wined3d: Don't reparse the entire shader just to update the sampler types.
[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     TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
41
42     if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
43             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
44             || IsEqualGUID(riid, &IID_IWineD3DBase)
45             || IsEqualGUID(riid, &IID_IUnknown))
46     {
47         IUnknown_AddRef(iface);
48         *ppobj = iface;
49         return S_OK;
50     }
51
52     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
53
54     *ppobj = NULL;
55     return E_NOINTERFACE;
56 }
57
58 static ULONG  WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
59     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
60     ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
61
62     TRACE("%p increasing refcount to %u\n", This, refcount);
63
64     return refcount;
65 }
66
67 static ULONG  WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
68     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
69     ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
70
71     TRACE("%p decreasing refcount to %u\n", This, refcount);
72
73     if (!refcount)
74     {
75         shader_cleanup((IWineD3DBaseShader *)iface);
76         HeapFree(GetProcessHeap(), 0, This);
77     }
78
79     return refcount;
80 }
81
82 /* *******************************************
83    IWineD3DPixelShader IWineD3DPixelShader parts follow
84    ******************************************* */
85
86 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
87     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
88
89     *parent = This->parent;
90     IUnknown_AddRef(*parent);
91     TRACE("(%p) : returning %p\n", This, *parent);
92     return WINED3D_OK;
93 }
94
95 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
96     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
97     IWineD3DDevice_AddRef(This->baseShader.device);
98     *pDevice = This->baseShader.device;
99     TRACE("(%p) returning %p\n", This, *pDevice);
100     return WINED3D_OK;
101 }
102
103
104 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
105   IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
106   TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
107
108   if (NULL == pData) {
109     *pSizeOfData = This->baseShader.functionLength;
110     return WINED3D_OK;
111   }
112   if (*pSizeOfData < This->baseShader.functionLength) {
113     /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
114      * than the required size we should write the required size and
115      * return D3DERR_MOREDATA. That's not actually true. */
116     return WINED3DERR_INVALIDCALL;
117   }
118   if (NULL == This->baseShader.function) { /* no function defined */
119     TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
120     (*(DWORD **) pData) = NULL;
121   } else {
122     TRACE("(%p) : GetFunction copying to %p\n", This, pData);
123     memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
124   }
125   return WINED3D_OK;
126 }
127
128 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
129     /* Arithmetic */
130     {WINED3DSIO_NOP,          "nop",          "NOP",               0, 0, WINED3DSIH_NOP,          0,                      0                     },
131     {WINED3DSIO_MOV,          "mov",          "MOV",               1, 2, WINED3DSIH_MOV,          0,                      0                     },
132     {WINED3DSIO_ADD,          "add",          "ADD",               1, 3, WINED3DSIH_ADD,          0,                      0                     },
133     {WINED3DSIO_SUB,          "sub",          "SUB",               1, 3, WINED3DSIH_SUB,          0,                      0                     },
134     {WINED3DSIO_MAD,          "mad",          "MAD",               1, 4, WINED3DSIH_MAD,          0,                      0                     },
135     {WINED3DSIO_MUL,          "mul",          "MUL",               1, 3, WINED3DSIH_MUL,          0,                      0                     },
136     {WINED3DSIO_RCP,          "rcp",          "RCP",               1, 2, WINED3DSIH_RCP,          0,                      0                     },
137     {WINED3DSIO_RSQ,          "rsq",          "RSQ",               1, 2, WINED3DSIH_RSQ,          0,                      0                     },
138     {WINED3DSIO_DP3,          "dp3",          "DP3",               1, 3, WINED3DSIH_DP3,          0,                      0                     },
139     {WINED3DSIO_DP4,          "dp4",          "DP4",               1, 3, WINED3DSIH_DP4,          0,                      0                     },
140     {WINED3DSIO_MIN,          "min",          "MIN",               1, 3, WINED3DSIH_MIN,          0,                      0                     },
141     {WINED3DSIO_MAX,          "max",          "MAX",               1, 3, WINED3DSIH_MAX,          0,                      0                     },
142     {WINED3DSIO_SLT,          "slt",          "SLT",               1, 3, WINED3DSIH_SLT,          0,                      0                     },
143     {WINED3DSIO_SGE,          "sge",          "SGE",               1, 3, WINED3DSIH_SGE,          0,                      0                     },
144     {WINED3DSIO_ABS,          "abs",          "ABS",               1, 2, WINED3DSIH_ABS,          0,                      0                     },
145     {WINED3DSIO_EXP,          "exp",          "EX2",               1, 2, WINED3DSIH_EXP,          0,                      0                     },
146     {WINED3DSIO_LOG,          "log",          "LG2",               1, 2, WINED3DSIH_LOG,          0,                      0                     },
147     {WINED3DSIO_EXPP,         "expp",         "EXP",               1, 2, WINED3DSIH_EXPP,         0,                      0                     },
148     {WINED3DSIO_LOGP,         "logp",         "LOG",               1, 2, WINED3DSIH_LOGP,         0,                      0                     },
149     {WINED3DSIO_DST,          "dst",          "DST",               1, 3, WINED3DSIH_DST,          0,                      0                     },
150     {WINED3DSIO_LRP,          "lrp",          "LRP",               1, 4, WINED3DSIH_LRP,          0,                      0                     },
151     {WINED3DSIO_FRC,          "frc",          "FRC",               1, 2, WINED3DSIH_FRC,          0,                      0                     },
152     {WINED3DSIO_CND,          "cnd",          NULL,                1, 4, WINED3DSIH_CND,          WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
153     {WINED3DSIO_CMP,          "cmp",          NULL,                1, 4, WINED3DSIH_CMP,          WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
154     {WINED3DSIO_POW,          "pow",          "POW",               1, 3, WINED3DSIH_POW,          0,                      0                     },
155     {WINED3DSIO_CRS,          "crs",          "XPD",               1, 3, WINED3DSIH_CRS,          0,                      0                     },
156     {WINED3DSIO_NRM,          "nrm",          NULL,                1, 2, WINED3DSIH_NRM,          0,                      0                     },
157     {WINED3DSIO_SINCOS,       "sincos",       NULL,                1, 4, WINED3DSIH_SINCOS,       WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
158     {WINED3DSIO_SINCOS,       "sincos",       "SCS",               1, 2, WINED3DSIH_SINCOS,       WINED3DPS_VERSION(3,0), -1                    },
159     {WINED3DSIO_DP2ADD,       "dp2add",       NULL,                1, 4, WINED3DSIH_DP2ADD,       WINED3DPS_VERSION(2,0), -1                    },
160     /* Matrix */
161     {WINED3DSIO_M4x4,         "m4x4",         "undefined",         1, 3, WINED3DSIH_M4x4,         0,                      0                     },
162     {WINED3DSIO_M4x3,         "m4x3",         "undefined",         1, 3, WINED3DSIH_M4x3,         0,                      0                     },
163     {WINED3DSIO_M3x4,         "m3x4",         "undefined",         1, 3, WINED3DSIH_M3x4,         0,                      0                     },
164     {WINED3DSIO_M3x3,         "m3x3",         "undefined",         1, 3, WINED3DSIH_M3x3,         0,                      0                     },
165     {WINED3DSIO_M3x2,         "m3x2",         "undefined",         1, 3, WINED3DSIH_M3x2,         0,                      0                     },
166     /* Register declarations */
167     {WINED3DSIO_DCL,          "dcl",          NULL,                0, 2, WINED3DSIH_DCL,          0,                      0                     },
168     /* Flow control - requires GLSL or software shaders */
169     {WINED3DSIO_REP ,         "rep",          NULL,                0, 1, WINED3DSIH_REP,          WINED3DPS_VERSION(2,1), -1                    },
170     {WINED3DSIO_ENDREP,       "endrep",       NULL,                0, 0, WINED3DSIH_ENDREP,       WINED3DPS_VERSION(2,1), -1                    },
171     {WINED3DSIO_IF,           "if",           NULL,                0, 1, WINED3DSIH_IF,           WINED3DPS_VERSION(2,1), -1                    },
172     {WINED3DSIO_IFC,          "ifc",          NULL,                0, 2, WINED3DSIH_IFC,          WINED3DPS_VERSION(2,1), -1                    },
173     {WINED3DSIO_ELSE,         "else",         NULL,                0, 0, WINED3DSIH_ELSE,         WINED3DPS_VERSION(2,1), -1                    },
174     {WINED3DSIO_ENDIF,        "endif",        NULL,                0, 0, WINED3DSIH_ENDIF,        WINED3DPS_VERSION(2,1), -1                    },
175     {WINED3DSIO_BREAK,        "break",        NULL,                0, 0, WINED3DSIH_BREAK,        WINED3DPS_VERSION(2,1), -1                    },
176     {WINED3DSIO_BREAKC,       "breakc",       NULL,                0, 2, WINED3DSIH_BREAKC,       WINED3DPS_VERSION(2,1), -1                    },
177     {WINED3DSIO_BREAKP,       "breakp",       GLNAME_REQUIRE_GLSL, 0, 1, WINED3DSIH_BREAKP,       0,                      0                     },
178     {WINED3DSIO_CALL,         "call",         NULL,                0, 1, WINED3DSIH_CALL,         WINED3DPS_VERSION(2,1), -1                    },
179     {WINED3DSIO_CALLNZ,       "callnz",       NULL,                0, 2, WINED3DSIH_CALLNZ,       WINED3DPS_VERSION(2,1), -1                    },
180     {WINED3DSIO_LOOP,         "loop",         NULL,                0, 2, WINED3DSIH_LOOP,         WINED3DPS_VERSION(3,0), -1                    },
181     {WINED3DSIO_RET,          "ret",          NULL,                0, 0, WINED3DSIH_RET,          WINED3DPS_VERSION(2,1), -1                    },
182     {WINED3DSIO_ENDLOOP,      "endloop",      NULL,                0, 0, WINED3DSIH_ENDLOOP,      WINED3DPS_VERSION(3,0), -1                    },
183     {WINED3DSIO_LABEL,        "label",        NULL,                0, 1, WINED3DSIH_LABEL,        WINED3DPS_VERSION(2,1), -1                    },
184     /* Constant definitions */
185     {WINED3DSIO_DEF,          "def",          "undefined",         1, 5, WINED3DSIH_DEF,          0,                      0                     },
186     {WINED3DSIO_DEFB,         "defb",         GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_DEFB,         0,                      0                     },
187     {WINED3DSIO_DEFI,         "defi",         GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_DEFI,         0,                      0                     },
188     /* Texture */
189     {WINED3DSIO_TEXCOORD,     "texcoord",     "undefined",         1, 1, WINED3DSIH_TEXCOORD,     0,                      WINED3DPS_VERSION(1,3)},
190     {WINED3DSIO_TEXCOORD,     "texcrd",       "undefined",         1, 2, WINED3DSIH_TEXCOORD,     WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
191     {WINED3DSIO_TEXKILL,      "texkill",      "KIL",               1, 1, WINED3DSIH_TEXKILL,      WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
192     {WINED3DSIO_TEX,          "tex",          "undefined",         1, 1, WINED3DSIH_TEX,          0,                      WINED3DPS_VERSION(1,3)},
193     {WINED3DSIO_TEX,          "texld",        "undefined",         1, 2, WINED3DSIH_TEX,          WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
194     {WINED3DSIO_TEX,          "texld",        "undefined",         1, 3, WINED3DSIH_TEX,          WINED3DPS_VERSION(2,0), -1                    },
195     {WINED3DSIO_TEXBEM,       "texbem",       "undefined",         1, 2, WINED3DSIH_TEXBEM,       0,                      WINED3DPS_VERSION(1,3)},
196     {WINED3DSIO_TEXBEML,      "texbeml",      GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML,      WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
197     {WINED3DSIO_TEXREG2AR,    "texreg2ar",    "undefined",         1, 2, WINED3DSIH_TEXREG2AR,    WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
198     {WINED3DSIO_TEXREG2GB,    "texreg2gb",    "undefined",         1, 2, WINED3DSIH_TEXREG2GB,    WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
199     {WINED3DSIO_TEXREG2RGB,   "texreg2rgb",   "undefined",         1, 2, WINED3DSIH_TEXREG2RGB,   WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
200     {WINED3DSIO_TEXM3x2PAD,   "texm3x2pad",   "undefined",         1, 2, WINED3DSIH_TEXM3x2PAD,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
201     {WINED3DSIO_TEXM3x2TEX,   "texm3x2tex",   "undefined",         1, 2, WINED3DSIH_TEXM3x2TEX,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
202     {WINED3DSIO_TEXM3x3PAD,   "texm3x3pad",   "undefined",         1, 2, WINED3DSIH_TEXM3x3PAD,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
203     {WINED3DSIO_TEXM3x3DIFF,  "texm3x3diff",  GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF,  WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
204     {WINED3DSIO_TEXM3x3SPEC,  "texm3x3spec",  "undefined",         1, 3, WINED3DSIH_TEXM3x3SPEC,  WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
205     {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined",         1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
206     {WINED3DSIO_TEXM3x3TEX,   "texm3x3tex",   "undefined",         1, 2, WINED3DSIH_TEXM3x3TEX,   WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
207     {WINED3DSIO_TEXDP3TEX,    "texdp3tex",    NULL,                1, 2, WINED3DSIH_TEXDP3TEX,    WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
208     {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
209     {WINED3DSIO_TEXDP3,       "texdp3",       NULL,                1, 2, WINED3DSIH_TEXDP3,       WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
210     {WINED3DSIO_TEXM3x3,      "texm3x3",      NULL,                1, 2, WINED3DSIH_TEXM3x3,      WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
211     {WINED3DSIO_TEXDEPTH,     "texdepth",     NULL,                1, 1, WINED3DSIH_TEXDEPTH,     WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
212     {WINED3DSIO_BEM,          "bem",          "undefined",         1, 3, WINED3DSIH_BEM,          WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
213     {WINED3DSIO_DSX,          "dsx",          NULL,                1, 2, WINED3DSIH_DSX,          WINED3DPS_VERSION(2,1), -1                    },
214     {WINED3DSIO_DSY,          "dsy",          NULL,                1, 2, WINED3DSIH_DSY,          WINED3DPS_VERSION(2,1), -1                    },
215     {WINED3DSIO_TEXLDD,       "texldd",       GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD,       WINED3DPS_VERSION(2,1), -1                    },
216     {WINED3DSIO_SETP,         "setp",         GLNAME_REQUIRE_GLSL, 1, 3, WINED3DSIH_SETP,         0,                      0                     },
217     {WINED3DSIO_TEXLDL,       "texldl",       NULL,                1, 3, WINED3DSIH_TEXLDL,       WINED3DPS_VERSION(3,0), -1                    },
218     {WINED3DSIO_PHASE,        "phase",        GLNAME_REQUIRE_GLSL, 0, 0, WINED3DSIH_PHASE,        0,                      0                     },
219     {0,                       NULL,           NULL,                0, 0, 0,                       0,                      0                     }
220 };
221
222 static void pshader_set_limits(
223       IWineD3DPixelShaderImpl *This) { 
224
225       This->baseShader.limits.attributes = 0;
226       This->baseShader.limits.address = 0;
227       This->baseShader.limits.packed_output = 0;
228
229       switch (This->baseShader.hex_version) {
230           case WINED3DPS_VERSION(1,0):
231           case WINED3DPS_VERSION(1,1):
232           case WINED3DPS_VERSION(1,2):
233           case WINED3DPS_VERSION(1,3): 
234                    This->baseShader.limits.temporary = 2;
235                    This->baseShader.limits.constant_float = 8;
236                    This->baseShader.limits.constant_int = 0;
237                    This->baseShader.limits.constant_bool = 0;
238                    This->baseShader.limits.texcoord = 4;
239                    This->baseShader.limits.sampler = 4;
240                    This->baseShader.limits.packed_input = 0;
241                    This->baseShader.limits.label = 0;
242                    break;
243
244           case WINED3DPS_VERSION(1,4):
245                    This->baseShader.limits.temporary = 6;
246                    This->baseShader.limits.constant_float = 8;
247                    This->baseShader.limits.constant_int = 0;
248                    This->baseShader.limits.constant_bool = 0;
249                    This->baseShader.limits.texcoord = 6;
250                    This->baseShader.limits.sampler = 6;
251                    This->baseShader.limits.packed_input = 0;
252                    This->baseShader.limits.label = 0;
253                    break;
254                
255           /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ 
256           case WINED3DPS_VERSION(2,0):
257                    This->baseShader.limits.temporary = 32;
258                    This->baseShader.limits.constant_float = 32;
259                    This->baseShader.limits.constant_int = 16;
260                    This->baseShader.limits.constant_bool = 16;
261                    This->baseShader.limits.texcoord = 8;
262                    This->baseShader.limits.sampler = 16;
263                    This->baseShader.limits.packed_input = 0;
264                    break;
265
266           case WINED3DPS_VERSION(2,1):
267                    This->baseShader.limits.temporary = 32;
268                    This->baseShader.limits.constant_float = 32;
269                    This->baseShader.limits.constant_int = 16;
270                    This->baseShader.limits.constant_bool = 16;
271                    This->baseShader.limits.texcoord = 8;
272                    This->baseShader.limits.sampler = 16;
273                    This->baseShader.limits.packed_input = 0;
274                    This->baseShader.limits.label = 16;
275                    break;
276
277           case WINED3DPS_VERSION(3,0):
278                    This->baseShader.limits.temporary = 32;
279                    This->baseShader.limits.constant_float = 224;
280                    This->baseShader.limits.constant_int = 16;
281                    This->baseShader.limits.constant_bool = 16;
282                    This->baseShader.limits.texcoord = 0;
283                    This->baseShader.limits.sampler = 16;
284                    This->baseShader.limits.packed_input = 12;
285                    This->baseShader.limits.label = 16; /* FIXME: 2048 */
286                    break;
287
288           default: This->baseShader.limits.temporary = 32;
289                    This->baseShader.limits.constant_float = 32;
290                    This->baseShader.limits.constant_int = 16;
291                    This->baseShader.limits.constant_bool = 16;
292                    This->baseShader.limits.texcoord = 8;
293                    This->baseShader.limits.sampler = 16;
294                    This->baseShader.limits.packed_input = 0;
295                    This->baseShader.limits.label = 0;
296                    FIXME("Unrecognized pixel shader version %#x\n", 
297                        This->baseShader.hex_version);
298       }
299 }
300
301 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
302     or GLSL and send it to the card */
303 static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
304     IWineD3DPixelShaderImpl *This) {
305     SHADER_BUFFER buffer;
306     GLuint shader;
307
308     shader_buffer_init(&buffer);
309     shader = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
310     shader_buffer_free(&buffer);
311
312     return shader;
313 }
314
315 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
316
317     IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
318     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
319     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
320     shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
321     HRESULT hr;
322
323     TRACE("(%p) : pFunction %p\n", iface, pFunction);
324
325     /* First pass: trace shader */
326     if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
327
328     /* Initialize immediate constant lists */
329     list_init(&This->baseShader.constantsF);
330     list_init(&This->baseShader.constantsB);
331     list_init(&This->baseShader.constantsI);
332
333     /* Second pass: figure out which registers are used, what the semantics are, etc.. */
334     memset(reg_maps, 0, sizeof(shader_reg_maps));
335     hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
336     if (FAILED(hr)) return hr;
337
338     pshader_set_limits(This);
339
340     for (i = 0; i < MAX_REG_INPUT; ++i)
341     {
342         if (This->input_reg_used[i])
343         {
344             ++num_regs_used;
345             highest_reg_used = i;
346         }
347     }
348
349     /* Don't do any register mapping magic if it is not needed, or if we can't
350      * achieve anything anyway */
351     if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
352             || num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
353     {
354         if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
355         {
356             /* This happens with relative addressing. The input mapper function
357              * warns about this if the higher registers are declared too, so
358              * don't write a FIXME here */
359             WARN("More varying registers used than supported\n");
360         }
361
362         for (i = 0; i < MAX_REG_INPUT; ++i)
363         {
364             This->input_reg_map[i] = i;
365         }
366
367         This->declared_in_count = highest_reg_used + 1;
368     }
369     else
370     {
371         This->declared_in_count = 0;
372         for (i = 0; i < MAX_REG_INPUT; ++i)
373         {
374             if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
375             else This->input_reg_map[i] = -1;
376         }
377     }
378
379     This->baseShader.load_local_constsF = FALSE;
380
381     This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
382
383     TRACE("(%p) : Copying the function\n", This);
384     if (NULL != pFunction) {
385         void *function;
386
387         function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
388         if (!function) return E_OUTOFMEMORY;
389         memcpy(function, pFunction, This->baseShader.functionLength);
390         This->baseShader.function = function;
391     } else {
392         This->baseShader.function = NULL;
393     }
394
395     return WINED3D_OK;
396 }
397
398 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
399         DWORD shader_version)
400 {
401     DWORD *samplers = reg_maps->samplers;
402     unsigned int i;
403
404     if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
405
406     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
407     {
408         /* We don't sample from this sampler */
409         if (!samplers[i]) continue;
410
411         if (!textures[i])
412         {
413             ERR("No texture bound to sampler %u, using 2D\n", i);
414             samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
415             continue;
416         }
417
418         switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
419         {
420             case GL_TEXTURE_RECTANGLE_ARB:
421             case GL_TEXTURE_2D:
422                 /* We have to select between texture rectangles and 2D textures later because 2.0 and
423                  * 3.0 shaders only have WINED3DSTT_2D as well */
424                 samplers[i] = (1 << 31) | WINED3DSTT_2D;
425                 break;
426
427             case GL_TEXTURE_3D:
428                 samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
429                 break;
430
431             case GL_TEXTURE_CUBE_MAP_ARB:
432                 samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
433                 break;
434
435             default:
436                 FIXME("Unrecognized texture type %#x, using 2D\n",
437                         IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
438                 samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
439         }
440     }
441 }
442
443 static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
444 {
445     CONST DWORD *function = This->baseShader.function;
446     GLuint retval;
447
448     TRACE("(%p) : function %p\n", This, function);
449
450     pixelshader_update_samplers(&This->baseShader.reg_maps,
451             ((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures, This->baseShader.hex_version);
452
453     /* Reset fields tracking stateblock values being hardcoded in the shader */
454     This->baseShader.num_sampled_samplers = 0;
455
456     /* Generate the HW shader */
457     TRACE("(%p) : Generating hardware program\n", This);
458     retval = IWineD3DPixelShaderImpl_GenerateShader(This);
459
460     This->baseShader.is_compiled = TRUE;
461
462     return retval;
463 }
464
465 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
466 {
467     /*** IUnknown methods ***/
468     IWineD3DPixelShaderImpl_QueryInterface,
469     IWineD3DPixelShaderImpl_AddRef,
470     IWineD3DPixelShaderImpl_Release,
471     /*** IWineD3DBase methods ***/
472     IWineD3DPixelShaderImpl_GetParent,
473     /*** IWineD3DBaseShader methods ***/
474     IWineD3DPixelShaderImpl_SetFunction,
475     /*** IWineD3DPixelShader methods ***/
476     IWineD3DPixelShaderImpl_GetDevice,
477     IWineD3DPixelShaderImpl_GetFunction
478 };
479
480 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
481     UINT i, sampler;
482     IWineD3DBaseTextureImpl *tex;
483
484     args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
485
486     memset(args->color_fixup, 0, sizeof(args->color_fixup));
487     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
488         sampler = shader->baseShader.sampled_samplers[i];
489         tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
490         if(!tex) {
491             args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
492             continue;
493         }
494         args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
495     }
496     if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
497         if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
498             args->vp_mode = pretransformed;
499         } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
500             args->vp_mode = vertexshader;
501         } else {
502             args->vp_mode = fixedfunction;
503         }
504     } else {
505         args->vp_mode = vertexshader;
506     }
507 }
508
509 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
510 {
511     UINT i;
512     struct ps_compiled_shader *old_array;
513
514     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
515      * so a linear search is more performant than a hashmap
516      */
517     for(i = 0; i < shader->num_gl_shaders; i++) {
518         if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
519             return shader->gl_shaders[i].prgId;
520         }
521     }
522
523     TRACE("No matching GL shader found, compiling a new shader\n");
524     old_array = shader->gl_shaders;
525     if(old_array) {
526         shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
527                                          (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
528     } else {
529         shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
530     }
531
532     if(!shader->gl_shaders) {
533         ERR("Out of memory\n");
534         return 0;
535     }
536
537     shader->gl_shaders[shader->num_gl_shaders].args = *args;
538     shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
539     return shader->gl_shaders[shader->num_gl_shaders++].prgId;
540 }