| /* |
| * 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 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); |
| 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->parent; |
| IUnknown_AddRef(*parent); |
| TRACE("(%p) : returning %p\n", This, *parent); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| IWineD3DDevice_AddRef(This->baseShader.device); |
| *pDevice = This->baseShader.device; |
| TRACE("(%p) returning %p\n", This, *pDevice); |
| 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; |
| } |
| |
| CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { |
| /* Arithmetic */ |
| {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 }, |
| {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 }, |
| {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 }, |
| {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 }, |
| {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 }, |
| {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 }, |
| {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 }, |
| {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 }, |
| {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 }, |
| {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 }, |
| {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 }, |
| {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 }, |
| {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 }, |
| {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 }, |
| {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 }, |
| {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 }, |
| {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 }, |
| {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 }, |
| {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 }, |
| {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 }, |
| {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 }, |
| {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 }, |
| {WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)}, |
| {WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)}, |
| {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 }, |
| {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 }, |
| {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 }, |
| {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)}, |
| {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 }, |
| {WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 }, |
| /* Matrix */ |
| {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 }, |
| {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 }, |
| {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 }, |
| {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 }, |
| {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 }, |
| /* Register declarations */ |
| {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 }, |
| /* Flow control - requires GLSL or software shaders */ |
| {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 }, |
| {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 }, |
| {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 }, |
| {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 }, |
| /* Constant definitions */ |
| {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 }, |
| {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 }, |
| {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 }, |
| /* Texture */ |
| {WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, |
| {WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)}, |
| {WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, |
| {WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 }, |
| {WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)}, |
| {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, |
| {WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, |
| {WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, |
| {WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 }, |
| {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 }, |
| {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 }, |
| {WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 }, |
| {0, NULL, 0, 0, 0, 0, 0 } |
| }; |
| |
| static void pshader_set_limits( |
| IWineD3DPixelShaderImpl *This) { |
| |
| This->baseShader.limits.attributes = 0; |
| This->baseShader.limits.address = 0; |
| This->baseShader.limits.packed_output = 0; |
| |
| switch (This->baseShader.reg_maps.shader_version) |
| { |
| case WINED3DPS_VERSION(1,0): |
| case WINED3DPS_VERSION(1,1): |
| case WINED3DPS_VERSION(1,2): |
| case WINED3DPS_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 WINED3DPS_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 WINED3DPS_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 WINED3DPS_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 WINED3DPS_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 %#x\n", |
| This->baseShader.reg_maps.shader_version); |
| } |
| } |
| |
| static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { |
| |
| IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; |
| IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; |
| unsigned int i, highest_reg_used = 0, num_regs_used = 0; |
| shader_reg_maps *reg_maps = &This->baseShader.reg_maps; |
| HRESULT hr; |
| |
| TRACE("(%p) : pFunction %p\n", iface, pFunction); |
| |
| /* First pass: trace shader */ |
| if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins); |
| |
| /* Initialize immediate constant lists */ |
| list_init(&This->baseShader.constantsF); |
| list_init(&This->baseShader.constantsB); |
| list_init(&This->baseShader.constantsI); |
| |
| /* Second pass: figure out which registers are used, what the semantics are, etc.. */ |
| memset(reg_maps, 0, sizeof(shader_reg_maps)); |
| hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction); |
| if (FAILED(hr)) return hr; |
| |
| pshader_set_limits(This); |
| |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (This->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_LIMITS(glsl_varyings) / 4) |
| || num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) |
| { |
| if (num_regs_used > (GL_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) |
| { |
| This->input_reg_map[i] = i; |
| } |
| |
| This->declared_in_count = highest_reg_used + 1; |
| } |
| else |
| { |
| This->declared_in_count = 0; |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++; |
| else This->input_reg_map[i] = -1; |
| } |
| } |
| |
| This->baseShader.load_local_constsF = FALSE; |
| |
| This->baseShader.shader_mode = deviceImpl->ps_selected_mode; |
| |
| TRACE("(%p) : Copying the function\n", This); |
| |
| 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; |
| } |
| |
| static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures) |
| { |
| DWORD shader_version = reg_maps->shader_version; |
| DWORD *samplers = reg_maps->samplers; |
| unsigned int i; |
| |
| if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return; |
| |
| for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i) |
| { |
| /* We don't sample from this sampler */ |
| if (!samplers[i]) continue; |
| |
| if (!textures[i]) |
| { |
| ERR("No texture bound to sampler %u, using 2D\n", i); |
| samplers[i] = (0x1 << 31) | 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 */ |
| samplers[i] = (1 << 31) | WINED3DSTT_2D; |
| break; |
| |
| case GL_TEXTURE_3D: |
| samplers[i] = (1 << 31) | WINED3DSTT_VOLUME; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| samplers[i] = (1 << 31) | WINED3DSTT_CUBE; |
| break; |
| |
| default: |
| FIXME("Unrecognized texture type %#x, using 2D\n", |
| IWineD3DBaseTexture_GetTextureDimensions(textures[i])); |
| samplers[i] = (0x1 << 31) | WINED3DSTT_2D; |
| } |
| } |
| } |
| |
| static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args) |
| { |
| CONST DWORD *function = This->baseShader.function; |
| GLuint retval; |
| SHADER_BUFFER buffer; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; |
| |
| TRACE("(%p) : function %p\n", This, function); |
| |
| pixelshader_update_samplers(&This->baseShader.reg_maps, |
| ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures); |
| |
| /* Generate the HW shader */ |
| TRACE("(%p) : Generating hardware program\n", This); |
| This->cur_args = args; |
| shader_buffer_init(&buffer); |
| retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args); |
| shader_buffer_free(&buffer); |
| This->cur_args = NULL; |
| |
| return retval; |
| } |
| |
| const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = |
| { |
| /*** IUnknown methods ***/ |
| IWineD3DPixelShaderImpl_QueryInterface, |
| IWineD3DPixelShaderImpl_AddRef, |
| IWineD3DPixelShaderImpl_Release, |
| /*** IWineD3DBase methods ***/ |
| IWineD3DPixelShaderImpl_GetParent, |
| /*** IWineD3DBaseShader methods ***/ |
| IWineD3DPixelShaderImpl_SetFunction, |
| /*** IWineD3DPixelShader methods ***/ |
| IWineD3DPixelShaderImpl_GetDevice, |
| IWineD3DPixelShaderImpl_GetFunction |
| }; |
| |
| 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; |
| |
| for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) { |
| if(shader->baseShader.reg_maps.samplers[i] == 0) continue; |
| tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; |
| if(!tex) { |
| args->color_fixup[i] = COLOR_FIXUP_IDENTITY; |
| continue; |
| } |
| args->color_fixup[i] = tex->baseTexture.shader_color_fixup; |
| } |
| if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0)) |
| { |
| 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; |
| } |
| } |
| } |
| |
| GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args) |
| { |
| UINT i; |
| DWORD new_size; |
| struct ps_compiled_shader *new_array; |
| |
| /* 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(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) { |
| 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->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 = pixelshader_compile(shader, args); |
| return shader->gl_shaders[shader->num_gl_shaders++].prgId; |
| } |