/* * 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 #include #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 shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, DWORD float_const_count) { struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; const struct wined3d_shader_frontend *fe; HRESULT hr; TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n", shader, byte_code, output_signature, float_const_count); 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, shader->baseShader.input_signature, shader->baseShader.output_signature, byte_code, float_const_count); if (FAILED(hr)) return hr; 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; } 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); } } 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) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; unsigned int i; HRESULT hr; WORD map; if (!byte_code) return WINED3DERR_INVALIDCALL; shader->lpVtbl = &IWineD3DVertexShader_Vtbl; shader_init(&shader->baseShader, device, parent, parent_ops); hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, device->d3d_vshader_constantF); if (FAILED(hr)) { WARN("Failed to set function, hr %#x.\n", hr); shader_cleanup((IWineD3DBaseShader *)shader); return hr; } map = shader->baseShader.reg_maps.input_registers; for (i = 0; map; map >>= 1, ++i) { if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; shader->attributes[i].usage = shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; } 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->baseShader.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); 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); } } 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) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; unsigned int i, highest_reg_used = 0, num_regs_used = 0; HRESULT hr; if (!byte_code) return WINED3DERR_INVALIDCALL; shader->lpVtbl = &IWineD3DPixelShader_Vtbl; shader_init(&shader->baseShader, device, parent, parent_ops); hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, device->d3d_pshader_constantF); if (FAILED(hr)) { WARN("Failed to set function, hr %#x.\n", hr); shader_cleanup((IWineD3DBaseShader *)shader); 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; 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; } } }