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
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
38 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
40 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
41 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
42 This->baseShader.reg_maps.shader_version.minor);
44 This->baseShader.limits.texcoord = 0;
45 This->baseShader.limits.attributes = 16;
46 This->baseShader.limits.packed_input = 0;
48 switch (shader_version)
50 case WINED3D_SHADER_VERSION(1,0):
51 case WINED3D_SHADER_VERSION(1,1):
52 This->baseShader.limits.temporary = 12;
53 This->baseShader.limits.constant_bool = 0;
54 This->baseShader.limits.constant_int = 0;
55 This->baseShader.limits.address = 1;
56 This->baseShader.limits.packed_output = 0;
57 This->baseShader.limits.sampler = 0;
58 This->baseShader.limits.label = 0;
59 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
60 * on a vs_3_0 capable card that has 256 constants? */
61 This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
64 case WINED3D_SHADER_VERSION(2,0):
65 case WINED3D_SHADER_VERSION(2,1):
66 This->baseShader.limits.temporary = 12;
67 This->baseShader.limits.constant_bool = 16;
68 This->baseShader.limits.constant_int = 16;
69 This->baseShader.limits.address = 1;
70 This->baseShader.limits.packed_output = 0;
71 This->baseShader.limits.sampler = 0;
72 This->baseShader.limits.label = 16;
73 This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
76 case WINED3D_SHADER_VERSION(4,0):
77 FIXME("Using 3.0 limits for 4.0 shader\n");
80 case WINED3D_SHADER_VERSION(3,0):
81 This->baseShader.limits.temporary = 32;
82 This->baseShader.limits.constant_bool = 32;
83 This->baseShader.limits.constant_int = 32;
84 This->baseShader.limits.address = 1;
85 This->baseShader.limits.packed_output = 12;
86 This->baseShader.limits.sampler = 4;
87 This->baseShader.limits.label = 16; /* FIXME: 2048 */
88 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
89 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
90 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
91 * use constant buffers */
92 This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
96 This->baseShader.limits.temporary = 12;
97 This->baseShader.limits.constant_bool = 16;
98 This->baseShader.limits.constant_int = 16;
99 This->baseShader.limits.address = 1;
100 This->baseShader.limits.packed_output = 0;
101 This->baseShader.limits.sampler = 0;
102 This->baseShader.limits.label = 16;
103 This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
104 FIXME("Unrecognized vertex shader version %u.%u\n",
105 This->baseShader.reg_maps.shader_version.major,
106 This->baseShader.reg_maps.shader_version.minor);
110 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
111 if (usage_idx1 != usage_idx2) return FALSE;
112 if (usage1 == usage2) return TRUE;
113 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
114 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
119 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
121 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
122 WORD map = This->baseShader.reg_maps.input_registers;
125 for (i = 0; map; map >>= 1, ++i)
127 if (!(map & 1)) continue;
129 if (match_usage(This->attributes[i].usage,
130 This->attributes[i].usage_idx, usage_req, usage_idx_req))
139 /* *******************************************
140 IWineD3DVertexShader IUnknown parts follow
141 ******************************************* */
142 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
143 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
145 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
146 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
147 || IsEqualGUID(riid, &IID_IWineD3DBase)
148 || IsEqualGUID(riid, &IID_IUnknown))
150 IUnknown_AddRef(iface);
155 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
158 return E_NOINTERFACE;
161 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
162 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
163 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
165 TRACE("%p increasing refcount to %u\n", This, refcount);
170 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
171 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
172 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
174 TRACE("%p decreasing refcount to %u\n", This, refcount);
178 shader_cleanup((IWineD3DBaseShader *)iface);
179 This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
180 HeapFree(GetProcessHeap(), 0, This);
186 /* *******************************************
187 IWineD3DVertexShader IWineD3DVertexShader parts follow
188 ******************************************* */
190 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
191 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
193 *parent = This->baseShader.parent;
194 IUnknown_AddRef(*parent);
195 TRACE("(%p) : returning %p\n", This, *parent);
199 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
200 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
201 IWineD3DDevice_AddRef(This->baseShader.device);
202 *pDevice = This->baseShader.device;
203 TRACE("(%p) returning %p\n", This, *pDevice);
207 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
208 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
209 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
212 *pSizeOfData = This->baseShader.functionLength;
215 if (*pSizeOfData < This->baseShader.functionLength) {
216 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
217 * than the required size we should write the required size and
218 * return D3DERR_MOREDATA. That's not actually true. */
219 return WINED3DERR_INVALIDCALL;
222 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
223 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
228 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
229 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
231 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
232 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
233 const struct wined3d_shader_frontend *fe;
236 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
238 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
240 fe = shader_select_frontend(*byte_code);
243 FIXME("Unable to find frontend for shader.\n");
244 return WINED3DERR_INVALIDCALL;
246 shader->baseShader.frontend = fe;
247 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
248 if (!shader->baseShader.frontend_data)
250 FIXME("Failed to initialize frontend.\n");
251 return WINED3DERR_INVALIDCALL;
254 /* First pass: trace shader */
255 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
257 /* Initialize immediate constant lists */
258 list_init(&shader->baseShader.constantsF);
259 list_init(&shader->baseShader.constantsB);
260 list_init(&shader->baseShader.constantsI);
262 /* Second pass: figure out registers used, semantics, etc.. */
263 shader->min_rel_offset = gl_info->max_vshader_constantsF;
264 shader->max_rel_offset = 0;
265 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
266 reg_maps, shader->attributes, NULL, shader->output_signature,
267 byte_code, gl_info->max_vshader_constantsF);
268 if (hr != WINED3D_OK) return hr;
270 if (output_signature)
272 for (i = 0; i < output_signature->element_count; ++i)
274 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
275 reg_maps->output_registers |= 1 << e->register_idx;
276 shader->output_signature[e->register_idx] = *e;
280 vshader_set_limits(shader);
282 if (device->vs_selected_mode == SHADER_ARB
283 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
284 && shader->min_rel_offset <= shader->max_rel_offset)
286 if (shader->max_rel_offset - shader->min_rel_offset > 127)
288 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
289 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
290 FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
292 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
294 shader->rel_offset = shader->min_rel_offset + 63;
296 else if (shader->max_rel_offset > 63)
298 shader->rel_offset = shader->min_rel_offset;
302 shader->rel_offset = 0;
305 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
306 && !list_empty(&shader->baseShader.constantsF);
308 /* copy the function ... because it will certainly be released by application */
309 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
310 if (!shader->baseShader.function) return E_OUTOFMEMORY;
311 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
316 /* Set local constants for d3d8 shaders */
317 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
318 UINT start_idx, const float *src_data, UINT count) {
319 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
320 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
323 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
325 end_idx = start_idx + count;
326 if (end_idx > gl_info->max_vshader_constantsF)
328 WARN("end_idx %u > float constants limit %u\n", end_idx, gl_info->max_vshader_constantsF);
329 end_idx = gl_info->max_vshader_constantsF;
332 for (i = start_idx; i < end_idx; ++i) {
333 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
334 if (!lconst) return E_OUTOFMEMORY;
337 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
338 list_add_head(&This->baseShader.constantsF, &lconst->entry);
344 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
346 /*** IUnknown methods ***/
347 IWineD3DVertexShaderImpl_QueryInterface,
348 IWineD3DVertexShaderImpl_AddRef,
349 IWineD3DVertexShaderImpl_Release,
350 /*** IWineD3DBase methods ***/
351 IWineD3DVertexShaderImpl_GetParent,
352 /*** IWineD3DBaseShader methods ***/
353 IWineD3DVertexShaderImpl_GetDevice,
354 IWineD3DVertexShaderImpl_GetFunction,
355 /*** IWineD3DVertexShader methods ***/
356 IWIneD3DVertexShaderImpl_SetLocalConstantsF
359 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
360 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
361 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
364 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
365 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
366 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
370 if (!byte_code) return WINED3DERR_INVALIDCALL;
372 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
373 shader_init(&shader->baseShader, device, parent, parent_ops);
375 hr = vertexshader_set_function(shader, byte_code, output_signature);
378 WARN("Failed to set function, hr %#x.\n", hr);
379 shader_cleanup((IWineD3DBaseShader *)shader);