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[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 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
37 {
38     DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
39             This->baseShader.reg_maps.shader_version.minor);
40     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
41
42     This->baseShader.limits.texcoord = 0;
43     This->baseShader.limits.attributes = 16;
44     This->baseShader.limits.packed_input = 0;
45
46     switch (shader_version)
47     {
48         case WINED3D_SHADER_VERSION(1,0):
49         case WINED3D_SHADER_VERSION(1,1):
50             This->baseShader.limits.temporary = 12;
51             This->baseShader.limits.constant_bool = 0;
52             This->baseShader.limits.constant_int = 0;
53             This->baseShader.limits.address = 1;
54             This->baseShader.limits.packed_output = 0;
55             This->baseShader.limits.sampler = 0;
56             This->baseShader.limits.label = 0;
57             /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
58              * on a vs_3_0 capable card that has 256 constants? */
59             This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
60             break;
61
62         case WINED3D_SHADER_VERSION(2,0):
63         case WINED3D_SHADER_VERSION(2,1):
64             This->baseShader.limits.temporary = 12;
65             This->baseShader.limits.constant_bool = 16;
66             This->baseShader.limits.constant_int = 16;
67             This->baseShader.limits.address = 1;
68             This->baseShader.limits.packed_output = 0;
69             This->baseShader.limits.sampler = 0;
70             This->baseShader.limits.label = 16;
71             This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
72             break;
73
74         case WINED3D_SHADER_VERSION(4,0):
75             FIXME("Using 3.0 limits for 4.0 shader\n");
76             /* Fall through */
77
78         case WINED3D_SHADER_VERSION(3,0):
79             This->baseShader.limits.temporary = 32;
80             This->baseShader.limits.constant_bool = 32;
81             This->baseShader.limits.constant_int = 32;
82             This->baseShader.limits.address = 1;
83             This->baseShader.limits.packed_output = 12;
84             This->baseShader.limits.sampler = 4;
85             This->baseShader.limits.label = 16; /* FIXME: 2048 */
86             /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
87              * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
88              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
89              * use constant buffers */
90             This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
91             break;
92
93         default:
94             This->baseShader.limits.temporary = 12;
95             This->baseShader.limits.constant_bool = 16;
96             This->baseShader.limits.constant_int = 16;
97             This->baseShader.limits.address = 1;
98             This->baseShader.limits.packed_output = 0;
99             This->baseShader.limits.sampler = 0;
100             This->baseShader.limits.label = 16;
101             This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
102             FIXME("Unrecognized vertex shader version %u.%u\n",
103                     This->baseShader.reg_maps.shader_version.major,
104                     This->baseShader.reg_maps.shader_version.minor);
105     }
106 }
107
108 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
109     if (usage_idx1 != usage_idx2) return FALSE;
110     if (usage1 == usage2) return TRUE;
111     if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
112     if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
113
114     return FALSE;
115 }
116
117 BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
118 {
119     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
120     WORD map = This->baseShader.reg_maps.input_registers;
121     unsigned int i;
122
123     for (i = 0; map; map >>= 1, ++i)
124     {
125         if (!(map & 1)) continue;
126
127         if (match_usage(This->attributes[i].usage,
128                 This->attributes[i].usage_idx, usage_req, usage_idx_req))
129         {
130             *regnum = i;
131             return TRUE;
132         }
133     }
134     return FALSE;
135 }
136
137 /* *******************************************
138    IWineD3DVertexShader IUnknown parts follow
139    ******************************************* */
140 static HRESULT  WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
141     TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
142
143     if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
144             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
145             || IsEqualGUID(riid, &IID_IWineD3DBase)
146             || IsEqualGUID(riid, &IID_IUnknown))
147     {
148         IUnknown_AddRef(iface);
149         *ppobj = iface;
150         return S_OK;
151     }
152
153     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
154
155     *ppobj = NULL;
156     return E_NOINTERFACE;
157 }
158
159 static ULONG  WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
160     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
161     ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
162
163     TRACE("%p increasing refcount to %u\n", This, refcount);
164
165     return refcount;
166 }
167
168 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
169     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
170     ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
171
172     TRACE("%p decreasing refcount to %u\n", This, refcount);
173
174     if (!refcount)
175     {
176         shader_cleanup((IWineD3DBaseShader *)iface);
177         This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
178         HeapFree(GetProcessHeap(), 0, This);
179     }
180
181     return refcount;
182 }
183
184 /* *******************************************
185    IWineD3DVertexShader IWineD3DVertexShader parts follow
186    ******************************************* */
187
188 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
189     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
190
191     *parent = This->baseShader.parent;
192     IUnknown_AddRef(*parent);
193     TRACE("(%p) : returning %p\n", This, *parent);
194     return WINED3D_OK;
195 }
196
197 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
198     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
199     IWineD3DDevice_AddRef(This->baseShader.device);
200     *pDevice = This->baseShader.device;
201     TRACE("(%p) returning %p\n", This, *pDevice);
202     return WINED3D_OK;
203 }
204
205 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
206     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
207     TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
208
209     if (NULL == pData) {
210         *pSizeOfData = This->baseShader.functionLength;
211         return WINED3D_OK;
212     }
213     if (*pSizeOfData < This->baseShader.functionLength) {
214         /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
215          * than the required size we should write the required size and
216          * return D3DERR_MOREDATA. That's not actually true. */
217         return WINED3DERR_INVALIDCALL;
218     }
219
220     TRACE("(%p) : GetFunction copying to %p\n", This, pData);
221     memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
222
223     return WINED3D_OK;
224 }
225
226 static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
227         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
228 {
229     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
230     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
231     const struct wined3d_shader_frontend *fe;
232     unsigned int i;
233     HRESULT hr;
234     shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
235
236     TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
237
238     fe = shader_select_frontend(*byte_code);
239     if (!fe)
240     {
241         FIXME("Unable to find frontend for shader.\n");
242         return WINED3DERR_INVALIDCALL;
243     }
244     shader->baseShader.frontend = fe;
245     shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
246     if (!shader->baseShader.frontend_data)
247     {
248         FIXME("Failed to initialize frontend.\n");
249         return WINED3DERR_INVALIDCALL;
250     }
251
252     /* First pass: trace shader */
253     if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
254
255     /* Initialize immediate constant lists */
256     list_init(&shader->baseShader.constantsF);
257     list_init(&shader->baseShader.constantsB);
258     list_init(&shader->baseShader.constantsI);
259
260     /* Second pass: figure out registers used, semantics, etc.. */
261     shader->min_rel_offset = device->d3d_vshader_constantF;
262     shader->max_rel_offset = 0;
263     hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
264             reg_maps, shader->attributes, NULL, shader->output_signature,
265             byte_code, device->d3d_vshader_constantF);
266     if (hr != WINED3D_OK) return hr;
267
268     if (output_signature)
269     {
270         for (i = 0; i < output_signature->element_count; ++i)
271         {
272             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
273             reg_maps->output_registers |= 1 << e->register_idx;
274             shader->output_signature[e->register_idx] = *e;
275         }
276     }
277
278     vshader_set_limits(shader);
279
280     if (device->vs_selected_mode == SHADER_ARB
281             && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
282             && shader->min_rel_offset <= shader->max_rel_offset)
283     {
284         if (shader->max_rel_offset - shader->min_rel_offset > 127)
285         {
286             FIXME("The difference between the minimum and maximum relative offset is > 127\n");
287             FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
288             FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
289         }
290         else if (shader->max_rel_offset - shader->min_rel_offset > 63)
291         {
292             shader->rel_offset = shader->min_rel_offset + 63;
293         }
294         else if (shader->max_rel_offset > 63)
295         {
296             shader->rel_offset = shader->min_rel_offset;
297         }
298         else
299         {
300             shader->rel_offset = 0;
301         }
302     }
303     shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
304             && !list_empty(&shader->baseShader.constantsF);
305
306     /* copy the function ... because it will certainly be released by application */
307     shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
308     if (!shader->baseShader.function) return E_OUTOFMEMORY;
309     memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
310
311     return WINED3D_OK;
312 }
313
314 /* Set local constants for d3d8 shaders */
315 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
316         UINT start_idx, const float *src_data, UINT count) {
317     IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
318     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
319     UINT i, end_idx;
320
321     TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
322
323     end_idx = start_idx + count;
324     if (end_idx > device->d3d_vshader_constantF)
325     {
326         WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
327         end_idx = device->d3d_vshader_constantF;
328     }
329
330     for (i = start_idx; i < end_idx; ++i) {
331         local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
332         if (!lconst) return E_OUTOFMEMORY;
333
334         lconst->idx = i;
335         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
336         list_add_head(&This->baseShader.constantsF, &lconst->entry);
337     }
338
339     return WINED3D_OK;
340 }
341
342 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
343 {
344     /*** IUnknown methods ***/
345     IWineD3DVertexShaderImpl_QueryInterface,
346     IWineD3DVertexShaderImpl_AddRef,
347     IWineD3DVertexShaderImpl_Release,
348     /*** IWineD3DBase methods ***/
349     IWineD3DVertexShaderImpl_GetParent,
350     /*** IWineD3DBaseShader methods ***/
351     IWineD3DVertexShaderImpl_GetDevice,
352     IWineD3DVertexShaderImpl_GetFunction,
353     /*** IWineD3DVertexShader methods ***/
354     IWIneD3DVertexShaderImpl_SetLocalConstantsF
355 };
356
357 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
358     args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
359     args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
360 }
361
362 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
363         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
364         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
365 {
366     HRESULT hr;
367
368     if (!byte_code) return WINED3DERR_INVALIDCALL;
369
370     shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
371     shader_init(&shader->baseShader, device, parent, parent_ops);
372
373     hr = vertexshader_set_function(shader, byte_code, output_signature);
374     if (FAILED(hr))
375     {
376         WARN("Failed to set function, hr %#x.\n", hr);
377         shader_cleanup((IWineD3DBaseShader *)shader);
378         return hr;
379     }
380
381     return WINED3D_OK;
382 }