VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/pixelshader.c@ 19678

Last change on this file since 19678 was 19678, checked in by vboxsync, 16 years ago

opengl: update wine to 1.1.21, add d3d9.dll to build list

  • Property svn:eol-style set to native
File size: 17.8 KB
Line 
1/*
2 * shaders implementation
3 *
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 *
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.
15 *
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.
20 *
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
24 */
25
26/*
27 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
28 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
29 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
30 * a choice of LGPL license versions is made available with the language indicating
31 * that LGPLv2 or any later version may be used, or where a choice of which version
32 * of the LGPL is applied is otherwise unspecified.
33 */
34
35#include "config.h"
36
37#include <math.h>
38#include <stdio.h>
39
40#include "wined3d_private.h"
41
42WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
43
44#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
45
46static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
47 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
48
49 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
50 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
51 || IsEqualGUID(riid, &IID_IWineD3DBase)
52 || IsEqualGUID(riid, &IID_IUnknown))
53 {
54 IUnknown_AddRef(iface);
55 *ppobj = iface;
56 return S_OK;
57 }
58
59 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
60
61 *ppobj = NULL;
62 return E_NOINTERFACE;
63}
64
65static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
66 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
67 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
68
69 TRACE("%p increasing refcount to %u\n", This, refcount);
70
71 return refcount;
72}
73
74static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
75 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
76 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
77
78 TRACE("%p decreasing refcount to %u\n", This, refcount);
79
80 if (!refcount)
81 {
82 shader_cleanup((IWineD3DBaseShader *)iface);
83 HeapFree(GetProcessHeap(), 0, This);
84 }
85
86 return refcount;
87}
88
89/* *******************************************
90 IWineD3DPixelShader IWineD3DPixelShader parts follow
91 ******************************************* */
92
93static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
94 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
95
96 *parent = This->parent;
97 IUnknown_AddRef(*parent);
98 TRACE("(%p) : returning %p\n", This, *parent);
99 return WINED3D_OK;
100}
101
102static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
103 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
104 IWineD3DDevice_AddRef(This->baseShader.device);
105 *pDevice = This->baseShader.device;
106 TRACE("(%p) returning %p\n", This, *pDevice);
107 return WINED3D_OK;
108}
109
110
111static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
112 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
113 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
114
115 if (NULL == pData) {
116 *pSizeOfData = This->baseShader.functionLength;
117 return WINED3D_OK;
118 }
119 if (*pSizeOfData < This->baseShader.functionLength) {
120 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
121 * than the required size we should write the required size and
122 * return D3DERR_MOREDATA. That's not actually true. */
123 return WINED3DERR_INVALIDCALL;
124 }
125
126 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
127 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
128
129 return WINED3D_OK;
130}
131
132static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
133{
134 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
135 This->baseShader.reg_maps.shader_version.minor);
136
137 This->baseShader.limits.attributes = 0;
138 This->baseShader.limits.address = 0;
139 This->baseShader.limits.packed_output = 0;
140
141 switch (shader_version)
142 {
143 case WINED3D_SHADER_VERSION(1,0):
144 case WINED3D_SHADER_VERSION(1,1):
145 case WINED3D_SHADER_VERSION(1,2):
146 case WINED3D_SHADER_VERSION(1,3):
147 This->baseShader.limits.temporary = 2;
148 This->baseShader.limits.constant_float = 8;
149 This->baseShader.limits.constant_int = 0;
150 This->baseShader.limits.constant_bool = 0;
151 This->baseShader.limits.texcoord = 4;
152 This->baseShader.limits.sampler = 4;
153 This->baseShader.limits.packed_input = 0;
154 This->baseShader.limits.label = 0;
155 break;
156
157 case WINED3D_SHADER_VERSION(1,4):
158 This->baseShader.limits.temporary = 6;
159 This->baseShader.limits.constant_float = 8;
160 This->baseShader.limits.constant_int = 0;
161 This->baseShader.limits.constant_bool = 0;
162 This->baseShader.limits.texcoord = 6;
163 This->baseShader.limits.sampler = 6;
164 This->baseShader.limits.packed_input = 0;
165 This->baseShader.limits.label = 0;
166 break;
167
168 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
169 case WINED3D_SHADER_VERSION(2,0):
170 This->baseShader.limits.temporary = 32;
171 This->baseShader.limits.constant_float = 32;
172 This->baseShader.limits.constant_int = 16;
173 This->baseShader.limits.constant_bool = 16;
174 This->baseShader.limits.texcoord = 8;
175 This->baseShader.limits.sampler = 16;
176 This->baseShader.limits.packed_input = 0;
177 break;
178
179 case WINED3D_SHADER_VERSION(2,1):
180 This->baseShader.limits.temporary = 32;
181 This->baseShader.limits.constant_float = 32;
182 This->baseShader.limits.constant_int = 16;
183 This->baseShader.limits.constant_bool = 16;
184 This->baseShader.limits.texcoord = 8;
185 This->baseShader.limits.sampler = 16;
186 This->baseShader.limits.packed_input = 0;
187 This->baseShader.limits.label = 16;
188 break;
189
190 case WINED3D_SHADER_VERSION(3,0):
191 This->baseShader.limits.temporary = 32;
192 This->baseShader.limits.constant_float = 224;
193 This->baseShader.limits.constant_int = 16;
194 This->baseShader.limits.constant_bool = 16;
195 This->baseShader.limits.texcoord = 0;
196 This->baseShader.limits.sampler = 16;
197 This->baseShader.limits.packed_input = 12;
198 This->baseShader.limits.label = 16; /* FIXME: 2048 */
199 break;
200
201 default:
202 This->baseShader.limits.temporary = 32;
203 This->baseShader.limits.constant_float = 32;
204 This->baseShader.limits.constant_int = 16;
205 This->baseShader.limits.constant_bool = 16;
206 This->baseShader.limits.texcoord = 8;
207 This->baseShader.limits.sampler = 16;
208 This->baseShader.limits.packed_input = 0;
209 This->baseShader.limits.label = 0;
210 FIXME("Unrecognized pixel shader version %u.%u\n",
211 This->baseShader.reg_maps.shader_version.major,
212 This->baseShader.reg_maps.shader_version.minor);
213 }
214}
215
216static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
217
218 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
219 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
220 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
221 const struct wined3d_shader_frontend *fe;
222 HRESULT hr;
223
224 TRACE("(%p) : pFunction %p\n", iface, pFunction);
225
226 fe = shader_select_frontend(*pFunction);
227 if (!fe)
228 {
229 FIXME("Unable to find frontend for shader.\n");
230 return WINED3DERR_INVALIDCALL;
231 }
232 This->baseShader.frontend = fe;
233 This->baseShader.frontend_data = fe->shader_init(pFunction);
234 if (!This->baseShader.frontend_data)
235 {
236 FIXME("Failed to initialize frontend.\n");
237 return WINED3DERR_INVALIDCALL;
238 }
239
240 /* First pass: trace shader */
241 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
242
243 /* Initialize immediate constant lists */
244 list_init(&This->baseShader.constantsF);
245 list_init(&This->baseShader.constantsB);
246 list_init(&This->baseShader.constantsI);
247
248 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
249 hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction,
250 GL_LIMITS(pshader_constantsF));
251 if (FAILED(hr)) return hr;
252
253 pshader_set_limits(This);
254
255 for (i = 0; i < MAX_REG_INPUT; ++i)
256 {
257 if (This->input_reg_used[i])
258 {
259 ++num_regs_used;
260 highest_reg_used = i;
261 }
262 }
263
264 /* Don't do any register mapping magic if it is not needed, or if we can't
265 * achieve anything anyway */
266 if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
267 || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
268 {
269 if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
270 {
271 /* This happens with relative addressing. The input mapper function
272 * warns about this if the higher registers are declared too, so
273 * don't write a FIXME here */
274 WARN("More varying registers used than supported\n");
275 }
276
277 for (i = 0; i < MAX_REG_INPUT; ++i)
278 {
279 This->input_reg_map[i] = i;
280 }
281
282 This->declared_in_count = highest_reg_used + 1;
283 }
284 else
285 {
286 This->declared_in_count = 0;
287 for (i = 0; i < MAX_REG_INPUT; ++i)
288 {
289 if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
290 else This->input_reg_map[i] = ~0U;
291 }
292 }
293
294 This->baseShader.load_local_constsF = FALSE;
295
296 TRACE("(%p) : Copying the function\n", This);
297
298 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
299 if (!This->baseShader.function) return E_OUTOFMEMORY;
300 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
301
302 return WINED3D_OK;
303}
304
305static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
306{
307 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
308 unsigned int i;
309
310 if (reg_maps->shader_version.major != 1) return;
311
312 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
313 {
314 /* We don't sample from this sampler */
315 if (!sampler_type[i]) continue;
316
317 if (!textures[i])
318 {
319 ERR("No texture bound to sampler %u, using 2D\n", i);
320 sampler_type[i] = WINED3DSTT_2D;
321 continue;
322 }
323
324 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
325 {
326 case GL_TEXTURE_RECTANGLE_ARB:
327 case GL_TEXTURE_2D:
328 /* We have to select between texture rectangles and 2D textures later because 2.0 and
329 * 3.0 shaders only have WINED3DSTT_2D as well */
330 sampler_type[i] = WINED3DSTT_2D;
331 break;
332
333 case GL_TEXTURE_3D:
334 sampler_type[i] = WINED3DSTT_VOLUME;
335 break;
336
337 case GL_TEXTURE_CUBE_MAP_ARB:
338 sampler_type[i] = WINED3DSTT_CUBE;
339 break;
340
341 default:
342 FIXME("Unrecognized texture type %#x, using 2D\n",
343 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
344 sampler_type[i] = WINED3DSTT_2D;
345 }
346 }
347}
348
349static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
350{
351 CONST DWORD *function = This->baseShader.function;
352 GLuint retval;
353 SHADER_BUFFER buffer;
354 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
355
356 TRACE("(%p) : function %p\n", This, function);
357
358 pixelshader_update_samplers(&This->baseShader.reg_maps,
359 ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
360
361 /* Generate the HW shader */
362 TRACE("(%p) : Generating hardware program\n", This);
363 This->cur_args = args;
364 shader_buffer_init(&buffer);
365 retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
366 shader_buffer_free(&buffer);
367 This->cur_args = NULL;
368
369 return retval;
370}
371
372const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
373{
374 /*** IUnknown methods ***/
375 IWineD3DPixelShaderImpl_QueryInterface,
376 IWineD3DPixelShaderImpl_AddRef,
377 IWineD3DPixelShaderImpl_Release,
378 /*** IWineD3DBase methods ***/
379 IWineD3DPixelShaderImpl_GetParent,
380 /*** IWineD3DBaseShader methods ***/
381 IWineD3DPixelShaderImpl_SetFunction,
382 /*** IWineD3DPixelShader methods ***/
383 IWineD3DPixelShaderImpl_GetDevice,
384 IWineD3DPixelShaderImpl_GetFunction
385};
386
387void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
388 UINT i;
389 IWineD3DBaseTextureImpl *tex;
390
391 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
392 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
393 args->np2_fixup = 0;
394
395 for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
396 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
397 tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
398 if(!tex) {
399 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
400 continue;
401 }
402 args->color_fixup[i] = tex->resource.format_desc->color_fixup;
403
404 /* Flag samplers that need NP2 texcoord fixup. */
405 if(!tex->baseTexture.pow2Matrix_identity) {
406 args->np2_fixup |= (1 << i);
407 }
408 }
409 if (shader->baseShader.reg_maps.shader_version.major >= 3)
410 {
411 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
412 {
413 args->vp_mode = pretransformed;
414 }
415 else if (use_vs(stateblock))
416 {
417 args->vp_mode = vertexshader;
418 } else {
419 args->vp_mode = fixedfunction;
420 }
421 args->fog = FOG_OFF;
422 } else {
423 args->vp_mode = vertexshader;
424 if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
425 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
426 case WINED3DFOG_NONE:
427 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
428 || use_vs(stateblock))
429 {
430 args->fog = FOG_LINEAR;
431 break;
432 }
433 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
434 case WINED3DFOG_NONE: /* Drop through */
435 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
436 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
437 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
438 }
439 break;
440
441 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
442 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
443 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
444 }
445 } else {
446 args->fog = FOG_OFF;
447 }
448 }
449}
450
451GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
452{
453 UINT i;
454 DWORD new_size;
455 struct ps_compiled_shader *new_array;
456
457 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
458 * so a linear search is more performant than a hashmap or a binary search
459 * (cache coherency etc)
460 */
461 for(i = 0; i < shader->num_gl_shaders; i++) {
462 if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
463 return shader->gl_shaders[i].prgId;
464 }
465 }
466
467 TRACE("No matching GL shader found, compiling a new shader\n");
468 if(shader->shader_array_size == shader->num_gl_shaders) {
469 if (shader->num_gl_shaders)
470 {
471 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
472 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
473 new_size * sizeof(*shader->gl_shaders));
474 } else {
475 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
476 new_size = 1;
477 }
478
479 if(!new_array) {
480 ERR("Out of memory\n");
481 return 0;
482 }
483 shader->gl_shaders = new_array;
484 shader->shader_array_size = new_size;
485 }
486
487 shader->gl_shaders[shader->num_gl_shaders].args = *args;
488 shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
489 return shader->gl_shaders[shader->num_gl_shaders++].prgId;
490}
Note: See TracBrowser for help on using the repository browser.

© 2024 Oracle Support Privacy / Do Not Sell My Info Terms of Use Trademark Policy Automated Access Etiquette