wined3d: Rename resource functions to reflect that they're not COM functions.
[wine] / dlls / wined3d / pixelshader.c
1 /*
2  * shaders implementation
3  *
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
10  *
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.
15  *
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.
20  *
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
24  */
25
26 #include "config.h"
27
28 #include <math.h>
29 #include <stdio.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
36
37 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
38
39 static HRESULT  WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
40     return IWineD3DBaseShaderImpl_QueryInterface((IWineD3DBaseShader *) iface, riid, ppobj);
41 }
42
43 static ULONG  WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
44     return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
45 }
46
47 static ULONG  WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
48     return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
49 }
50
51 /* *******************************************
52    IWineD3DPixelShader IWineD3DPixelShader parts follow
53    ******************************************* */
54
55 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
56     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
57
58     *parent = This->parent;
59     IUnknown_AddRef(*parent);
60     TRACE("(%p) : returning %p\n", This, *parent);
61     return WINED3D_OK;
62 }
63
64 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
65     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66     IWineD3DDevice_AddRef(This->baseShader.device);
67     *pDevice = This->baseShader.device;
68     TRACE("(%p) returning %p\n", This, *pDevice);
69     return WINED3D_OK;
70 }
71
72
73 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
74   IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
75   TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
76
77   if (NULL == pData) {
78     *pSizeOfData = This->baseShader.functionLength;
79     return WINED3D_OK;
80   }
81   if (*pSizeOfData < This->baseShader.functionLength) {
82     /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
83      * than the required size we should write the required size and
84      * return D3DERR_MOREDATA. That's not actually true. */
85     return WINED3DERR_INVALIDCALL;
86   }
87   if (NULL == This->baseShader.function) { /* no function defined */
88     TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
89     (*(DWORD **) pData) = NULL;
90   } else {
91     if (This->baseShader.functionLength == 0) {
92
93     }
94     TRACE("(%p) : GetFunction copying to %p\n", This, pData);
95     memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
96   }
97   return WINED3D_OK;
98 }
99
100 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
101     /* Arithmetic */
102     {WINED3DSIO_NOP,          "nop",          "NOP",               0, 0, WINED3DSIH_NOP,          0,                      0                     },
103     {WINED3DSIO_MOV,          "mov",          "MOV",               1, 2, WINED3DSIH_MOV,          0,                      0                     },
104     {WINED3DSIO_ADD,          "add",          "ADD",               1, 3, WINED3DSIH_ADD,          0,                      0                     },
105     {WINED3DSIO_SUB,          "sub",          "SUB",               1, 3, WINED3DSIH_SUB,          0,                      0                     },
106     {WINED3DSIO_MAD,          "mad",          "MAD",               1, 4, WINED3DSIH_MAD,          0,                      0                     },
107     {WINED3DSIO_MUL,          "mul",          "MUL",               1, 3, WINED3DSIH_MUL,          0,                      0                     },
108     {WINED3DSIO_RCP,          "rcp",          "RCP",               1, 2, WINED3DSIH_RCP,          0,                      0                     },
109     {WINED3DSIO_RSQ,          "rsq",          "RSQ",               1, 2, WINED3DSIH_RSQ,          0,                      0                     },
110     {WINED3DSIO_DP3,          "dp3",          "DP3",               1, 3, WINED3DSIH_DP3,          0,                      0                     },
111     {WINED3DSIO_DP4,          "dp4",          "DP4",               1, 3, WINED3DSIH_DP4,          0,                      0                     },
112     {WINED3DSIO_MIN,          "min",          "MIN",               1, 3, WINED3DSIH_MIN,          0,                      0                     },
113     {WINED3DSIO_MAX,          "max",          "MAX",               1, 3, WINED3DSIH_MAX,          0,                      0                     },
114     {WINED3DSIO_SLT,          "slt",          "SLT",               1, 3, WINED3DSIH_SLT,          0,                      0                     },
115     {WINED3DSIO_SGE,          "sge",          "SGE",               1, 3, WINED3DSIH_SGE,          0,                      0                     },
116     {WINED3DSIO_ABS,          "abs",          "ABS",               1, 2, WINED3DSIH_ABS,          0,                      0                     },
117     {WINED3DSIO_EXP,          "exp",          "EX2",               1, 2, WINED3DSIH_EXP,          0,                      0                     },
118     {WINED3DSIO_LOG,          "log",          "LG2",               1, 2, WINED3DSIH_LOG,          0,                      0                     },
119     {WINED3DSIO_EXPP,         "expp",         "EXP",               1, 2, WINED3DSIH_EXPP,         0,                      0                     },
120     {WINED3DSIO_LOGP,         "logp",         "LOG",               1, 2, WINED3DSIH_LOGP,         0,                      0                     },
121     {WINED3DSIO_DST,          "dst",          "DST",               1, 3, WINED3DSIH_DST,          0,                      0                     },
122     {WINED3DSIO_LRP,          "lrp",          "LRP",               1, 4, WINED3DSIH_LRP,          0,                      0                     },
123     {WINED3DSIO_FRC,          "frc",          "FRC",               1, 2, WINED3DSIH_FRC,          0,                      0                     },
124     {WINED3DSIO_CND,          "cnd",          NULL,                1, 4, WINED3DSIH_CND,          WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
125     {WINED3DSIO_CMP,          "cmp",          NULL,                1, 4, WINED3DSIH_CMP,          WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
126     {WINED3DSIO_POW,          "pow",          "POW",               1, 3, WINED3DSIH_POW,          0,                      0                     },
127     {WINED3DSIO_CRS,          "crs",          "XPD",               1, 3, WINED3DSIH_CRS,          0,                      0                     },
128     {WINED3DSIO_NRM,          "nrm",          NULL,                1, 2, WINED3DSIH_NRM,          0,                      0                     },
129     {WINED3DSIO_SINCOS,       "sincos",       NULL,                1, 4, WINED3DSIH_SINCOS,       WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
130     {WINED3DSIO_SINCOS,       "sincos",       "SCS",               1, 2, WINED3DSIH_SINCOS,       WINED3DPS_VERSION(3,0), -1                    },
131     {WINED3DSIO_DP2ADD,       "dp2add",       NULL,                1, 4, WINED3DSIH_DP2ADD,       WINED3DPS_VERSION(2,0), -1                    },
132     /* Matrix */
133     {WINED3DSIO_M4x4,         "m4x4",         "undefined",         1, 3, WINED3DSIH_M4x4,         0,                      0                     },
134     {WINED3DSIO_M4x3,         "m4x3",         "undefined",         1, 3, WINED3DSIH_M4x3,         0,                      0                     },
135     {WINED3DSIO_M3x4,         "m3x4",         "undefined",         1, 3, WINED3DSIH_M3x4,         0,                      0                     },
136     {WINED3DSIO_M3x3,         "m3x3",         "undefined",         1, 3, WINED3DSIH_M3x3,         0,                      0                     },
137     {WINED3DSIO_M3x2,         "m3x2",         "undefined",         1, 3, WINED3DSIH_M3x2,         0,                      0                     },
138     /* Register declarations */
139     {WINED3DSIO_DCL,          "dcl",          NULL,                0, 2, WINED3DSIH_DCL,          0,                      0                     },
140     /* Flow control - requires GLSL or software shaders */
141     {WINED3DSIO_REP ,         "rep",          NULL,                0, 1, WINED3DSIH_REP,          WINED3DPS_VERSION(2,1), -1                    },
142     {WINED3DSIO_ENDREP,       "endrep",       NULL,                0, 0, WINED3DSIH_ENDREP,       WINED3DPS_VERSION(2,1), -1                    },
143     {WINED3DSIO_IF,           "if",           NULL,                0, 1, WINED3DSIH_IF,           WINED3DPS_VERSION(2,1), -1                    },
144     {WINED3DSIO_IFC,          "ifc",          NULL,                0, 2, WINED3DSIH_IFC,          WINED3DPS_VERSION(2,1), -1                    },
145     {WINED3DSIO_ELSE,         "else",         NULL,                0, 0, WINED3DSIH_ELSE,         WINED3DPS_VERSION(2,1), -1                    },
146     {WINED3DSIO_ENDIF,        "endif",        NULL,                0, 0, WINED3DSIH_ENDIF,        WINED3DPS_VERSION(2,1), -1                    },
147     {WINED3DSIO_BREAK,        "break",        NULL,                0, 0, WINED3DSIH_BREAK,        WINED3DPS_VERSION(2,1), -1                    },
148     {WINED3DSIO_BREAKC,       "breakc",       NULL,                0, 2, WINED3DSIH_BREAKC,       WINED3DPS_VERSION(2,1), -1                    },
149     {WINED3DSIO_BREAKP,       "breakp",       GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP,       0,                      0                     },
150     {WINED3DSIO_CALL,         "call",         NULL,                0, 1, WINED3DSIH_CALL,         WINED3DPS_VERSION(2,1), -1                    },
151     {WINED3DSIO_CALLNZ,       "callnz",       NULL,                0, 2, WINED3DSIH_CALLNZ,       WINED3DPS_VERSION(2,1), -1                    },
152     {WINED3DSIO_LOOP,         "loop",         NULL,                0, 2, WINED3DSIH_LOOP,         WINED3DPS_VERSION(3,0), -1                    },
153     {WINED3DSIO_RET,          "ret",          NULL,                0, 0, WINED3DSIH_RET,          WINED3DPS_VERSION(2,1), -1                    },
154     {WINED3DSIO_ENDLOOP,      "endloop",      NULL,                0, 0, WINED3DSIH_ENDLOOP,      WINED3DPS_VERSION(3,0), -1                    },
155     {WINED3DSIO_LABEL,        "label",        NULL,                0, 1, WINED3DSIH_LABEL,        WINED3DPS_VERSION(2,1), -1                    },
156     /* Constant definitions */
157     {WINED3DSIO_DEF,          "def",          "undefined",         1, 5, WINED3DSIH_DEF,          0,                      0                     },
158     {WINED3DSIO_DEFB,         "defb",         GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB,         0,                      0                     },
159     {WINED3DSIO_DEFI,         "defi",         GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI,         0,                      0                     },
160     /* Texture */
161     {WINED3DSIO_TEXCOORD,     "texcoord",     "undefined",         1, 1, WINED3DSIH_TEXCOORD,     0,                      WINED3DPS_VERSION(1,3)},
162     {WINED3DSIO_TEXCOORD,     "texcrd",       "undefined",         1, 2, WINED3DSIH_TEXCOORD,     WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
163     {WINED3DSIO_TEXKILL,      "texkill",      "KIL",               1, 1, WINED3DSIH_TEXKILL,      WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
164     {WINED3DSIO_TEX,          "tex",          "undefined",         1, 1, WINED3DSIH_TEX,          0,                      WINED3DPS_VERSION(1,3)},
165     {WINED3DSIO_TEX,          "texld",        "undefined",         1, 2, WINED3DSIH_TEX,          WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
166     {WINED3DSIO_TEX,          "texld",        "undefined",         1, 3, WINED3DSIH_TEX,          WINED3DPS_VERSION(2,0), -1                    },
167     {WINED3DSIO_TEXBEM,       "texbem",       "undefined",         1, 2, WINED3DSIH_TEXBEM,       0,                      WINED3DPS_VERSION(1,3)},
168     {WINED3DSIO_TEXBEML,      "texbeml",      GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML,      WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
169     {WINED3DSIO_TEXREG2AR,    "texreg2ar",    "undefined",         1, 2, WINED3DSIH_TEXREG2AR,    WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
170     {WINED3DSIO_TEXREG2GB,    "texreg2gb",    "undefined",         1, 2, WINED3DSIH_TEXREG2GB,    WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
171     {WINED3DSIO_TEXREG2RGB,   "texreg2rgb",   "undefined",         1, 2, WINED3DSIH_TEXREG2RGB,   WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
172     {WINED3DSIO_TEXM3x2PAD,   "texm3x2pad",   "undefined",         1, 2, WINED3DSIH_TEXM3x2PAD,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
173     {WINED3DSIO_TEXM3x2TEX,   "texm3x2tex",   "undefined",         1, 2, WINED3DSIH_TEXM3x2TEX,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
174     {WINED3DSIO_TEXM3x3PAD,   "texm3x3pad",   "undefined",         1, 2, WINED3DSIH_TEXM3x3PAD,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
175     {WINED3DSIO_TEXM3x3DIFF,  "texm3x3diff",  GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF,  WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
176     {WINED3DSIO_TEXM3x3SPEC,  "texm3x3spec",  "undefined",         1, 3, WINED3DSIH_TEXM3x3SPEC,  WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177     {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined",         1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178     {WINED3DSIO_TEXM3x3TEX,   "texm3x3tex",   "undefined",         1, 2, WINED3DSIH_TEXM3x3TEX,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
179     {WINED3DSIO_TEXDP3TEX,    "texdp3tex",    NULL,                1, 2, WINED3DSIH_TEXDP3TEX,    WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
180     {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
181     {WINED3DSIO_TEXDP3,       "texdp3",       NULL,                1, 2, WINED3DSIH_TEXDP3,       WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
182     {WINED3DSIO_TEXM3x3,      "texm3x3",      NULL,                1, 2, WINED3DSIH_TEXM3x3,      WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
183     {WINED3DSIO_TEXDEPTH,     "texdepth",     NULL,                1, 1, WINED3DSIH_TEXDEPTH,     WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
184     {WINED3DSIO_BEM,          "bem",          "undefined",         1, 3, WINED3DSIH_BEM,          WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
185     {WINED3DSIO_DSX,          "dsx",          NULL,                1, 2, WINED3DSIH_DSX,          WINED3DPS_VERSION(2,1), -1                    },
186     {WINED3DSIO_DSY,          "dsy",          NULL,                1, 2, WINED3DSIH_DSY,          WINED3DPS_VERSION(2,1), -1                    },
187     {WINED3DSIO_TEXLDD,       "texldd",       GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD,       WINED3DPS_VERSION(2,1), -1                    },
188     {WINED3DSIO_SETP,         "setp",         GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP,         0,                      0                     },
189     {WINED3DSIO_TEXLDL,       "texldl",       NULL,                1, 3, WINED3DSIH_TEXLDL,       WINED3DPS_VERSION(3,0), -1                    },
190     {WINED3DSIO_PHASE,        "phase",        GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE,        0,                      0                     },
191     {0,                       NULL,           NULL,                0, 0, 0,                       0,                      0                     }
192 };
193
194 static void pshader_set_limits(
195       IWineD3DPixelShaderImpl *This) { 
196
197       This->baseShader.limits.attributes = 0;
198       This->baseShader.limits.address = 0;
199       This->baseShader.limits.packed_output = 0;
200
201       switch (This->baseShader.hex_version) {
202           case WINED3DPS_VERSION(1,0):
203           case WINED3DPS_VERSION(1,1):
204           case WINED3DPS_VERSION(1,2):
205           case WINED3DPS_VERSION(1,3): 
206                    This->baseShader.limits.temporary = 2;
207                    This->baseShader.limits.constant_float = 8;
208                    This->baseShader.limits.constant_int = 0;
209                    This->baseShader.limits.constant_bool = 0;
210                    This->baseShader.limits.texcoord = 4;
211                    This->baseShader.limits.sampler = 4;
212                    This->baseShader.limits.packed_input = 0;
213                    This->baseShader.limits.label = 0;
214                    break;
215
216           case WINED3DPS_VERSION(1,4):
217                    This->baseShader.limits.temporary = 6;
218                    This->baseShader.limits.constant_float = 8;
219                    This->baseShader.limits.constant_int = 0;
220                    This->baseShader.limits.constant_bool = 0;
221                    This->baseShader.limits.texcoord = 6;
222                    This->baseShader.limits.sampler = 6;
223                    This->baseShader.limits.packed_input = 0;
224                    This->baseShader.limits.label = 0;
225                    break;
226                
227           /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ 
228           case WINED3DPS_VERSION(2,0):
229                    This->baseShader.limits.temporary = 32;
230                    This->baseShader.limits.constant_float = 32;
231                    This->baseShader.limits.constant_int = 16;
232                    This->baseShader.limits.constant_bool = 16;
233                    This->baseShader.limits.texcoord = 8;
234                    This->baseShader.limits.sampler = 16;
235                    This->baseShader.limits.packed_input = 0;
236                    break;
237
238           case WINED3DPS_VERSION(2,1):
239                    This->baseShader.limits.temporary = 32;
240                    This->baseShader.limits.constant_float = 32;
241                    This->baseShader.limits.constant_int = 16;
242                    This->baseShader.limits.constant_bool = 16;
243                    This->baseShader.limits.texcoord = 8;
244                    This->baseShader.limits.sampler = 16;
245                    This->baseShader.limits.packed_input = 0;
246                    This->baseShader.limits.label = 16;
247                    break;
248
249           case WINED3DPS_VERSION(3,0):
250                    This->baseShader.limits.temporary = 32;
251                    This->baseShader.limits.constant_float = 224;
252                    This->baseShader.limits.constant_int = 16;
253                    This->baseShader.limits.constant_bool = 16;
254                    This->baseShader.limits.texcoord = 0;
255                    This->baseShader.limits.sampler = 16;
256                    This->baseShader.limits.packed_input = 12;
257                    This->baseShader.limits.label = 16; /* FIXME: 2048 */
258                    break;
259
260           default: This->baseShader.limits.temporary = 32;
261                    This->baseShader.limits.constant_float = 32;
262                    This->baseShader.limits.constant_int = 16;
263                    This->baseShader.limits.constant_bool = 16;
264                    This->baseShader.limits.texcoord = 8;
265                    This->baseShader.limits.sampler = 16;
266                    This->baseShader.limits.packed_input = 0;
267                    This->baseShader.limits.label = 0;
268                    FIXME("Unrecognized pixel shader version %#x\n", 
269                        This->baseShader.hex_version);
270       }
271 }
272
273 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
274     or GLSL and send it to the card */
275 static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
276     IWineD3DPixelShaderImpl *This) {
277     SHADER_BUFFER buffer;
278
279     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
280     buffer.bsize = 0;
281     buffer.lineNo = 0;
282     buffer.newline = TRUE;
283
284     return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
285 }
286
287 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
288
289     IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
290     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
291
292     TRACE("(%p) : pFunction %p\n", iface, pFunction);
293
294     /* First pass: trace shader */
295     shader_trace_init((IWineD3DBaseShader*) This, pFunction);
296     pshader_set_limits(This);
297
298     /* Initialize immediate constant lists */
299     list_init(&This->baseShader.constantsF);
300     list_init(&This->baseShader.constantsB);
301     list_init(&This->baseShader.constantsI);
302
303     if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
304         shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
305         HRESULT hr;
306         unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
307
308         /* Second pass: figure out which registers are used, what the semantics are, etc.. */
309         memset(reg_maps, 0, sizeof(shader_reg_maps));
310         hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
311             This->semantics_in, NULL, pFunction, NULL);
312         if (FAILED(hr)) return hr;
313         /* FIXME: validate reg_maps against OpenGL */
314
315         for(i = 0; i < MAX_REG_INPUT; i++) {
316             if(This->input_reg_used[i]) {
317                 num_regs_used++;
318                 highest_reg_used = i;
319             }
320         }
321
322         /* Don't do any register mapping magic if it is not needed, or if we can't
323          * achieve anything anyway
324          */
325         if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
326            num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
327             if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
328                 /* This happens with relative addressing. The input mapper function
329                  * warns about this if the higher registers are declared too, so
330                  * don't write a FIXME here
331                  */
332                 WARN("More varying registers used than supported\n");
333             }
334
335             for(i = 0; i < MAX_REG_INPUT; i++) {
336                 This->input_reg_map[i] = i;
337             }
338             This->declared_in_count = highest_reg_used + 1;
339         } else {
340             j = 0;
341             for(i = 0; i < MAX_REG_INPUT; i++) {
342                 if(This->input_reg_used[i]) {
343                     This->input_reg_map[i] = j;
344                     j++;
345                 } else {
346                     This->input_reg_map[i] = -1;
347                 }
348             }
349             This->declared_in_count = j;
350         }
351     }
352     This->baseShader.load_local_constsF = FALSE;
353
354     This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
355
356     TRACE("(%p) : Copying the function\n", This);
357     if (NULL != pFunction) {
358         void *function;
359
360         function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
361         if (!function) return E_OUTOFMEMORY;
362         memcpy(function, pFunction, This->baseShader.functionLength);
363         This->baseShader.function = function;
364     } else {
365         This->baseShader.function = NULL;
366     }
367
368     return WINED3D_OK;
369 }
370
371 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
372 {
373     CONST DWORD *function = This->baseShader.function;
374     HRESULT hr;
375     GLuint retval;
376
377     TRACE("(%p) : function %p\n", This, function);
378
379     hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This);
380     if(FAILED(hr)) {
381         ERR("Failed to update sampler information\n");
382         return 0;
383     }
384
385     /* Reset fields tracking stateblock values being hardcoded in the shader */
386     This->baseShader.num_sampled_samplers = 0;
387
388     /* Generate the HW shader */
389     TRACE("(%p) : Generating hardware program\n", This);
390     retval = IWineD3DPixelShaderImpl_GenerateShader(This);
391
392     This->baseShader.is_compiled = TRUE;
393
394     return retval;
395 }
396
397 static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) {
398     IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
399
400     if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
401         IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
402         shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
403         HRESULT hr;
404
405         /* Second pass: figure out which registers are used, what the semantics are, etc.. */
406         memset(reg_maps, 0, sizeof(shader_reg_maps));
407         hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
408                                         This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
409         return hr;
410         /* FIXME: validate reg_maps against OpenGL */
411     } else {
412         return WINED3D_OK;
413     }
414 }
415
416 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
417 {
418     /*** IUnknown methods ***/
419     IWineD3DPixelShaderImpl_QueryInterface,
420     IWineD3DPixelShaderImpl_AddRef,
421     IWineD3DPixelShaderImpl_Release,
422     /*** IWineD3DBase methods ***/
423     IWineD3DPixelShaderImpl_GetParent,
424     /*** IWineD3DBaseShader methods ***/
425     IWineD3DPixelShaderImpl_SetFunction,
426     /*** IWineD3DPixelShader methods ***/
427     IWineD3DPixelShaderImpl_UpdateSamplers,
428     IWineD3DPixelShaderImpl_GetDevice,
429     IWineD3DPixelShaderImpl_GetFunction
430 };
431
432 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
433     UINT i, sampler;
434     IWineD3DBaseTextureImpl *tex;
435
436     args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
437
438     memset(args->format_conversion, 0, sizeof(args->format_conversion));
439     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
440         sampler = shader->baseShader.sampled_samplers[i];
441         tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
442         if(!tex) {
443             args->format_conversion[sampler] = WINED3DFMT_UNKNOWN;
444             continue;
445         }
446         args->format_conversion[sampler] = tex->baseTexture.shader_conversion_group;
447     }
448     if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
449         if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
450             args->vp_mode = pretransformed;
451         } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
452             args->vp_mode = vertexshader;
453         } else {
454             args->vp_mode = fixedfunction;
455         }
456     } else {
457         args->vp_mode = vertexshader;
458     }
459 }
460
461 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
462 {
463     UINT i;
464     struct ps_compiled_shader *old_array;
465
466     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
467      * so a linear search is more performant than a hashmap
468      */
469     for(i = 0; i < shader->num_gl_shaders; i++) {
470         if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
471             return shader->gl_shaders[i].prgId;
472         }
473     }
474
475     TRACE("No matching GL shader found, compiling a new shader\n");
476     old_array = shader->gl_shaders;
477     if(old_array) {
478         shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
479                                          (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
480     } else {
481         shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
482     }
483
484     if(!shader->gl_shaders) {
485         ERR("Out of memory\n");
486         return 0;
487     }
488
489     shader->gl_shaders[shader->num_gl_shaders].args = *args;
490     shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
491     return shader->gl_shaders[shader->num_gl_shaders++].prgId;
492 }