/* * 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 #define GLNAME_REQUIRE_GLSL ((const char *)1) static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj); if (IsEqualGUID(riid, &IID_IWineD3DPixelShader) || 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 IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; ULONG refcount = InterlockedIncrement(&This->baseShader.ref); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)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; } /* ******************************************* 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 { 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, WINED3DSIH_NOP, 0, 0 }, {WINED3DSIO_MOV, "mov", "MOV", 1, 2, WINED3DSIH_MOV, 0, 0 }, {WINED3DSIO_ADD, "add", "ADD", 1, 3, WINED3DSIH_ADD, 0, 0 }, {WINED3DSIO_SUB, "sub", "SUB", 1, 3, WINED3DSIH_SUB, 0, 0 }, {WINED3DSIO_MAD, "mad", "MAD", 1, 4, WINED3DSIH_MAD, 0, 0 }, {WINED3DSIO_MUL, "mul", "MUL", 1, 3, WINED3DSIH_MUL, 0, 0 }, {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, WINED3DSIH_RCP, 0, 0 }, {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, WINED3DSIH_RSQ, 0, 0 }, {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, WINED3DSIH_DP3, 0, 0 }, {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, WINED3DSIH_DP4, 0, 0 }, {WINED3DSIO_MIN, "min", "MIN", 1, 3, WINED3DSIH_MIN, 0, 0 }, {WINED3DSIO_MAX, "max", "MAX", 1, 3, WINED3DSIH_MAX, 0, 0 }, {WINED3DSIO_SLT, "slt", "SLT", 1, 3, WINED3DSIH_SLT, 0, 0 }, {WINED3DSIO_SGE, "sge", "SGE", 1, 3, WINED3DSIH_SGE, 0, 0 }, {WINED3DSIO_ABS, "abs", "ABS", 1, 2, WINED3DSIH_ABS, 0, 0 }, {WINED3DSIO_EXP, "exp", "EX2", 1, 2, WINED3DSIH_EXP, 0, 0 }, {WINED3DSIO_LOG, "log", "LG2", 1, 2, WINED3DSIH_LOG, 0, 0 }, {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, WINED3DSIH_EXPP, 0, 0 }, {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, WINED3DSIH_LOGP, 0, 0 }, {WINED3DSIO_DST, "dst", "DST", 1, 3, WINED3DSIH_DST, 0, 0 }, {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, WINED3DSIH_LRP, 0, 0 }, {WINED3DSIO_FRC, "frc", "FRC", 1, 2, WINED3DSIH_FRC, 0, 0 }, {WINED3DSIO_CND, "cnd", NULL, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_CMP, "cmp", NULL, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_POW, "pow", "POW", 1, 3, WINED3DSIH_POW, 0, 0 }, {WINED3DSIO_CRS, "crs", "XPD", 1, 3, WINED3DSIH_CRS, 0, 0 }, {WINED3DSIO_NRM, "nrm", NULL, 1, 2, WINED3DSIH_NRM, 0, 0 }, {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)}, {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 }, /* Matrix */ {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, WINED3DSIH_M4x4, 0, 0 }, {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, WINED3DSIH_M4x3, 0, 0 }, {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, WINED3DSIH_M3x4, 0, 0 }, {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, WINED3DSIH_M3x3, 0, 0 }, {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, WINED3DSIH_M3x2, 0, 0 }, /* Register declarations */ {WINED3DSIO_DCL, "dcl", NULL, 0, 2, WINED3DSIH_DCL, 0, 0 }, /* Flow control - requires GLSL or software shaders */ {WINED3DSIO_REP , "rep", NULL, 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_IF, "if", NULL, 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_IFC, "ifc", NULL, 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ELSE, "else", NULL, 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAK, "break", NULL, 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP, 0, 0 }, {WINED3DSIO_CALL, "call", NULL, 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_LOOP, "loop", NULL, 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_RET, "ret", NULL, 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_LABEL, "label", NULL, 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 }, /* Constant definitions */ {WINED3DSIO_DEF, "def", "undefined", 1, 5, WINED3DSIH_DEF, 0, 0 }, {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB, 0, 0 }, {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI, 0, 0 }, /* Texture */ {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_TEX, "tex", "undefined", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 }, {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2AR, "texreg2ar", "undefined", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2GB, "texreg2gb", "undefined", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)}, {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_BEM, "bem", "undefined", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_DSX, "dsx", NULL, 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_DSY, "dsy", NULL, 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP, 0, 0 }, {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE, 0, 0 }, {0, NULL, NULL, 0, 0, 0, 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 GLuint IWineD3DPixelShaderImpl_GenerateShader( IWineD3DPixelShaderImpl *This) { SHADER_BUFFER buffer; GLuint shader; shader_buffer_init(&buffer); shader = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer); shader_buffer_free(&buffer); return shader; } 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; } This->declared_in_count = highest_reg_used + 1; } 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->declared_in_count = j; } } 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 GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args) { CONST DWORD *function = This->baseShader.function; HRESULT hr; GLuint retval; TRACE("(%p) : function %p\n", This, function); hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This); if(FAILED(hr)) { ERR("Failed to update sampler information\n"); return 0; } /* 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); retval = IWineD3DPixelShaderImpl_GenerateShader(This); This->baseShader.is_compiled = TRUE; return retval; } static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; 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); return hr; /* FIXME: validate reg_maps against OpenGL */ } else { return WINED3D_OK; } } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DPixelShaderImpl_QueryInterface, IWineD3DPixelShaderImpl_AddRef, IWineD3DPixelShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_UpdateSamplers, IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction }; void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) { UINT i, sampler; IWineD3DBaseTextureImpl *tex; args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; memset(args->color_fixup, 0, sizeof(args->color_fixup)); for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { sampler = shader->baseShader.sampled_samplers[i]; tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler]; if(!tex) { args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY; continue; } args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup; } if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) { args->vp_mode = pretransformed; } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) { args->vp_mode = vertexshader; } else { args->vp_mode = fixedfunction; } } else { args->vp_mode = vertexshader; } } GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args) { UINT i; struct ps_compiled_shader *old_array; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap */ for(i = 0; i < shader->num_gl_shaders; i++) { if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) { return shader->gl_shaders[i].prgId; } } TRACE("No matching GL shader found, compiling a new shader\n"); old_array = shader->gl_shaders; if(old_array) { shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array, (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders)); } else { shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); } if(!shader->gl_shaders) { ERR("Out of memory\n"); return 0; } shader->gl_shaders[shader->num_gl_shaders].args = *args; shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args); return shader->gl_shaders[shader->num_gl_shaders++].prgId; }