wined3d: Merge pixelshader.c and vertexshader.c.
This commit is contained in:
parent
57a47b0833
commit
2b1ee87328
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@ -22,9 +22,9 @@ C_SRCS = \
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glsl_shader.c \
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nvidia_texture_shader.c \
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palette.c \
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pixelshader.c \
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query.c \
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resource.c \
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shader.c \
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shader_sm1.c \
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shader_sm4.c \
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state.c \
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@ -38,7 +38,6 @@ C_SRCS = \
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texture.c \
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utils.c \
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vertexdeclaration.c \
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vertexshader.c \
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view.c \
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volume.c \
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volumetexture.c \
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@ -1,435 +0,0 @@
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/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
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TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
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if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*ppobj = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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return refcount;
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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shader_cleanup((IWineD3DBaseShader *)iface);
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This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refcount;
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}
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/* *******************************************
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IWineD3DPixelShader IWineD3DPixelShader parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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*parent = This->baseShader.parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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if (NULL == pData) {
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*pSizeOfData = This->baseShader.functionLength;
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return WINED3D_OK;
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}
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if (*pSizeOfData < This->baseShader.functionLength) {
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/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
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* than the required size we should write the required size and
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* return D3DERR_MOREDATA. That's not actually true. */
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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return WINED3D_OK;
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}
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static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
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{
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DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
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This->baseShader.reg_maps.shader_version.minor);
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This->baseShader.limits.attributes = 0;
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This->baseShader.limits.address = 0;
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This->baseShader.limits.packed_output = 0;
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switch (shader_version)
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{
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case WINED3D_SHADER_VERSION(1,0):
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case WINED3D_SHADER_VERSION(1,1):
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case WINED3D_SHADER_VERSION(1,2):
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case WINED3D_SHADER_VERSION(1,3):
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This->baseShader.limits.temporary = 2;
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This->baseShader.limits.constant_float = 8;
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This->baseShader.limits.constant_int = 0;
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This->baseShader.limits.constant_bool = 0;
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This->baseShader.limits.texcoord = 4;
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This->baseShader.limits.sampler = 4;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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break;
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case WINED3D_SHADER_VERSION(1,4):
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This->baseShader.limits.temporary = 6;
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This->baseShader.limits.constant_float = 8;
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This->baseShader.limits.constant_int = 0;
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This->baseShader.limits.constant_bool = 0;
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This->baseShader.limits.texcoord = 6;
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This->baseShader.limits.sampler = 6;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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break;
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/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
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case WINED3D_SHADER_VERSION(2,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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break;
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case WINED3D_SHADER_VERSION(2,1):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 16;
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break;
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case WINED3D_SHADER_VERSION(4,0):
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FIXME("Using 3.0 limits for 4.0 shader\n");
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/* Fall through */
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case WINED3D_SHADER_VERSION(3,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 224;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 0;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 12;
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This->baseShader.limits.label = 16; /* FIXME: 2048 */
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break;
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default:
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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FIXME("Unrecognized pixel shader version %u.%u\n",
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This->baseShader.reg_maps.shader_version.major,
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This->baseShader.reg_maps.shader_version.minor);
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}
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}
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static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
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{
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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unsigned int i, highest_reg_used = 0, num_regs_used = 0;
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shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
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const struct wined3d_shader_frontend *fe;
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HRESULT hr;
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TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
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fe = shader_select_frontend(*byte_code);
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if (!fe)
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{
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FIXME("Unable to find frontend for shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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shader->baseShader.frontend = fe;
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shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
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if (!shader->baseShader.frontend_data)
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{
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FIXME("Failed to initialize frontend.\n");
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return WINED3DERR_INVALIDCALL;
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}
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/* First pass: trace shader */
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if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
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/* Initialize immediate constant lists */
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list_init(&shader->baseShader.constantsF);
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list_init(&shader->baseShader.constantsB);
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list_init(&shader->baseShader.constantsI);
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
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reg_maps, NULL, shader->input_signature, NULL,
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byte_code, device->d3d_pshader_constantF);
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if (FAILED(hr)) return hr;
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pshader_set_limits(shader);
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (shader->input_reg_used[i])
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{
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++num_regs_used;
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highest_reg_used = i;
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}
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}
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/* Don't do any register mapping magic if it is not needed, or if we can't
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* achieve anything anyway */
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if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
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|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
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{
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if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
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{
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/* This happens with relative addressing. The input mapper function
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* warns about this if the higher registers are declared too, so
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* don't write a FIXME here */
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WARN("More varying registers used than supported\n");
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}
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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shader->input_reg_map[i] = i;
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}
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shader->declared_in_count = highest_reg_used + 1;
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}
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else
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{
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shader->declared_in_count = 0;
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
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else shader->input_reg_map[i] = ~0U;
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}
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}
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shader->baseShader.load_local_constsF = FALSE;
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TRACE("(%p) : Copying byte code.\n", shader);
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shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
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if (!shader->baseShader.function) return E_OUTOFMEMORY;
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memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
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return WINED3D_OK;
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}
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void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
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{
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WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
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unsigned int i;
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if (reg_maps->shader_version.major != 1) return;
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for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
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{
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/* We don't sample from this sampler */
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if (!sampler_type[i]) continue;
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if (!textures[i])
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{
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ERR("No texture bound to sampler %u, using 2D\n", i);
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sampler_type[i] = WINED3DSTT_2D;
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continue;
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}
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switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
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{
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case GL_TEXTURE_RECTANGLE_ARB:
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case GL_TEXTURE_2D:
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/* We have to select between texture rectangles and 2D textures later because 2.0 and
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* 3.0 shaders only have WINED3DSTT_2D as well */
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sampler_type[i] = WINED3DSTT_2D;
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break;
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case GL_TEXTURE_3D:
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sampler_type[i] = WINED3DSTT_VOLUME;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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sampler_type[i] = WINED3DSTT_CUBE;
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break;
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default:
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FIXME("Unrecognized texture type %#x, using 2D\n",
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IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
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sampler_type[i] = WINED3DSTT_2D;
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}
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}
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}
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static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DPixelShaderImpl_QueryInterface,
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IWineD3DPixelShaderImpl_AddRef,
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IWineD3DPixelShaderImpl_Release,
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/*** IWineD3DBase methods ***/
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IWineD3DPixelShaderImpl_GetParent,
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/*** IWineD3DBaseShader methods ***/
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IWineD3DPixelShaderImpl_GetFunction
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/*** IWineD3DPixelShader methods ***/
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};
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
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UINT i;
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IWineD3DBaseTextureImpl *tex;
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memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
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args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
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args->np2_fixup = 0;
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for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
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if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
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tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
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if(!tex) {
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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continue;
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}
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args->color_fixup[i] = tex->resource.format_desc->color_fixup;
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/* Flag samplers that need NP2 texcoord fixup. */
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if(!tex->baseTexture.pow2Matrix_identity) {
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args->np2_fixup |= (1 << i);
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}
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}
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if (shader->baseShader.reg_maps.shader_version.major >= 3)
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{
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if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
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{
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args->vp_mode = pretransformed;
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}
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else if (use_vs(stateblock))
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{
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args->vp_mode = vertexshader;
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} else {
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args->vp_mode = fixedfunction;
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}
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args->fog = FOG_OFF;
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} else {
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args->vp_mode = vertexshader;
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if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
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switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
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case WINED3DFOG_NONE:
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if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
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|| use_vs(stateblock))
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{
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args->fog = FOG_LINEAR;
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break;
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}
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switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
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case WINED3DFOG_NONE: /* Drop through */
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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}
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break;
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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}
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} else {
|
||||
args->fog = FOG_OFF;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
||||
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (!byte_code) return WINED3DERR_INVALIDCALL;
|
||||
|
||||
shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
|
||||
shader_init(&shader->baseShader, device, parent, parent_ops);
|
||||
|
||||
hr = pixelshader_set_function(shader, byte_code, output_signature);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to set function, hr %#x.\n", hr);
|
||||
shader_cleanup((IWineD3DBaseShader *)shader);
|
||||
return hr;
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
|
@ -0,0 +1,788 @@
|
|||
/*
|
||||
* Copyright 2002-2003 Jason Edmeades
|
||||
* Copyright 2002-2003 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2006 Ivan Gyurdiev
|
||||
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
|
||||
* Copyright 2009 Henri Verbeet for CodeWeavers
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
|
||||
#include "config.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
||||
|
||||
static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
|
||||
{
|
||||
*parent = shader->baseShader.parent;
|
||||
IUnknown_AddRef(*parent);
|
||||
TRACE("shader %p, returning %p.\n", shader, *parent);
|
||||
}
|
||||
|
||||
static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
|
||||
{
|
||||
if (!data)
|
||||
{
|
||||
*data_size = shader->baseShader.functionLength;
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
if (*data_size < shader->baseShader.functionLength)
|
||||
{
|
||||
/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
|
||||
* than the required size we should write the required size and
|
||||
* return D3DERR_MOREDATA. That's not actually true. */
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
|
||||
{
|
||||
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
|
||||
|
||||
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
||||
|| IsEqualGUID(riid, &IID_IUnknown))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*object = iface;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
|
||||
|
||||
*object = NULL;
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
|
||||
{
|
||||
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
|
||||
|
||||
TRACE("%p increasing refcount to %u.\n", shader, refcount);
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
|
||||
{
|
||||
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
|
||||
|
||||
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
|
||||
|
||||
if (!refcount)
|
||||
{
|
||||
shader_cleanup((IWineD3DBaseShader *)iface);
|
||||
shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
|
||||
HeapFree(GetProcessHeap(), 0, shader);
|
||||
}
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
|
||||
{
|
||||
TRACE("iface %p, parent %p.\n", iface, parent);
|
||||
|
||||
shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
|
||||
{
|
||||
TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
|
||||
|
||||
return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
|
||||
}
|
||||
|
||||
/* Set local constants for d3d8 shaders. */
|
||||
static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
|
||||
UINT start_idx, const float *src_data, UINT count)
|
||||
{
|
||||
IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
UINT i, end_idx;
|
||||
|
||||
TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
|
||||
|
||||
end_idx = start_idx + count;
|
||||
if (end_idx > device->d3d_vshader_constantF)
|
||||
{
|
||||
WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
|
||||
end_idx = device->d3d_vshader_constantF;
|
||||
}
|
||||
|
||||
for (i = start_idx; i < end_idx; ++i)
|
||||
{
|
||||
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
|
||||
if (!lconst) return E_OUTOFMEMORY;
|
||||
|
||||
lconst->idx = i;
|
||||
memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
|
||||
list_add_head(&shader->baseShader.constantsF, &lconst->entry);
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
|
||||
{
|
||||
/* IUnknown methods */
|
||||
vertexshader_QueryInterface,
|
||||
vertexshader_AddRef,
|
||||
vertexshader_Release,
|
||||
/* IWineD3DBase methods */
|
||||
vertexshader_GetParent,
|
||||
/* IWineD3DBaseShader methods */
|
||||
vertexshader_GetFunction,
|
||||
/* IWineD3DVertexShader methods */
|
||||
vertexshader_SetLocalConstantsF,
|
||||
};
|
||||
|
||||
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
|
||||
IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
|
||||
{
|
||||
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
|
||||
args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
|
||||
&& stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
||||
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
|
||||
}
|
||||
|
||||
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
|
||||
{
|
||||
if (usage_idx1 != usage_idx2) return FALSE;
|
||||
if (usage1 == usage2) return TRUE;
|
||||
if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
|
||||
if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
|
||||
{
|
||||
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
|
||||
WORD map = shader->baseShader.reg_maps.input_registers;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; map; map >>= 1, ++i)
|
||||
{
|
||||
if (!(map & 1)) continue;
|
||||
|
||||
if (match_usage(shader->attributes[i].usage,
|
||||
shader->attributes[i].usage_idx, usage_req, usage_idx_req))
|
||||
{
|
||||
*regnum = i;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
|
||||
{
|
||||
DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
|
||||
shader->baseShader.reg_maps.shader_version.minor);
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
|
||||
shader->baseShader.limits.texcoord = 0;
|
||||
shader->baseShader.limits.attributes = 16;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
|
||||
switch (shader_version)
|
||||
{
|
||||
case WINED3D_SHADER_VERSION(1, 0):
|
||||
case WINED3D_SHADER_VERSION(1, 1):
|
||||
shader->baseShader.limits.temporary = 12;
|
||||
shader->baseShader.limits.constant_bool = 0;
|
||||
shader->baseShader.limits.constant_int = 0;
|
||||
shader->baseShader.limits.address = 1;
|
||||
shader->baseShader.limits.packed_output = 0;
|
||||
shader->baseShader.limits.sampler = 0;
|
||||
shader->baseShader.limits.label = 0;
|
||||
/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
|
||||
* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
|
||||
* constants? */
|
||||
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(2, 0):
|
||||
case WINED3D_SHADER_VERSION(2, 1):
|
||||
shader->baseShader.limits.temporary = 12;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.address = 1;
|
||||
shader->baseShader.limits.packed_output = 0;
|
||||
shader->baseShader.limits.sampler = 0;
|
||||
shader->baseShader.limits.label = 16;
|
||||
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(4, 0):
|
||||
FIXME("Using 3.0 limits for 4.0 shader.\n");
|
||||
/* Fall through. */
|
||||
|
||||
case WINED3D_SHADER_VERSION(3, 0):
|
||||
shader->baseShader.limits.temporary = 32;
|
||||
shader->baseShader.limits.constant_bool = 32;
|
||||
shader->baseShader.limits.constant_int = 32;
|
||||
shader->baseShader.limits.address = 1;
|
||||
shader->baseShader.limits.packed_output = 12;
|
||||
shader->baseShader.limits.sampler = 4;
|
||||
shader->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
/* DX10 cards on Windows advertise a d3d9 constant limit of 256
|
||||
* even though they are capable of supporting much more (GL
|
||||
* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
|
||||
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
|
||||
* shaders to 256. */
|
||||
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
default:
|
||||
shader->baseShader.limits.temporary = 12;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.address = 1;
|
||||
shader->baseShader.limits.packed_output = 0;
|
||||
shader->baseShader.limits.sampler = 0;
|
||||
shader->baseShader.limits.label = 16;
|
||||
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
|
||||
shader->baseShader.reg_maps.shader_version.major,
|
||||
shader->baseShader.reg_maps.shader_version.minor);
|
||||
}
|
||||
}
|
||||
|
||||
static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
|
||||
const struct wined3d_shader_frontend *fe;
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
|
||||
TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
|
||||
|
||||
fe = shader_select_frontend(*byte_code);
|
||||
if (!fe)
|
||||
{
|
||||
FIXME("Unable to find frontend for shader.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
shader->baseShader.frontend = fe;
|
||||
shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
|
||||
if (!shader->baseShader.frontend_data)
|
||||
{
|
||||
FIXME("Failed to initialize frontend.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* First pass: trace shader. */
|
||||
if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
|
||||
|
||||
/* Initialize immediate constant lists. */
|
||||
list_init(&shader->baseShader.constantsF);
|
||||
list_init(&shader->baseShader.constantsB);
|
||||
list_init(&shader->baseShader.constantsI);
|
||||
|
||||
/* Second pass: figure out registers used, semantics, etc. */
|
||||
shader->min_rel_offset = device->d3d_vshader_constantF;
|
||||
shader->max_rel_offset = 0;
|
||||
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
|
||||
reg_maps, shader->attributes, NULL, shader->output_signature,
|
||||
byte_code, device->d3d_vshader_constantF);
|
||||
if (FAILED(hr)) return hr;
|
||||
|
||||
if (output_signature)
|
||||
{
|
||||
for (i = 0; i < output_signature->element_count; ++i)
|
||||
{
|
||||
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
|
||||
reg_maps->output_registers |= 1 << e->register_idx;
|
||||
shader->output_signature[e->register_idx] = *e;
|
||||
}
|
||||
}
|
||||
|
||||
vertexshader_set_limits(shader);
|
||||
|
||||
if (device->vs_selected_mode == SHADER_ARB
|
||||
&& (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
|
||||
&& shader->min_rel_offset <= shader->max_rel_offset)
|
||||
{
|
||||
if (shader->max_rel_offset - shader->min_rel_offset > 127)
|
||||
{
|
||||
FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
|
||||
FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
|
||||
FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
|
||||
}
|
||||
else if (shader->max_rel_offset - shader->min_rel_offset > 63)
|
||||
{
|
||||
shader->rel_offset = shader->min_rel_offset + 63;
|
||||
}
|
||||
else if (shader->max_rel_offset > 63)
|
||||
{
|
||||
shader->rel_offset = shader->min_rel_offset;
|
||||
}
|
||||
else
|
||||
{
|
||||
shader->rel_offset = 0;
|
||||
}
|
||||
}
|
||||
shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
|
||||
&& !list_empty(&shader->baseShader.constantsF);
|
||||
|
||||
shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
|
||||
if (!shader->baseShader.function) return E_OUTOFMEMORY;
|
||||
memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
||||
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (!byte_code) return WINED3DERR_INVALIDCALL;
|
||||
|
||||
shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
|
||||
shader_init(&shader->baseShader, device, parent, parent_ops);
|
||||
|
||||
hr = vertexshader_set_function(shader, byte_code, output_signature);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to set function, hr %#x.\n", hr);
|
||||
shader_cleanup((IWineD3DBaseShader *)shader);
|
||||
return hr;
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
|
||||
{
|
||||
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
|
||||
|
||||
if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
||||
|| IsEqualGUID(riid, &IID_IUnknown))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*object = iface;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
|
||||
|
||||
*object = NULL;
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
|
||||
{
|
||||
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
|
||||
|
||||
TRACE("%p increasing refcount to %u.\n", shader, refcount);
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
|
||||
{
|
||||
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
|
||||
|
||||
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
|
||||
|
||||
if (!refcount)
|
||||
{
|
||||
shader_cleanup((IWineD3DBaseShader *)iface);
|
||||
shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
|
||||
HeapFree(GetProcessHeap(), 0, shader);
|
||||
}
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
|
||||
{
|
||||
TRACE("iface %p, parent %p.\n", iface, parent);
|
||||
|
||||
shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
|
||||
{
|
||||
TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
|
||||
|
||||
return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
|
||||
}
|
||||
|
||||
static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
||||
{
|
||||
/* IUnknown methods */
|
||||
pixelshader_QueryInterface,
|
||||
pixelshader_AddRef,
|
||||
pixelshader_Release,
|
||||
/* IWineD3DBase methods */
|
||||
pixelshader_GetParent,
|
||||
/* IWineD3DBaseShader methods */
|
||||
pixelshader_GetFunction
|
||||
};
|
||||
|
||||
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
|
||||
IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *texture;
|
||||
UINT i;
|
||||
|
||||
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
|
||||
args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
|
||||
args->np2_fixup = 0;
|
||||
|
||||
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
|
||||
{
|
||||
if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
|
||||
texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
|
||||
if (!texture)
|
||||
{
|
||||
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
|
||||
continue;
|
||||
}
|
||||
args->color_fixup[i] = texture->resource.format_desc->color_fixup;
|
||||
|
||||
/* Flag samplers that need NP2 texcoord fixup. */
|
||||
if (!texture->baseTexture.pow2Matrix_identity)
|
||||
{
|
||||
args->np2_fixup |= (1 << i);
|
||||
}
|
||||
}
|
||||
if (shader->baseShader.reg_maps.shader_version.major >= 3)
|
||||
{
|
||||
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
|
||||
{
|
||||
args->vp_mode = pretransformed;
|
||||
}
|
||||
else if (use_vs(stateblock))
|
||||
{
|
||||
args->vp_mode = vertexshader;
|
||||
}
|
||||
else
|
||||
{
|
||||
args->vp_mode = fixedfunction;
|
||||
}
|
||||
args->fog = FOG_OFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
args->vp_mode = vertexshader;
|
||||
if (stateblock->renderState[WINED3DRS_FOGENABLE])
|
||||
{
|
||||
switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
|
||||
{
|
||||
case WINED3DFOG_NONE:
|
||||
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
|
||||
|| use_vs(stateblock))
|
||||
{
|
||||
args->fog = FOG_LINEAR;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
|
||||
{
|
||||
case WINED3DFOG_NONE: /* Fall through. */
|
||||
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
|
||||
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
|
||||
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
|
||||
}
|
||||
break;
|
||||
|
||||
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
|
||||
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
|
||||
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
args->fog = FOG_OFF;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
|
||||
{
|
||||
DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
|
||||
shader->baseShader.reg_maps.shader_version.minor);
|
||||
|
||||
shader->baseShader.limits.attributes = 0;
|
||||
shader->baseShader.limits.address = 0;
|
||||
shader->baseShader.limits.packed_output = 0;
|
||||
|
||||
switch (shader_version)
|
||||
{
|
||||
case WINED3D_SHADER_VERSION(1, 0):
|
||||
case WINED3D_SHADER_VERSION(1, 1):
|
||||
case WINED3D_SHADER_VERSION(1, 2):
|
||||
case WINED3D_SHADER_VERSION(1, 3):
|
||||
shader->baseShader.limits.temporary = 2;
|
||||
shader->baseShader.limits.constant_float = 8;
|
||||
shader->baseShader.limits.constant_int = 0;
|
||||
shader->baseShader.limits.constant_bool = 0;
|
||||
shader->baseShader.limits.texcoord = 4;
|
||||
shader->baseShader.limits.sampler = 4;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
shader->baseShader.limits.label = 0;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(1, 4):
|
||||
shader->baseShader.limits.temporary = 6;
|
||||
shader->baseShader.limits.constant_float = 8;
|
||||
shader->baseShader.limits.constant_int = 0;
|
||||
shader->baseShader.limits.constant_bool = 0;
|
||||
shader->baseShader.limits.texcoord = 6;
|
||||
shader->baseShader.limits.sampler = 6;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
shader->baseShader.limits.label = 0;
|
||||
break;
|
||||
|
||||
/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
|
||||
case WINED3D_SHADER_VERSION(2, 0):
|
||||
shader->baseShader.limits.temporary = 32;
|
||||
shader->baseShader.limits.constant_float = 32;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.texcoord = 8;
|
||||
shader->baseShader.limits.sampler = 16;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(2, 1):
|
||||
shader->baseShader.limits.temporary = 32;
|
||||
shader->baseShader.limits.constant_float = 32;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.texcoord = 8;
|
||||
shader->baseShader.limits.sampler = 16;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
shader->baseShader.limits.label = 16;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(4, 0):
|
||||
FIXME("Using 3.0 limits for 4.0 shader.\n");
|
||||
/* Fall through. */
|
||||
|
||||
case WINED3D_SHADER_VERSION(3, 0):
|
||||
shader->baseShader.limits.temporary = 32;
|
||||
shader->baseShader.limits.constant_float = 224;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.texcoord = 0;
|
||||
shader->baseShader.limits.sampler = 16;
|
||||
shader->baseShader.limits.packed_input = 12;
|
||||
shader->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
break;
|
||||
|
||||
default:
|
||||
shader->baseShader.limits.temporary = 32;
|
||||
shader->baseShader.limits.constant_float = 32;
|
||||
shader->baseShader.limits.constant_int = 16;
|
||||
shader->baseShader.limits.constant_bool = 16;
|
||||
shader->baseShader.limits.texcoord = 8;
|
||||
shader->baseShader.limits.sampler = 16;
|
||||
shader->baseShader.limits.packed_input = 0;
|
||||
shader->baseShader.limits.label = 0;
|
||||
FIXME("Unrecognized pixel shader version %u.%u\n",
|
||||
shader->baseShader.reg_maps.shader_version.major,
|
||||
shader->baseShader.reg_maps.shader_version.minor);
|
||||
}
|
||||
}
|
||||
|
||||
static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
|
||||
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
|
||||
const struct wined3d_shader_frontend *fe;
|
||||
HRESULT hr;
|
||||
|
||||
TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
|
||||
|
||||
fe = shader_select_frontend(*byte_code);
|
||||
if (!fe)
|
||||
{
|
||||
FIXME("Unable to find frontend for shader.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
shader->baseShader.frontend = fe;
|
||||
shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
|
||||
if (!shader->baseShader.frontend_data)
|
||||
{
|
||||
FIXME("Failed to initialize frontend.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* First pass: trace shader. */
|
||||
if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
|
||||
|
||||
/* Initialize immediate constant lists. */
|
||||
list_init(&shader->baseShader.constantsF);
|
||||
list_init(&shader->baseShader.constantsB);
|
||||
list_init(&shader->baseShader.constantsI);
|
||||
|
||||
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
|
||||
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
|
||||
reg_maps, NULL, shader->input_signature, NULL,
|
||||
byte_code, device->d3d_pshader_constantF);
|
||||
if (FAILED(hr)) return hr;
|
||||
|
||||
pixelshader_set_limits(shader);
|
||||
|
||||
for (i = 0; i < MAX_REG_INPUT; ++i)
|
||||
{
|
||||
if (shader->input_reg_used[i])
|
||||
{
|
||||
++num_regs_used;
|
||||
highest_reg_used = i;
|
||||
}
|
||||
}
|
||||
|
||||
/* Don't do any register mapping magic if it is not needed, or if we can't
|
||||
* achieve anything anyway */
|
||||
if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
|
||||
|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
|
||||
{
|
||||
if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
|
||||
{
|
||||
/* This happens with relative addressing. The input mapper function
|
||||
* warns about this if the higher registers are declared too, so
|
||||
* don't write a FIXME here */
|
||||
WARN("More varying registers used than supported\n");
|
||||
}
|
||||
|
||||
for (i = 0; i < MAX_REG_INPUT; ++i)
|
||||
{
|
||||
shader->input_reg_map[i] = i;
|
||||
}
|
||||
|
||||
shader->declared_in_count = highest_reg_used + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
shader->declared_in_count = 0;
|
||||
for (i = 0; i < MAX_REG_INPUT; ++i)
|
||||
{
|
||||
if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
|
||||
else shader->input_reg_map[i] = ~0U;
|
||||
}
|
||||
}
|
||||
|
||||
shader->baseShader.load_local_constsF = FALSE;
|
||||
|
||||
shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
|
||||
if (!shader->baseShader.function) return E_OUTOFMEMORY;
|
||||
memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
||||
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (!byte_code) return WINED3DERR_INVALIDCALL;
|
||||
|
||||
shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
|
||||
shader_init(&shader->baseShader, device, parent, parent_ops);
|
||||
|
||||
hr = pixelshader_set_function(shader, byte_code, output_signature);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to set function, hr %#x.\n", hr);
|
||||
shader_cleanup((IWineD3DBaseShader *)shader);
|
||||
return hr;
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
|
||||
{
|
||||
WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
|
||||
unsigned int i;
|
||||
|
||||
if (reg_maps->shader_version.major != 1) return;
|
||||
|
||||
for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
|
||||
{
|
||||
/* We don't sample from this sampler. */
|
||||
if (!sampler_type[i]) continue;
|
||||
|
||||
if (!textures[i])
|
||||
{
|
||||
WARN("No texture bound to sampler %u, using 2D.\n", i);
|
||||
sampler_type[i] = WINED3DSTT_2D;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
|
||||
{
|
||||
case GL_TEXTURE_RECTANGLE_ARB:
|
||||
case GL_TEXTURE_2D:
|
||||
/* We have to select between texture rectangles and 2D
|
||||
* textures later because 2.0 and 3.0 shaders only have
|
||||
* WINED3DSTT_2D as well. */
|
||||
sampler_type[i] = WINED3DSTT_2D;
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_3D:
|
||||
sampler_type[i] = WINED3DSTT_VOLUME;
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_CUBE_MAP_ARB:
|
||||
sampler_type[i] = WINED3DSTT_CUBE;
|
||||
break;
|
||||
|
||||
default:
|
||||
FIXME("Unrecognized texture type %#x, using 2D.\n",
|
||||
IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
|
||||
sampler_type[i] = WINED3DSTT_2D;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,374 +0,0 @@
|
|||
/*
|
||||
* shaders implementation
|
||||
*
|
||||
* Copyright 2002-2003 Jason Edmeades
|
||||
* Copyright 2002-2003 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2006 Ivan Gyurdiev
|
||||
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
|
||||
* Copyright 2009 Henri Verbeet for CodeWeavers
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
|
||||
#include "config.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
||||
|
||||
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
|
||||
{
|
||||
DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
|
||||
This->baseShader.reg_maps.shader_version.minor);
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
||||
|
||||
This->baseShader.limits.texcoord = 0;
|
||||
This->baseShader.limits.attributes = 16;
|
||||
This->baseShader.limits.packed_input = 0;
|
||||
|
||||
switch (shader_version)
|
||||
{
|
||||
case WINED3D_SHADER_VERSION(1,0):
|
||||
case WINED3D_SHADER_VERSION(1,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 0;
|
||||
This->baseShader.limits.constant_int = 0;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 0;
|
||||
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
|
||||
* on a vs_3_0 capable card that has 256 constants? */
|
||||
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(2,0):
|
||||
case WINED3D_SHADER_VERSION(2,1):
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(4,0):
|
||||
FIXME("Using 3.0 limits for 4.0 shader\n");
|
||||
/* Fall through */
|
||||
|
||||
case WINED3D_SHADER_VERSION(3,0):
|
||||
This->baseShader.limits.temporary = 32;
|
||||
This->baseShader.limits.constant_bool = 32;
|
||||
This->baseShader.limits.constant_int = 32;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 12;
|
||||
This->baseShader.limits.sampler = 4;
|
||||
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
||||
/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
|
||||
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
|
||||
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
|
||||
* use constant buffers */
|
||||
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
break;
|
||||
|
||||
default:
|
||||
This->baseShader.limits.temporary = 12;
|
||||
This->baseShader.limits.constant_bool = 16;
|
||||
This->baseShader.limits.constant_int = 16;
|
||||
This->baseShader.limits.address = 1;
|
||||
This->baseShader.limits.packed_output = 0;
|
||||
This->baseShader.limits.sampler = 0;
|
||||
This->baseShader.limits.label = 16;
|
||||
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
|
||||
FIXME("Unrecognized vertex shader version %u.%u\n",
|
||||
This->baseShader.reg_maps.shader_version.major,
|
||||
This->baseShader.reg_maps.shader_version.minor);
|
||||
}
|
||||
}
|
||||
|
||||
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
|
||||
if (usage_idx1 != usage_idx2) return FALSE;
|
||||
if (usage1 == usage2) return TRUE;
|
||||
if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
|
||||
if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
|
||||
{
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
WORD map = This->baseShader.reg_maps.input_registers;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; map; map >>= 1, ++i)
|
||||
{
|
||||
if (!(map & 1)) continue;
|
||||
|
||||
if (match_usage(This->attributes[i].usage,
|
||||
This->attributes[i].usage_idx, usage_req, usage_idx_req))
|
||||
{
|
||||
*regnum = i;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DVertexShader IUnknown parts follow
|
||||
******************************************* */
|
||||
static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
|
||||
TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
|
||||
|
||||
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
||||
|| IsEqualGUID(riid, &IID_IUnknown))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*ppobj = iface;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
|
||||
|
||||
*ppobj = NULL;
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
|
||||
|
||||
TRACE("%p increasing refcount to %u\n", This, refcount);
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
|
||||
|
||||
TRACE("%p decreasing refcount to %u\n", This, refcount);
|
||||
|
||||
if (!refcount)
|
||||
{
|
||||
shader_cleanup((IWineD3DBaseShader *)iface);
|
||||
This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
|
||||
HeapFree(GetProcessHeap(), 0, This);
|
||||
}
|
||||
|
||||
return refcount;
|
||||
}
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DVertexShader IWineD3DVertexShader parts follow
|
||||
******************************************* */
|
||||
|
||||
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
|
||||
*parent = This->baseShader.parent;
|
||||
IUnknown_AddRef(*parent);
|
||||
TRACE("(%p) : returning %p\n", This, *parent);
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
|
||||
TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
|
||||
|
||||
if (NULL == pData) {
|
||||
*pSizeOfData = This->baseShader.functionLength;
|
||||
return WINED3D_OK;
|
||||
}
|
||||
if (*pSizeOfData < This->baseShader.functionLength) {
|
||||
/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
|
||||
* than the required size we should write the required size and
|
||||
* return D3DERR_MOREDATA. That's not actually true. */
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
|
||||
memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
const struct wined3d_shader_frontend *fe;
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
|
||||
|
||||
TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
|
||||
|
||||
fe = shader_select_frontend(*byte_code);
|
||||
if (!fe)
|
||||
{
|
||||
FIXME("Unable to find frontend for shader.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
shader->baseShader.frontend = fe;
|
||||
shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
|
||||
if (!shader->baseShader.frontend_data)
|
||||
{
|
||||
FIXME("Failed to initialize frontend.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* First pass: trace shader */
|
||||
if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
|
||||
|
||||
/* Initialize immediate constant lists */
|
||||
list_init(&shader->baseShader.constantsF);
|
||||
list_init(&shader->baseShader.constantsB);
|
||||
list_init(&shader->baseShader.constantsI);
|
||||
|
||||
/* Second pass: figure out registers used, semantics, etc.. */
|
||||
shader->min_rel_offset = device->d3d_vshader_constantF;
|
||||
shader->max_rel_offset = 0;
|
||||
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
|
||||
reg_maps, shader->attributes, NULL, shader->output_signature,
|
||||
byte_code, device->d3d_vshader_constantF);
|
||||
if (hr != WINED3D_OK) return hr;
|
||||
|
||||
if (output_signature)
|
||||
{
|
||||
for (i = 0; i < output_signature->element_count; ++i)
|
||||
{
|
||||
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
|
||||
reg_maps->output_registers |= 1 << e->register_idx;
|
||||
shader->output_signature[e->register_idx] = *e;
|
||||
}
|
||||
}
|
||||
|
||||
vshader_set_limits(shader);
|
||||
|
||||
if (device->vs_selected_mode == SHADER_ARB
|
||||
&& (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
|
||||
&& shader->min_rel_offset <= shader->max_rel_offset)
|
||||
{
|
||||
if (shader->max_rel_offset - shader->min_rel_offset > 127)
|
||||
{
|
||||
FIXME("The difference between the minimum and maximum relative offset is > 127\n");
|
||||
FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
|
||||
FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
|
||||
}
|
||||
else if (shader->max_rel_offset - shader->min_rel_offset > 63)
|
||||
{
|
||||
shader->rel_offset = shader->min_rel_offset + 63;
|
||||
}
|
||||
else if (shader->max_rel_offset > 63)
|
||||
{
|
||||
shader->rel_offset = shader->min_rel_offset;
|
||||
}
|
||||
else
|
||||
{
|
||||
shader->rel_offset = 0;
|
||||
}
|
||||
}
|
||||
shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
|
||||
&& !list_empty(&shader->baseShader.constantsF);
|
||||
|
||||
/* copy the function ... because it will certainly be released by application */
|
||||
shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
|
||||
if (!shader->baseShader.function) return E_OUTOFMEMORY;
|
||||
memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
/* Set local constants for d3d8 shaders */
|
||||
static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
|
||||
UINT start_idx, const float *src_data, UINT count) {
|
||||
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
||||
UINT i, end_idx;
|
||||
|
||||
TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
|
||||
|
||||
end_idx = start_idx + count;
|
||||
if (end_idx > device->d3d_vshader_constantF)
|
||||
{
|
||||
WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
|
||||
end_idx = device->d3d_vshader_constantF;
|
||||
}
|
||||
|
||||
for (i = start_idx; i < end_idx; ++i) {
|
||||
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
|
||||
if (!lconst) return E_OUTOFMEMORY;
|
||||
|
||||
lconst->idx = i;
|
||||
memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
|
||||
list_add_head(&This->baseShader.constantsF, &lconst->entry);
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
|
||||
{
|
||||
/*** IUnknown methods ***/
|
||||
IWineD3DVertexShaderImpl_QueryInterface,
|
||||
IWineD3DVertexShaderImpl_AddRef,
|
||||
IWineD3DVertexShaderImpl_Release,
|
||||
/*** IWineD3DBase methods ***/
|
||||
IWineD3DVertexShaderImpl_GetParent,
|
||||
/*** IWineD3DBaseShader methods ***/
|
||||
IWineD3DVertexShaderImpl_GetFunction,
|
||||
/*** IWineD3DVertexShader methods ***/
|
||||
IWIneD3DVertexShaderImpl_SetLocalConstantsF
|
||||
};
|
||||
|
||||
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
|
||||
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
|
||||
args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
||||
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
|
||||
}
|
||||
|
||||
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
||||
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (!byte_code) return WINED3DERR_INVALIDCALL;
|
||||
|
||||
shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
|
||||
shader_init(&shader->baseShader, device, parent, parent_ops);
|
||||
|
||||
hr = vertexshader_set_function(shader, byte_code, output_signature);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to set function, hr %#x.\n", hr);
|
||||
shader_cleanup((IWineD3DBaseShader *)shader);
|
||||
return hr;
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
Loading…
Reference in New Issue