msvcrt/tests: Remove a space before a '\n'.
[wine/gsoc-2012-control.git] / dlls / wined3d / pixelshader.c
blobdaea9dfcd5fc21347c710d67a667ee2a9c3e58d7
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
28 #include <math.h>
29 #include <stdio.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
37 #define GLNAME_REQUIRE_GLSL ((const char *)1)
39 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
40 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
42 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
43 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
44 || IsEqualGUID(riid, &IID_IWineD3DBase)
45 || IsEqualGUID(riid, &IID_IUnknown))
47 IUnknown_AddRef(iface);
48 *ppobj = iface;
49 return S_OK;
52 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
54 *ppobj = NULL;
55 return E_NOINTERFACE;
58 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
59 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
60 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
62 TRACE("%p increasing refcount to %u\n", This, refcount);
64 return refcount;
67 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
68 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
69 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
71 TRACE("%p decreasing refcount to %u\n", This, refcount);
73 if (!refcount)
75 shader_cleanup((IWineD3DBaseShader *)iface);
76 HeapFree(GetProcessHeap(), 0, This);
79 return refcount;
82 /* *******************************************
83 IWineD3DPixelShader IWineD3DPixelShader parts follow
84 ******************************************* */
86 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
87 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
89 *parent = This->parent;
90 IUnknown_AddRef(*parent);
91 TRACE("(%p) : returning %p\n", This, *parent);
92 return WINED3D_OK;
95 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
96 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
97 IWineD3DDevice_AddRef(This->baseShader.device);
98 *pDevice = This->baseShader.device;
99 TRACE("(%p) returning %p\n", This, *pDevice);
100 return WINED3D_OK;
104 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
105 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
106 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
108 if (NULL == pData) {
109 *pSizeOfData = This->baseShader.functionLength;
110 return WINED3D_OK;
112 if (*pSizeOfData < This->baseShader.functionLength) {
113 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
114 * than the required size we should write the required size and
115 * return D3DERR_MOREDATA. That's not actually true. */
116 return WINED3DERR_INVALIDCALL;
119 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
120 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
122 return WINED3D_OK;
125 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
126 /* Arithmetic */
127 {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
128 {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
129 {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
130 {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
131 {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
132 {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
133 {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
134 {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
135 {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
136 {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
137 {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
138 {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
139 {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
140 {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
141 {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
142 {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
143 {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
144 {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
145 {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
146 {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
147 {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
148 {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
149 {WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
150 {WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
151 {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
152 {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
153 {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
154 {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
155 {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
156 {WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
157 /* Matrix */
158 {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
159 {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
160 {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
161 {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
162 {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
163 /* Register declarations */
164 {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
165 /* Flow control - requires GLSL or software shaders */
166 {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
167 {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
168 {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
169 {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
170 {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
171 {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
172 {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
173 {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
174 {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
175 {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
176 {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
177 {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
178 {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
179 {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
180 {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
181 /* Constant definitions */
182 {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
183 {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
184 {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
185 /* Texture */
186 {WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
187 {WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
188 {WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
189 {WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
190 {WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
191 {WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
192 {WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
193 {WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
194 {WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
195 {WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
196 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
197 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
198 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
199 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
200 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
201 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
202 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
203 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
204 {WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
205 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
206 {WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
207 {WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
208 {WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
209 {WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
210 {WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
211 {WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
212 {WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
213 {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
214 {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
215 {WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 },
216 {0, NULL, 0, 0, 0, 0, 0 }
219 static void pshader_set_limits(
220 IWineD3DPixelShaderImpl *This) {
222 This->baseShader.limits.attributes = 0;
223 This->baseShader.limits.address = 0;
224 This->baseShader.limits.packed_output = 0;
226 switch (This->baseShader.reg_maps.shader_version)
228 case WINED3DPS_VERSION(1,0):
229 case WINED3DPS_VERSION(1,1):
230 case WINED3DPS_VERSION(1,2):
231 case WINED3DPS_VERSION(1,3):
232 This->baseShader.limits.temporary = 2;
233 This->baseShader.limits.constant_float = 8;
234 This->baseShader.limits.constant_int = 0;
235 This->baseShader.limits.constant_bool = 0;
236 This->baseShader.limits.texcoord = 4;
237 This->baseShader.limits.sampler = 4;
238 This->baseShader.limits.packed_input = 0;
239 This->baseShader.limits.label = 0;
240 break;
242 case WINED3DPS_VERSION(1,4):
243 This->baseShader.limits.temporary = 6;
244 This->baseShader.limits.constant_float = 8;
245 This->baseShader.limits.constant_int = 0;
246 This->baseShader.limits.constant_bool = 0;
247 This->baseShader.limits.texcoord = 6;
248 This->baseShader.limits.sampler = 6;
249 This->baseShader.limits.packed_input = 0;
250 This->baseShader.limits.label = 0;
251 break;
253 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
254 case WINED3DPS_VERSION(2,0):
255 This->baseShader.limits.temporary = 32;
256 This->baseShader.limits.constant_float = 32;
257 This->baseShader.limits.constant_int = 16;
258 This->baseShader.limits.constant_bool = 16;
259 This->baseShader.limits.texcoord = 8;
260 This->baseShader.limits.sampler = 16;
261 This->baseShader.limits.packed_input = 0;
262 break;
264 case WINED3DPS_VERSION(2,1):
265 This->baseShader.limits.temporary = 32;
266 This->baseShader.limits.constant_float = 32;
267 This->baseShader.limits.constant_int = 16;
268 This->baseShader.limits.constant_bool = 16;
269 This->baseShader.limits.texcoord = 8;
270 This->baseShader.limits.sampler = 16;
271 This->baseShader.limits.packed_input = 0;
272 This->baseShader.limits.label = 16;
273 break;
275 case WINED3DPS_VERSION(3,0):
276 This->baseShader.limits.temporary = 32;
277 This->baseShader.limits.constant_float = 224;
278 This->baseShader.limits.constant_int = 16;
279 This->baseShader.limits.constant_bool = 16;
280 This->baseShader.limits.texcoord = 0;
281 This->baseShader.limits.sampler = 16;
282 This->baseShader.limits.packed_input = 12;
283 This->baseShader.limits.label = 16; /* FIXME: 2048 */
284 break;
286 default: This->baseShader.limits.temporary = 32;
287 This->baseShader.limits.constant_float = 32;
288 This->baseShader.limits.constant_int = 16;
289 This->baseShader.limits.constant_bool = 16;
290 This->baseShader.limits.texcoord = 8;
291 This->baseShader.limits.sampler = 16;
292 This->baseShader.limits.packed_input = 0;
293 This->baseShader.limits.label = 0;
294 FIXME("Unrecognized pixel shader version %#x\n",
295 This->baseShader.reg_maps.shader_version);
299 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
301 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
302 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
303 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
304 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
305 HRESULT hr;
307 TRACE("(%p) : pFunction %p\n", iface, pFunction);
309 /* First pass: trace shader */
310 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
312 /* Initialize immediate constant lists */
313 list_init(&This->baseShader.constantsF);
314 list_init(&This->baseShader.constantsB);
315 list_init(&This->baseShader.constantsI);
317 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
318 memset(reg_maps, 0, sizeof(shader_reg_maps));
319 hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
320 if (FAILED(hr)) return hr;
322 pshader_set_limits(This);
324 for (i = 0; i < MAX_REG_INPUT; ++i)
326 if (This->input_reg_used[i])
328 ++num_regs_used;
329 highest_reg_used = i;
333 /* Don't do any register mapping magic if it is not needed, or if we can't
334 * achieve anything anyway */
335 if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
336 || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
338 if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
340 /* This happens with relative addressing. The input mapper function
341 * warns about this if the higher registers are declared too, so
342 * don't write a FIXME here */
343 WARN("More varying registers used than supported\n");
346 for (i = 0; i < MAX_REG_INPUT; ++i)
348 This->input_reg_map[i] = i;
351 This->declared_in_count = highest_reg_used + 1;
353 else
355 This->declared_in_count = 0;
356 for (i = 0; i < MAX_REG_INPUT; ++i)
358 if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
359 else This->input_reg_map[i] = -1;
363 This->baseShader.load_local_constsF = FALSE;
365 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
367 TRACE("(%p) : Copying the function\n", This);
369 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
370 if (!This->baseShader.function) return E_OUTOFMEMORY;
371 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
373 return WINED3D_OK;
376 static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
378 DWORD shader_version = reg_maps->shader_version;
379 DWORD *samplers = reg_maps->samplers;
380 unsigned int i;
382 if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
384 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
386 /* We don't sample from this sampler */
387 if (!samplers[i]) continue;
389 if (!textures[i])
391 ERR("No texture bound to sampler %u, using 2D\n", i);
392 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
393 continue;
396 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
398 case GL_TEXTURE_RECTANGLE_ARB:
399 case GL_TEXTURE_2D:
400 /* We have to select between texture rectangles and 2D textures later because 2.0 and
401 * 3.0 shaders only have WINED3DSTT_2D as well */
402 samplers[i] = (1 << 31) | WINED3DSTT_2D;
403 break;
405 case GL_TEXTURE_3D:
406 samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
407 break;
409 case GL_TEXTURE_CUBE_MAP_ARB:
410 samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
411 break;
413 default:
414 FIXME("Unrecognized texture type %#x, using 2D\n",
415 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
416 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
421 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
423 CONST DWORD *function = This->baseShader.function;
424 GLuint retval;
425 SHADER_BUFFER buffer;
426 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
428 TRACE("(%p) : function %p\n", This, function);
430 pixelshader_update_samplers(&This->baseShader.reg_maps,
431 ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
433 /* Reset fields tracking stateblock values being hardcoded in the shader */
434 This->baseShader.num_sampled_samplers = 0;
436 /* Generate the HW shader */
437 TRACE("(%p) : Generating hardware program\n", This);
438 shader_buffer_init(&buffer);
439 retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
440 shader_buffer_free(&buffer);
442 return retval;
445 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
447 /*** IUnknown methods ***/
448 IWineD3DPixelShaderImpl_QueryInterface,
449 IWineD3DPixelShaderImpl_AddRef,
450 IWineD3DPixelShaderImpl_Release,
451 /*** IWineD3DBase methods ***/
452 IWineD3DPixelShaderImpl_GetParent,
453 /*** IWineD3DBaseShader methods ***/
454 IWineD3DPixelShaderImpl_SetFunction,
455 /*** IWineD3DPixelShader methods ***/
456 IWineD3DPixelShaderImpl_GetDevice,
457 IWineD3DPixelShaderImpl_GetFunction
460 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
461 UINT i, sampler;
462 IWineD3DBaseTextureImpl *tex;
464 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
465 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
467 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
468 sampler = shader->baseShader.sampled_samplers[i];
469 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
470 if(!tex) {
471 args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
472 continue;
474 args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
476 if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
478 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
480 args->vp_mode = pretransformed;
482 else if (use_vs(stateblock))
484 args->vp_mode = vertexshader;
485 } else {
486 args->vp_mode = fixedfunction;
488 args->fog = FOG_OFF;
489 } else {
490 args->vp_mode = vertexshader;
491 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
492 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
493 case WINED3DFOG_NONE:
494 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
495 || use_vs(stateblock))
497 args->fog = FOG_LINEAR;
498 break;
500 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
501 case WINED3DFOG_NONE: /* Drop through */
502 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
503 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
504 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
506 break;
508 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
509 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
510 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
512 } else {
513 args->fog = FOG_OFF;
518 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
520 UINT i;
521 DWORD new_size;
522 struct ps_compiled_shader *new_array;
524 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
525 * so a linear search is more performant than a hashmap or a binary search
526 * (cache coherency etc)
528 for(i = 0; i < shader->num_gl_shaders; i++) {
529 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
530 return shader->gl_shaders[i].prgId;
534 TRACE("No matching GL shader found, compiling a new shader\n");
535 if(shader->shader_array_size == shader->num_gl_shaders) {
536 if(shader->gl_shaders) {
537 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
538 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
539 new_size * sizeof(*shader->gl_shaders));
540 } else {
541 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
542 new_size = 1;
545 if(!new_array) {
546 ERR("Out of memory\n");
547 return 0;
549 shader->gl_shaders = new_array;
550 shader->shader_array_size = new_size;
553 shader->gl_shaders[shader->num_gl_shaders].args = *args;
554 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
555 return shader->gl_shaders[shader->num_gl_shaders++].prgId;