Sweden-Number/dlls/wined3d/pixelshader.c

491 lines
28 KiB
C

/*
* 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 <math.h>
#include <stdio.h>
#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) {
return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
}
static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
}
static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
}
/* *******************************************
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 {
if (This->baseShader.functionLength == 0) {
}
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;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
}
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;
}
GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, 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->format_conversion, 0, sizeof(args->format_conversion));
for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
sampler = shader->baseShader.sampled_samplers[i];
tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
if(!tex) {
args->format_conversion[sampler] = WINED3DFMT_UNKNOWN;
continue;
}
args->format_conversion[sampler] = tex->baseTexture.shader_conversion_group;
}
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, 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;
}