440 lines
17 KiB
C
440 lines
17 KiB
C
/*
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* shaders implementation
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*
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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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*
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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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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
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static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
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{
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DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
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This->baseShader.reg_maps.shader_version.minor);
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This->baseShader.limits.texcoord = 0;
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This->baseShader.limits.attributes = 16;
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This->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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This->baseShader.limits.temporary = 12;
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This->baseShader.limits.constant_bool = 0;
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This->baseShader.limits.constant_int = 0;
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This->baseShader.limits.address = 1;
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This->baseShader.limits.packed_output = 0;
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This->baseShader.limits.sampler = 0;
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This->baseShader.limits.label = 0;
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/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
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* on a vs_3_0 capable card that has 256 constants? */
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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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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This->baseShader.limits.temporary = 12;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.address = 1;
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This->baseShader.limits.packed_output = 0;
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This->baseShader.limits.sampler = 0;
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This->baseShader.limits.label = 16;
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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break;
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case WINED3D_SHADER_VERSION(3,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_bool = 32;
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This->baseShader.limits.constant_int = 32;
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This->baseShader.limits.address = 1;
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This->baseShader.limits.packed_output = 12;
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This->baseShader.limits.sampler = 4;
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This->baseShader.limits.label = 16; /* FIXME: 2048 */
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/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
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* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
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* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
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* use constant buffers */
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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break;
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default:
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This->baseShader.limits.temporary = 12;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.address = 1;
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This->baseShader.limits.packed_output = 0;
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This->baseShader.limits.sampler = 0;
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This->baseShader.limits.label = 16;
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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FIXME("Unrecognized vertex shader version %u.%u\n",
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This->baseShader.reg_maps.shader_version.major,
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This->baseShader.reg_maps.shader_version.minor);
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}
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}
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/* This is an internal function,
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* used to create fake semantics for shaders
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* that don't have them - d3d8 shaders where the declaration
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* stores the register for each input
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*/
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static void vshader_set_input(
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IWineD3DVertexShaderImpl* This,
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unsigned int regnum,
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BYTE usage, BYTE usage_idx) {
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This->semantics_in[regnum].usage = usage;
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This->semantics_in[regnum].usage_idx = usage_idx;
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This->semantics_in[regnum].reg.reg.type = WINED3DSPR_INPUT;
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This->semantics_in[regnum].reg.reg.idx = regnum;
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This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
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This->semantics_in[regnum].reg.modifiers = 0;
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This->semantics_in[regnum].reg.shift = 0;
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This->semantics_in[regnum].reg.reg.rel_addr = NULL;
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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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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(
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IWineD3DVertexShader* iface,
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BYTE usage_req, BYTE usage_idx_req,
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unsigned int* regnum) {
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
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int i;
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for (i = 0; i < MAX_ATTRIBS; i++) {
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if (!This->baseShader.reg_maps.attributes[i]) continue;
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if (match_usage(This->semantics_in[i].usage,
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This->semantics_in[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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/* *******************************************
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IWineD3DVertexShader IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
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TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
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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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*ppobj = 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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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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return refcount;
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}
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static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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shader_cleanup((IWineD3DBaseShader *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refcount;
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}
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/* *******************************************
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IWineD3DVertexShader IWineD3DVertexShader parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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*parent = This->parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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IWineD3DDevice_AddRef(This->baseShader.device);
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*pDevice = This->baseShader.device;
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TRACE("(%p) returning %p\n", This, *pDevice);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
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TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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if (NULL == pData) {
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*pSizeOfData = This->baseShader.functionLength;
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return WINED3D_OK;
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}
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if (*pSizeOfData < This->baseShader.functionLength) {
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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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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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return WINED3D_OK;
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}
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/* Note that for vertex shaders CompileShader isn't called until the
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* shader is first used. The reason for this is that we need the vertex
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* declaration the shader will be used with in order to determine if
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* the data in a register is of type D3DCOLOR, and needs swizzling. */
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static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
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const DWORD *pFunction, const struct wined3d_shader_signature *output_signature)
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{
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IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
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IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
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const struct wined3d_shader_frontend *fe;
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HRESULT hr;
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shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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TRACE("(%p) : pFunction %p\n", iface, pFunction);
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fe = shader_select_frontend(*pFunction);
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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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This->baseShader.frontend = fe;
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This->baseShader.frontend_data = fe->shader_init(pFunction, output_signature);
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if (!This->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, This->baseShader.frontend_data, pFunction);
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/* Initialize immediate constant lists */
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list_init(&This->baseShader.constantsF);
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list_init(&This->baseShader.constantsB);
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list_init(&This->baseShader.constantsI);
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/* Second pass: figure out registers used, semantics, etc.. */
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This->min_rel_offset = GL_LIMITS(vshader_constantsF);
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This->max_rel_offset = 0;
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hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
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reg_maps, This->semantics_in, This->semantics_out, pFunction,
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GL_LIMITS(vshader_constantsF));
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if (hr != WINED3D_OK) return hr;
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vshader_set_limits(This);
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if(deviceImpl->vs_selected_mode == SHADER_ARB &&
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(GLINFO_LOCATION).arb_vs_offset_limit &&
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This->min_rel_offset <= This->max_rel_offset) {
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if(This->max_rel_offset - This->min_rel_offset > 127) {
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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", This->min_rel_offset, This->max_rel_offset);
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} else if(This->max_rel_offset - This->min_rel_offset > 63) {
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This->rel_offset = This->min_rel_offset + 63;
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} else if(This->max_rel_offset > 63) {
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This->rel_offset = This->min_rel_offset;
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} else {
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This->rel_offset = 0;
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}
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}
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This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
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/* copy the function ... because it will certainly be released by application */
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This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
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if (!This->baseShader.function) return E_OUTOFMEMORY;
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memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
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return WINED3D_OK;
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}
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/* Preload semantics for d3d8 shaders */
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static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
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IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
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IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
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unsigned int i;
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for (i = 0; i < vdecl->element_count; ++i)
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{
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const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i];
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vshader_set_input(This, e->output_slot, e->usage, e->usage_idx);
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}
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}
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/* Set local constants for d3d8 shaders */
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static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
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UINT start_idx, const float *src_data, UINT count) {
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IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
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UINT i, end_idx;
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TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
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end_idx = start_idx + count;
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if (end_idx > GL_LIMITS(vshader_constantsF)) {
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WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
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end_idx = GL_LIMITS(vshader_constantsF);
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}
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for (i = start_idx; i < end_idx; ++i) {
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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(&This->baseShader.constantsF, &lconst->entry);
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}
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return WINED3D_OK;
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}
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static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
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IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
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SHADER_BUFFER buffer;
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GLuint ret;
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/* Generate the HW shader */
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TRACE("(%p) : Generating hardware program\n", This);
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shader_buffer_init(&buffer);
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This->cur_args = args;
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ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
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This->cur_args = NULL;
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shader_buffer_free(&buffer);
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return ret;
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}
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const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DVertexShaderImpl_QueryInterface,
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IWineD3DVertexShaderImpl_AddRef,
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IWineD3DVertexShaderImpl_Release,
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/*** IWineD3DBase methods ***/
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IWineD3DVertexShaderImpl_GetParent,
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/*** IWineD3DBaseShader methods ***/
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IWineD3DVertexShaderImpl_SetFunction,
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/*** IWineD3DVertexShader methods ***/
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IWineD3DVertexShaderImpl_GetDevice,
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IWineD3DVertexShaderImpl_GetFunction,
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IWineD3DVertexShaderImpl_FakeSemantics,
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IWIneD3DVertexShaderImpl_SetLocalConstantsF
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};
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void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
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args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
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}
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static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
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const DWORD use_map) {
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if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
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return stored->fog_src == new->fog_src;
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}
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GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
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{
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UINT i;
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DWORD new_size = shader->shader_array_size;
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struct vs_compiled_shader *new_array;
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DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
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/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
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* so a linear search is more performant than a hashmap or a binary search
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* (cache coherency etc)
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*/
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for(i = 0; i < shader->num_gl_shaders; i++) {
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if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
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return shader->gl_shaders[i].prgId;
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}
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}
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TRACE("No matching GL shader found, compiling a new shader\n");
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if(shader->shader_array_size == shader->num_gl_shaders) {
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if (shader->num_gl_shaders)
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{
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new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
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new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
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new_size * sizeof(*shader->gl_shaders));
|
|
} else {
|
|
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader->gl_shaders = new_array;
|
|
shader->shader_array_size = new_size;
|
|
}
|
|
|
|
shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
|
shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args);
|
|
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
|
}
|