Sweden-Number/dlls/wined3d/shader.c

855 lines
30 KiB
C

/*
* 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);
static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
{
*parent = shader->baseShader.parent;
IUnknown_AddRef(*parent);
TRACE("shader %p, returning %p.\n", shader, *parent);
}
static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
{
if (!data)
{
*data_size = shader->baseShader.functionLength;
return WINED3D_OK;
}
if (*data_size < shader->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;
}
memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
return WINED3D_OK;
}
static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
{
struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
const struct wined3d_shader_frontend *fe;
HRESULT hr;
TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
shader, byte_code, output_signature, float_const_count);
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, shader->baseShader.input_signature, shader->baseShader.output_signature,
byte_code, float_const_count);
if (FAILED(hr)) return hr;
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;
}
static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
{
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
{
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
HeapFree(GetProcessHeap(), 0, shader);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
{
TRACE("iface %p, parent %p.\n", iface, parent);
shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *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);
}
/* Set local constants for d3d8 shaders. */
static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
UINT start_idx, const float *src_data, UINT count)
{
IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
UINT i, end_idx;
TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, 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(&shader->baseShader.constantsF, &lconst->entry);
}
return WINED3D_OK;
}
static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
{
/* IUnknown methods */
vertexshader_QueryInterface,
vertexshader_AddRef,
vertexshader_Release,
/* IWineD3DBase methods */
vertexshader_GetParent,
/* IWineD3DBaseShader methods */
vertexshader_GetFunction,
/* IWineD3DVertexShader methods */
vertexshader_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->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
&& stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}
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 *shader = (IWineD3DVertexShaderImpl *)iface;
WORD map = shader->baseShader.reg_maps.input_registers;
unsigned int i;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (match_usage(shader->attributes[i].usage,
shader->attributes[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}
}
return FALSE;
}
static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
{
DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
shader->baseShader.reg_maps.shader_version.minor);
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
shader->baseShader.limits.texcoord = 0;
shader->baseShader.limits.attributes = 16;
shader->baseShader.limits.packed_input = 0;
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1, 0):
case WINED3D_SHADER_VERSION(1, 1):
shader->baseShader.limits.temporary = 12;
shader->baseShader.limits.constant_bool = 0;
shader->baseShader.limits.constant_int = 0;
shader->baseShader.limits.address = 1;
shader->baseShader.limits.packed_output = 0;
shader->baseShader.limits.sampler = 0;
shader->baseShader.limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
* constants? */
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
case WINED3D_SHADER_VERSION(2, 0):
case WINED3D_SHADER_VERSION(2, 1):
shader->baseShader.limits.temporary = 12;
shader->baseShader.limits.constant_bool = 16;
shader->baseShader.limits.constant_int = 16;
shader->baseShader.limits.address = 1;
shader->baseShader.limits.packed_output = 0;
shader->baseShader.limits.sampler = 0;
shader->baseShader.limits.label = 16;
shader->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):
shader->baseShader.limits.temporary = 32;
shader->baseShader.limits.constant_bool = 32;
shader->baseShader.limits.constant_int = 32;
shader->baseShader.limits.address = 1;
shader->baseShader.limits.packed_output = 12;
shader->baseShader.limits.sampler = 4;
shader->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. */
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
default:
shader->baseShader.limits.temporary = 12;
shader->baseShader.limits.constant_bool = 16;
shader->baseShader.limits.constant_int = 16;
shader->baseShader.limits.address = 1;
shader->baseShader.limits.packed_output = 0;
shader->baseShader.limits.sampler = 0;
shader->baseShader.limits.label = 16;
shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
shader->baseShader.reg_maps.shader_version.major,
shader->baseShader.reg_maps.shader_version.minor);
}
}
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)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
unsigned int i;
HRESULT hr;
WORD map;
if (!byte_code) return WINED3DERR_INVALIDCALL;
shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
shader_init(&shader->baseShader, device, parent, parent_ops);
hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
output_signature, device->d3d_vshader_constantF);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup((IWineD3DBaseShader *)shader);
return hr;
}
map = shader->baseShader.reg_maps.input_registers;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
shader->attributes[i].usage =
shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
}
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->baseShader.output_signature[e->register_idx] = *e;
}
}
vertexshader_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);
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
{
struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
{
struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
HeapFree(GetProcessHeap(), 0, shader);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
{
TRACE("iface %p, parent %p.\n", iface, parent);
shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *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 IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
{
/* IUnknown methods */
geometryshader_QueryInterface,
geometryshader_AddRef,
geometryshader_Release,
/* IWineD3DBase methods */
geometryshader_GetParent,
/* IWineD3DBaseShader methods */
geometryshader_GetFunction,
};
HRESULT geometryshader_init(struct wined3d_geometryshader *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;
shader->vtbl = &wined3d_geometryshader_vtbl;
shader_init(&shader->base_shader, device, parent, parent_ops);
hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup((IWineD3DBaseShader *)shader);
return hr;
}
shader->base_shader.load_local_constsF = FALSE;
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
HeapFree(GetProcessHeap(), 0, shader);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
{
TRACE("iface %p, parent %p.\n", iface, parent);
shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
return WINED3D_OK;
}
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);
}
}
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)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
HRESULT hr;
if (!byte_code) return WINED3DERR_INVALIDCALL;
shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
shader_init(&shader->baseShader, device, parent, parent_ops);
hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
output_signature, device->d3d_pshader_constantF);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup((IWineD3DBaseShader *)shader);
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;
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;
}
}
}