Sweden-Number/dlls/wined3d/vertexshader.c

355 lines
14 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
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
{
DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
This->baseShader.limits.texcoord = 0;
This->baseShader.limits.attributes = 16;
This->baseShader.limits.packed_input = 0;
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1,0):
case WINED3D_SHADER_VERSION(1,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 0;
This->baseShader.limits.constant_int = 0;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
* on a vs_3_0 capable card that has 256 constants? */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
break;
case WINED3D_SHADER_VERSION(2,0):
case WINED3D_SHADER_VERSION(2,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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):
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_bool = 32;
This->baseShader.limits.constant_int = 32;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 12;
This->baseShader.limits.sampler = 4;
This->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.s
* use constant buffers */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
break;
default:
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
FIXME("Unrecognized vertex shader version %u.%u\n",
This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
}
}
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 *This = (IWineD3DVertexShaderImpl *)iface;
WORD map = This->baseShader.reg_maps.input_registers;
unsigned int i;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (match_usage(This->attributes[i].usage,
This->attributes[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}
}
return FALSE;
}
/* *******************************************
IWineD3DVertexShader IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|| 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 IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)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;
}
/* *******************************************
IWineD3DVertexShader IWineD3DVertexShader parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
*parent = This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DDevice_AddRef(This->baseShader.device);
*pDevice = This->baseShader.device;
TRACE("(%p) returning %p\n", This, *pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)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;
}
/* Note that for vertex shaders CompileShader isn't called until the
* shader is first used. The reason for this is that we need the vertex
* declaration the shader will be used with in order to determine if
* the data in a register is of type D3DCOLOR, and needs swizzling. */
static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature)
{
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
const struct wined3d_shader_frontend *fe;
unsigned int i;
HRESULT hr;
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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 registers used, semantics, etc.. */
This->min_rel_offset = GL_LIMITS(vshader_constantsF);
This->max_rel_offset = 0;
hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
reg_maps, This->attributes, NULL, This->output_signature,
pFunction, GL_LIMITS(vshader_constantsF));
if (hr != WINED3D_OK) return hr;
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;
This->output_signature[e->register_idx] = *e;
}
}
vshader_set_limits(This);
if(deviceImpl->vs_selected_mode == SHADER_ARB &&
(GLINFO_LOCATION).arb_vs_offset_limit &&
This->min_rel_offset <= This->max_rel_offset) {
if(This->max_rel_offset - This->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", This->min_rel_offset, This->max_rel_offset);
} else if(This->max_rel_offset - This->min_rel_offset > 63) {
This->rel_offset = This->min_rel_offset + 63;
} else if(This->max_rel_offset > 63) {
This->rel_offset = This->min_rel_offset;
} else {
This->rel_offset = 0;
}
}
This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
/* copy the function ... because it will certainly be released by application */
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;
}
/* Set local constants for d3d8 shaders */
static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
UINT start_idx, const float *src_data, UINT count) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
UINT i, end_idx;
TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
end_idx = start_idx + count;
if (end_idx > GL_LIMITS(vshader_constantsF)) {
WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
end_idx = GL_LIMITS(vshader_constantsF);
}
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(&This->baseShader.constantsF, &lconst->entry);
}
return WINED3D_OK;
}
const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DVertexShaderImpl_QueryInterface,
IWineD3DVertexShaderImpl_AddRef,
IWineD3DVertexShaderImpl_Release,
/*** IWineD3DBase methods ***/
IWineD3DVertexShaderImpl_GetParent,
/*** IWineD3DBaseShader methods ***/
IWineD3DVertexShaderImpl_SetFunction,
/*** IWineD3DVertexShader methods ***/
IWineD3DVertexShaderImpl_GetDevice,
IWineD3DVertexShaderImpl_GetFunction,
IWIneD3DVertexShaderImpl_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->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}