Sweden-Number/dlls/wined3d/pixelshader.c

551 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) {
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);
/* 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);
shader_buffer_init(&buffer);
retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
shader_buffer_free(&buffer);
This->baseShader.is_compiled = TRUE;
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, sampler;
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 < shader->baseShader.num_sampled_samplers; i++) {
sampler = shader->baseShader.sampled_samplers[i];
tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
if(!tex) {
args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
continue;
}
args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
}
if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
{
if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.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.u.s.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;
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;
}