/* * 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 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; } TRACE("(%p) : GetFunction copying to %p\n", This, pData); memcpy(pData, This->baseShader.function, This->baseShader.functionLength); return WINED3D_OK; } static void pshader_set_limits(IWineD3DPixelShaderImpl *This) { DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major, This->baseShader.reg_maps.shader_version.minor); This->baseShader.limits.attributes = 0; This->baseShader.limits.address = 0; This->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): 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 WINED3D_SHADER_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 WINED3D_SHADER_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 WINED3D_SHADER_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 WINED3D_SHADER_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 %u.%u\n", This->baseShader.reg_maps.shader_version.major, This->baseShader.reg_maps.shader_version.minor); } } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, const DWORD *pFunction, const struct wined3d_shader_signature *output_signature) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; unsigned int i, highest_reg_used = 0, num_regs_used = 0; shader_reg_maps *reg_maps = &This->baseShader.reg_maps; const struct wined3d_shader_frontend *fe; HRESULT hr; 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 which registers are used, what the semantics are, etc.. */ hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction, GL_LIMITS(pshader_constantsF)); if (FAILED(hr)) return hr; pshader_set_limits(This); 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 { This->declared_in_count = 0; for (i = 0; i < MAX_REG_INPUT; ++i) { if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++; else This->input_reg_map[i] = ~0U; } } This->baseShader.load_local_constsF = FALSE; TRACE("(%p) : Copying the function\n", This); 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; } static 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]) { ERR("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; } } } /* GL locking is done by the caller */ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args) { CONST DWORD *function = This->baseShader.function; GLuint retval; SHADER_BUFFER buffer; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; TRACE("(%p) : function %p\n", This, function); pixelshader_update_samplers(&This->baseShader.reg_maps, ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures); /* Generate the HW shader */ TRACE("(%p) : Generating hardware program\n", This); This->cur_args = args; shader_buffer_init(&buffer); retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args); shader_buffer_free(&buffer); This->cur_args = NULL; return retval; } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DPixelShaderImpl_QueryInterface, IWineD3DPixelShaderImpl_AddRef, IWineD3DPixelShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction }; void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) { UINT i; IWineD3DBaseTextureImpl *tex; 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; tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; if(!tex) { args->color_fixup[i] = COLOR_FIXUP_IDENTITY; continue; } args->color_fixup[i] = tex->resource.format_desc->color_fixup; /* Flag samplers that need NP2 texcoord fixup. */ if(!tex->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: /* Drop 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; } } } /* GL locking is done by the caller */ GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args) { UINT i; DWORD new_size; struct ps_compiled_shader *new_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 or a binary search * (cache coherency etc) */ 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"); if(shader->shader_array_size == shader->num_gl_shaders) { if (shader->num_gl_shaders) { new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2); new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders, new_size * sizeof(*shader->gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader->gl_shaders = new_array; shader->shader_array_size = new_size; } 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; }