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[wine/testsucceed.git] / dlls / wined3d / vertexshader.c
blobf08fd06f86f042add9901a534fe5c986a33b546e
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
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
29 #include <math.h>
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
38 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
39 This->baseShader.reg_maps.shader_version.minor);
40 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
42 This->baseShader.limits.texcoord = 0;
43 This->baseShader.limits.attributes = 16;
44 This->baseShader.limits.packed_input = 0;
46 switch (shader_version)
48 case WINED3D_SHADER_VERSION(1,0):
49 case WINED3D_SHADER_VERSION(1,1):
50 This->baseShader.limits.temporary = 12;
51 This->baseShader.limits.constant_bool = 0;
52 This->baseShader.limits.constant_int = 0;
53 This->baseShader.limits.address = 1;
54 This->baseShader.limits.packed_output = 0;
55 This->baseShader.limits.sampler = 0;
56 This->baseShader.limits.label = 0;
57 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
58 * on a vs_3_0 capable card that has 256 constants? */
59 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
60 break;
62 case WINED3D_SHADER_VERSION(2,0):
63 case WINED3D_SHADER_VERSION(2,1):
64 This->baseShader.limits.temporary = 12;
65 This->baseShader.limits.constant_bool = 16;
66 This->baseShader.limits.constant_int = 16;
67 This->baseShader.limits.address = 1;
68 This->baseShader.limits.packed_output = 0;
69 This->baseShader.limits.sampler = 0;
70 This->baseShader.limits.label = 16;
71 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
72 break;
74 case WINED3D_SHADER_VERSION(4,0):
75 FIXME("Using 3.0 limits for 4.0 shader\n");
76 /* Fall through */
78 case WINED3D_SHADER_VERSION(3,0):
79 This->baseShader.limits.temporary = 32;
80 This->baseShader.limits.constant_bool = 32;
81 This->baseShader.limits.constant_int = 32;
82 This->baseShader.limits.address = 1;
83 This->baseShader.limits.packed_output = 12;
84 This->baseShader.limits.sampler = 4;
85 This->baseShader.limits.label = 16; /* FIXME: 2048 */
86 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
87 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
88 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
89 * use constant buffers */
90 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
91 break;
93 default:
94 This->baseShader.limits.temporary = 12;
95 This->baseShader.limits.constant_bool = 16;
96 This->baseShader.limits.constant_int = 16;
97 This->baseShader.limits.address = 1;
98 This->baseShader.limits.packed_output = 0;
99 This->baseShader.limits.sampler = 0;
100 This->baseShader.limits.label = 16;
101 This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
102 FIXME("Unrecognized vertex shader version %u.%u\n",
103 This->baseShader.reg_maps.shader_version.major,
104 This->baseShader.reg_maps.shader_version.minor);
108 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
109 if (usage_idx1 != usage_idx2) return FALSE;
110 if (usage1 == usage2) return TRUE;
111 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
112 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
114 return FALSE;
117 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
119 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
120 WORD map = This->baseShader.reg_maps.input_registers;
121 unsigned int i;
123 for (i = 0; map; map >>= 1, ++i)
125 if (!(map & 1)) continue;
127 if (match_usage(This->attributes[i].usage,
128 This->attributes[i].usage_idx, usage_req, usage_idx_req))
130 *regnum = i;
131 return TRUE;
134 return FALSE;
137 /* *******************************************
138 IWineD3DVertexShader IUnknown parts follow
139 ******************************************* */
140 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
141 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
143 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
144 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
145 || IsEqualGUID(riid, &IID_IWineD3DBase)
146 || IsEqualGUID(riid, &IID_IUnknown))
148 IUnknown_AddRef(iface);
149 *ppobj = iface;
150 return S_OK;
153 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
155 *ppobj = NULL;
156 return E_NOINTERFACE;
159 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
160 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
161 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
163 TRACE("%p increasing refcount to %u\n", This, refcount);
165 return refcount;
168 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
169 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
170 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
172 TRACE("%p decreasing refcount to %u\n", This, refcount);
174 if (!refcount)
176 shader_cleanup((IWineD3DBaseShader *)iface);
177 This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
178 HeapFree(GetProcessHeap(), 0, This);
181 return refcount;
184 /* *******************************************
185 IWineD3DVertexShader IWineD3DVertexShader parts follow
186 ******************************************* */
188 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
189 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
191 *parent = This->baseShader.parent;
192 IUnknown_AddRef(*parent);
193 TRACE("(%p) : returning %p\n", This, *parent);
194 return WINED3D_OK;
197 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
198 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
199 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
201 if (NULL == pData) {
202 *pSizeOfData = This->baseShader.functionLength;
203 return WINED3D_OK;
205 if (*pSizeOfData < This->baseShader.functionLength) {
206 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
207 * than the required size we should write the required size and
208 * return D3DERR_MOREDATA. That's not actually true. */
209 return WINED3DERR_INVALIDCALL;
212 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
213 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
215 return WINED3D_OK;
218 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
219 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
221 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
222 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
223 const struct wined3d_shader_frontend *fe;
224 unsigned int i;
225 HRESULT hr;
226 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
228 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
230 fe = shader_select_frontend(*byte_code);
231 if (!fe)
233 FIXME("Unable to find frontend for shader.\n");
234 return WINED3DERR_INVALIDCALL;
236 shader->baseShader.frontend = fe;
237 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
238 if (!shader->baseShader.frontend_data)
240 FIXME("Failed to initialize frontend.\n");
241 return WINED3DERR_INVALIDCALL;
244 /* First pass: trace shader */
245 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
247 /* Initialize immediate constant lists */
248 list_init(&shader->baseShader.constantsF);
249 list_init(&shader->baseShader.constantsB);
250 list_init(&shader->baseShader.constantsI);
252 /* Second pass: figure out registers used, semantics, etc.. */
253 shader->min_rel_offset = device->d3d_vshader_constantF;
254 shader->max_rel_offset = 0;
255 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
256 reg_maps, shader->attributes, NULL, shader->output_signature,
257 byte_code, device->d3d_vshader_constantF);
258 if (hr != WINED3D_OK) return hr;
260 if (output_signature)
262 for (i = 0; i < output_signature->element_count; ++i)
264 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
265 reg_maps->output_registers |= 1 << e->register_idx;
266 shader->output_signature[e->register_idx] = *e;
270 vshader_set_limits(shader);
272 if (device->vs_selected_mode == SHADER_ARB
273 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
274 && shader->min_rel_offset <= shader->max_rel_offset)
276 if (shader->max_rel_offset - shader->min_rel_offset > 127)
278 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
279 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
280 FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
282 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
284 shader->rel_offset = shader->min_rel_offset + 63;
286 else if (shader->max_rel_offset > 63)
288 shader->rel_offset = shader->min_rel_offset;
290 else
292 shader->rel_offset = 0;
295 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
296 && !list_empty(&shader->baseShader.constantsF);
298 /* copy the function ... because it will certainly be released by application */
299 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
300 if (!shader->baseShader.function) return E_OUTOFMEMORY;
301 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
303 return WINED3D_OK;
306 /* Set local constants for d3d8 shaders */
307 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
308 UINT start_idx, const float *src_data, UINT count) {
309 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
310 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
311 UINT i, end_idx;
313 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
315 end_idx = start_idx + count;
316 if (end_idx > device->d3d_vshader_constantF)
318 WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
319 end_idx = device->d3d_vshader_constantF;
322 for (i = start_idx; i < end_idx; ++i) {
323 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
324 if (!lconst) return E_OUTOFMEMORY;
326 lconst->idx = i;
327 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
328 list_add_head(&This->baseShader.constantsF, &lconst->entry);
331 return WINED3D_OK;
334 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
336 /*** IUnknown methods ***/
337 IWineD3DVertexShaderImpl_QueryInterface,
338 IWineD3DVertexShaderImpl_AddRef,
339 IWineD3DVertexShaderImpl_Release,
340 /*** IWineD3DBase methods ***/
341 IWineD3DVertexShaderImpl_GetParent,
342 /*** IWineD3DBaseShader methods ***/
343 IWineD3DVertexShaderImpl_GetFunction,
344 /*** IWineD3DVertexShader methods ***/
345 IWIneD3DVertexShaderImpl_SetLocalConstantsF
348 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
349 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
350 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
351 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
354 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
355 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
356 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
358 HRESULT hr;
360 if (!byte_code) return WINED3DERR_INVALIDCALL;
362 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
363 shader_init(&shader->baseShader, device, parent, parent_ops);
365 hr = vertexshader_set_function(shader, byte_code, output_signature);
366 if (FAILED(hr))
368 WARN("Failed to set function, hr %#x.\n", hr);
369 shader_cleanup((IWineD3DBaseShader *)shader);
370 return hr;
373 return WINED3D_OK;