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[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, pshader_hw_map2gl, NULL, 0, 0},
103     {WINED3DSIO_MOV,  "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
104     {WINED3DSIO_ADD,  "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
105     {WINED3DSIO_SUB,  "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
106     {WINED3DSIO_MAD,  "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
107     {WINED3DSIO_MUL,  "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
108     {WINED3DSIO_RCP,  "rcp", "RCP",  1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
109     {WINED3DSIO_RSQ,  "rsq",  "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
110     {WINED3DSIO_DP3,  "dp3",  "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
111     {WINED3DSIO_DP4,  "dp4",  "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
112     {WINED3DSIO_MIN,  "min",  "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
113     {WINED3DSIO_MAX,  "max",  "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
114     {WINED3DSIO_SLT,  "slt",  "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
115     {WINED3DSIO_SGE,  "sge",  "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
116     {WINED3DSIO_ABS,  "abs",  "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
117     {WINED3DSIO_EXP,  "exp",  "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
118     {WINED3DSIO_LOG,  "log",  "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_log, 0, 0},
119     {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
120     {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
121     {WINED3DSIO_DST,  "dst",  "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
122     {WINED3DSIO_LRP,  "lrp",  "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
123     {WINED3DSIO_FRC,  "frc",  "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
124     {WINED3DSIO_CND,  "cnd",  NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
125     {WINED3DSIO_CMP,  "cmp",  NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
126     {WINED3DSIO_POW,  "pow",  "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
127     {WINED3DSIO_CRS,  "crs",  "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
128     {WINED3DSIO_NRM,      "nrm",      NULL, 1, 2, shader_hw_nrm, shader_glsl_map2gl, 0, 0},
129     {WINED3DSIO_SINCOS,   "sincos",   NULL, 1, 4, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
130     {WINED3DSIO_SINCOS,   "sincos",   "SCS", 1, 2, shader_hw_sincos, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
131     {WINED3DSIO_DP2ADD,   "dp2add",   NULL, 1, 4, pshader_hw_dp2add, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
132     /* Matrix */
133     {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
134     {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
135     {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
136     {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
137     {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, shader_hw_mnxn, shader_glsl_mnxn, 0, 0},
138     /* Register declarations */
139     {WINED3DSIO_DCL,      "dcl",      NULL, 0, 2, NULL, NULL, 0, 0},
140     /* Flow control - requires GLSL or software shaders */
141     {WINED3DSIO_REP ,     "rep",      NULL, 0, 1, NULL, shader_glsl_rep,    WINED3DPS_VERSION(2,1), -1},
142     {WINED3DSIO_ENDREP,   "endrep",   NULL, 0, 0, NULL, shader_glsl_end,    WINED3DPS_VERSION(2,1), -1},
143     {WINED3DSIO_IF,       "if",       NULL, 0, 1, NULL, shader_glsl_if,     WINED3DPS_VERSION(2,1), -1},
144     {WINED3DSIO_IFC,      "ifc",      NULL, 0, 2, NULL, shader_glsl_ifc,    WINED3DPS_VERSION(2,1), -1},
145     {WINED3DSIO_ELSE,     "else",     NULL, 0, 0, NULL, shader_glsl_else,   WINED3DPS_VERSION(2,1), -1},
146     {WINED3DSIO_ENDIF,    "endif",    NULL, 0, 0, NULL, shader_glsl_end,    WINED3DPS_VERSION(2,1), -1},
147     {WINED3DSIO_BREAK,    "break",    NULL, 0, 0, NULL, shader_glsl_break,  WINED3DPS_VERSION(2,1), -1},
148     {WINED3DSIO_BREAKC,   "breakc",   NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
149     {WINED3DSIO_BREAKP,   "breakp",   GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
150     {WINED3DSIO_CALL,     "call",     NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
151     {WINED3DSIO_CALLNZ,   "callnz",   NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
152     {WINED3DSIO_LOOP,     "loop",     NULL, 0, 2, NULL, shader_glsl_loop,   WINED3DPS_VERSION(3,0), -1},
153     {WINED3DSIO_RET,      "ret",      NULL, 0, 0, NULL, NULL,               WINED3DPS_VERSION(2,1), -1},
154     {WINED3DSIO_ENDLOOP,  "endloop",  NULL, 0, 0, NULL, shader_glsl_end,    WINED3DPS_VERSION(3,0), -1},
155     {WINED3DSIO_LABEL,    "label",    NULL, 0, 1, NULL, shader_glsl_label,  WINED3DPS_VERSION(2,1), -1},
156     /* Constant definitions */
157     {WINED3DSIO_DEF,      "def",      "undefined",         1, 5, NULL, NULL, 0, 0},
158     {WINED3DSIO_DEFB,     "defb",     GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
159     {WINED3DSIO_DEFI,     "defi",     GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
160     /* Texture */
161     {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
162     {WINED3DSIO_TEXCOORD, "texcrd",   "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
163     {WINED3DSIO_TEXKILL,  "texkill",  "KIL",       1, 1, pshader_hw_texkill, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
164     {WINED3DSIO_TEX,      "tex",      "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
165     {WINED3DSIO_TEX,      "texld",    "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
166     {WINED3DSIO_TEX,      "texld",    "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
167     {WINED3DSIO_TEXBEM,   "texbem",   "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
168     {WINED3DSIO_TEXBEML,  "texbeml",  GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texbem, pshader_glsl_texbem, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
169     {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
170     {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
171     {WINED3DSIO_TEXREG2RGB,   "texreg2rgb",   "undefined", 1, 2, pshader_hw_texreg2rgb, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
172     {WINED3DSIO_TEXM3x2PAD,   "texm3x2pad",   "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
173     {WINED3DSIO_TEXM3x2TEX,   "texm3x2tex",   "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
174     {WINED3DSIO_TEXM3x3PAD,   "texm3x3pad",   "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
175     {WINED3DSIO_TEXM3x3DIFF,  "texm3x3diff",  GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
176     {WINED3DSIO_TEXM3x3SPEC,  "texm3x3spec",  "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
177     {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec",  "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
178     {WINED3DSIO_TEXM3x3TEX,   "texm3x3tex",   "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
179     {WINED3DSIO_TEXDP3TEX,    "texdp3tex",    NULL, 1, 2, pshader_hw_texdp3tex, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
180     {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_hw_texm3x2depth, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
181     {WINED3DSIO_TEXDP3,   "texdp3",   NULL, 1, 2, pshader_hw_texdp3, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
182     {WINED3DSIO_TEXM3x3,  "texm3x3",  NULL, 1, 2, pshader_hw_texm3x3, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
183     {WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, pshader_hw_texdepth, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
184     {WINED3DSIO_BEM,      "bem",      "undefined",         1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
185     {WINED3DSIO_DSX,      "dsx",      NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
186     {WINED3DSIO_DSY,      "dsy",      NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
187     {WINED3DSIO_TEXLDD,   "texldd",   GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
188     {WINED3DSIO_SETP,     "setp",     GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
189     {WINED3DSIO_TEXLDL,   "texldl",   NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
190     {WINED3DSIO_PHASE,    "phase",    GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
191     {0,               NULL,       NULL,   0, 0, NULL,            NULL, 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 VOID IWineD3DPixelShaderImpl_GenerateShader(
276     IWineD3DPixelShader *iface) {
277     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
278     SHADER_BUFFER buffer;
279
280 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
281         it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
282     if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
283         HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
284         This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
285         This->fixupVertexBufferSize = PGMSIZE;
286         This->fixupVertexBuffer[0] = 0;
287     }
288     buffer.buffer = This->device->fixupVertexBuffer;
289 #else
290     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); 
291 #endif
292     buffer.bsize = 0;
293     buffer.lineNo = 0;
294     buffer.newline = TRUE;
295
296     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer);
297
298 #if 1 /* if were using the data buffer of device then we don't need to free it */
299   HeapFree(GetProcessHeap(), 0, buffer.buffer);
300 #endif
301 }
302
303 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
304
305     IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
306     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
307
308     TRACE("(%p) : pFunction %p\n", iface, pFunction);
309
310     /* First pass: trace shader */
311     shader_trace_init((IWineD3DBaseShader*) This, pFunction);
312     pshader_set_limits(This);
313
314     /* Initialize immediate constant lists */
315     list_init(&This->baseShader.constantsF);
316     list_init(&This->baseShader.constantsB);
317     list_init(&This->baseShader.constantsI);
318
319     if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
320         shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
321         HRESULT hr;
322         unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
323
324         /* Second pass: figure out which registers are used, what the semantics are, etc.. */
325         memset(reg_maps, 0, sizeof(shader_reg_maps));
326         hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
327             This->semantics_in, NULL, pFunction, NULL);
328         if (FAILED(hr)) return hr;
329         /* FIXME: validate reg_maps against OpenGL */
330
331         for(i = 0; i < MAX_REG_INPUT; i++) {
332             if(This->input_reg_used[i]) {
333                 num_regs_used++;
334                 highest_reg_used = i;
335             }
336         }
337
338         /* Don't do any register mapping magic if it is not needed, or if we can't
339          * achieve anything anyway
340          */
341         if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
342            num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
343             if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
344                 /* This happens with relative addressing. The input mapper function
345                  * warns about this if the higher registers are declared too, so
346                  * don't write a FIXME here
347                  */
348                 WARN("More varying registers used than supported\n");
349             }
350
351             for(i = 0; i < MAX_REG_INPUT; i++) {
352                 This->input_reg_map[i] = i;
353             }
354             This->declared_in_count = highest_reg_used + 1;
355         } else {
356             j = 0;
357             for(i = 0; i < MAX_REG_INPUT; i++) {
358                 if(This->input_reg_used[i]) {
359                     This->input_reg_map[i] = j;
360                     j++;
361                 } else {
362                     This->input_reg_map[i] = -1;
363                 }
364             }
365             This->declared_in_count = j;
366         }
367     }
368     This->baseShader.load_local_constsF = FALSE;
369
370     This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
371
372     TRACE("(%p) : Copying the function\n", This);
373     if (NULL != pFunction) {
374         void *function;
375
376         function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
377         if (!function) return E_OUTOFMEMORY;
378         memcpy(function, pFunction, This->baseShader.functionLength);
379         This->baseShader.function = function;
380     } else {
381         This->baseShader.function = NULL;
382     }
383
384     return WINED3D_OK;
385 }
386
387 static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
388
389     IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
390     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
391     CONST DWORD *function = This->baseShader.function;
392     UINT i, sampler;
393     IWineD3DBaseTextureImpl *texture;
394
395     TRACE("(%p) : function %p\n", iface, function);
396
397     /* We're already compiled, but check if any of the hardcoded stateblock assumptions
398      * changed.
399      */
400     if (This->baseShader.is_compiled) {
401         char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
402         for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
403             sampler = This->baseShader.sampled_samplers[i];
404             texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
405             if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
406                 WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
407                 WARN("Old format group %s, new is %s\n",
408                      debug_d3dformat(This->baseShader.sampled_format[sampler]),
409                      debug_d3dformat(texture->baseTexture.shader_conversion_group));
410                 goto recompile;
411             }
412         }
413
414         /* TODO: Check projected textures */
415         /* TODO: Check texture types(2D, Cube, 3D) */
416
417         if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
418             WARN("Recompiling shader because srgb correction is different and hardcoded\n");
419             goto recompile;
420         }
421         if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
422             if(This->render_offscreen != deviceImpl->render_offscreen ||
423                This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
424                 WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
425                 goto recompile;
426             }
427         }
428         if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
429             if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
430                 WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
431                 goto recompile;
432             }
433         }
434         if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
435             if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
436                 if(This->vertexprocessing != pretransformed) {
437                     WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
438                     goto recompile;
439                 }
440             } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
441                        This->vertexprocessing != fixedfunction) {
442                 WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
443                 goto recompile;
444             } else if(This->vertexprocessing != vertexshader) {
445                 WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
446                 goto recompile;
447             }
448         }
449
450         return WINED3D_OK;
451
452         recompile:
453         if(This->baseShader.recompile_count > 50) {
454             FIXME("Shader %p recompiled more than 50 times\n", This);
455         } else {
456             This->baseShader.recompile_count++;
457         }
458
459         deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
460     }
461
462     /* We don't need to compile */
463     if (!function) {
464         This->baseShader.is_compiled = TRUE;
465         return WINED3D_OK;
466     }
467
468     if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
469         shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
470         HRESULT hr;
471
472         /* Second pass: figure out which registers are used, what the semantics are, etc.. */
473         memset(reg_maps, 0, sizeof(shader_reg_maps));
474         hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
475             This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
476         if (FAILED(hr)) return hr;
477         /* FIXME: validate reg_maps against OpenGL */
478     }
479
480     /* Reset fields tracking stateblock values being hardcoded in the shader */
481     This->baseShader.num_sampled_samplers = 0;
482
483     /* Generate the HW shader */
484     TRACE("(%p) : Generating hardware program\n", This);
485     IWineD3DPixelShaderImpl_GenerateShader(iface);
486
487     This->baseShader.is_compiled = TRUE;
488
489     return WINED3D_OK;
490 }
491
492 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
493 {
494     /*** IUnknown methods ***/
495     IWineD3DPixelShaderImpl_QueryInterface,
496     IWineD3DPixelShaderImpl_AddRef,
497     IWineD3DPixelShaderImpl_Release,
498     /*** IWineD3DBase methods ***/
499     IWineD3DPixelShaderImpl_GetParent,
500     /*** IWineD3DBaseShader methods ***/
501     IWineD3DPixelShaderImpl_SetFunction,
502     IWineD3DPixelShaderImpl_CompileShader,
503     /*** IWineD3DPixelShader methods ***/
504     IWineD3DPixelShaderImpl_GetDevice,
505     IWineD3DPixelShaderImpl_GetFunction
506 };