/* * 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 * * 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 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); 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, GL_LIMITS(vshader_constantsF)); 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, GL_LIMITS(vshader_constantsF)); 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, GL_LIMITS(vshader_constantsF)); 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, GL_LIMITS(vshader_constantsF)); 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); 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->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){ IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; IWineD3DDevice_AddRef(This->baseShader.device); *pDevice = This->baseShader.device; TRACE("(%p) returning %p\n", This, *pDevice); 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; } /* Note that for vertex shaders CompileShader isn't called until the * shader is first used. The reason for this is that we need the vertex * declaration the shader will be used with in order to determine if * the data in a register is of type D3DCOLOR, and needs swizzling. */ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, const DWORD *pFunction, const struct wined3d_shader_signature *output_signature) { IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; const struct wined3d_shader_frontend *fe; unsigned int i; HRESULT hr; shader_reg_maps *reg_maps = &This->baseShader.reg_maps; TRACE("(%p) : pFunction %p\n", iface, pFunction); fe = shader_select_frontend(*pFunction); if (!fe) { FIXME("Unable to find frontend for shader.\n"); return WINED3DERR_INVALIDCALL; } This->baseShader.frontend = fe; This->baseShader.frontend_data = fe->shader_init(pFunction, output_signature); if (!This->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, This->baseShader.frontend_data, pFunction); /* Initialize immediate constant lists */ list_init(&This->baseShader.constantsF); list_init(&This->baseShader.constantsB); list_init(&This->baseShader.constantsI); /* Second pass: figure out registers used, semantics, etc.. */ This->min_rel_offset = GL_LIMITS(vshader_constantsF); This->max_rel_offset = 0; hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe, reg_maps, This->attributes, NULL, This->output_signature, pFunction, GL_LIMITS(vshader_constantsF)); 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; This->output_signature[e->register_idx] = *e; } } vshader_set_limits(This); if (deviceImpl->vs_selected_mode == SHADER_ARB && ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) && This->min_rel_offset <= This->max_rel_offset) { if(This->max_rel_offset - This->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", This->min_rel_offset, This->max_rel_offset); } else if(This->max_rel_offset - This->min_rel_offset > 63) { This->rel_offset = This->min_rel_offset + 63; } else if(This->max_rel_offset > 63) { This->rel_offset = This->min_rel_offset; } else { This->rel_offset = 0; } } This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF); /* copy the function ... because it will certainly be released by application */ This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength); if (!This->baseShader.function) return E_OUTOFMEMORY; memcpy(This->baseShader.function, pFunction, This->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; 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 > GL_LIMITS(vshader_constantsF)) { WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF)); end_idx = GL_LIMITS(vshader_constantsF); } 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; } const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DVertexShaderImpl_QueryInterface, IWineD3DVertexShaderImpl_AddRef, IWineD3DVertexShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DVertexShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DVertexShaderImpl_SetFunction, /*** IWineD3DVertexShader methods ***/ IWineD3DVertexShaderImpl_GetDevice, IWineD3DVertexShaderImpl_GetFunction, 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->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map; }