |
| This->baseShader.limits.label = 16; /* FIXME: 2048 */ |
| break; |
| |
| default: |
| This->baseShader.limits.temporary = 32; |
| This->baseShader.limits.constant_float = 32; |
| This->baseShader.limits.constant_int = 16; |
| This->baseShader.limits.constant_bool = 16; |
| This->baseShader.limits.texcoord = 8; |
| This->baseShader.limits.sampler = 16; |
| This->baseShader.limits.packed_input = 0; |
| This->baseShader.limits.label = 0; |
| FIXME("Unrecognized pixel shader version %u.%u\n", |
| This->baseShader.reg_maps.shader_version.major, |
| This->baseShader.reg_maps.shader_version.minor); |
| } |
| } |
| |
| static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader, |
| const DWORD *byte_code, const struct wined3d_shader_signature *output_signature) |
| { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| unsigned int i, highest_reg_used = 0, num_regs_used = 0; |
| shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; |
| const struct wined3d_shader_frontend *fe; |
| HRESULT hr; |
| |
| TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature); |
| |
| fe = shader_select_frontend(*byte_code); |
| if (!fe) |
| { |
| FIXME("Unable to find frontend for shader.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| shader->baseShader.frontend = fe; |
| shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature); |
| if (!shader->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, shader->baseShader.frontend_data, byte_code); |
| |
| /* Initialize immediate constant lists */ |
| list_init(&shader->baseShader.constantsF); |
| list_init(&shader->baseShader.constantsB); |
| list_init(&shader->baseShader.constantsI); |
| |
| /* Second pass: figure out which registers are used, what the semantics are, etc.. */ |
| hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe, |
| reg_maps, NULL, shader->input_signature, NULL, |
| byte_code, device->d3d_pshader_constantF); |
| if (FAILED(hr)) return hr; |
| |
| pshader_set_limits(shader); |
| |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (shader->input_reg_used[i]) |
| { |
| ++num_regs_used; |
| highest_reg_used = i; |
| } |
| } |
| |
| /* Don't do any register mapping magic if it is not needed, or if we can't |
| * achieve anything anyway */ |
| if (highest_reg_used < (gl_info->limits.glsl_varyings / 4) |
| || num_regs_used > (gl_info->limits.glsl_varyings / 4)) |
| { |
| if (num_regs_used > (gl_info->limits.glsl_varyings / 4)) |
| { |
| /* This happens with relative addressing. The input mapper function |
| * warns about this if the higher registers are declared too, so |
| * don't write a FIXME here */ |
| WARN("More varying registers used than supported\n"); |
| } |
| |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| shader->input_reg_map[i] = i; |
| } |
| |
| shader->declared_in_count = highest_reg_used + 1; |
| } |
| else |
| { |
| shader->declared_in_count = 0; |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++; |
| else shader->input_reg_map[i] = ~0U; |
| } |
| } |
| |
| shader->baseShader.load_local_constsF = FALSE; |
| |
| TRACE("(%p) : Copying byte code.\n", shader); |
| |
| shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength); |
| if (!shader->baseShader.function) return E_OUTOFMEMORY; |
| memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures) |
| { |
| WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type; |
| unsigned int i; |
| |
| if (reg_maps->shader_version.major != 1) return; |
| |
| for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i) |
| { |
| /* We don't sample from this sampler */ |
| if (!sampler_type[i]) continue; |
| |
| if (!textures[i]) |
| { |
| ERR("No texture bound to sampler %u, using 2D\n", i); |
| sampler_type[i] = WINED3DSTT_2D; |
| continue; |
| } |
| |
| switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i])) |
| { |
| case GL_TEXTURE_RECTANGLE_ARB: |
| case GL_TEXTURE_2D: |
| /* We have to select between texture rectangles and 2D textures later because 2.0 and |
| * 3.0 shaders only have WINED3DSTT_2D as well */ |
| sampler_type[i] = WINED3DSTT_2D; |
| break; |
| |
| case GL_TEXTURE_3D: |
| sampler_type[i] = WINED3DSTT_VOLUME; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| sampler_type[i] = WINED3DSTT_CUBE; |
| break; |
| |
| default: |
| FIXME("Unrecognized texture type %#x, using 2D\n", |
| IWineD3DBaseTexture_GetTextureDimensions(textures[i])); |
| sampler_type[i] = WINED3DSTT_2D; |
| } |
| } |
| } |
| |
| static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = |
| { |
| /*** IUnknown methods ***/ |
| IWineD3DPixelShaderImpl_QueryInterface, |
| IWineD3DPixelShaderImpl_AddRef, |
| IWineD3DPixelShaderImpl_Release, |
| /*** IWineD3DBase methods ***/ |
| IWineD3DPixelShaderImpl_GetParent, |
| /*** IWineD3DBaseShader methods ***/ |
| IWineD3DPixelShaderImpl_GetFunction |
| /*** IWineD3DPixelShader methods ***/ |
| }; |
| |
| void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) { |
| UINT i; |
| IWineD3DBaseTextureImpl *tex; |
| |
| memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */ |
| args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; |
| args->np2_fixup = 0; |
| |
| for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) { |
| if (!shader->baseShader.reg_maps.sampler_type[i]) continue; |
| tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; |
| if(!tex) { |
| args->color_fixup[i] = COLOR_FIXUP_IDENTITY; |
| continue; |
| } |
| args->color_fixup[i] = tex->resource.format_desc->color_fixup; |
| |
| /* Flag samplers that need NP2 texcoord fixup. */ |
| if(!tex->baseTexture.pow2Matrix_identity) { |
| args->np2_fixup |= (1 << i); |
| } |
| } |
| if (shader->baseShader.reg_maps.shader_version.major >= 3) |
| { |
| if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed) |
| { |
| args->vp_mode = pretransformed; |
| } |
| else if (use_vs(stateblock)) |
| { |
| args->vp_mode = vertexshader; |
| } else { |
| args->vp_mode = fixedfunction; |
| } |
| args->fog = FOG_OFF; |
| } else { |
| args->vp_mode = vertexshader; |
| if(stateblock->renderState[WINED3DRS_FOGENABLE]) { |
| switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) { |
| case WINED3DFOG_NONE: |
| if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed |
| || use_vs(stateblock)) |
| { |
| args->fog = FOG_LINEAR; |
| break; |
| } |
| switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) { |
| case WINED3DFOG_NONE: /* Drop through */ |
| case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break; |
| case WINED3DFOG_EXP: args->fog = FOG_EXP; break; |
| case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break; |
| } |
| break; |
| |
| case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break; |
| case WINED3DFOG_EXP: args->fog = FOG_EXP; break; |
| case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break; |
| } |
| } else { |
| args->fog = FOG_OFF; |
| } |
| } |
| } |
| |
| HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device, |
| const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, |
| IUnknown *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| HRESULT hr; |
| |
| if (!byte_code) return WINED3DERR_INVALIDCALL; |
| |
| shader->lpVtbl = &IWineD3DPixelShader_Vtbl; |
| shader_init(&shader->baseShader, device, parent, parent_ops); |
| |
| hr = pixelshader_set_function(shader, byte_code, output_signature); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to set function, hr %#x.\n", hr); |
| shader_cleanup((IWineD3DBaseShader *)shader); |
| return hr; |
| } |
| |
| return WINED3D_OK; |
| } |