1 | /*
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2 | * shaders implementation
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3 | *
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4 | * Copyright 2002-2003 Jason Edmeades
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5 | * Copyright 2002-2003 Raphael Junqueira
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6 | * Copyright 2004 Christian Costa
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7 | * Copyright 2005 Oliver Stieber
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8 | * Copyright 2006 Ivan Gyurdiev
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9 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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10 | *
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11 | * This library is free software; you can redistribute it and/or
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12 | * modify it under the terms of the GNU Lesser General Public
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13 | * License as published by the Free Software Foundation; either
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14 | * version 2.1 of the License, or (at your option) any later version.
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15 | *
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16 | * This library is distributed in the hope that it will be useful,
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17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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19 | * Lesser General Public License for more details.
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20 | *
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21 | * You should have received a copy of the GNU Lesser General Public
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22 | * License along with this library; if not, write to the Free Software
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23 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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24 | */
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25 |
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26 | /*
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27 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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28 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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29 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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30 | * a choice of LGPL license versions is made available with the language indicating
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31 | * that LGPLv2 or any later version may be used, or where a choice of which version
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32 | * of the LGPL is applied is otherwise unspecified.
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33 | */
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34 |
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35 | #include "config.h"
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36 |
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37 | #include <math.h>
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38 | #include <stdio.h>
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39 |
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40 | #include "wined3d_private.h"
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41 |
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42 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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43 |
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44 | #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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45 |
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46 | #define GLNAME_REQUIRE_GLSL ((const char *)1)
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47 |
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48 | static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
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49 | return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
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50 | }
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51 |
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52 | static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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53 | return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
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54 | }
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55 |
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56 | static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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57 | return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
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58 | }
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59 |
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60 | /* *******************************************
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61 | IWineD3DPixelShader IWineD3DPixelShader parts follow
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62 | ******************************************* */
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63 |
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64 | static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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65 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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66 |
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67 | *parent = This->parent;
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68 | IUnknown_AddRef(*parent);
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69 | TRACE("(%p) : returning %p\n", This, *parent);
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70 | return WINED3D_OK;
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71 | }
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72 |
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73 | static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
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74 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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75 | IWineD3DDevice_AddRef(This->baseShader.device);
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76 | *pDevice = This->baseShader.device;
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77 | TRACE("(%p) returning %p\n", This, *pDevice);
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78 | return WINED3D_OK;
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79 | }
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80 |
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81 |
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82 | static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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83 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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84 | TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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85 |
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86 | if (NULL == pData) {
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87 | *pSizeOfData = This->baseShader.functionLength;
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88 | return WINED3D_OK;
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89 | }
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90 | if (*pSizeOfData < This->baseShader.functionLength) {
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91 | /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
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92 | * than the required size we should write the required size and
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93 | * return D3DERR_MOREDATA. That's not actually true. */
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94 | return WINED3DERR_INVALIDCALL;
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95 | }
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96 | if (NULL == This->baseShader.function) { /* no function defined */
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97 | TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
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98 | (*(DWORD **) pData) = NULL;
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99 | } else {
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100 | if (This->baseShader.functionLength == 0) {
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101 |
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102 | }
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103 | TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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104 | memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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105 | }
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106 | return WINED3D_OK;
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107 | }
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108 |
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109 | CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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110 | /* Arithmetic */
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111 | {WINED3DSIO_NOP, "nop", "NOP", 0, 0, WINED3DSIH_NOP, 0, 0 },
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112 | {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 },
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113 | {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 },
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114 | {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 },
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115 | {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 },
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116 | {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 },
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117 | {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 },
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118 | {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 },
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119 | {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 },
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120 | {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 },
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121 | {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 },
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122 | {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 },
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123 | {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 },
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124 | {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 },
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125 | {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 },
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126 | {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 },
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127 | {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 },
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128 | {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 },
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129 | {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 },
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130 | {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 },
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131 | {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 },
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132 | {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 },
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133 | {WINED3DSIO_CND, "cnd", NULL, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
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134 | {WINED3DSIO_CMP, "cmp", NULL, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
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135 | {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 },
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136 | {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 },
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137 | {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 },
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138 | {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
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139 | {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
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140 | {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
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141 | /* Matrix */
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142 | {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 },
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143 | {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 },
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144 | {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 },
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145 | {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 },
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146 | {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 },
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147 | /* Register declarations */
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148 | {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 },
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149 | /* Flow control - requires GLSL or software shaders */
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150 | {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
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151 | {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
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152 | {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
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153 | {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
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154 | {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
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155 | {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
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156 | {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
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157 | {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
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158 | {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
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159 | {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
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160 | {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
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161 | {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
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162 | {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
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163 | {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
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164 | {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
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165 | /* Constant definitions */
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166 | {WINED3DSIO_DEF, "def", "undefined", 1, 5, WINED3DSIH_DEF, 0, 0 },
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167 | {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 },
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168 | {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 },
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169 | /* Texture */
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170 | {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
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171 | {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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172 | {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
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173 | {WINED3DSIO_TEX, "tex", "undefined", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
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174 | {WINED3DSIO_TEX, "texld", "undefined", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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175 | {WINED3DSIO_TEX, "texld", "undefined", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
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176 | {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
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177 | {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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178 | {WINED3DSIO_TEXREG2AR, "texreg2ar", "undefined", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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179 | {WINED3DSIO_TEXREG2GB, "texreg2gb", "undefined", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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180 | {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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181 | {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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182 | {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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183 | {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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184 | {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
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185 | {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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186 | {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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187 | {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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188 | {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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189 | {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
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190 | {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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191 | {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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192 | {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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193 | {WINED3DSIO_BEM, "bem", "undefined", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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194 | {WINED3DSIO_DSX, "dsx", NULL, 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
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195 | {WINED3DSIO_DSY, "dsy", NULL, 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
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196 | {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
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197 | {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 },
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198 | {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
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199 | {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE, 0, 0 },
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200 | {0, NULL, NULL, 0, 0, 0, 0, 0 }
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201 | };
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202 |
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203 | static void pshader_set_limits(
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204 | IWineD3DPixelShaderImpl *This) {
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205 |
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206 | This->baseShader.limits.attributes = 0;
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207 | This->baseShader.limits.address = 0;
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208 | This->baseShader.limits.packed_output = 0;
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209 |
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210 | switch (This->baseShader.hex_version) {
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211 | case WINED3DPS_VERSION(1,0):
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212 | case WINED3DPS_VERSION(1,1):
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213 | case WINED3DPS_VERSION(1,2):
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214 | case WINED3DPS_VERSION(1,3):
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215 | This->baseShader.limits.temporary = 2;
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216 | This->baseShader.limits.constant_float = 8;
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217 | This->baseShader.limits.constant_int = 0;
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218 | This->baseShader.limits.constant_bool = 0;
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219 | This->baseShader.limits.texcoord = 4;
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220 | This->baseShader.limits.sampler = 4;
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221 | This->baseShader.limits.packed_input = 0;
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222 | This->baseShader.limits.label = 0;
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223 | break;
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224 |
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225 | case WINED3DPS_VERSION(1,4):
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226 | This->baseShader.limits.temporary = 6;
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227 | This->baseShader.limits.constant_float = 8;
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228 | This->baseShader.limits.constant_int = 0;
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229 | This->baseShader.limits.constant_bool = 0;
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230 | This->baseShader.limits.texcoord = 6;
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231 | This->baseShader.limits.sampler = 6;
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232 | This->baseShader.limits.packed_input = 0;
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233 | This->baseShader.limits.label = 0;
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234 | break;
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235 |
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236 | /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
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237 | case WINED3DPS_VERSION(2,0):
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238 | This->baseShader.limits.temporary = 32;
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239 | This->baseShader.limits.constant_float = 32;
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240 | This->baseShader.limits.constant_int = 16;
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241 | This->baseShader.limits.constant_bool = 16;
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242 | This->baseShader.limits.texcoord = 8;
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243 | This->baseShader.limits.sampler = 16;
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244 | This->baseShader.limits.packed_input = 0;
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---|
245 | break;
|
---|
246 |
|
---|
247 | case WINED3DPS_VERSION(2,1):
|
---|
248 | This->baseShader.limits.temporary = 32;
|
---|
249 | This->baseShader.limits.constant_float = 32;
|
---|
250 | This->baseShader.limits.constant_int = 16;
|
---|
251 | This->baseShader.limits.constant_bool = 16;
|
---|
252 | This->baseShader.limits.texcoord = 8;
|
---|
253 | This->baseShader.limits.sampler = 16;
|
---|
254 | This->baseShader.limits.packed_input = 0;
|
---|
255 | This->baseShader.limits.label = 16;
|
---|
256 | break;
|
---|
257 |
|
---|
258 | case WINED3DPS_VERSION(3,0):
|
---|
259 | This->baseShader.limits.temporary = 32;
|
---|
260 | This->baseShader.limits.constant_float = 224;
|
---|
261 | This->baseShader.limits.constant_int = 16;
|
---|
262 | This->baseShader.limits.constant_bool = 16;
|
---|
263 | This->baseShader.limits.texcoord = 0;
|
---|
264 | This->baseShader.limits.sampler = 16;
|
---|
265 | This->baseShader.limits.packed_input = 12;
|
---|
266 | This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
---|
267 | break;
|
---|
268 |
|
---|
269 | default: This->baseShader.limits.temporary = 32;
|
---|
270 | This->baseShader.limits.constant_float = 32;
|
---|
271 | This->baseShader.limits.constant_int = 16;
|
---|
272 | This->baseShader.limits.constant_bool = 16;
|
---|
273 | This->baseShader.limits.texcoord = 8;
|
---|
274 | This->baseShader.limits.sampler = 16;
|
---|
275 | This->baseShader.limits.packed_input = 0;
|
---|
276 | This->baseShader.limits.label = 0;
|
---|
277 | FIXME("Unrecognized pixel shader version %#x\n",
|
---|
278 | This->baseShader.hex_version);
|
---|
279 | }
|
---|
280 | }
|
---|
281 |
|
---|
282 | /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
|
---|
283 | or GLSL and send it to the card */
|
---|
284 | static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
|
---|
285 | IWineD3DPixelShaderImpl *This) {
|
---|
286 | SHADER_BUFFER buffer;
|
---|
287 |
|
---|
288 | buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
|
---|
289 | buffer.bsize = 0;
|
---|
290 | buffer.lineNo = 0;
|
---|
291 | buffer.newline = TRUE;
|
---|
292 |
|
---|
293 | return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
|
---|
294 | }
|
---|
295 |
|
---|
296 | static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
|
---|
297 |
|
---|
298 | IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
---|
299 | IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
|
---|
300 |
|
---|
301 | TRACE("(%p) : pFunction %p\n", iface, pFunction);
|
---|
302 |
|
---|
303 | /* First pass: trace shader */
|
---|
304 | shader_trace_init((IWineD3DBaseShader*) This, pFunction);
|
---|
305 | pshader_set_limits(This);
|
---|
306 |
|
---|
307 | /* Initialize immediate constant lists */
|
---|
308 | list_init(&This->baseShader.constantsF);
|
---|
309 | list_init(&This->baseShader.constantsB);
|
---|
310 | list_init(&This->baseShader.constantsI);
|
---|
311 |
|
---|
312 | if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
|
---|
313 | shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
314 | HRESULT hr;
|
---|
315 | unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
|
---|
316 |
|
---|
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,
|
---|
320 | This->semantics_in, NULL, pFunction, NULL);
|
---|
321 | if (FAILED(hr)) return hr;
|
---|
322 | /* FIXME: validate reg_maps against OpenGL */
|
---|
323 |
|
---|
324 | for(i = 0; i < MAX_REG_INPUT; i++) {
|
---|
325 | if(This->input_reg_used[i]) {
|
---|
326 | num_regs_used++;
|
---|
327 | highest_reg_used = i;
|
---|
328 | }
|
---|
329 | }
|
---|
330 |
|
---|
331 | /* Don't do any register mapping magic if it is not needed, or if we can't
|
---|
332 | * achieve anything anyway
|
---|
333 | */
|
---|
334 | if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
|
---|
335 | num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
|
---|
336 | if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
|
---|
337 | /* This happens with relative addressing. The input mapper function
|
---|
338 | * warns about this if the higher registers are declared too, so
|
---|
339 | * don't write a FIXME here
|
---|
340 | */
|
---|
341 | WARN("More varying registers used than supported\n");
|
---|
342 | }
|
---|
343 |
|
---|
344 | for(i = 0; i < MAX_REG_INPUT; i++) {
|
---|
345 | This->input_reg_map[i] = i;
|
---|
346 | }
|
---|
347 | This->declared_in_count = highest_reg_used + 1;
|
---|
348 | } else {
|
---|
349 | j = 0;
|
---|
350 | for(i = 0; i < MAX_REG_INPUT; i++) {
|
---|
351 | if(This->input_reg_used[i]) {
|
---|
352 | This->input_reg_map[i] = j;
|
---|
353 | j++;
|
---|
354 | } else {
|
---|
355 | This->input_reg_map[i] = -1;
|
---|
356 | }
|
---|
357 | }
|
---|
358 | This->declared_in_count = j;
|
---|
359 | }
|
---|
360 | }
|
---|
361 | This->baseShader.load_local_constsF = FALSE;
|
---|
362 |
|
---|
363 | This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
|
---|
364 |
|
---|
365 | TRACE("(%p) : Copying the function\n", This);
|
---|
366 | if (NULL != pFunction) {
|
---|
367 | void *function;
|
---|
368 |
|
---|
369 | function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
|
---|
370 | if (!function) return E_OUTOFMEMORY;
|
---|
371 | memcpy(function, pFunction, This->baseShader.functionLength);
|
---|
372 | This->baseShader.function = function;
|
---|
373 | } else {
|
---|
374 | This->baseShader.function = NULL;
|
---|
375 | }
|
---|
376 |
|
---|
377 | return WINED3D_OK;
|
---|
378 | }
|
---|
379 |
|
---|
380 | static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
|
---|
381 | {
|
---|
382 | CONST DWORD *function = This->baseShader.function;
|
---|
383 | HRESULT hr;
|
---|
384 | GLuint retval;
|
---|
385 |
|
---|
386 | TRACE("(%p) : function %p\n", This, function);
|
---|
387 |
|
---|
388 | hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This);
|
---|
389 | if(FAILED(hr)) {
|
---|
390 | ERR("Failed to update sampler information\n");
|
---|
391 | return 0;
|
---|
392 | }
|
---|
393 |
|
---|
394 | /* Reset fields tracking stateblock values being hardcoded in the shader */
|
---|
395 | This->baseShader.num_sampled_samplers = 0;
|
---|
396 |
|
---|
397 | /* Generate the HW shader */
|
---|
398 | TRACE("(%p) : Generating hardware program\n", This);
|
---|
399 | retval = IWineD3DPixelShaderImpl_GenerateShader(This);
|
---|
400 |
|
---|
401 | This->baseShader.is_compiled = TRUE;
|
---|
402 |
|
---|
403 | return retval;
|
---|
404 | }
|
---|
405 |
|
---|
406 | static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) {
|
---|
407 | IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
---|
408 |
|
---|
409 | if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
|
---|
410 | IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
411 | shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
412 | HRESULT hr;
|
---|
413 |
|
---|
414 | /* Second pass: figure out which registers are used, what the semantics are, etc.. */
|
---|
415 | memset(reg_maps, 0, sizeof(shader_reg_maps));
|
---|
416 | hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
|
---|
417 | This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
|
---|
418 | return hr;
|
---|
419 | /* FIXME: validate reg_maps against OpenGL */
|
---|
420 | } else {
|
---|
421 | return WINED3D_OK;
|
---|
422 | }
|
---|
423 | }
|
---|
424 |
|
---|
425 | const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
---|
426 | {
|
---|
427 | /*** IUnknown methods ***/
|
---|
428 | IWineD3DPixelShaderImpl_QueryInterface,
|
---|
429 | IWineD3DPixelShaderImpl_AddRef,
|
---|
430 | IWineD3DPixelShaderImpl_Release,
|
---|
431 | /*** IWineD3DBase methods ***/
|
---|
432 | IWineD3DPixelShaderImpl_GetParent,
|
---|
433 | /*** IWineD3DBaseShader methods ***/
|
---|
434 | IWineD3DPixelShaderImpl_SetFunction,
|
---|
435 | /*** IWineD3DPixelShader methods ***/
|
---|
436 | IWineD3DPixelShaderImpl_UpdateSamplers,
|
---|
437 | IWineD3DPixelShaderImpl_GetDevice,
|
---|
438 | IWineD3DPixelShaderImpl_GetFunction
|
---|
439 | };
|
---|
440 |
|
---|
441 | void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
|
---|
442 | UINT i, sampler;
|
---|
443 | IWineD3DBaseTextureImpl *tex;
|
---|
444 |
|
---|
445 | args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
|
---|
446 |
|
---|
447 | memset(args->color_fixup, 0, sizeof(args->color_fixup));
|
---|
448 | for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
|
---|
449 | sampler = shader->baseShader.sampled_samplers[i];
|
---|
450 | tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
|
---|
451 | if(!tex) {
|
---|
452 | args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
|
---|
453 | continue;
|
---|
454 | }
|
---|
455 | args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
|
---|
456 | }
|
---|
457 | if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
|
---|
458 | if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
|
---|
459 | args->vp_mode = pretransformed;
|
---|
460 | } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
|
---|
461 | args->vp_mode = vertexshader;
|
---|
462 | } else {
|
---|
463 | args->vp_mode = fixedfunction;
|
---|
464 | }
|
---|
465 | } else {
|
---|
466 | args->vp_mode = vertexshader;
|
---|
467 | }
|
---|
468 | }
|
---|
469 |
|
---|
470 | GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
---|
471 | {
|
---|
472 | UINT i;
|
---|
473 | struct ps_compiled_shader *old_array;
|
---|
474 |
|
---|
475 | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
---|
476 | * so a linear search is more performant than a hashmap
|
---|
477 | */
|
---|
478 | for(i = 0; i < shader->num_gl_shaders; i++) {
|
---|
479 | if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
---|
480 | return shader->gl_shaders[i].prgId;
|
---|
481 | }
|
---|
482 | }
|
---|
483 |
|
---|
484 | TRACE("No matching GL shader found, compiling a new shader\n");
|
---|
485 | old_array = shader->gl_shaders;
|
---|
486 | if(old_array) {
|
---|
487 | shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
|
---|
488 | (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
|
---|
489 | } else {
|
---|
490 | shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
---|
491 | }
|
---|
492 |
|
---|
493 | if(!shader->gl_shaders) {
|
---|
494 | ERR("Out of memory\n");
|
---|
495 | return 0;
|
---|
496 | }
|
---|
497 |
|
---|
498 | shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
---|
499 | shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
|
---|
500 | return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
---|
501 | }
|
---|