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
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
33 #define GLNAME_REQUIRE_GLSL ((const char *)1)
35 static inline BOOL
shader_is_version_token(DWORD token
) {
36 return shader_is_pshader_version(token
) ||
37 shader_is_vshader_version(token
);
41 SHADER_BUFFER
* buffer
,
42 const char *format
, ...) {
44 char* base
= buffer
->buffer
+ buffer
->bsize
;
48 va_start(args
, format
);
49 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
52 if (rc
< 0 || /* C89 */
53 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
55 ERR("The buffer allocated for the shader program string "
56 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
57 buffer
->bsize
= SHADER_PGMSIZE
- 1;
61 if (buffer
->newline
) {
62 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
63 buffer
->newline
= FALSE
;
69 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
71 buffer
->newline
= TRUE
;
76 const SHADER_OPCODE
* shader_get_opcode(
77 IWineD3DBaseShader
*iface
, const DWORD code
) {
79 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
82 DWORD hex_version
= This
->baseShader
.hex_version
;
83 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
85 /** TODO: use dichotomic search */
86 while (NULL
!= shader_ins
[i
].name
) {
87 if (((code
& WINED3DSI_OPCODE_MASK
) == shader_ins
[i
].opcode
) &&
88 (((hex_version
>= shader_ins
[i
].min_version
) && (hex_version
<= shader_ins
[i
].max_version
)) ||
89 ((shader_ins
[i
].min_version
== 0) && (shader_ins
[i
].max_version
== 0)))) {
90 return &shader_ins
[i
];
94 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
95 code
, code
, code
& WINED3DSI_OPCODE_MASK
, hex_version
);
99 /* Read a parameter opcode from the input stream,
100 * and possibly a relative addressing token.
101 * Return the number of tokens read */
102 int shader_get_param(
103 IWineD3DBaseShader
* iface
,
108 /* PS >= 3.0 have relative addressing (with token)
109 * VS >= 2.0 have relative addressing (with token)
110 * VS >= 1.0 < 2.0 have relative addressing (without token)
111 * The version check below should work in general */
113 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
114 char rel_token
= WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2 &&
115 ((*pToken
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
118 *addr_token
= rel_token
? *(pToken
+ 1): 0;
119 return rel_token
? 2:1;
122 /* Return the number of parameters to skip for an opcode */
123 static inline int shader_skip_opcode(
124 IWineD3DBaseShaderImpl
* This
,
125 const SHADER_OPCODE
* curOpcode
,
126 DWORD opcode_token
) {
128 /* Shaders >= 2.0 may contain address tokens, but fortunately they
129 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
131 return (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2)?
132 ((opcode_token
& WINED3DSI_INSTLENGTH_MASK
) >> WINED3DSI_INSTLENGTH_SHIFT
):
133 curOpcode
->num_params
;
136 /* Read the parameters of an unrecognized opcode from the input stream
137 * Return the number of tokens read.
139 * Note: This function assumes source or destination token format.
140 * It will not work with specially-formatted tokens like DEF or DCL,
141 * but hopefully those would be recognized */
143 int shader_skip_unrecognized(
144 IWineD3DBaseShader
* iface
,
145 const DWORD
* pToken
) {
150 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
151 while (*pToken
& 0x80000000) {
153 DWORD param
, addr_token
;
154 tokens_read
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
155 pToken
+= tokens_read
;
157 FIXME("Unrecognized opcode param: token=%08x "
158 "addr_token=%08x name=", param
, addr_token
);
159 shader_dump_param(iface
, param
, addr_token
, i
);
166 /* Convert floating point offset relative
167 * to a register file to an absolute offset for float constants */
169 unsigned int shader_get_float_offset(const DWORD reg
) {
171 unsigned int regnum
= reg
& WINED3DSP_REGNUM_MASK
;
172 int regtype
= shader_get_regtype(reg
);
175 case WINED3DSPR_CONST
: return regnum
;
176 case WINED3DSPR_CONST2
: return 2048 + regnum
;
177 case WINED3DSPR_CONST3
: return 4096 + regnum
;
178 case WINED3DSPR_CONST4
: return 6144 + regnum
;
180 FIXME("Unsupported register type: %d\n", regtype
);
185 static void shader_delete_constant_list(struct list
* clist
) {
188 struct local_constant
* constant
;
190 ptr
= list_head(clist
);
192 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
193 ptr
= list_next(clist
, ptr
);
194 HeapFree(GetProcessHeap(), 0, constant
);
199 /* Note that this does not count the loop register
200 * as an address register. */
202 HRESULT
shader_get_registers_used(
203 IWineD3DBaseShader
*iface
,
204 shader_reg_maps
* reg_maps
,
205 semantic
* semantics_in
,
206 semantic
* semantics_out
,
208 IWineD3DStateBlockImpl
*stateBlock
) {
210 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
211 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
213 /* There are some minor differences between pixel and vertex shaders */
214 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
216 memset(reg_maps
->bumpmat
, 0, sizeof(reg_maps
->bumpmat
));
217 memset(reg_maps
->luminanceparams
, 0, sizeof(reg_maps
->luminanceparams
));
222 /* get_registers_used is called on every compile on some 1.x shaders, which can result
223 * in stacking up a collection of local constants. Delete the old constants if existing
225 shader_delete_constant_list(&This
->baseShader
.constantsF
);
226 shader_delete_constant_list(&This
->baseShader
.constantsB
);
227 shader_delete_constant_list(&This
->baseShader
.constantsI
);
229 while (WINED3DVS_END() != *pToken
) {
230 CONST SHADER_OPCODE
* curOpcode
;
234 if (shader_is_version_token(*pToken
)) {
239 } else if (shader_is_comment(*pToken
)) {
240 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
242 pToken
+= comment_len
;
247 opcode_token
= *pToken
++;
248 curOpcode
= shader_get_opcode(iface
, opcode_token
);
250 /* Unhandled opcode, and its parameters */
251 if (NULL
== curOpcode
) {
252 while (*pToken
& 0x80000000)
255 /* Handle declarations */
256 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
258 DWORD usage
= *pToken
++;
259 DWORD param
= *pToken
++;
260 DWORD regtype
= shader_get_regtype(param
);
261 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
263 /* Vshader: mark attributes used
264 Pshader: mark 3.0 input registers used, save token */
265 if (WINED3DSPR_INPUT
== regtype
) {
268 reg_maps
->attributes
[regnum
] = 1;
270 reg_maps
->packed_input
[regnum
] = 1;
272 semantics_in
[regnum
].usage
= usage
;
273 semantics_in
[regnum
].reg
= param
;
275 /* Vshader: mark 3.0 output registers used, save token */
276 } else if (WINED3DSPR_OUTPUT
== regtype
) {
277 reg_maps
->packed_output
[regnum
] = 1;
278 semantics_out
[regnum
].usage
= usage
;
279 semantics_out
[regnum
].reg
= param
;
280 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
283 /* Save sampler usage token */
284 } else if (WINED3DSPR_SAMPLER
== regtype
)
285 reg_maps
->samplers
[regnum
] = usage
;
287 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
289 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
290 if (!lconst
) return E_OUTOFMEMORY
;
291 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
292 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
294 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
295 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 && pshader
) {
296 float *value
= (float *) lconst
->value
;
297 if(value
[0] < -1.0) value
[0] = -1.0;
298 else if(value
[0] > 1.0) value
[0] = 1.0;
299 if(value
[1] < -1.0) value
[1] = -1.0;
300 else if(value
[1] > 1.0) value
[1] = 1.0;
301 if(value
[2] < -1.0) value
[2] = -1.0;
302 else if(value
[2] > 1.0) value
[2] = 1.0;
303 if(value
[3] < -1.0) value
[3] = -1.0;
304 else if(value
[3] > 1.0) value
[3] = 1.0;
307 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
308 pToken
+= curOpcode
->num_params
;
310 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
312 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
313 if (!lconst
) return E_OUTOFMEMORY
;
314 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
315 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
316 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
317 pToken
+= curOpcode
->num_params
;
319 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
321 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
322 if (!lconst
) return E_OUTOFMEMORY
;
323 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
324 memcpy(&lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
325 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
326 pToken
+= curOpcode
->num_params
;
328 /* If there's a loop in the shader */
329 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
330 WINED3DSIO_REP
== curOpcode
->opcode
) {
332 if(cur_loop_depth
> max_loop_depth
)
333 max_loop_depth
= cur_loop_depth
;
334 pToken
+= curOpcode
->num_params
;
336 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
337 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
340 /* For subroutine prototypes */
341 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
343 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
344 reg_maps
->labels
[snum
] = 1;
345 pToken
+= curOpcode
->num_params
;
347 /* Set texture, address, temporary registers */
351 /* Declare 1.X samplers implicitly, based on the destination reg. number */
352 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
353 pshader
/* Filter different instructions with the same enum values in VS */ &&
354 (WINED3DSIO_TEX
== curOpcode
->opcode
||
355 WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
356 WINED3DSIO_TEXBEML
== curOpcode
->opcode
||
357 WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
||
358 WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
||
359 WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
||
360 WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
||
361 WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
||
362 WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
||
363 WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
||
364 WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
)) {
366 /* Fake sampler usage, only set reserved bit and ttype */
367 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
369 if(!stateBlock
->textures
[sampler_code
]) {
370 ERR("No texture bound to sampler %d\n", sampler_code
);
371 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
373 int texType
= IWineD3DBaseTexture_GetTextureDimensions(stateBlock
->textures
[sampler_code
]);
375 /* We have to select between texture rectangles and 2D textures later because 2.0 and
376 * 3.0 shaders only have WINED3DSTT_2D as well
378 case GL_TEXTURE_RECTANGLE_ARB
:
380 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
384 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_VOLUME
;
387 case GL_TEXTURE_CUBE_MAP_ARB
:
388 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_CUBE
;
392 ERR("Unexpected gl texture type found: %d\n", texType
);
393 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
397 /* texbem is only valid with < 1.4 pixel shaders */
398 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
399 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
400 reg_maps
->bumpmat
[sampler_code
] = TRUE
;
401 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
402 reg_maps
->luminanceparams
[sampler_code
] = TRUE
;
406 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
407 reg_maps
->usesnrm
= 1;
408 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
&& pshader
) {
409 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
410 reg_maps
->bumpmat
[regnum
] = TRUE
;
411 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
412 reg_maps
->usesdsy
= 1;
415 /* This will loop over all the registers and try to
416 * make a bitmask of the ones we're interested in.
418 * Relative addressing tokens are ignored, but that's
419 * okay, since we'll catch any address registers when
420 * they are initialized (required by spec) */
422 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
423 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
425 for (i
= 0; i
< limit
; ++i
) {
427 DWORD param
, addr_token
, reg
, regtype
;
428 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
430 regtype
= shader_get_regtype(param
);
431 reg
= param
& WINED3DSP_REGNUM_MASK
;
433 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
436 reg_maps
->texcoord
[reg
] = 1;
438 reg_maps
->address
[reg
] = 1;
441 else if (WINED3DSPR_TEMP
== regtype
)
442 reg_maps
->temporary
[reg
] = 1;
444 else if (WINED3DSPR_INPUT
== regtype
) {
446 reg_maps
->attributes
[reg
] = 1;
448 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
449 /* If relative addressing is used, we must assume that all registers
450 * are used. Even if it is a construct like v3[aL], we can't assume
451 * that v0, v1 and v2 aren't read because aL can be negative
454 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
455 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
458 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
463 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
466 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
469 else if(WINED3DSPR_CONST
== regtype
) {
470 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
472 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
473 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
474 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
475 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
478 reg_maps
->usesrelconstF
= TRUE
;
482 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
483 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
484 * isn't used in them, but future register types might cause issues
486 else if(WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */ &&
487 !pshader
&& WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) < 3) {
488 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
493 reg_maps
->loop_depth
= max_loop_depth
;
498 static void shader_dump_decl_usage(
499 IWineD3DBaseShaderImpl
* This
,
503 DWORD regtype
= shader_get_regtype(param
);
507 if (regtype
== WINED3DSPR_SAMPLER
) {
508 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
511 case WINED3DSTT_2D
: TRACE("_2d"); break;
512 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
513 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
514 default: TRACE("_unknown_ttype(%08x)", ttype
);
519 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
520 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
522 /* Pixel shaders 3.0 don't have usage semantics */
523 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
524 if (pshader
&& This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0))
530 case WINED3DDECLUSAGE_POSITION
:
531 TRACE("position%d", idx
);
533 case WINED3DDECLUSAGE_BLENDINDICES
:
536 case WINED3DDECLUSAGE_BLENDWEIGHT
:
539 case WINED3DDECLUSAGE_NORMAL
:
540 TRACE("normal%d", idx
);
542 case WINED3DDECLUSAGE_PSIZE
:
545 case WINED3DDECLUSAGE_COLOR
:
549 TRACE("specular%d", (idx
- 1));
552 case WINED3DDECLUSAGE_TEXCOORD
:
553 TRACE("texture%d", idx
);
555 case WINED3DDECLUSAGE_TANGENT
:
558 case WINED3DDECLUSAGE_BINORMAL
:
561 case WINED3DDECLUSAGE_TESSFACTOR
:
564 case WINED3DDECLUSAGE_POSITIONT
:
565 TRACE("positionT%d", idx
);
567 case WINED3DDECLUSAGE_FOG
:
570 case WINED3DDECLUSAGE_DEPTH
:
573 case WINED3DDECLUSAGE_SAMPLE
:
577 FIXME("unknown_semantics(%08x)", usage
);
582 static void shader_dump_arr_entry(
583 IWineD3DBaseShader
*iface
,
585 const DWORD addr_token
,
590 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
595 shader_dump_param(iface
, addr_token
, 0, input
);
605 void shader_dump_param(
606 IWineD3DBaseShader
*iface
,
608 const DWORD addr_token
,
611 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
612 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
613 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
614 char swizzle_reg_chars
[4];
616 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
617 DWORD regtype
= shader_get_regtype(param
);
618 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
620 /* There are some minor differences between pixel and vertex shaders */
621 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
623 /* For one, we'd prefer color components to be shown for pshaders.
624 * FIXME: use the swizzle function for this */
626 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
627 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
628 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
629 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
632 if ( (modifier
== WINED3DSPSM_NEG
) ||
633 (modifier
== WINED3DSPSM_BIASNEG
) ||
634 (modifier
== WINED3DSPSM_SIGNNEG
) ||
635 (modifier
== WINED3DSPSM_X2NEG
) ||
636 (modifier
== WINED3DSPSM_ABSNEG
) )
638 else if (modifier
== WINED3DSPSM_COMP
)
640 else if (modifier
== WINED3DSPSM_NOT
)
643 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
648 case WINED3DSPR_TEMP
:
651 case WINED3DSPR_INPUT
:
653 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
655 case WINED3DSPR_CONST
:
656 case WINED3DSPR_CONST2
:
657 case WINED3DSPR_CONST3
:
658 case WINED3DSPR_CONST4
:
660 shader_dump_arr_entry(iface
, param
, addr_token
, shader_get_float_offset(param
), input
);
662 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
663 TRACE("%c%u", (pshader
? 't':'a'), reg
);
665 case WINED3DSPR_RASTOUT
:
666 TRACE("%s", rastout_reg_names
[reg
]);
668 case WINED3DSPR_COLOROUT
:
671 case WINED3DSPR_DEPTHOUT
:
674 case WINED3DSPR_ATTROUT
:
677 case WINED3DSPR_TEXCRDOUT
:
679 /* Vertex shaders >= 3.0 use general purpose output registers
680 * (WINED3DSPR_OUTPUT), which can include an address token */
682 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
684 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
689 case WINED3DSPR_CONSTINT
:
691 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
693 case WINED3DSPR_CONSTBOOL
:
695 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
697 case WINED3DSPR_LABEL
:
700 case WINED3DSPR_LOOP
:
703 case WINED3DSPR_SAMPLER
:
706 case WINED3DSPR_MISCTYPE
:
708 FIXME("Unhandled misctype register %d\n", reg
);
710 TRACE("%s", misctype_reg_names
[reg
]);
713 case WINED3DSPR_PREDICATE
:
717 TRACE("unhandled_rtype(%#x)", regtype
);
722 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
724 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
726 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
727 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
728 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
729 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
734 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
735 DWORD swizzle_r
= swizzle
& 0x03;
736 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
737 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
738 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
742 case WINED3DSPSM_NONE
: break;
743 case WINED3DSPSM_NEG
: break;
744 case WINED3DSPSM_NOT
: break;
745 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
746 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
747 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
748 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
749 case WINED3DSPSM_COMP
: break;
750 case WINED3DSPSM_X2
: TRACE("_x2"); break;
751 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
752 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
753 case WINED3DSPSM_DW
: TRACE("_dw"); break;
754 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
755 case WINED3DSPSM_ABS
: TRACE(")"); break;
757 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
762 * swizzle bits fields:
765 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
766 if (swizzle_r
== swizzle_g
&&
767 swizzle_r
== swizzle_b
&&
768 swizzle_r
== swizzle_a
) {
769 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
772 swizzle_reg_chars
[swizzle_r
],
773 swizzle_reg_chars
[swizzle_g
],
774 swizzle_reg_chars
[swizzle_b
],
775 swizzle_reg_chars
[swizzle_a
]);
781 /** Shared code in order to generate the bulk of the shader string.
782 Use the shader_header_fct & shader_footer_fct to add strings
783 that are specific to pixel or vertex functions
784 NOTE: A description of how to parse tokens can be found on msdn */
785 void shader_generate_main(
786 IWineD3DBaseShader
*iface
,
787 SHADER_BUFFER
* buffer
,
788 shader_reg_maps
* reg_maps
,
789 CONST DWORD
* pFunction
) {
791 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
792 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
793 const DWORD
*pToken
= pFunction
;
794 const SHADER_OPCODE
*curOpcode
= NULL
;
795 SHADER_HANDLER hw_fct
= NULL
;
797 SHADER_OPCODE_ARG hw_arg
;
799 /* Initialize current parsing state */
800 hw_arg
.shader
= iface
;
801 hw_arg
.buffer
= buffer
;
802 hw_arg
.reg_maps
= reg_maps
;
803 This
->baseShader
.parse_state
.current_row
= 0;
805 /* Second pass, process opcodes */
806 if (NULL
!= pToken
) {
807 while (WINED3DPS_END() != *pToken
) {
809 /* Skip version token */
810 if (shader_is_version_token(*pToken
)) {
815 /* Skip comment tokens */
816 if (shader_is_comment(*pToken
)) {
817 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
819 TRACE("#%s\n", (const char*)pToken
);
820 pToken
+= comment_len
;
825 hw_arg
.opcode_token
= *pToken
++;
826 curOpcode
= shader_get_opcode(iface
, hw_arg
.opcode_token
);
829 if (curOpcode
== NULL
)
831 else if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
832 hw_fct
= curOpcode
->hw_glsl_fct
;
833 else if (This
->baseShader
.shader_mode
== SHADER_ARB
)
834 hw_fct
= curOpcode
->hw_fct
;
836 /* Unknown opcode and its parameters */
837 if (NULL
== curOpcode
) {
838 FIXME("Unrecognized opcode: token=%08x\n", hw_arg
.opcode_token
);
839 pToken
+= shader_skip_unrecognized(iface
, pToken
);
842 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
||
843 WINED3DSIO_NOP
== curOpcode
->opcode
||
844 WINED3DSIO_DEF
== curOpcode
->opcode
||
845 WINED3DSIO_DEFI
== curOpcode
->opcode
||
846 WINED3DSIO_DEFB
== curOpcode
->opcode
||
847 WINED3DSIO_PHASE
== curOpcode
->opcode
||
848 WINED3DSIO_RET
== curOpcode
->opcode
) {
850 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
852 /* If a generator function is set for current shader target, use it */
853 } else if (hw_fct
!= NULL
) {
855 hw_arg
.opcode
= curOpcode
;
857 /* Destination token */
858 if (curOpcode
->dst_token
) {
860 DWORD param
, addr_token
= 0;
861 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
863 hw_arg
.dst_addr
= addr_token
;
866 /* Predication token */
867 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
868 hw_arg
.predicate
= *pToken
++;
870 /* Other source tokens */
871 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); i
++) {
873 DWORD param
, addr_token
= 0;
874 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
875 hw_arg
.src
[i
] = param
;
876 hw_arg
.src_addr
[i
] = addr_token
;
879 /* Call appropriate function for output target */
882 /* Add color correction if needed */
883 device
->shader_backend
->shader_color_correction(&hw_arg
);
885 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
886 if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
887 shader_glsl_add_instruction_modifiers(&hw_arg
);
889 /* Unhandled opcode */
892 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
893 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
896 /* TODO: What about result.depth? */
901 void shader_dump_ins_modifiers(const DWORD output
) {
903 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
904 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
908 case 13: TRACE("_d8"); break;
909 case 14: TRACE("_d4"); break;
910 case 15: TRACE("_d2"); break;
911 case 1: TRACE("_x2"); break;
912 case 2: TRACE("_x4"); break;
913 case 3: TRACE("_x8"); break;
914 default: TRACE("_unhandled_shift(%d)", shift
); break;
917 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
918 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
919 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
921 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
923 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
926 /* First pass: trace shader, initialize length and version */
927 void shader_trace_init(
928 IWineD3DBaseShader
*iface
,
929 const DWORD
* pFunction
) {
931 IWineD3DBaseShaderImpl
*This
=(IWineD3DBaseShaderImpl
*)iface
;
933 const DWORD
* pToken
= pFunction
;
934 const SHADER_OPCODE
* curOpcode
= NULL
;
936 unsigned int len
= 0;
939 TRACE("(%p) : Parsing programme\n", This
);
941 if (NULL
!= pToken
) {
942 while (WINED3DVS_END() != *pToken
) {
943 if (shader_is_version_token(*pToken
)) { /** version */
944 This
->baseShader
.hex_version
= *pToken
;
945 TRACE("%s_%u_%u\n", shader_is_pshader_version(This
->baseShader
.hex_version
)? "ps": "vs",
946 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
),
947 WINED3DSHADER_VERSION_MINOR(This
->baseShader
.hex_version
));
952 if (shader_is_comment(*pToken
)) { /** comment */
953 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
955 TRACE("//%s\n", (const char*)pToken
);
956 pToken
+= comment_len
;
957 len
+= comment_len
+ 1;
960 opcode_token
= *pToken
++;
961 curOpcode
= shader_get_opcode(iface
, opcode_token
);
964 if (NULL
== curOpcode
) {
966 FIXME("Unrecognized opcode: token=%08x\n", opcode_token
);
967 tokens_read
= shader_skip_unrecognized(iface
, pToken
);
968 pToken
+= tokens_read
;
972 if (curOpcode
->opcode
== WINED3DSIO_DCL
) {
974 DWORD usage
= *pToken
;
975 DWORD param
= *(pToken
+ 1);
977 shader_dump_decl_usage(This
, usage
, param
);
978 shader_dump_ins_modifiers(param
);
980 shader_dump_param(iface
, param
, 0, 0);
984 } else if (curOpcode
->opcode
== WINED3DSIO_DEF
) {
986 unsigned int offset
= shader_get_float_offset(*pToken
);
988 TRACE("def c%u = %f, %f, %f, %f", offset
,
989 *(const float *)(pToken
+ 1),
990 *(const float *)(pToken
+ 2),
991 *(const float *)(pToken
+ 3),
992 *(const float *)(pToken
+ 4));
996 } else if (curOpcode
->opcode
== WINED3DSIO_DEFI
) {
998 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
1007 } else if (curOpcode
->opcode
== WINED3DSIO_DEFB
) {
1009 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
1010 *(pToken
+ 1)? "true": "false");
1017 DWORD param
, addr_token
;
1020 /* Print out predication source token first - it follows
1021 * the destination token. */
1022 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1024 shader_dump_param(iface
, *(pToken
+ 2), 0, 1);
1027 if (opcode_token
& WINED3DSI_COISSUE
) {
1028 /* PixWin marks instructions with the coissue flag with a '+' */
1032 TRACE("%s", curOpcode
->name
);
1034 if (curOpcode
->opcode
== WINED3DSIO_IFC
||
1035 curOpcode
->opcode
== WINED3DSIO_BREAKC
) {
1037 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1039 case COMPARISON_GT
: TRACE("_gt"); break;
1040 case COMPARISON_EQ
: TRACE("_eq"); break;
1041 case COMPARISON_GE
: TRACE("_ge"); break;
1042 case COMPARISON_LT
: TRACE("_lt"); break;
1043 case COMPARISON_NE
: TRACE("_ne"); break;
1044 case COMPARISON_LE
: TRACE("_le"); break;
1048 } else if (curOpcode
->opcode
== WINED3DSIO_TEX
&&
1049 This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
1050 if(opcode_token
& WINED3DSI_TEXLD_PROJECT
) TRACE("p");
1053 /* Destination token */
1054 if (curOpcode
->dst_token
) {
1056 /* Destination token */
1057 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1058 pToken
+= tokens_read
;
1061 shader_dump_ins_modifiers(param
);
1063 shader_dump_param(iface
, param
, addr_token
, 0);
1066 /* Predication token - already printed out, just skip it */
1067 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1072 /* Other source tokens */
1073 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
) {
1075 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1076 pToken
+= tokens_read
;
1079 TRACE((i
== 0)? " " : ", ");
1080 shader_dump_param(iface
, param
, addr_token
, 1);
1086 This
->baseShader
.functionLength
= (len
+ 1) * sizeof(DWORD
);
1088 This
->baseShader
.functionLength
= 1; /* no Function defined use fixed function vertex processing */
1092 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1093 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
) {}
1094 static void shader_none_destroy_depth_blt(IWineD3DDevice
*iface
) {}
1095 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1096 static void shader_none_cleanup(IWineD3DDevice
*iface
) {}
1097 static void shader_none_color_correction(SHADER_OPCODE_ARG
* arg
) {}
1098 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1099 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1100 static void shader_none_free(IWineD3DDevice
*iface
) {}
1101 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1102 static void shader_none_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
1103 FIXME("NONE shader backend asked to generate a pixel shader\n");
1105 static void shader_none_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
1106 FIXME("NONE shader backend asked to generate a vertex shader\n");
1108 static void shader_none_load_init(void) {}
1110 #define GLINFO_LOCATION (*gl_info)
1111 static void shader_none_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
1112 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
1113 WINED3DTEXOPCAPS_ADDSIGNED
|
1114 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1115 WINED3DTEXOPCAPS_MODULATE
|
1116 WINED3DTEXOPCAPS_MODULATE2X
|
1117 WINED3DTEXOPCAPS_MODULATE4X
|
1118 WINED3DTEXOPCAPS_SELECTARG1
|
1119 WINED3DTEXOPCAPS_SELECTARG2
|
1120 WINED3DTEXOPCAPS_DISABLE
;
1122 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE
) ||
1123 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE
) ||
1124 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4
)) {
1125 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1126 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1127 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1128 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1129 WINED3DTEXOPCAPS_LERP
|
1130 WINED3DTEXOPCAPS_SUBTRACT
;
1132 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3
) ||
1133 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4
)) {
1134 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
|
1135 WINED3DTEXOPCAPS_MULTIPLYADD
|
1136 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1137 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1138 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
1140 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3
))
1141 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
1143 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
1144 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1145 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
1148 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
1149 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
1150 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1151 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
1152 * not support 3D textures. This asks for trouble if an app uses both bump mapping
1153 * and 3D textures. It also allows us to keep the code simpler by having texture
1154 * shaders constantly enabled.
1156 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
1157 /* TODO: Luminance bump map? */
1162 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1163 WINED3DTEXOPCAPS_PREMODULATE */
1166 pCaps
->MaxTextureBlendStages
= GL_LIMITS(texture_stages
);
1167 pCaps
->MaxSimultaneousTextures
= GL_LIMITS(textures
);
1169 /* Set the shader caps to 0 for the none shader backend */
1170 pCaps
->VertexShaderVersion
= 0;
1171 pCaps
->PixelShaderVersion
= 0;
1172 pCaps
->PixelShader1xMaxValue
= 0.0;
1174 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
1175 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
1178 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1180 if (GL_SUPPORT(NV_REGISTER_COMBINERS2
))
1181 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
1186 static void shader_none_fragment_enable(IWineD3DDevice
*iface
, BOOL enable
) {
1187 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
1188 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1190 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1192 glEnable(GL_TEXTURE_SHADER_NV
);
1193 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
1195 glDisable(GL_TEXTURE_SHADER_NV
);
1196 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
1201 #undef GLINFO_LOCATION
1203 const shader_backend_t none_shader_backend
= {
1204 &shader_none_select
,
1205 &shader_none_select_depth_blt
,
1206 &shader_none_destroy_depth_blt
,
1207 &shader_none_load_constants
,
1208 &shader_none_cleanup
,
1209 &shader_none_color_correction
,
1210 &shader_none_destroy
,
1213 &shader_none_dirty_const
,
1214 &shader_none_generate_pshader
,
1215 &shader_none_generate_vshader
,
1216 &shader_none_get_caps
,
1217 &shader_none_load_init
,
1218 &shader_none_fragment_enable
,
1222 /* *******************************************
1223 IWineD3DPixelShader IUnknown parts follow
1224 ******************************************* */
1225 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
1227 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1228 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
1229 if (IsEqualGUID(riid
, &IID_IUnknown
)
1230 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1231 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1232 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
1233 IUnknown_AddRef(iface
);
1238 return E_NOINTERFACE
;
1241 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
) {
1242 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1243 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->baseShader
.ref
);
1244 return InterlockedIncrement(&This
->baseShader
.ref
);
1247 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
) {
1248 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1249 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1251 TRACE("(%p) : Releasing from %d\n", This
, This
->baseShader
.ref
);
1252 ref
= InterlockedDecrement(&This
->baseShader
.ref
);
1254 deviceImpl
->shader_backend
->shader_destroy(iface
);
1255 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1256 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1257 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1258 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1259 list_remove(&This
->baseShader
.shader_list_entry
);
1260 HeapFree(GetProcessHeap(), 0, This
);