| /* |
| * 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(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_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); |
| } |
| } |
| |
| 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; |
| WORD map = This->baseShader.reg_maps.input_registers; |
| unsigned int i; |
| |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (match_usage(This->attributes[i].usage, |
| This->attributes[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, const struct wined3d_shader_signature *output_signature) |
| { |
| IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; |
| IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; |
| const struct wined3d_shader_frontend *fe; |
| unsigned int i; |
| 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, output_signature); |
| 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->attributes, NULL, This->output_signature, |
| pFunction, GL_LIMITS(vshader_constantsF)); |
| if (hr != WINED3D_OK) return hr; |
| |
| if (output_signature) |
| { |
| for (i = 0; i < output_signature->element_count; ++i) |
| { |
| struct wined3d_shader_signature_element *e = &output_signature->elements[i]; |
| reg_maps->output_registers |= 1 << e->register_idx; |
| This->output_signature[e->register_idx] = *e; |
| } |
| } |
| |
| vshader_set_limits(This); |
| |
| 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; |
| } |
| |
| /* 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; |
| } |
| |
| 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_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; |
| } |