wined3d: Print an ERR instead of crashing in context_check_fbo_status().
[wine] / dlls / wined3d / vertexshader.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  * Copyright 2009 Henri Verbeet for CodeWeavers
11  *
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.
16  *
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.
21  *
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
25  */
26
27 #include "config.h"
28
29 #include <math.h>
30 #include <stdio.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35
36 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
37
38 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
39 {
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);
43
44     This->baseShader.limits.texcoord = 0;
45     This->baseShader.limits.attributes = 16;
46     This->baseShader.limits.packed_input = 0;
47
48     switch (shader_version)
49     {
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);
62             break;
63
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);
74             break;
75
76         case WINED3D_SHADER_VERSION(4,0):
77             FIXME("Using 3.0 limits for 4.0 shader\n");
78             /* Fall through */
79
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);
93             break;
94
95         default:
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);
107     }
108 }
109
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;
115
116     return FALSE;
117 }
118
119 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
120 {
121     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
122     WORD map = This->baseShader.reg_maps.input_registers;
123     unsigned int i;
124
125     for (i = 0; map; map >>= 1, ++i)
126     {
127         if (!(map & 1)) continue;
128
129         if (match_usage(This->attributes[i].usage,
130                 This->attributes[i].usage_idx, usage_req, usage_idx_req))
131         {
132             *regnum = i;
133             return TRUE;
134         }
135     }
136     return FALSE;
137 }
138
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);
144
145     if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
146             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
147             || IsEqualGUID(riid, &IID_IWineD3DBase)
148             || IsEqualGUID(riid, &IID_IUnknown))
149     {
150         IUnknown_AddRef(iface);
151         *ppobj = iface;
152         return S_OK;
153     }
154
155     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
156
157     *ppobj = NULL;
158     return E_NOINTERFACE;
159 }
160
161 static ULONG  WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
162     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
163     ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
164
165     TRACE("%p increasing refcount to %u\n", This, refcount);
166
167     return refcount;
168 }
169
170 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
171     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
172     ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
173
174     TRACE("%p decreasing refcount to %u\n", This, refcount);
175
176     if (!refcount)
177     {
178         shader_cleanup((IWineD3DBaseShader *)iface);
179         This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
180         HeapFree(GetProcessHeap(), 0, This);
181     }
182
183     return refcount;
184 }
185
186 /* *******************************************
187    IWineD3DVertexShader IWineD3DVertexShader parts follow
188    ******************************************* */
189
190 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
191     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
192
193     *parent = This->baseShader.parent;
194     IUnknown_AddRef(*parent);
195     TRACE("(%p) : returning %p\n", This, *parent);
196     return WINED3D_OK;
197 }
198
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);
204     return WINED3D_OK;
205 }
206
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);
210
211     if (NULL == pData) {
212         *pSizeOfData = This->baseShader.functionLength;
213         return WINED3D_OK;
214     }
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;
220     }
221
222     TRACE("(%p) : GetFunction copying to %p\n", This, pData);
223     memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
224
225     return WINED3D_OK;
226 }
227
228 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
229         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
230 {
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;
234     unsigned int i;
235     HRESULT hr;
236     shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
237
238     TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
239
240     fe = shader_select_frontend(*byte_code);
241     if (!fe)
242     {
243         FIXME("Unable to find frontend for shader.\n");
244         return WINED3DERR_INVALIDCALL;
245     }
246     shader->baseShader.frontend = fe;
247     shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
248     if (!shader->baseShader.frontend_data)
249     {
250         FIXME("Failed to initialize frontend.\n");
251         return WINED3DERR_INVALIDCALL;
252     }
253
254     /* First pass: trace shader */
255     if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
256
257     /* Initialize immediate constant lists */
258     list_init(&shader->baseShader.constantsF);
259     list_init(&shader->baseShader.constantsB);
260     list_init(&shader->baseShader.constantsI);
261
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;
269
270     if (output_signature)
271     {
272         for (i = 0; i < output_signature->element_count; ++i)
273         {
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;
277         }
278     }
279
280     vshader_set_limits(shader);
281
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)
285     {
286         if (shader->max_rel_offset - shader->min_rel_offset > 127)
287         {
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);
291         }
292         else if (shader->max_rel_offset - shader->min_rel_offset > 63)
293         {
294             shader->rel_offset = shader->min_rel_offset + 63;
295         }
296         else if (shader->max_rel_offset > 63)
297         {
298             shader->rel_offset = shader->min_rel_offset;
299         }
300         else
301         {
302             shader->rel_offset = 0;
303         }
304     }
305     shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
306             && !list_empty(&shader->baseShader.constantsF);
307
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);
312
313     return WINED3D_OK;
314 }
315
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;
321     UINT i, end_idx;
322
323     TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
324
325     end_idx = start_idx + count;
326     if (end_idx > gl_info->max_vshader_constantsF)
327     {
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;
330     }
331
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;
335
336         lconst->idx = i;
337         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
338         list_add_head(&This->baseShader.constantsF, &lconst->entry);
339     }
340
341     return WINED3D_OK;
342 }
343
344 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
345 {
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
357 };
358
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;
362 }
363
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)
367 {
368     HRESULT hr;
369
370     if (!byte_code) return WINED3DERR_INVALIDCALL;
371
372     shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
373     shader_init(&shader->baseShader, device, parent, parent_ops);
374
375     hr = vertexshader_set_function(shader, byte_code, output_signature);
376     if (FAILED(hr))
377     {
378         WARN("Failed to set function, hr %#x.\n", hr);
379         shader_cleanup((IWineD3DBaseShader *)shader);
380         return hr;
381     }
382
383     return WINED3D_OK;
384 }