| /* |
| * 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 void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent) |
| { |
| *parent = shader->baseShader.parent; |
| IUnknown_AddRef(*parent); |
| TRACE("shader %p, returning %p.\n", shader, *parent); |
| } |
| |
| static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size) |
| { |
| if (!data) |
| { |
| *data_size = shader->baseShader.functionLength; |
| return WINED3D_OK; |
| } |
| |
| if (*data_size < shader->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; |
| } |
| |
| memcpy(data, shader->baseShader.function, shader->baseShader.functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code, |
| const struct wined3d_shader_signature *output_signature, DWORD float_const_count) |
| { |
| struct 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, float_const_count %u.\n", |
| shader, byte_code, output_signature, float_const_count); |
| |
| 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, shader->baseShader.input_signature, shader->baseShader.output_signature, |
| byte_code, float_const_count); |
| if (FAILED(hr)) return hr; |
| |
| 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; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object) |
| { |
| TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); |
| |
| if (IsEqualGUID(riid, &IID_IWineD3DVertexShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IUnknown)) |
| { |
| IUnknown_AddRef(iface); |
| *object = iface; |
| return S_OK; |
| } |
| |
| WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); |
| |
| *object = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface) |
| { |
| IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; |
| ULONG refcount = InterlockedIncrement(&shader->baseShader.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", shader, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface) |
| { |
| IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; |
| ULONG refcount = InterlockedDecrement(&shader->baseShader.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", shader, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup((IWineD3DBaseShader *)iface); |
| shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent); |
| HeapFree(GetProcessHeap(), 0, shader); |
| } |
| |
| return refcount; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent) |
| { |
| TRACE("iface %p, parent %p.\n", iface, parent); |
| |
| shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size) |
| { |
| TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); |
| |
| return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); |
| } |
| |
| /* Set local constants for d3d8 shaders. */ |
| static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface, |
| UINT start_idx, const float *src_data, UINT count) |
| { |
| IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; |
| UINT i, end_idx; |
| |
| TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count); |
| |
| end_idx = start_idx + count; |
| if (end_idx > device->d3d_vshader_constantF) |
| { |
| WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF); |
| end_idx = device->d3d_vshader_constantF; |
| } |
| |
| 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(&shader->baseShader.constantsF, &lconst->entry); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = |
| { |
| /* IUnknown methods */ |
| vertexshader_QueryInterface, |
| vertexshader_AddRef, |
| vertexshader_Release, |
| /* IWineD3DBase methods */ |
| vertexshader_GetParent, |
| /* IWineD3DBaseShader methods */ |
| vertexshader_GetFunction, |
| /* IWineD3DVertexShader methods */ |
| vertexshader_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->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] |
| && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]; |
| args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map; |
| } |
| |
| 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 *shader = (IWineD3DVertexShaderImpl *)iface; |
| WORD map = shader->baseShader.reg_maps.input_registers; |
| unsigned int i; |
| |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (match_usage(shader->attributes[i].usage, |
| shader->attributes[i].usage_idx, usage_req, usage_idx_req)) |
| { |
| *regnum = i; |
| return TRUE; |
| } |
| } |
| return FALSE; |
| } |
| |
| static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader) |
| { |
| DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major, |
| shader->baseShader.reg_maps.shader_version.minor); |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; |
| |
| shader->baseShader.limits.texcoord = 0; |
| shader->baseShader.limits.attributes = 16; |
| shader->baseShader.limits.packed_input = 0; |
| |
| switch (shader_version) |
| { |
| case WINED3D_SHADER_VERSION(1, 0): |
| case WINED3D_SHADER_VERSION(1, 1): |
| shader->baseShader.limits.temporary = 12; |
| shader->baseShader.limits.constant_bool = 0; |
| shader->baseShader.limits.constant_int = 0; |
| shader->baseShader.limits.address = 1; |
| shader->baseShader.limits.packed_output = 0; |
| shader->baseShader.limits.sampler = 0; |
| shader->baseShader.limits.label = 0; |
| /* TODO: vs_1_1 has a minimum of 96 constants. What happens when |
| * a vs_1_1 shader is used on a vs_3_0 capable card that has 256 |
| * constants? */ |
| shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); |
| break; |
| |
| case WINED3D_SHADER_VERSION(2, 0): |
| case WINED3D_SHADER_VERSION(2, 1): |
| shader->baseShader.limits.temporary = 12; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.address = 1; |
| shader->baseShader.limits.packed_output = 0; |
| shader->baseShader.limits.sampler = 0; |
| shader->baseShader.limits.label = 16; |
| shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); |
| 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): |
| shader->baseShader.limits.temporary = 32; |
| shader->baseShader.limits.constant_bool = 32; |
| shader->baseShader.limits.constant_int = 32; |
| shader->baseShader.limits.address = 1; |
| shader->baseShader.limits.packed_output = 12; |
| shader->baseShader.limits.sampler = 4; |
| shader->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. */ |
| shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); |
| break; |
| |
| default: |
| shader->baseShader.limits.temporary = 12; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.address = 1; |
| shader->baseShader.limits.packed_output = 0; |
| shader->baseShader.limits.sampler = 0; |
| shader->baseShader.limits.label = 16; |
| shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); |
| FIXME("Unrecognized vertex shader version \"%u.%u\".\n", |
| shader->baseShader.reg_maps.shader_version.major, |
| shader->baseShader.reg_maps.shader_version.minor); |
| } |
| } |
| |
| HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device, |
| const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, |
| IUnknown *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; |
| unsigned int i; |
| HRESULT hr; |
| WORD map; |
| |
| if (!byte_code) return WINED3DERR_INVALIDCALL; |
| |
| shader->lpVtbl = &IWineD3DVertexShader_Vtbl; |
| shader_init(&shader->baseShader, device, parent, parent_ops); |
| |
| hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, |
| output_signature, device->d3d_vshader_constantF); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to set function, hr %#x.\n", hr); |
| shader_cleanup((IWineD3DBaseShader *)shader); |
| return hr; |
| } |
| |
| map = shader->baseShader.reg_maps.input_registers; |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; |
| |
| shader->attributes[i].usage = |
| shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); |
| shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; |
| } |
| |
| 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; |
| shader->baseShader.output_signature[e->register_idx] = *e; |
| } |
| } |
| |
| vertexshader_set_limits(shader); |
| |
| if (device->vs_selected_mode == SHADER_ARB |
| && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) |
| && shader->min_rel_offset <= shader->max_rel_offset) |
| { |
| if (shader->max_rel_offset - shader->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", shader->min_rel_offset, shader->max_rel_offset); |
| } |
| else if (shader->max_rel_offset - shader->min_rel_offset > 63) |
| { |
| shader->rel_offset = shader->min_rel_offset + 63; |
| } |
| else if (shader->max_rel_offset > 63) |
| { |
| shader->rel_offset = shader->min_rel_offset; |
| } |
| else |
| { |
| shader->rel_offset = 0; |
| } |
| } |
| |
| shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF |
| && !list_empty(&shader->baseShader.constantsF); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface, |
| REFIID riid, void **object) |
| { |
| TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); |
| |
| if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IUnknown)) |
| { |
| IUnknown_AddRef(iface); |
| *object = iface; |
| return S_OK; |
| } |
| |
| WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); |
| |
| *object = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface) |
| { |
| struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; |
| ULONG refcount = InterlockedIncrement(&shader->base_shader.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", shader, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface) |
| { |
| struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; |
| ULONG refcount = InterlockedDecrement(&shader->base_shader.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", shader, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup((IWineD3DBaseShader *)iface); |
| shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent); |
| HeapFree(GetProcessHeap(), 0, shader); |
| } |
| |
| return refcount; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent) |
| { |
| TRACE("iface %p, parent %p.\n", iface, parent); |
| |
| shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size) |
| { |
| TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); |
| |
| return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); |
| } |
| |
| static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl = |
| { |
| /* IUnknown methods */ |
| geometryshader_QueryInterface, |
| geometryshader_AddRef, |
| geometryshader_Release, |
| /* IWineD3DBase methods */ |
| geometryshader_GetParent, |
| /* IWineD3DBaseShader methods */ |
| geometryshader_GetFunction, |
| }; |
| |
| HRESULT geometryshader_init(struct wined3d_geometryshader *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; |
| |
| shader->vtbl = &wined3d_geometryshader_vtbl; |
| shader_init(&shader->base_shader, device, parent, parent_ops); |
| |
| hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to set function, hr %#x.\n", hr); |
| shader_cleanup((IWineD3DBaseShader *)shader); |
| return hr; |
| } |
| |
| shader->base_shader.load_local_constsF = FALSE; |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object) |
| { |
| TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); |
| |
| if (IsEqualGUID(riid, &IID_IWineD3DPixelShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseShader) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IUnknown)) |
| { |
| IUnknown_AddRef(iface); |
| *object = iface; |
| return S_OK; |
| } |
| |
| WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); |
| |
| *object = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface) |
| { |
| IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; |
| ULONG refcount = InterlockedIncrement(&shader->baseShader.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", shader, refcount); |
| |
| return refcount; |
| } |
| |
| static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface) |
| { |
| IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; |
| ULONG refcount = InterlockedDecrement(&shader->baseShader.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", shader, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup((IWineD3DBaseShader *)iface); |
| shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent); |
| HeapFree(GetProcessHeap(), 0, shader); |
| } |
| |
| return refcount; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent) |
| { |
| TRACE("iface %p, parent %p.\n", iface, parent); |
| |
| shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size) |
| { |
| TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); |
| |
| return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); |
| } |
| |
| static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = |
| { |
| /* IUnknown methods */ |
| pixelshader_QueryInterface, |
| pixelshader_AddRef, |
| pixelshader_Release, |
| /* IWineD3DBase methods */ |
| pixelshader_GetParent, |
| /* IWineD3DBaseShader methods */ |
| pixelshader_GetFunction |
| }; |
| |
| void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, |
| IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) |
| { |
| IWineD3DBaseTextureImpl *texture; |
| UINT i; |
| |
| 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; |
| texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i]; |
| if (!texture) |
| { |
| args->color_fixup[i] = COLOR_FIXUP_IDENTITY; |
| continue; |
| } |
| args->color_fixup[i] = texture->resource.format_desc->color_fixup; |
| |
| /* Flag samplers that need NP2 texcoord fixup. */ |
| if (!texture->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: /* Fall 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; |
| } |
| } |
| } |
| |
| static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader) |
| { |
| DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major, |
| shader->baseShader.reg_maps.shader_version.minor); |
| |
| shader->baseShader.limits.attributes = 0; |
| shader->baseShader.limits.address = 0; |
| shader->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): |
| shader->baseShader.limits.temporary = 2; |
| shader->baseShader.limits.constant_float = 8; |
| shader->baseShader.limits.constant_int = 0; |
| shader->baseShader.limits.constant_bool = 0; |
| shader->baseShader.limits.texcoord = 4; |
| shader->baseShader.limits.sampler = 4; |
| shader->baseShader.limits.packed_input = 0; |
| shader->baseShader.limits.label = 0; |
| break; |
| |
| case WINED3D_SHADER_VERSION(1, 4): |
| shader->baseShader.limits.temporary = 6; |
| shader->baseShader.limits.constant_float = 8; |
| shader->baseShader.limits.constant_int = 0; |
| shader->baseShader.limits.constant_bool = 0; |
| shader->baseShader.limits.texcoord = 6; |
| shader->baseShader.limits.sampler = 6; |
| shader->baseShader.limits.packed_input = 0; |
| shader->baseShader.limits.label = 0; |
| break; |
| |
| /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */ |
| case WINED3D_SHADER_VERSION(2, 0): |
| shader->baseShader.limits.temporary = 32; |
| shader->baseShader.limits.constant_float = 32; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.texcoord = 8; |
| shader->baseShader.limits.sampler = 16; |
| shader->baseShader.limits.packed_input = 0; |
| break; |
| |
| case WINED3D_SHADER_VERSION(2, 1): |
| shader->baseShader.limits.temporary = 32; |
| shader->baseShader.limits.constant_float = 32; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.texcoord = 8; |
| shader->baseShader.limits.sampler = 16; |
| shader->baseShader.limits.packed_input = 0; |
| shader->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): |
| shader->baseShader.limits.temporary = 32; |
| shader->baseShader.limits.constant_float = 224; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.texcoord = 0; |
| shader->baseShader.limits.sampler = 16; |
| shader->baseShader.limits.packed_input = 12; |
| shader->baseShader.limits.label = 16; /* FIXME: 2048 */ |
| break; |
| |
| default: |
| shader->baseShader.limits.temporary = 32; |
| shader->baseShader.limits.constant_float = 32; |
| shader->baseShader.limits.constant_int = 16; |
| shader->baseShader.limits.constant_bool = 16; |
| shader->baseShader.limits.texcoord = 8; |
| shader->baseShader.limits.sampler = 16; |
| shader->baseShader.limits.packed_input = 0; |
| shader->baseShader.limits.label = 0; |
| FIXME("Unrecognized pixel shader version %u.%u\n", |
| shader->baseShader.reg_maps.shader_version.major, |
| shader->baseShader.reg_maps.shader_version.minor); |
| } |
| } |
| |
| 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) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| unsigned int i, highest_reg_used = 0, num_regs_used = 0; |
| HRESULT hr; |
| |
| if (!byte_code) return WINED3DERR_INVALIDCALL; |
| |
| shader->lpVtbl = &IWineD3DPixelShader_Vtbl; |
| shader_init(&shader->baseShader, device, parent, parent_ops); |
| |
| hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, |
| output_signature, device->d3d_pshader_constantF); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to set function, hr %#x.\n", hr); |
| shader_cleanup((IWineD3DBaseShader *)shader); |
| return hr; |
| } |
| |
| pixelshader_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; |
| |
| 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]) |
| { |
| WARN("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; |
| } |
| } |
| } |