789 lines
28 KiB
C
789 lines
28 KiB
C
/*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
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{
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*parent = shader->baseShader.parent;
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IUnknown_AddRef(*parent);
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TRACE("shader %p, returning %p.\n", shader, *parent);
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}
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static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
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{
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if (!data)
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{
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*data_size = shader->baseShader.functionLength;
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return WINED3D_OK;
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}
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if (*data_size < shader->baseShader.functionLength)
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{
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/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
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* than the required size we should write the required size and
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* return D3DERR_MOREDATA. That's not actually true. */
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return WINED3DERR_INVALIDCALL;
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}
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memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
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return WINED3D_OK;
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}
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static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
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{
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IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
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ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
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TRACE("%p increasing refcount to %u.\n", shader, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
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{
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IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
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ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
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TRACE("%p decreasing refcount to %u.\n", shader, refcount);
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if (!refcount)
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{
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shader_cleanup((IWineD3DBaseShader *)iface);
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shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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return refcount;
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}
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static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
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{
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TRACE("iface %p, parent %p.\n", iface, parent);
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shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
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return WINED3D_OK;
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}
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static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
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{
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TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
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return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
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}
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/* Set local constants for d3d8 shaders. */
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static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
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UINT start_idx, const float *src_data, UINT count)
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{
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IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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UINT i, end_idx;
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TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
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end_idx = start_idx + count;
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if (end_idx > device->d3d_vshader_constantF)
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{
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WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
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end_idx = device->d3d_vshader_constantF;
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}
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for (i = start_idx; i < end_idx; ++i)
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{
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = i;
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memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
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list_add_head(&shader->baseShader.constantsF, &lconst->entry);
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}
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return WINED3D_OK;
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}
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static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
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{
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/* IUnknown methods */
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vertexshader_QueryInterface,
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vertexshader_AddRef,
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vertexshader_Release,
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/* IWineD3DBase methods */
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vertexshader_GetParent,
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/* IWineD3DBaseShader methods */
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vertexshader_GetFunction,
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/* IWineD3DVertexShader methods */
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vertexshader_SetLocalConstantsF,
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};
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void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
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IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
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{
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args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
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&& stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
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args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
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}
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static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
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{
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if (usage_idx1 != usage_idx2) return FALSE;
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if (usage1 == usage2) return TRUE;
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if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
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if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
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return FALSE;
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}
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BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
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{
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IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
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WORD map = shader->baseShader.reg_maps.input_registers;
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unsigned int i;
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for (i = 0; map; map >>= 1, ++i)
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{
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if (!(map & 1)) continue;
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if (match_usage(shader->attributes[i].usage,
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shader->attributes[i].usage_idx, usage_req, usage_idx_req))
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{
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*regnum = i;
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return TRUE;
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}
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}
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return FALSE;
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}
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static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
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{
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DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
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shader->baseShader.reg_maps.shader_version.minor);
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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shader->baseShader.limits.texcoord = 0;
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shader->baseShader.limits.attributes = 16;
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shader->baseShader.limits.packed_input = 0;
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switch (shader_version)
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{
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case WINED3D_SHADER_VERSION(1, 0):
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case WINED3D_SHADER_VERSION(1, 1):
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shader->baseShader.limits.temporary = 12;
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shader->baseShader.limits.constant_bool = 0;
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shader->baseShader.limits.constant_int = 0;
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shader->baseShader.limits.address = 1;
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shader->baseShader.limits.packed_output = 0;
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shader->baseShader.limits.sampler = 0;
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shader->baseShader.limits.label = 0;
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/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
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* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
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* constants? */
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shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
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break;
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case WINED3D_SHADER_VERSION(2, 0):
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case WINED3D_SHADER_VERSION(2, 1):
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shader->baseShader.limits.temporary = 12;
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shader->baseShader.limits.constant_bool = 16;
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shader->baseShader.limits.constant_int = 16;
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shader->baseShader.limits.address = 1;
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shader->baseShader.limits.packed_output = 0;
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shader->baseShader.limits.sampler = 0;
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shader->baseShader.limits.label = 16;
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shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
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break;
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case WINED3D_SHADER_VERSION(4, 0):
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FIXME("Using 3.0 limits for 4.0 shader.\n");
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/* Fall through. */
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case WINED3D_SHADER_VERSION(3, 0):
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shader->baseShader.limits.temporary = 32;
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shader->baseShader.limits.constant_bool = 32;
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shader->baseShader.limits.constant_int = 32;
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shader->baseShader.limits.address = 1;
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shader->baseShader.limits.packed_output = 12;
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shader->baseShader.limits.sampler = 4;
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shader->baseShader.limits.label = 16; /* FIXME: 2048 */
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/* DX10 cards on Windows advertise a d3d9 constant limit of 256
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* even though they are capable of supporting much more (GL
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* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
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* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
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* shaders to 256. */
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shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
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break;
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default:
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shader->baseShader.limits.temporary = 12;
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shader->baseShader.limits.constant_bool = 16;
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shader->baseShader.limits.constant_int = 16;
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shader->baseShader.limits.address = 1;
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shader->baseShader.limits.packed_output = 0;
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shader->baseShader.limits.sampler = 0;
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shader->baseShader.limits.label = 16;
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shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
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FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
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shader->baseShader.reg_maps.shader_version.major,
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shader->baseShader.reg_maps.shader_version.minor);
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}
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}
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static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
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{
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
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const struct wined3d_shader_frontend *fe;
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unsigned int i;
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HRESULT hr;
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TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
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fe = shader_select_frontend(*byte_code);
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if (!fe)
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{
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FIXME("Unable to find frontend for shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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shader->baseShader.frontend = fe;
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shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
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if (!shader->baseShader.frontend_data)
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{
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FIXME("Failed to initialize frontend.\n");
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return WINED3DERR_INVALIDCALL;
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}
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/* First pass: trace shader. */
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if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
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/* Initialize immediate constant lists. */
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list_init(&shader->baseShader.constantsF);
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list_init(&shader->baseShader.constantsB);
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list_init(&shader->baseShader.constantsI);
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/* Second pass: figure out registers used, semantics, etc. */
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shader->min_rel_offset = device->d3d_vshader_constantF;
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shader->max_rel_offset = 0;
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hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
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reg_maps, shader->attributes, NULL, shader->output_signature,
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byte_code, device->d3d_vshader_constantF);
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if (FAILED(hr)) return hr;
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if (output_signature)
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{
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for (i = 0; i < output_signature->element_count; ++i)
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{
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struct wined3d_shader_signature_element *e = &output_signature->elements[i];
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reg_maps->output_registers |= 1 << e->register_idx;
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shader->output_signature[e->register_idx] = *e;
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}
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}
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vertexshader_set_limits(shader);
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if (device->vs_selected_mode == SHADER_ARB
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&& (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
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&& shader->min_rel_offset <= shader->max_rel_offset)
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{
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if (shader->max_rel_offset - shader->min_rel_offset > 127)
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{
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FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
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FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
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FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
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}
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else if (shader->max_rel_offset - shader->min_rel_offset > 63)
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{
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shader->rel_offset = shader->min_rel_offset + 63;
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}
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else if (shader->max_rel_offset > 63)
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{
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shader->rel_offset = shader->min_rel_offset;
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}
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else
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{
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shader->rel_offset = 0;
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}
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}
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shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
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&& !list_empty(&shader->baseShader.constantsF);
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shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
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if (!shader->baseShader.function) return E_OUTOFMEMORY;
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memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
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return WINED3D_OK;
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}
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HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
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IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
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{
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HRESULT hr;
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if (!byte_code) return WINED3DERR_INVALIDCALL;
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shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
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shader_init(&shader->baseShader, device, parent, parent_ops);
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hr = vertexshader_set_function(shader, byte_code, output_signature);
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if (FAILED(hr))
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{
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WARN("Failed to set function, hr %#x.\n", hr);
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shader_cleanup((IWineD3DBaseShader *)shader);
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return hr;
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}
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return WINED3D_OK;
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}
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static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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|
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if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
|
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IUnknown_AddRef(iface);
|
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*object = iface;
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return S_OK;
|
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}
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|
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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|
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*object = NULL;
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return E_NOINTERFACE;
|
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}
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|
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static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
|
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{
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IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
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TRACE("%p increasing refcount to %u.\n", shader, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
|
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{
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IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
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TRACE("%p decreasing refcount to %u.\n", shader, refcount);
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|
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if (!refcount)
|
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{
|
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shader_cleanup((IWineD3DBaseShader *)iface);
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shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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return refcount;
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}
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|
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static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
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{
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TRACE("iface %p, parent %p.\n", iface, parent);
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|
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shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
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|
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return WINED3D_OK;
|
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}
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|
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static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
|
|
{
|
|
TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
|
|
|
|
return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
|
|
}
|
|
|
|
static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
|
{
|
|
/* IUnknown methods */
|
|
pixelshader_QueryInterface,
|
|
pixelshader_AddRef,
|
|
pixelshader_Release,
|
|
/* IWineD3DBase methods */
|
|
pixelshader_GetParent,
|
|
/* IWineD3DBaseShader methods */
|
|
pixelshader_GetFunction
|
|
};
|
|
|
|
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
|
|
IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
|
|
{
|
|
IWineD3DBaseTextureImpl *texture;
|
|
UINT i;
|
|
|
|
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;
|
|
texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
|
|
if (!texture)
|
|
{
|
|
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
|
|
continue;
|
|
}
|
|
args->color_fixup[i] = texture->resource.format_desc->color_fixup;
|
|
|
|
/* Flag samplers that need NP2 texcoord fixup. */
|
|
if (!texture->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: /* Fall 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
|
|
{
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
|
|
shader->baseShader.reg_maps.shader_version.minor);
|
|
|
|
shader->baseShader.limits.attributes = 0;
|
|
shader->baseShader.limits.address = 0;
|
|
shader->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):
|
|
shader->baseShader.limits.temporary = 2;
|
|
shader->baseShader.limits.constant_float = 8;
|
|
shader->baseShader.limits.constant_int = 0;
|
|
shader->baseShader.limits.constant_bool = 0;
|
|
shader->baseShader.limits.texcoord = 4;
|
|
shader->baseShader.limits.sampler = 4;
|
|
shader->baseShader.limits.packed_input = 0;
|
|
shader->baseShader.limits.label = 0;
|
|
break;
|
|
|
|
case WINED3D_SHADER_VERSION(1, 4):
|
|
shader->baseShader.limits.temporary = 6;
|
|
shader->baseShader.limits.constant_float = 8;
|
|
shader->baseShader.limits.constant_int = 0;
|
|
shader->baseShader.limits.constant_bool = 0;
|
|
shader->baseShader.limits.texcoord = 6;
|
|
shader->baseShader.limits.sampler = 6;
|
|
shader->baseShader.limits.packed_input = 0;
|
|
shader->baseShader.limits.label = 0;
|
|
break;
|
|
|
|
/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
|
|
case WINED3D_SHADER_VERSION(2, 0):
|
|
shader->baseShader.limits.temporary = 32;
|
|
shader->baseShader.limits.constant_float = 32;
|
|
shader->baseShader.limits.constant_int = 16;
|
|
shader->baseShader.limits.constant_bool = 16;
|
|
shader->baseShader.limits.texcoord = 8;
|
|
shader->baseShader.limits.sampler = 16;
|
|
shader->baseShader.limits.packed_input = 0;
|
|
break;
|
|
|
|
case WINED3D_SHADER_VERSION(2, 1):
|
|
shader->baseShader.limits.temporary = 32;
|
|
shader->baseShader.limits.constant_float = 32;
|
|
shader->baseShader.limits.constant_int = 16;
|
|
shader->baseShader.limits.constant_bool = 16;
|
|
shader->baseShader.limits.texcoord = 8;
|
|
shader->baseShader.limits.sampler = 16;
|
|
shader->baseShader.limits.packed_input = 0;
|
|
shader->baseShader.limits.label = 16;
|
|
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):
|
|
shader->baseShader.limits.temporary = 32;
|
|
shader->baseShader.limits.constant_float = 224;
|
|
shader->baseShader.limits.constant_int = 16;
|
|
shader->baseShader.limits.constant_bool = 16;
|
|
shader->baseShader.limits.texcoord = 0;
|
|
shader->baseShader.limits.sampler = 16;
|
|
shader->baseShader.limits.packed_input = 12;
|
|
shader->baseShader.limits.label = 16; /* FIXME: 2048 */
|
|
break;
|
|
|
|
default:
|
|
shader->baseShader.limits.temporary = 32;
|
|
shader->baseShader.limits.constant_float = 32;
|
|
shader->baseShader.limits.constant_int = 16;
|
|
shader->baseShader.limits.constant_bool = 16;
|
|
shader->baseShader.limits.texcoord = 8;
|
|
shader->baseShader.limits.sampler = 16;
|
|
shader->baseShader.limits.packed_input = 0;
|
|
shader->baseShader.limits.label = 0;
|
|
FIXME("Unrecognized pixel shader version %u.%u\n",
|
|
shader->baseShader.reg_maps.shader_version.major,
|
|
shader->baseShader.reg_maps.shader_version.minor);
|
|
}
|
|
}
|
|
|
|
static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
|
|
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
|
|
{
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
|
|
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
|
|
const struct wined3d_shader_frontend *fe;
|
|
HRESULT hr;
|
|
|
|
TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
|
|
|
|
fe = shader_select_frontend(*byte_code);
|
|
if (!fe)
|
|
{
|
|
FIXME("Unable to find frontend for shader.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
shader->baseShader.frontend = fe;
|
|
shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
|
|
if (!shader->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, shader->baseShader.frontend_data, byte_code);
|
|
|
|
/* Initialize immediate constant lists. */
|
|
list_init(&shader->baseShader.constantsF);
|
|
list_init(&shader->baseShader.constantsB);
|
|
list_init(&shader->baseShader.constantsI);
|
|
|
|
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
|
|
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
|
|
reg_maps, NULL, shader->input_signature, NULL,
|
|
byte_code, device->d3d_pshader_constantF);
|
|
if (FAILED(hr)) return hr;
|
|
|
|
pixelshader_set_limits(shader);
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
if (shader->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_info->limits.glsl_varyings / 4)
|
|
|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
|
|
{
|
|
if (num_regs_used > (gl_info->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)
|
|
{
|
|
shader->input_reg_map[i] = i;
|
|
}
|
|
|
|
shader->declared_in_count = highest_reg_used + 1;
|
|
}
|
|
else
|
|
{
|
|
shader->declared_in_count = 0;
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
|
|
else shader->input_reg_map[i] = ~0U;
|
|
}
|
|
}
|
|
|
|
shader->baseShader.load_local_constsF = FALSE;
|
|
|
|
shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
|
|
if (!shader->baseShader.function) return E_OUTOFMEMORY;
|
|
memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
|
|
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
|
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
HRESULT hr;
|
|
|
|
if (!byte_code) return WINED3DERR_INVALIDCALL;
|
|
|
|
shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
|
|
shader_init(&shader->baseShader, device, parent, parent_ops);
|
|
|
|
hr = pixelshader_set_function(shader, byte_code, output_signature);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to set function, hr %#x.\n", hr);
|
|
shader_cleanup((IWineD3DBaseShader *)shader);
|
|
return hr;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
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])
|
|
{
|
|
WARN("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;
|
|
}
|
|
}
|
|
}
|