wined3d: Test and fix ddraw and d3d9 GetDC differences.
[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  *
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 static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
38 {
39     DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
40             This->baseShader.reg_maps.shader_version.minor);
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, GL_LIMITS(vshader_constantsF));
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, GL_LIMITS(vshader_constantsF));
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, GL_LIMITS(vshader_constantsF));
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, GL_LIMITS(vshader_constantsF));
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         HeapFree(GetProcessHeap(), 0, This);
178     }
179
180     return refcount;
181 }
182
183 /* *******************************************
184    IWineD3DVertexShader IWineD3DVertexShader parts follow
185    ******************************************* */
186
187 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
188     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
189
190     *parent = This->parent;
191     IUnknown_AddRef(*parent);
192     TRACE("(%p) : returning %p\n", This, *parent);
193     return WINED3D_OK;
194 }
195
196 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
197     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
198     IWineD3DDevice_AddRef(This->baseShader.device);
199     *pDevice = This->baseShader.device;
200     TRACE("(%p) returning %p\n", This, *pDevice);
201     return WINED3D_OK;
202 }
203
204 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
205     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
206     TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
207
208     if (NULL == pData) {
209         *pSizeOfData = This->baseShader.functionLength;
210         return WINED3D_OK;
211     }
212     if (*pSizeOfData < This->baseShader.functionLength) {
213         /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
214          * than the required size we should write the required size and
215          * return D3DERR_MOREDATA. That's not actually true. */
216         return WINED3DERR_INVALIDCALL;
217     }
218
219     TRACE("(%p) : GetFunction copying to %p\n", This, pData);
220     memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
221
222     return WINED3D_OK;
223 }
224
225 /* Note that for vertex shaders CompileShader isn't called until the
226  * shader is first used. The reason for this is that we need the vertex
227  * declaration the shader will be used with in order to determine if
228  * the data in a register is of type D3DCOLOR, and needs swizzling. */
229 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
230         const DWORD *pFunction, const struct wined3d_shader_signature *output_signature)
231 {
232     IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
233     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
234     const struct wined3d_shader_frontend *fe;
235     unsigned int i;
236     HRESULT hr;
237     shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
238
239     TRACE("(%p) : pFunction %p\n", iface, pFunction);
240
241     fe = shader_select_frontend(*pFunction);
242     if (!fe)
243     {
244         FIXME("Unable to find frontend for shader.\n");
245         return WINED3DERR_INVALIDCALL;
246     }
247     This->baseShader.frontend = fe;
248     This->baseShader.frontend_data = fe->shader_init(pFunction, output_signature);
249     if (!This->baseShader.frontend_data)
250     {
251         FIXME("Failed to initialize frontend.\n");
252         return WINED3DERR_INVALIDCALL;
253     }
254
255     /* First pass: trace shader */
256     if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
257
258     /* Initialize immediate constant lists */
259     list_init(&This->baseShader.constantsF);
260     list_init(&This->baseShader.constantsB);
261     list_init(&This->baseShader.constantsI);
262
263     /* Second pass: figure out registers used, semantics, etc.. */
264     This->min_rel_offset = GL_LIMITS(vshader_constantsF);
265     This->max_rel_offset = 0;
266     hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
267             reg_maps, This->attributes, NULL, This->output_signature,
268             pFunction, GL_LIMITS(vshader_constantsF));
269     if (hr != WINED3D_OK) return hr;
270
271     if (output_signature)
272     {
273         for (i = 0; i < output_signature->element_count; ++i)
274         {
275             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
276             reg_maps->output_registers |= 1 << e->register_idx;
277             This->output_signature[e->register_idx] = *e;
278         }
279     }
280
281     vshader_set_limits(This);
282
283     if (deviceImpl->vs_selected_mode == SHADER_ARB
284             && ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
285             && This->min_rel_offset <= This->max_rel_offset)
286     {
287         if(This->max_rel_offset - This->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", This->min_rel_offset, This->max_rel_offset);
291         } else if(This->max_rel_offset - This->min_rel_offset > 63) {
292             This->rel_offset = This->min_rel_offset + 63;
293         } else if(This->max_rel_offset > 63) {
294             This->rel_offset = This->min_rel_offset;
295         } else {
296             This->rel_offset = 0;
297         }
298     }
299     This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
300
301     /* copy the function ... because it will certainly be released by application */
302     This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
303     if (!This->baseShader.function) return E_OUTOFMEMORY;
304     memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
305
306     return WINED3D_OK;
307 }
308
309 /* Set local constants for d3d8 shaders */
310 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
311         UINT start_idx, const float *src_data, UINT count) {
312     IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
313     UINT i, end_idx;
314
315     TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
316
317     end_idx = start_idx + count;
318     if (end_idx > GL_LIMITS(vshader_constantsF)) {
319         WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
320         end_idx = GL_LIMITS(vshader_constantsF);
321     }
322
323     for (i = start_idx; i < end_idx; ++i) {
324         local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
325         if (!lconst) return E_OUTOFMEMORY;
326
327         lconst->idx = i;
328         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
329         list_add_head(&This->baseShader.constantsF, &lconst->entry);
330     }
331
332     return WINED3D_OK;
333 }
334
335 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
336 {
337     /*** IUnknown methods ***/
338     IWineD3DVertexShaderImpl_QueryInterface,
339     IWineD3DVertexShaderImpl_AddRef,
340     IWineD3DVertexShaderImpl_Release,
341     /*** IWineD3DBase methods ***/
342     IWineD3DVertexShaderImpl_GetParent,
343     /*** IWineD3DBaseShader methods ***/
344     IWineD3DVertexShaderImpl_SetFunction,
345     /*** IWineD3DVertexShader methods ***/
346     IWineD3DVertexShaderImpl_GetDevice,
347     IWineD3DVertexShaderImpl_GetFunction,
348     IWIneD3DVertexShaderImpl_SetLocalConstantsF
349 };
350
351 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
352     args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
353     args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
354 }