/* * 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; } CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { /* Arithmetic */ {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 }, {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 }, {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 }, {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 }, {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 }, {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 }, {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 }, {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 }, {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 }, {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 }, {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 }, {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 }, {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 }, {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 }, {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 }, {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 }, {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 }, {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 }, {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 }, {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 }, {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 }, {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 }, {WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 }, {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 }, {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 }, {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)}, {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 }, /* Matrix */ {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 }, {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 }, {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 }, {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 }, {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 }, /* Register declarations */ {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 }, /* Flow control - requires GLSL or software shaders */ {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 }, {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 }, /* Constant definitions */ {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 }, {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 }, {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 }, /* Texture */ {WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 }, {WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)}, {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 }, {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 }, {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 }, {WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 }, {0, 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.reg_maps.shader_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.reg_maps.shader_version); } } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; unsigned int i, highest_reg_used = 0, num_regs_used = 0; shader_reg_maps *reg_maps = &This->baseShader.reg_maps; HRESULT hr; TRACE("(%p) : pFunction %p\n", iface, pFunction); /* First pass: trace shader */ if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins); /* 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.. */ memset(reg_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction); 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] = -1; } } This->baseShader.load_local_constsF = FALSE; This->baseShader.shader_mode = deviceImpl->ps_selected_mode; 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) { DWORD shader_version = reg_maps->shader_version; DWORD *samplers = reg_maps->samplers; unsigned int i; if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return; for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i) { /* We don't sample from this sampler */ if (!samplers[i]) continue; if (!textures[i]) { ERR("No texture bound to sampler %u, using 2D\n", i); samplers[i] = (0x1 << 31) | 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 */ samplers[i] = (1 << 31) | WINED3DSTT_2D; break; case GL_TEXTURE_3D: samplers[i] = (1 << 31) | WINED3DSTT_VOLUME; break; case GL_TEXTURE_CUBE_MAP_ARB: samplers[i] = (1 << 31) | WINED3DSTT_CUBE; break; default: FIXME("Unrecognized texture type %#x, using 2D\n", IWineD3DBaseTexture_GetTextureDimensions(textures[i])); samplers[i] = (0x1 << 31) | WINED3DSTT_2D; } } } 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; for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) { if(shader->baseShader.reg_maps.samplers[i] == 0) continue; tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; if(!tex) { args->color_fixup[i] = COLOR_FIXUP_IDENTITY; continue; } args->color_fixup[i] = tex->baseTexture.shader_color_fixup; } if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0)) { 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; } } } 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->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; }