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 /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
38 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
40 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
41 /* This table is not order or position dependent. */
44 {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
45 {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
46 {WINED3DSIO_MOVA, "mova", 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
47 {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
48 {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
49 {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
50 {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
51 {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
52 {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
53 {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
54 {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
55 {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
56 {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
57 {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
58 {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
59 {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
60 {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
61 {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
62 {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
63 {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
64 {WINED3DSIO_LIT, "lit", 1, 2, WINED3DSIH_LIT, 0, 0 },
65 {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
66 {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
67 {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
68 {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
69 {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
70 /* TODO: sng can possibly be performed as
73 {WINED3DSIO_SGN, "sgn", 1, 2, WINED3DSIH_SGN, 0, 0 },
74 {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
75 {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
76 {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
78 {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
79 {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
80 {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
81 {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
82 {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
83 /* Declare registers */
84 {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
85 /* Constant definitions */
86 {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
87 {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
88 {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
89 /* Flow control - requires GLSL or software shaders */
90 {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
91 {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
92 {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
93 {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
94 {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
96 {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
97 {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
98 {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
99 {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
100 {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
101 {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
102 {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
103 {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
104 {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
106 {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
107 {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
108 {0, NULL, 0, 0, 0, 0, 0 }
111 static void vshader_set_limits(
112 IWineD3DVertexShaderImpl *This) {
114 This->baseShader.limits.texcoord = 0;
115 This->baseShader.limits.attributes = 16;
116 This->baseShader.limits.packed_input = 0;
118 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
119 This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
121 switch (This->baseShader.reg_maps.shader_version)
123 case WINED3DVS_VERSION(1,0):
124 case WINED3DVS_VERSION(1,1):
125 This->baseShader.limits.temporary = 12;
126 This->baseShader.limits.constant_bool = 0;
127 This->baseShader.limits.constant_int = 0;
128 This->baseShader.limits.address = 1;
129 This->baseShader.limits.packed_output = 0;
130 This->baseShader.limits.sampler = 0;
131 This->baseShader.limits.label = 0;
134 case WINED3DVS_VERSION(2,0):
135 case WINED3DVS_VERSION(2,1):
136 This->baseShader.limits.temporary = 12;
137 This->baseShader.limits.constant_bool = 16;
138 This->baseShader.limits.constant_int = 16;
139 This->baseShader.limits.address = 1;
140 This->baseShader.limits.packed_output = 0;
141 This->baseShader.limits.sampler = 0;
142 This->baseShader.limits.label = 16;
145 case WINED3DVS_VERSION(3,0):
146 This->baseShader.limits.temporary = 32;
147 This->baseShader.limits.constant_bool = 32;
148 This->baseShader.limits.constant_int = 32;
149 This->baseShader.limits.address = 1;
150 This->baseShader.limits.packed_output = 12;
151 This->baseShader.limits.sampler = 4;
152 This->baseShader.limits.label = 16; /* FIXME: 2048 */
155 default: This->baseShader.limits.temporary = 12;
156 This->baseShader.limits.constant_bool = 16;
157 This->baseShader.limits.constant_int = 16;
158 This->baseShader.limits.address = 1;
159 This->baseShader.limits.packed_output = 0;
160 This->baseShader.limits.sampler = 0;
161 This->baseShader.limits.label = 16;
162 FIXME("Unrecognized vertex shader version %#x\n",
163 This->baseShader.reg_maps.shader_version);
167 /* This is an internal function,
168 * used to create fake semantics for shaders
169 * that don't have them - d3d8 shaders where the declaration
170 * stores the register for each input
172 static void vshader_set_input(
173 IWineD3DVertexShaderImpl* This,
175 BYTE usage, BYTE usage_idx) {
177 /* Fake usage: set reserved bit, usage, usage_idx */
178 DWORD usage_token = (0x1 << 31) |
179 (usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
181 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
182 DWORD reg_token = (0x1 << 31) |
183 WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
185 This->semantics_in[regnum].usage = usage_token;
186 This->semantics_in[regnum].reg = reg_token;
189 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
190 if (usage_idx1 != usage_idx2) return FALSE;
191 if (usage1 == usage2) return TRUE;
192 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
193 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
198 BOOL vshader_get_input(
199 IWineD3DVertexShader* iface,
200 BYTE usage_req, BYTE usage_idx_req,
201 unsigned int* regnum) {
203 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
206 for (i = 0; i < MAX_ATTRIBS; i++) {
207 DWORD usage_token = This->semantics_in[i].usage;
208 DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
209 DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
211 if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
219 /* *******************************************
220 IWineD3DVertexShader IUnknown parts follow
221 ******************************************* */
222 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
223 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
225 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
226 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
227 || IsEqualGUID(riid, &IID_IWineD3DBase)
228 || IsEqualGUID(riid, &IID_IUnknown))
230 IUnknown_AddRef(iface);
235 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
238 return E_NOINTERFACE;
241 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
242 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
243 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
245 TRACE("%p increasing refcount to %u\n", This, refcount);
250 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
251 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
252 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
254 TRACE("%p decreasing refcount to %u\n", This, refcount);
258 shader_cleanup((IWineD3DBaseShader *)iface);
259 HeapFree(GetProcessHeap(), 0, This);
265 /* *******************************************
266 IWineD3DVertexShader IWineD3DVertexShader parts follow
267 ******************************************* */
269 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
270 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
272 *parent = This->parent;
273 IUnknown_AddRef(*parent);
274 TRACE("(%p) : returning %p\n", This, *parent);
278 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
279 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
280 IWineD3DDevice_AddRef(This->baseShader.device);
281 *pDevice = This->baseShader.device;
282 TRACE("(%p) returning %p\n", This, *pDevice);
286 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
287 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
288 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
291 *pSizeOfData = This->baseShader.functionLength;
294 if (*pSizeOfData < This->baseShader.functionLength) {
295 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
296 * than the required size we should write the required size and
297 * return D3DERR_MOREDATA. That's not actually true. */
298 return WINED3DERR_INVALIDCALL;
301 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
302 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
307 /* Note that for vertex shaders CompileShader isn't called until the
308 * shader is first used. The reason for this is that we need the vertex
309 * declaration the shader will be used with in order to determine if
310 * the data in a register is of type D3DCOLOR, and needs swizzling. */
311 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
313 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
314 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
316 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
318 TRACE("(%p) : pFunction %p\n", iface, pFunction);
320 /* First pass: trace shader */
321 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
323 /* Initialize immediate constant lists */
324 list_init(&This->baseShader.constantsF);
325 list_init(&This->baseShader.constantsB);
326 list_init(&This->baseShader.constantsI);
328 /* Second pass: figure out registers used, semantics, etc.. */
329 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
330 This->max_rel_offset = 0;
331 memset(reg_maps, 0, sizeof(shader_reg_maps));
332 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
333 This->semantics_in, This->semantics_out, pFunction);
334 if (hr != WINED3D_OK) return hr;
336 vshader_set_limits(This);
338 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
340 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
341 (GLINFO_LOCATION).arb_vs_offset_limit &&
342 This->min_rel_offset <= This->max_rel_offset) {
344 if(This->max_rel_offset - This->min_rel_offset > 127) {
345 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
346 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
347 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
348 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
349 This->rel_offset = This->min_rel_offset + 63;
350 } else if(This->max_rel_offset > 63) {
351 This->rel_offset = This->min_rel_offset;
353 This->rel_offset = 0;
356 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
358 /* copy the function ... because it will certainly be released by application */
359 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
360 if (!This->baseShader.function) return E_OUTOFMEMORY;
361 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
366 /* Preload semantics for d3d8 shaders */
367 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
368 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
369 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
372 for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
373 const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
374 vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
378 /* Set local constants for d3d8 shaders */
379 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
380 UINT start_idx, const float *src_data, UINT count) {
381 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
384 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
386 end_idx = start_idx + count;
387 if (end_idx > GL_LIMITS(vshader_constantsF)) {
388 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
389 end_idx = GL_LIMITS(vshader_constantsF);
392 for (i = start_idx; i < end_idx; ++i) {
393 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
394 if (!lconst) return E_OUTOFMEMORY;
397 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
398 list_add_head(&This->baseShader.constantsF, &lconst->entry);
404 static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
405 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
406 SHADER_BUFFER buffer;
409 /* Generate the HW shader */
410 TRACE("(%p) : Generating hardware program\n", This);
411 shader_buffer_init(&buffer);
412 This->cur_args = args;
413 ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
414 This->cur_args = NULL;
415 shader_buffer_free(&buffer);
420 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
422 /*** IUnknown methods ***/
423 IWineD3DVertexShaderImpl_QueryInterface,
424 IWineD3DVertexShaderImpl_AddRef,
425 IWineD3DVertexShaderImpl_Release,
426 /*** IWineD3DBase methods ***/
427 IWineD3DVertexShaderImpl_GetParent,
428 /*** IWineD3DBaseShader methods ***/
429 IWineD3DVertexShaderImpl_SetFunction,
430 /*** IWineD3DVertexShader methods ***/
431 IWineD3DVertexShaderImpl_GetDevice,
432 IWineD3DVertexShaderImpl_GetFunction,
433 IWineD3DVertexShaderImpl_FakeSemantics,
434 IWIneD3DVertexShaderImpl_SetLocalConstantsF
437 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
438 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
439 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
442 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
443 const DWORD use_map) {
444 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
445 return stored->fog_src == new->fog_src;
448 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
451 DWORD new_size = shader->shader_array_size;
452 struct vs_compiled_shader *new_array;
453 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
455 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
456 * so a linear search is more performant than a hashmap or a binary search
457 * (cache coherency etc)
459 for(i = 0; i < shader->num_gl_shaders; i++) {
460 if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
461 return shader->gl_shaders[i].prgId;
465 TRACE("No matching GL shader found, compiling a new shader\n");
467 if(shader->shader_array_size == shader->num_gl_shaders) {
468 if(shader->gl_shaders) {
469 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
470 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
471 new_size * sizeof(*shader->gl_shaders));
473 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
478 ERR("Out of memory\n");
481 shader->gl_shaders = new_array;
482 shader->shader_array_size = new_size;
485 shader->gl_shaders[shader->num_gl_shaders].args = *args;
486 shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args);
487 return shader->gl_shaders[shader->num_gl_shaders++].prgId;