2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
37 #if 0 /* Must not be 1 in cvs version */
38 # define PSTRACE(A) TRACE A
39 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
42 # define TRACE_VSVECTOR(name)
45 #define GLNAME_REQUIRE_GLSL ((const char *)1)
47 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
48 return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
51 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
52 return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
55 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
56 return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
59 /* *******************************************
60 IWineD3DPixelShader IWineD3DPixelShader parts follow
61 ******************************************* */
63 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
64 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66 *parent = This->parent;
67 IUnknown_AddRef(*parent);
68 TRACE("(%p) : returning %p\n", This, *parent);
72 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
73 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
74 IWineD3DDevice_AddRef(This->baseShader.device);
75 *pDevice = This->baseShader.device;
76 TRACE("(%p) returning %p\n", This, *pDevice);
81 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
82 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
83 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
86 *pSizeOfData = This->baseShader.functionLength;
89 if (*pSizeOfData < This->baseShader.functionLength) {
90 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
91 * than the required size we should write the required size and
92 * return D3DERR_MOREDATA. That's not actually true. */
93 return WINED3DERR_INVALIDCALL;
95 if (NULL == This->baseShader.function) { /* no function defined */
96 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
97 (*(DWORD **) pData) = NULL;
99 if (This->baseShader.functionLength == 0) {
102 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
103 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
108 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
110 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
111 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
112 {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
113 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
114 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
115 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
116 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
117 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
118 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
119 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
120 {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
121 {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
122 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
123 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
124 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
125 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
126 {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
127 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
128 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
129 {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
130 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
131 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
132 {WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
133 {WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
134 {WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
135 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
136 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
137 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
138 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
139 {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
141 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
142 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
143 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
144 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
145 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
146 /* Register declarations */
147 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
148 /* Flow control - requires GLSL or software shaders */
149 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1},
150 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
151 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1},
152 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1},
153 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1},
154 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
155 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1},
156 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
157 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
158 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
159 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
160 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1},
161 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
162 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1},
163 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1},
164 /* Constant definitions */
165 {WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0},
166 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
167 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
169 {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
170 {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
171 {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_texkill, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
172 {WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
173 {WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
174 {WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
175 {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
176 {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texbem, pshader_glsl_texbem, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177 {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178 {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
179 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
180 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
181 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
182 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
183 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
184 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
185 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
186 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
187 {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, pshader_hw_texdp3tex, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
188 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texm3x2depth, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
189 {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, pshader_hw_texdp3, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
190 {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, pshader_hw_texm3x3, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
191 {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, pshader_hw_texdepth, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
192 {WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
193 {WINED3DSIO_DSX, "dsx", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
194 {WINED3DSIO_DSY, "dsy", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
195 {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
196 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
197 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
198 {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
199 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
202 static void pshader_set_limits(
203 IWineD3DPixelShaderImpl *This) {
205 This->baseShader.limits.attributes = 0;
206 This->baseShader.limits.address = 0;
207 This->baseShader.limits.packed_output = 0;
209 switch (This->baseShader.hex_version) {
210 case WINED3DPS_VERSION(1,0):
211 case WINED3DPS_VERSION(1,1):
212 case WINED3DPS_VERSION(1,2):
213 case WINED3DPS_VERSION(1,3):
214 This->baseShader.limits.temporary = 2;
215 This->baseShader.limits.constant_float = 8;
216 This->baseShader.limits.constant_int = 0;
217 This->baseShader.limits.constant_bool = 0;
218 This->baseShader.limits.texcoord = 4;
219 This->baseShader.limits.sampler = 4;
220 This->baseShader.limits.packed_input = 0;
221 This->baseShader.limits.label = 0;
224 case WINED3DPS_VERSION(1,4):
225 This->baseShader.limits.temporary = 6;
226 This->baseShader.limits.constant_float = 8;
227 This->baseShader.limits.constant_int = 0;
228 This->baseShader.limits.constant_bool = 0;
229 This->baseShader.limits.texcoord = 6;
230 This->baseShader.limits.sampler = 6;
231 This->baseShader.limits.packed_input = 0;
232 This->baseShader.limits.label = 0;
235 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
236 case WINED3DPS_VERSION(2,0):
237 This->baseShader.limits.temporary = 32;
238 This->baseShader.limits.constant_float = 32;
239 This->baseShader.limits.constant_int = 16;
240 This->baseShader.limits.constant_bool = 16;
241 This->baseShader.limits.texcoord = 8;
242 This->baseShader.limits.sampler = 16;
243 This->baseShader.limits.packed_input = 0;
246 case WINED3DPS_VERSION(2,1):
247 This->baseShader.limits.temporary = 32;
248 This->baseShader.limits.constant_float = 32;
249 This->baseShader.limits.constant_int = 16;
250 This->baseShader.limits.constant_bool = 16;
251 This->baseShader.limits.texcoord = 8;
252 This->baseShader.limits.sampler = 16;
253 This->baseShader.limits.packed_input = 0;
254 This->baseShader.limits.label = 16;
257 case WINED3DPS_VERSION(3,0):
258 This->baseShader.limits.temporary = 32;
259 This->baseShader.limits.constant_float = 224;
260 This->baseShader.limits.constant_int = 16;
261 This->baseShader.limits.constant_bool = 16;
262 This->baseShader.limits.texcoord = 0;
263 This->baseShader.limits.sampler = 16;
264 This->baseShader.limits.packed_input = 12;
265 This->baseShader.limits.label = 16; /* FIXME: 2048 */
268 default: This->baseShader.limits.temporary = 32;
269 This->baseShader.limits.constant_float = 32;
270 This->baseShader.limits.constant_int = 16;
271 This->baseShader.limits.constant_bool = 16;
272 This->baseShader.limits.texcoord = 8;
273 This->baseShader.limits.sampler = 16;
274 This->baseShader.limits.packed_input = 0;
275 This->baseShader.limits.label = 0;
276 FIXME("Unrecognized pixel shader version %#x\n",
277 This->baseShader.hex_version);
281 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
282 or GLSL and send it to the card */
283 static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
284 IWineD3DPixelShader *iface) {
285 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
286 SHADER_BUFFER buffer;
288 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
289 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
290 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
291 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
292 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
293 This->fixupVertexBufferSize = PGMSIZE;
294 This->fixupVertexBuffer[0] = 0;
296 buffer.buffer = This->device->fixupVertexBuffer;
298 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
302 buffer.newline = TRUE;
304 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer);
306 #if 1 /* if were using the data buffer of device then we don't need to free it */
307 HeapFree(GetProcessHeap(), 0, buffer.buffer);
311 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
313 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
314 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
316 TRACE("(%p) : pFunction %p\n", iface, pFunction);
318 /* First pass: trace shader */
319 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
320 pshader_set_limits(This);
322 /* Initialize immediate constant lists */
323 list_init(&This->baseShader.constantsF);
324 list_init(&This->baseShader.constantsB);
325 list_init(&This->baseShader.constantsI);
327 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
328 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
330 unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
332 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
333 memset(reg_maps, 0, sizeof(shader_reg_maps));
334 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
335 This->semantics_in, NULL, pFunction, NULL);
336 if (FAILED(hr)) return hr;
337 /* FIXME: validate reg_maps against OpenGL */
339 for(i = 0; i < MAX_REG_INPUT; i++) {
340 if(This->input_reg_used[i]) {
342 highest_reg_used = i;
346 /* Don't do any register mapping magic if it is not needed, or if we can't
347 * achieve anything anyway
349 if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
350 num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
351 if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
352 /* This happens with relative addressing. The input mapper function
353 * warns about this if the higher registers are declared too, so
354 * don't write a FIXME here
356 WARN("More varying registers used than supported\n");
359 for(i = 0; i < MAX_REG_INPUT; i++) {
360 This->input_reg_map[i] = i;
362 This->declared_in_count = highest_reg_used + 1;
365 for(i = 0; i < MAX_REG_INPUT; i++) {
366 if(This->input_reg_used[i]) {
367 This->input_reg_map[i] = j;
370 This->input_reg_map[i] = -1;
373 This->declared_in_count = j;
376 This->baseShader.load_local_constsF = FALSE;
378 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
380 TRACE("(%p) : Copying the function\n", This);
381 if (NULL != pFunction) {
384 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
385 if (!function) return E_OUTOFMEMORY;
386 memcpy(function, pFunction, This->baseShader.functionLength);
387 This->baseShader.function = function;
389 This->baseShader.function = NULL;
395 static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
397 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
398 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
399 CONST DWORD *function = This->baseShader.function;
401 IWineD3DBaseTextureImpl *texture;
403 TRACE("(%p) : function %p\n", iface, function);
405 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
408 if (This->baseShader.is_compiled) {
409 char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
410 for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
411 sampler = This->baseShader.sampled_samplers[i];
412 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
413 if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
414 WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
415 WARN("Old format group %s, new is %s\n",
416 debug_d3dformat(This->baseShader.sampled_format[sampler]),
417 debug_d3dformat(texture->baseTexture.shader_conversion_group));
422 /* TODO: Check projected textures */
423 /* TODO: Check texture types(2D, Cube, 3D) */
425 if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
426 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
429 if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
430 if(This->render_offscreen != deviceImpl->render_offscreen ||
431 This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
432 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
436 if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
437 if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
438 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
442 if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
443 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
444 if(This->vertexprocessing != pretransformed) {
445 WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
448 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
449 This->vertexprocessing != fixedfunction) {
450 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
452 } else if(This->vertexprocessing != vertexshader) {
453 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
461 if(This->baseShader.recompile_count > 50) {
462 FIXME("Shader %p recompiled more than 50 times\n", This);
464 This->baseShader.recompile_count++;
467 deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
470 /* We don't need to compile */
472 This->baseShader.is_compiled = TRUE;
476 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
477 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
480 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
481 memset(reg_maps, 0, sizeof(shader_reg_maps));
482 hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
483 This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
484 if (FAILED(hr)) return hr;
485 /* FIXME: validate reg_maps against OpenGL */
488 /* Reset fields tracking stateblock values being hardcoded in the shader */
489 This->baseShader.num_sampled_samplers = 0;
491 /* Generate the HW shader */
492 TRACE("(%p) : Generating hardware program\n", This);
493 IWineD3DPixelShaderImpl_GenerateShader(iface);
495 This->baseShader.is_compiled = TRUE;
500 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
502 /*** IUnknown methods ***/
503 IWineD3DPixelShaderImpl_QueryInterface,
504 IWineD3DPixelShaderImpl_AddRef,
505 IWineD3DPixelShaderImpl_Release,
506 /*** IWineD3DBase methods ***/
507 IWineD3DPixelShaderImpl_GetParent,
508 /*** IWineD3DBaseShader methods ***/
509 IWineD3DPixelShaderImpl_SetFunction,
510 IWineD3DPixelShaderImpl_CompileShader,
511 /*** IWineD3DPixelShader methods ***/
512 IWineD3DPixelShaderImpl_GetDevice,
513 IWineD3DPixelShaderImpl_GetFunction