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 DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
41 This->baseShader.reg_maps.shader_version.minor);
43 This->baseShader.limits.texcoord = 0;
44 This->baseShader.limits.attributes = 16;
45 This->baseShader.limits.packed_input = 0;
47 switch (shader_version)
49 case WINED3D_SHADER_VERSION(1,0):
50 case WINED3D_SHADER_VERSION(1,1):
51 This->baseShader.limits.temporary = 12;
52 This->baseShader.limits.constant_bool = 0;
53 This->baseShader.limits.constant_int = 0;
54 This->baseShader.limits.address = 1;
55 This->baseShader.limits.packed_output = 0;
56 This->baseShader.limits.sampler = 0;
57 This->baseShader.limits.label = 0;
58 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
59 * on a vs_3_0 capable card that has 256 constants? */
60 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
63 case WINED3D_SHADER_VERSION(2,0):
64 case WINED3D_SHADER_VERSION(2,1):
65 This->baseShader.limits.temporary = 12;
66 This->baseShader.limits.constant_bool = 16;
67 This->baseShader.limits.constant_int = 16;
68 This->baseShader.limits.address = 1;
69 This->baseShader.limits.packed_output = 0;
70 This->baseShader.limits.sampler = 0;
71 This->baseShader.limits.label = 16;
72 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
75 case WINED3D_SHADER_VERSION(4,0):
76 FIXME("Using 3.0 limits for 4.0 shader\n");
79 case WINED3D_SHADER_VERSION(3,0):
80 This->baseShader.limits.temporary = 32;
81 This->baseShader.limits.constant_bool = 32;
82 This->baseShader.limits.constant_int = 32;
83 This->baseShader.limits.address = 1;
84 This->baseShader.limits.packed_output = 12;
85 This->baseShader.limits.sampler = 4;
86 This->baseShader.limits.label = 16; /* FIXME: 2048 */
87 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
88 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
89 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
90 * use constant buffers */
91 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
95 This->baseShader.limits.temporary = 12;
96 This->baseShader.limits.constant_bool = 16;
97 This->baseShader.limits.constant_int = 16;
98 This->baseShader.limits.address = 1;
99 This->baseShader.limits.packed_output = 0;
100 This->baseShader.limits.sampler = 0;
101 This->baseShader.limits.label = 16;
102 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
103 FIXME("Unrecognized vertex shader version %u.%u\n",
104 This->baseShader.reg_maps.shader_version.major,
105 This->baseShader.reg_maps.shader_version.minor);
109 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
110 if (usage_idx1 != usage_idx2) return FALSE;
111 if (usage1 == usage2) return TRUE;
112 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
113 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
118 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
120 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
121 WORD map = This->baseShader.reg_maps.input_registers;
124 for (i = 0; map; map >>= 1, ++i)
126 if (!(map & 1)) continue;
128 if (match_usage(This->attributes[i].usage,
129 This->attributes[i].usage_idx, usage_req, usage_idx_req))
138 /* *******************************************
139 IWineD3DVertexShader IUnknown parts follow
140 ******************************************* */
141 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
142 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
144 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
145 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
146 || IsEqualGUID(riid, &IID_IWineD3DBase)
147 || IsEqualGUID(riid, &IID_IUnknown))
149 IUnknown_AddRef(iface);
154 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
157 return E_NOINTERFACE;
160 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
161 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
162 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
164 TRACE("%p increasing refcount to %u\n", This, refcount);
169 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
170 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
171 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
173 TRACE("%p decreasing refcount to %u\n", This, refcount);
177 shader_cleanup((IWineD3DBaseShader *)iface);
178 This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
179 HeapFree(GetProcessHeap(), 0, This);
185 /* *******************************************
186 IWineD3DVertexShader IWineD3DVertexShader parts follow
187 ******************************************* */
189 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
190 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
192 *parent = This->baseShader.parent;
193 IUnknown_AddRef(*parent);
194 TRACE("(%p) : returning %p\n", This, *parent);
198 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
199 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
200 IWineD3DDevice_AddRef(This->baseShader.device);
201 *pDevice = This->baseShader.device;
202 TRACE("(%p) returning %p\n", This, *pDevice);
206 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
207 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
208 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
211 *pSizeOfData = This->baseShader.functionLength;
214 if (*pSizeOfData < This->baseShader.functionLength) {
215 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
216 * than the required size we should write the required size and
217 * return D3DERR_MOREDATA. That's not actually true. */
218 return WINED3DERR_INVALIDCALL;
221 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
222 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
227 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
228 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
230 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
231 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
232 const struct wined3d_shader_frontend *fe;
235 shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
237 TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
239 fe = shader_select_frontend(*byte_code);
242 FIXME("Unable to find frontend for shader.\n");
243 return WINED3DERR_INVALIDCALL;
245 shader->baseShader.frontend = fe;
246 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
247 if (!shader->baseShader.frontend_data)
249 FIXME("Failed to initialize frontend.\n");
250 return WINED3DERR_INVALIDCALL;
253 /* First pass: trace shader */
254 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
256 /* Initialize immediate constant lists */
257 list_init(&shader->baseShader.constantsF);
258 list_init(&shader->baseShader.constantsB);
259 list_init(&shader->baseShader.constantsI);
261 /* Second pass: figure out registers used, semantics, etc.. */
262 shader->min_rel_offset = gl_info->max_vshader_constantsF;
263 shader->max_rel_offset = 0;
264 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
265 reg_maps, shader->attributes, NULL, shader->output_signature,
266 byte_code, gl_info->max_vshader_constantsF);
267 if (hr != WINED3D_OK) return hr;
269 if (output_signature)
271 for (i = 0; i < output_signature->element_count; ++i)
273 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
274 reg_maps->output_registers |= 1 << e->register_idx;
275 shader->output_signature[e->register_idx] = *e;
279 vshader_set_limits(shader);
281 if (device->vs_selected_mode == SHADER_ARB
282 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
283 && shader->min_rel_offset <= shader->max_rel_offset)
285 if (shader->max_rel_offset - shader->min_rel_offset > 127)
287 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
288 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
289 FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
291 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
293 shader->rel_offset = shader->min_rel_offset + 63;
295 else if (shader->max_rel_offset > 63)
297 shader->rel_offset = shader->min_rel_offset;
301 shader->rel_offset = 0;
304 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
305 && !list_empty(&shader->baseShader.constantsF);
307 /* copy the function ... because it will certainly be released by application */
308 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
309 if (!shader->baseShader.function) return E_OUTOFMEMORY;
310 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
315 /* Set local constants for d3d8 shaders */
316 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
317 UINT start_idx, const float *src_data, UINT count) {
318 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
321 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
323 end_idx = start_idx + count;
324 if (end_idx > GL_LIMITS(vshader_constantsF)) {
325 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
326 end_idx = GL_LIMITS(vshader_constantsF);
329 for (i = start_idx; i < end_idx; ++i) {
330 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
331 if (!lconst) return E_OUTOFMEMORY;
334 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
335 list_add_head(&This->baseShader.constantsF, &lconst->entry);
341 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
343 /*** IUnknown methods ***/
344 IWineD3DVertexShaderImpl_QueryInterface,
345 IWineD3DVertexShaderImpl_AddRef,
346 IWineD3DVertexShaderImpl_Release,
347 /*** IWineD3DBase methods ***/
348 IWineD3DVertexShaderImpl_GetParent,
349 /*** IWineD3DBaseShader methods ***/
350 IWineD3DVertexShaderImpl_GetDevice,
351 IWineD3DVertexShaderImpl_GetFunction,
352 /*** IWineD3DVertexShader methods ***/
353 IWIneD3DVertexShaderImpl_SetLocalConstantsF
356 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
357 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
358 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
361 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
362 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
363 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
367 if (!byte_code) return WINED3DERR_INVALIDCALL;
369 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
370 shader_init(&shader->baseShader, device, parent, parent_ops);
372 hr = vertexshader_set_function(shader, byte_code, output_signature);
375 WARN("Failed to set function, hr %#x.\n", hr);
376 shader_cleanup((IWineD3DBaseShader *)shader);