Sweden-Number/dlls/wined3d/vertexshader.c

385 lines
15 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
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
{
DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
This->baseShader.limits.texcoord = 0;
This->baseShader.limits.attributes = 16;
This->baseShader.limits.packed_input = 0;
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1,0):
case WINED3D_SHADER_VERSION(1,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 0;
This->baseShader.limits.constant_int = 0;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
* on a vs_3_0 capable card that has 256 constants? */
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
case WINED3D_SHADER_VERSION(2,0):
case WINED3D_SHADER_VERSION(2,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
case WINED3D_SHADER_VERSION(4,0):
FIXME("Using 3.0 limits for 4.0 shader\n");
/* Fall through */
case WINED3D_SHADER_VERSION(3,0):
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_bool = 32;
This->baseShader.limits.constant_int = 32;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 12;
This->baseShader.limits.sampler = 4;
This->baseShader.limits.label = 16; /* FIXME: 2048 */
/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
* use constant buffers */
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
default:
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
FIXME("Unrecognized vertex shader version %u.%u\n",
This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
}
}
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
if (usage_idx1 != usage_idx2) return FALSE;
if (usage1 == usage2) return TRUE;
if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
return FALSE;
}
BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
WORD map = This->baseShader.reg_maps.input_registers;
unsigned int i;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (match_usage(This->attributes[i].usage,
This->attributes[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}
}
return FALSE;
}
/* *******************************************
IWineD3DVertexShader IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*ppobj = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* *******************************************
IWineD3DVertexShader IWineD3DVertexShader parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
*parent = This->baseShader.parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DDevice_AddRef(This->baseShader.device);
*pDevice = This->baseShader.device;
TRACE("(%p) returning %p\n", This, *pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
if (NULL == pData) {
*pSizeOfData = This->baseShader.functionLength;
return WINED3D_OK;
}
if (*pSizeOfData < This->baseShader.functionLength) {
/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
* than the required size we should write the required size and
* return D3DERR_MOREDATA. That's not actually true. */
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
return WINED3D_OK;
}
static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *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;
const struct wined3d_shader_frontend *fe;
unsigned int i;
HRESULT hr;
shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
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 registers used, semantics, etc.. */
shader->min_rel_offset = device->d3d_vshader_constantF;
shader->max_rel_offset = 0;
hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
reg_maps, shader->attributes, NULL, shader->output_signature,
byte_code, device->d3d_vshader_constantF);
if (hr != WINED3D_OK) return hr;
if (output_signature)
{
for (i = 0; i < output_signature->element_count; ++i)
{
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
reg_maps->output_registers |= 1 << e->register_idx;
shader->output_signature[e->register_idx] = *e;
}
}
vshader_set_limits(shader);
if (device->vs_selected_mode == SHADER_ARB
&& (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
&& shader->min_rel_offset <= shader->max_rel_offset)
{
if (shader->max_rel_offset - shader->min_rel_offset > 127)
{
FIXME("The difference between the minimum and maximum relative offset is > 127\n");
FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
}
else if (shader->max_rel_offset - shader->min_rel_offset > 63)
{
shader->rel_offset = shader->min_rel_offset + 63;
}
else if (shader->max_rel_offset > 63)
{
shader->rel_offset = shader->min_rel_offset;
}
else
{
shader->rel_offset = 0;
}
}
shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
&& !list_empty(&shader->baseShader.constantsF);
/* copy the function ... because it will certainly be released by application */
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;
}
/* Set local constants for d3d8 shaders */
static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
UINT start_idx, const float *src_data, UINT count) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
UINT i, end_idx;
TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
end_idx = start_idx + count;
if (end_idx > device->d3d_vshader_constantF)
{
WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
end_idx = device->d3d_vshader_constantF;
}
for (i = start_idx; i < end_idx; ++i) {
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
lconst->idx = i;
memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
list_add_head(&This->baseShader.constantsF, &lconst->entry);
}
return WINED3D_OK;
}
static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DVertexShaderImpl_QueryInterface,
IWineD3DVertexShaderImpl_AddRef,
IWineD3DVertexShaderImpl_Release,
/*** IWineD3DBase methods ***/
IWineD3DVertexShaderImpl_GetParent,
/*** IWineD3DBaseShader methods ***/
IWineD3DVertexShaderImpl_GetDevice,
IWineD3DVertexShaderImpl_GetFunction,
/*** IWineD3DVertexShader methods ***/
IWIneD3DVertexShaderImpl_SetLocalConstantsF
};
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *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 = &IWineD3DVertexShader_Vtbl;
shader_init(&shader->baseShader, device, parent, parent_ops);
hr = vertexshader_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;
}