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
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
36 #if 0 /* Must not be 1 in cvs version */
37 # define PSTRACE(A) TRACE A
38 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
41 # define TRACE_VSVECTOR(name)
44 #define GLNAME_REQUIRE_GLSL ((const char *)1)
45 /* *******************************************
46 IWineD3DPixelShader IUnknown parts follow
47 ******************************************* */
48 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
50 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
51 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
52 if (IsEqualGUID(riid, &IID_IUnknown)
53 || IsEqualGUID(riid, &IID_IWineD3DBase)
54 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
55 || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
56 IUnknown_AddRef(iface);
64 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
65 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
67 return InterlockedIncrement(&This->ref);
70 static void destroy_glsl_pshader(IWineD3DPixelShaderImpl *This) {
71 struct list *linked_programs = &This->baseShader.linked_programs;
73 TRACE("Deleting linked programs\n");
74 if (linked_programs->next) {
75 struct glsl_shader_prog_link *entry, *entry2;
76 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
77 delete_glsl_program_entry(This->baseShader.device, entry);
81 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
82 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
83 checkGLcall("glDeleteObjectARB");
86 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
87 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
89 TRACE("(%p) : Releasing from %d\n", This, This->ref);
90 ref = InterlockedDecrement(&This->ref);
92 if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
93 destroy_glsl_pshader(This);
95 shader_delete_constant_list(&This->baseShader.constantsF);
96 shader_delete_constant_list(&This->baseShader.constantsB);
97 shader_delete_constant_list(&This->baseShader.constantsI);
98 HeapFree(GetProcessHeap(), 0, This);
103 /* *******************************************
104 IWineD3DPixelShader IWineD3DPixelShader parts follow
105 ******************************************* */
107 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
108 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
110 *parent = This->parent;
111 IUnknown_AddRef(*parent);
112 TRACE("(%p) : returning %p\n", This, *parent);
116 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
117 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
118 IWineD3DDevice_AddRef(This->baseShader.device);
119 *pDevice = This->baseShader.device;
120 TRACE("(%p) returning %p\n", This, *pDevice);
125 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
126 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
127 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
130 *pSizeOfData = This->baseShader.functionLength;
133 if (*pSizeOfData < This->baseShader.functionLength) {
134 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
135 * than the required size we should write the required size and
136 * return D3DERR_MOREDATA. That's not actually true. */
137 return WINED3DERR_INVALIDCALL;
139 if (NULL == This->baseShader.function) { /* no function defined */
140 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
141 (*(DWORD **) pData) = NULL;
143 if (This->baseShader.functionLength == 0) {
146 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
147 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
152 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
154 {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
155 {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
156 {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
157 {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
158 {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
159 {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
160 {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
161 {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
162 {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
163 {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
164 {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
165 {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
166 {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
167 {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
168 {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
169 {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
170 {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
171 {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
172 {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
173 {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
174 {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
175 {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
176 {WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
177 {WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
178 {WINED3DSIO_POW, "pow", "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
179 {WINED3DSIO_CRS, "crs", "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
180 {WINED3DSIO_NRM, "nrm", NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
181 {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
182 {WINED3DSIO_SINCOS, "sincos", "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
183 {WINED3DSIO_DP2ADD, "dp2add", NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
185 {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
186 {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
187 {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
188 {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
189 {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
190 /* Register declarations */
191 {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
192 /* Flow control - requires GLSL or software shaders */
193 {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1},
194 {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
195 {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1},
196 {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1},
197 {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1},
198 {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
199 {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1},
200 {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
201 {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
202 {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
203 {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
204 {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1},
205 {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
206 {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1},
207 {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1},
208 /* Constant definitions */
209 {WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0},
210 {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
211 {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
213 {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
214 {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
215 {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_texkill, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
216 {WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
217 {WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
218 {WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
219 {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
220 {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texbem, pshader_glsl_texbem, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
221 {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
222 {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
223 {WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, pshader_hw_texreg2rgb, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
224 {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
225 {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
226 {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
227 {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
228 {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
229 {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
230 {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
231 {WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, pshader_hw_texdp3tex, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
232 {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texm3x2depth, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
233 {WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, pshader_hw_texdp3, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
234 {WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, pshader_hw_texm3x3, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
235 {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, pshader_hw_texdepth, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
236 {WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
237 {WINED3DSIO_DSX, "dsx", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
238 {WINED3DSIO_DSY, "dsy", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
239 {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
240 {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
241 {WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
242 {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
243 {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
246 static void pshader_set_limits(
247 IWineD3DPixelShaderImpl *This) {
249 This->baseShader.limits.attributes = 0;
250 This->baseShader.limits.address = 0;
251 This->baseShader.limits.packed_output = 0;
253 switch (This->baseShader.hex_version) {
254 case WINED3DPS_VERSION(1,0):
255 case WINED3DPS_VERSION(1,1):
256 case WINED3DPS_VERSION(1,2):
257 case WINED3DPS_VERSION(1,3):
258 This->baseShader.limits.temporary = 2;
259 This->baseShader.limits.constant_float = 8;
260 This->baseShader.limits.constant_int = 0;
261 This->baseShader.limits.constant_bool = 0;
262 This->baseShader.limits.texcoord = 4;
263 This->baseShader.limits.sampler = 4;
264 This->baseShader.limits.packed_input = 0;
265 This->baseShader.limits.label = 0;
268 case WINED3DPS_VERSION(1,4):
269 This->baseShader.limits.temporary = 6;
270 This->baseShader.limits.constant_float = 8;
271 This->baseShader.limits.constant_int = 0;
272 This->baseShader.limits.constant_bool = 0;
273 This->baseShader.limits.texcoord = 6;
274 This->baseShader.limits.sampler = 6;
275 This->baseShader.limits.packed_input = 0;
276 This->baseShader.limits.label = 0;
279 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
280 case WINED3DPS_VERSION(2,0):
281 This->baseShader.limits.temporary = 32;
282 This->baseShader.limits.constant_float = 32;
283 This->baseShader.limits.constant_int = 16;
284 This->baseShader.limits.constant_bool = 16;
285 This->baseShader.limits.texcoord = 8;
286 This->baseShader.limits.sampler = 16;
287 This->baseShader.limits.packed_input = 0;
290 case WINED3DPS_VERSION(2,1):
291 This->baseShader.limits.temporary = 32;
292 This->baseShader.limits.constant_float = 32;
293 This->baseShader.limits.constant_int = 16;
294 This->baseShader.limits.constant_bool = 16;
295 This->baseShader.limits.texcoord = 8;
296 This->baseShader.limits.sampler = 16;
297 This->baseShader.limits.packed_input = 0;
298 This->baseShader.limits.label = 16;
301 case WINED3DPS_VERSION(3,0):
302 This->baseShader.limits.temporary = 32;
303 This->baseShader.limits.constant_float = 224;
304 This->baseShader.limits.constant_int = 16;
305 This->baseShader.limits.constant_bool = 16;
306 This->baseShader.limits.texcoord = 0;
307 This->baseShader.limits.sampler = 16;
308 This->baseShader.limits.packed_input = 12;
309 This->baseShader.limits.label = 16; /* FIXME: 2048 */
312 default: This->baseShader.limits.temporary = 32;
313 This->baseShader.limits.constant_float = 32;
314 This->baseShader.limits.constant_int = 16;
315 This->baseShader.limits.constant_bool = 16;
316 This->baseShader.limits.texcoord = 8;
317 This->baseShader.limits.sampler = 16;
318 This->baseShader.limits.packed_input = 0;
319 This->baseShader.limits.label = 0;
320 FIXME("Unrecognized pixel shader version %#x\n",
321 This->baseShader.hex_version);
325 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
326 or GLSL and send it to the card */
327 static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
328 IWineD3DPixelShader *iface,
329 shader_reg_maps* reg_maps,
330 CONST DWORD *pFunction) {
332 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
333 SHADER_BUFFER buffer;
335 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
336 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
337 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
338 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
339 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
340 This->fixupVertexBufferSize = PGMSIZE;
341 This->fixupVertexBuffer[0] = 0;
343 buffer.buffer = This->device->fixupVertexBuffer;
345 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
349 buffer.newline = TRUE;
351 if (This->baseShader.shader_mode == SHADER_GLSL) {
353 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
354 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
356 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
357 shader_addline(&buffer, "#extension GL_ARB_draw_buffers : enable\n");
360 /* Base Declarations */
361 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
363 /* Pack 3.0 inputs */
364 if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0) &&
365 !use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
367 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
368 This->vertexprocessing = pretransformed;
369 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
370 This->vertexprocessing = fixedfunction;
372 This->vertexprocessing = vertexshader;
375 pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
378 /* Base Shader Body */
379 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
381 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
382 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
383 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
384 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
385 shader_addline(&buffer, "gl_FragData[0] = R0;\n");
387 shader_addline(&buffer, "gl_FragColor = R0;\n");
390 /* Pixel shader < 3.0 do not replace the fog stage.
391 * This implements linear fog computation and blending.
392 * TODO: non linear fog
393 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
394 * -1/(e-s) and e/(e-s) respectively.
396 if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
397 shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
398 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
399 shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
401 shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
403 if(This->srgb_enabled) {
404 const char *fragcolor;
406 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
407 fragcolor = "gl_FragData[0]";
409 fragcolor = "gl_FragColor";
411 shader_addline(&buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
412 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
413 srgb_sub_high, srgb_sub_high, srgb_sub_high);
414 shader_addline(&buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
415 shader_addline(&buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
416 shader_addline(&buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
417 shader_addline(&buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
418 shader_addline(&buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
421 shader_addline(&buffer, "}\n");
423 TRACE("Compiling shader object %u\n", shader_obj);
424 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
425 GL_EXTCALL(glCompileShaderARB(shader_obj));
426 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
428 /* Store the shader object */
429 This->baseShader.prgId = shader_obj;
431 } else if (This->baseShader.shader_mode == SHADER_ARB) {
432 /* Create the hw ARB shader */
433 shader_addline(&buffer, "!!ARBfp1.0\n");
435 shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */
436 shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
437 shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */
438 shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */
439 shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */
440 shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
441 shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
442 shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
444 /* Base Declarations */
445 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
447 /* We need two variables for fog blending */
448 shader_addline(&buffer, "TEMP TMP_FOG;\n");
449 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
450 shader_addline(&buffer, "TEMP TMP_COLOR;\n");
453 /* Base Shader Body */
454 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
456 /* calculate fog and blend it
457 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
458 * -1/(e-s) and e/(e-s) respectively.
460 shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
462 if(This->srgb_enabled) {
463 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
464 shader_addline(&buffer, "LRP TMP_COLOR.rgb, TMP_FOG.x, R0, state.fog.color;\n");
465 shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
467 shader_addline(&buffer, "LRP TMP_COLOR.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
468 shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
470 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
472 /* Calculate the > 0.0031308 case */
473 shader_addline(&buffer, "POW TMP.x, TMP_COLOR.x, srgb_pow.x;\n");
474 shader_addline(&buffer, "POW TMP.y, TMP_COLOR.y, srgb_pow.y;\n");
475 shader_addline(&buffer, "POW TMP.z, TMP_COLOR.z, srgb_pow.z;\n");
476 shader_addline(&buffer, "MUL TMP, TMP, srgb_mul_hi;\n");
477 shader_addline(&buffer, "SUB TMP, TMP, srgb_sub_hi;\n");
478 /* Calculate the < case */
479 shader_addline(&buffer, "MUL TMP2, srgb_mul_low, TMP_COLOR;\n");
480 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
481 shader_addline(&buffer, "SLT TA, srgb_comparison, TMP_COLOR;\n");
482 shader_addline(&buffer, "SGE TB, srgb_comparison, TMP_COLOR;\n");
483 /* Store the components > 0.0031308 in the destination */
484 shader_addline(&buffer, "MUL TMP_COLOR, TMP, TA;\n");
485 /* Add the components that are < 0.0031308 */
486 shader_addline(&buffer, "MAD result.color.xyz, TMP2, TB, TMP_COLOR;\n");
487 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
489 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
490 shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
491 shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
493 shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
494 shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
498 shader_addline(&buffer, "END\n");
500 /* TODO: change to resource.glObjectHandle or something like that */
501 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
503 TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
504 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
506 TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
507 /* Create the program and check for errors */
508 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
509 buffer.bsize, buffer.buffer));
511 if (glGetError() == GL_INVALID_OPERATION) {
513 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
514 FIXME("HW PixelShader Error at position %d: %s\n",
515 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
516 This->baseShader.prgId = -1;
520 This->needsbumpmat = reg_maps->bumpmat;
522 #if 1 /* if were using the data buffer of device then we don't need to free it */
523 HeapFree(GetProcessHeap(), 0, buffer.buffer);
527 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
529 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
530 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
532 TRACE("(%p) : pFunction %p\n", iface, pFunction);
534 /* First pass: trace shader */
535 shader_trace_init((IWineD3DBaseShader*) This, pFunction);
536 pshader_set_limits(This);
538 /* Initialize immediate constant lists */
539 list_init(&This->baseShader.constantsF);
540 list_init(&This->baseShader.constantsB);
541 list_init(&This->baseShader.constantsI);
543 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
544 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
546 unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
548 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
549 memset(reg_maps, 0, sizeof(shader_reg_maps));
550 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
551 This->semantics_in, NULL, pFunction, NULL);
552 if (FAILED(hr)) return hr;
553 /* FIXME: validate reg_maps against OpenGL */
555 for(i = 0; i < MAX_REG_INPUT; i++) {
556 if(This->input_reg_used[i]) {
558 highest_reg_used = i;
562 /* Don't do any register mapping magic if it is not needed, or if we can't
563 * achive anything anyway
565 if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
566 num_regs_used >= (GL_LIMITS(glsl_varyings) / 4) ) {
567 if(num_regs_used >= (GL_LIMITS(glsl_varyings) / 4)) {
568 /* This happens with relative addressing. The input mapper function
569 * warns about this if the higher registers are declared too, so
570 * don't write a FIXME here
572 WARN("More varying registers used than supported\n");
575 for(i = 0; i < MAX_REG_INPUT; i++) {
576 This->input_reg_map[i] = i;
580 for(i = 0; i < MAX_REG_INPUT; i++) {
581 if(This->input_reg_used[i]) {
582 This->input_reg_map[i] = j;
585 This->input_reg_map[i] = -1;
591 This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
593 TRACE("(%p) : Copying the function\n", This);
594 if (NULL != pFunction) {
597 function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
598 if (!function) return E_OUTOFMEMORY;
599 memcpy(function, pFunction, This->baseShader.functionLength);
600 This->baseShader.function = function;
602 This->baseShader.function = NULL;
608 static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
610 IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
611 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
612 CONST DWORD *function = This->baseShader.function;
614 IWineD3DBaseTextureImpl *texture;
616 TRACE("(%p) : function %p\n", iface, function);
618 /* We're already compiled, but check if any of the hardcoded stateblock assumptions
621 if (This->baseShader.is_compiled) {
622 char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
623 for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
624 sampler = This->baseShader.sampled_samplers[i];
625 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
626 if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
627 WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
628 WARN("Old format group %s, new is %s\n",
629 debug_d3dformat(This->baseShader.sampled_format[sampler]),
630 debug_d3dformat(texture->baseTexture.shader_conversion_group));
635 /* TODO: Check projected textures */
636 /* TODO: Check texture types(2D, Cube, 3D) */
638 if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
639 WARN("Recompiling shader because srgb correction is different and hardcoded\n");
642 if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
643 if(This->render_offscreen != deviceImpl->render_offscreen ||
644 This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
645 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
649 if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
650 if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
651 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
655 if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
656 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed &&
657 This->vertexprocessing != pretransformed) {
658 WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
660 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
661 This->vertexprocessing != fixedfunction) {
662 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
664 } else if(This->vertexprocessing != vertexshader) {
665 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
673 if(This->baseShader.recompile_count > 50) {
674 FIXME("Shader %p recompiled more than 50 times\n", This);
676 This->baseShader.recompile_count++;
679 if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
680 destroy_glsl_pshader(This);
684 /* We don't need to compile */
686 This->baseShader.is_compiled = TRUE;
690 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
691 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
694 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
695 memset(reg_maps, 0, sizeof(shader_reg_maps));
696 hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
697 This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
698 if (FAILED(hr)) return hr;
699 /* FIXME: validate reg_maps against OpenGL */
702 /* Reset fields tracking stateblock values being hardcoded in the shader */
703 This->baseShader.num_sampled_samplers = 0;
705 /* Generate the HW shader */
706 TRACE("(%p) : Generating hardware program\n", This);
707 IWineD3DPixelShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
709 This->baseShader.is_compiled = TRUE;
714 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
716 /*** IUnknown methods ***/
717 IWineD3DPixelShaderImpl_QueryInterface,
718 IWineD3DPixelShaderImpl_AddRef,
719 IWineD3DPixelShaderImpl_Release,
720 /*** IWineD3DBase methods ***/
721 IWineD3DPixelShaderImpl_GetParent,
722 /*** IWineD3DBaseShader methods ***/
723 IWineD3DPixelShaderImpl_SetFunction,
724 IWineD3DPixelShaderImpl_CompileShader,
725 /*** IWineD3DPixelShader methods ***/
726 IWineD3DPixelShaderImpl_GetDevice,
727 IWineD3DPixelShaderImpl_GetFunction