/* * shaders implementation * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * * 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 #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info #if 0 /* Must not be 1 in cvs version */ # define PSTRACE(A) TRACE A # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) #else # define PSTRACE(A) # define TRACE_VSVECTOR(name) #endif #define GLNAME_REQUIRE_GLSL ((const char *)1) static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj); } static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface); } static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface); } /* ******************************************* IWineD3DPixelShader IWineD3DPixelShader parts follow ******************************************* */ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; *parent = This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; IWineD3DDevice_AddRef(This->baseShader.device); *pDevice = This->baseShader.device; TRACE("(%p) returning %p\n", This, *pDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)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; } if (NULL == This->baseShader.function) { /* no function defined */ TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData); (*(DWORD **) pData) = NULL; } else { if (This->baseShader.functionLength == 0) { } TRACE("(%p) : GetFunction copying to %p\n", This, pData); memcpy(pData, This->baseShader.function, This->baseShader.functionLength); } return WINED3D_OK; } CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { /* Arithmetic */ {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0}, {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0}, {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0}, {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0}, {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0}, {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0}, {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0}, {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0}, {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0}, {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0}, {WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0}, {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)}, {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1}, /* Matrix */ {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0}, /* Register declarations */ {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0}, /* Flow control - requires GLSL or software shaders */ {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0}, {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1}, /* Constant definitions */ {WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0}, {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0}, {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0}, /* Texture */ {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_texkill, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1}, {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texbem, pshader_glsl_texbem, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)}, {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, pshader_hw_texdp3tex, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texm3x2depth, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, pshader_hw_texdp3, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, pshader_hw_texm3x3, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, pshader_hw_texdepth, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_DSX, "dsx", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_DSY, "dsy", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0}, {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0}, {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0} }; static void pshader_set_limits( IWineD3DPixelShaderImpl *This) { This->baseShader.limits.attributes = 0; This->baseShader.limits.address = 0; This->baseShader.limits.packed_output = 0; switch (This->baseShader.hex_version) { case WINED3DPS_VERSION(1,0): case WINED3DPS_VERSION(1,1): case WINED3DPS_VERSION(1,2): case WINED3DPS_VERSION(1,3): This->baseShader.limits.temporary = 2; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 4; This->baseShader.limits.sampler = 4; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; case WINED3DPS_VERSION(1,4): This->baseShader.limits.temporary = 6; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 6; This->baseShader.limits.sampler = 6; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ case WINED3DPS_VERSION(2,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; break; case WINED3DPS_VERSION(2,1): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 16; break; case WINED3DPS_VERSION(3,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 224; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 0; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 12; This->baseShader.limits.label = 16; /* FIXME: 2048 */ break; default: This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; FIXME("Unrecognized pixel shader version %#x\n", This->baseShader.hex_version); } } /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB or GLSL and send it to the card */ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; SHADER_BUFFER buffer; #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) { HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE); This->fixupVertexBufferSize = PGMSIZE; This->fixupVertexBuffer[0] = 0; } buffer.buffer = This->device->fixupVertexBuffer; #else buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); #endif buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer); #if 1 /* if were using the data buffer of device then we don't need to free it */ HeapFree(GetProcessHeap(), 0, buffer.buffer); #endif } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; TRACE("(%p) : pFunction %p\n", iface, pFunction); /* First pass: trace shader */ shader_trace_init((IWineD3DBaseShader*) This, pFunction); pshader_set_limits(This); /* Initialize immediate constant lists */ list_init(&This->baseShader.constantsF); list_init(&This->baseShader.constantsB); list_init(&This->baseShader.constantsI); if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) { shader_reg_maps *reg_maps = &This->baseShader.reg_maps; HRESULT hr; unsigned int i, j, highest_reg_used = 0, num_regs_used = 0; /* Second pass: figure out which registers are used, what the semantics are, etc.. */ memset(reg_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps, This->semantics_in, NULL, pFunction, NULL); if (FAILED(hr)) return hr; /* FIXME: validate reg_maps against OpenGL */ for(i = 0; i < MAX_REG_INPUT; i++) { if(This->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_LIMITS(glsl_varyings) / 4) || num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) { if(num_regs_used > (GL_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++) { This->input_reg_map[i] = i; } } else { j = 0; for(i = 0; i < MAX_REG_INPUT; i++) { if(This->input_reg_used[i]) { This->input_reg_map[i] = j; j++; } else { This->input_reg_map[i] = -1; } } } } This->baseShader.load_local_constsF = FALSE; This->baseShader.shader_mode = deviceImpl->ps_selected_mode; TRACE("(%p) : Copying the function\n", This); if (NULL != pFunction) { void *function; function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength); if (!function) return E_OUTOFMEMORY; memcpy(function, pFunction, This->baseShader.functionLength); This->baseShader.function = function; } else { This->baseShader.function = NULL; } return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; CONST DWORD *function = This->baseShader.function; UINT i, sampler; IWineD3DBaseTextureImpl *texture; TRACE("(%p) : function %p\n", iface, function); /* We're already compiled, but check if any of the hardcoded stateblock assumptions * changed. */ if (This->baseShader.is_compiled) { char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; for(i = 0; i < This->baseShader.num_sampled_samplers; i++) { sampler = This->baseShader.sampled_samplers[i]; texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler]; if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) { WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler); WARN("Old format group %s, new is %s\n", debug_d3dformat(This->baseShader.sampled_format[sampler]), debug_d3dformat(texture->baseTexture.shader_conversion_group)); goto recompile; } } /* TODO: Check projected textures */ /* TODO: Check texture types(2D, Cube, 3D) */ if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) { WARN("Recompiling shader because srgb correction is different and hardcoded\n"); goto recompile; } if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) { if(This->render_offscreen != deviceImpl->render_offscreen || This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) { WARN("Recompiling shader because vpos is used, hard compiled and changed\n"); goto recompile; } } if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) { if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) { WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n"); goto recompile; } } if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) { if(This->vertexprocessing != pretransformed) { WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n"); goto recompile; } } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) && This->vertexprocessing != fixedfunction) { WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n"); goto recompile; } else if(This->vertexprocessing != vertexshader) { WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n"); goto recompile; } } return WINED3D_OK; recompile: if(This->baseShader.recompile_count > 50) { FIXME("Shader %p recompiled more than 50 times\n", This); } else { This->baseShader.recompile_count++; } deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface); } /* We don't need to compile */ if (!function) { This->baseShader.is_compiled = TRUE; return WINED3D_OK; } if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { shader_reg_maps *reg_maps = &This->baseShader.reg_maps; HRESULT hr; /* Second pass: figure out which registers are used, what the semantics are, etc.. */ memset(reg_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps, This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock); if (FAILED(hr)) return hr; /* FIXME: validate reg_maps against OpenGL */ } /* Reset fields tracking stateblock values being hardcoded in the shader */ This->baseShader.num_sampled_samplers = 0; /* Generate the HW shader */ TRACE("(%p) : Generating hardware program\n", This); IWineD3DPixelShaderImpl_GenerateShader(iface); This->baseShader.is_compiled = TRUE; return WINED3D_OK; } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DPixelShaderImpl_QueryInterface, IWineD3DPixelShaderImpl_AddRef, IWineD3DPixelShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, IWineD3DPixelShaderImpl_CompileShader, /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction };