mirror of
https://github.com/reactos/wine.git
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489 lines
18 KiB
C
489 lines
18 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
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TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
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if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*ppobj = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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return refcount;
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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shader_cleanup((IWineD3DBaseShader *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refcount;
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}
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/* *******************************************
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IWineD3DPixelShader IWineD3DPixelShader parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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*parent = This->parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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IWineD3DDevice_AddRef(This->baseShader.device);
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*pDevice = This->baseShader.device;
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TRACE("(%p) returning %p\n", This, *pDevice);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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if (NULL == pData) {
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*pSizeOfData = This->baseShader.functionLength;
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return WINED3D_OK;
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}
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if (*pSizeOfData < This->baseShader.functionLength) {
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/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
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* than the required size we should write the required size and
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* return D3DERR_MOREDATA. That's not actually true. */
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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return WINED3D_OK;
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}
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static void pshader_set_limits(
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IWineD3DPixelShaderImpl *This) {
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This->baseShader.limits.attributes = 0;
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This->baseShader.limits.address = 0;
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This->baseShader.limits.packed_output = 0;
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switch (This->baseShader.reg_maps.shader_version)
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{
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case WINED3DPS_VERSION(1,0):
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case WINED3DPS_VERSION(1,1):
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case WINED3DPS_VERSION(1,2):
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case WINED3DPS_VERSION(1,3):
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This->baseShader.limits.temporary = 2;
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This->baseShader.limits.constant_float = 8;
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This->baseShader.limits.constant_int = 0;
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This->baseShader.limits.constant_bool = 0;
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This->baseShader.limits.texcoord = 4;
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This->baseShader.limits.sampler = 4;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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break;
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case WINED3DPS_VERSION(1,4):
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This->baseShader.limits.temporary = 6;
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This->baseShader.limits.constant_float = 8;
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This->baseShader.limits.constant_int = 0;
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This->baseShader.limits.constant_bool = 0;
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This->baseShader.limits.texcoord = 6;
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This->baseShader.limits.sampler = 6;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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break;
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/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
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case WINED3DPS_VERSION(2,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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break;
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case WINED3DPS_VERSION(2,1):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 16;
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break;
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case WINED3DPS_VERSION(3,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 224;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 0;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 12;
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This->baseShader.limits.label = 16; /* FIXME: 2048 */
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break;
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default: This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 32;
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This->baseShader.limits.constant_int = 16;
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This->baseShader.limits.constant_bool = 16;
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This->baseShader.limits.texcoord = 8;
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This->baseShader.limits.sampler = 16;
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This->baseShader.limits.packed_input = 0;
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This->baseShader.limits.label = 0;
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FIXME("Unrecognized pixel shader version %#x\n",
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This->baseShader.reg_maps.shader_version);
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}
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
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IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
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IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
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unsigned int i, highest_reg_used = 0, num_regs_used = 0;
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shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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const struct wined3d_shader_frontend *fe;
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HRESULT hr;
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TRACE("(%p) : pFunction %p\n", iface, pFunction);
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fe = shader_select_frontend(*pFunction);
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if (!fe)
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{
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FIXME("Unable to find frontend for shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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This->baseShader.frontend = fe;
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This->baseShader.frontend_data = fe->shader_init(pFunction);
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if (!This->baseShader.frontend_data)
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{
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FIXME("Failed to initialize frontend.\n");
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return WINED3DERR_INVALIDCALL;
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}
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/* First pass: trace shader */
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if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
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/* Initialize immediate constant lists */
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list_init(&This->baseShader.constantsF);
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list_init(&This->baseShader.constantsB);
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list_init(&This->baseShader.constantsI);
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction);
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if (FAILED(hr)) return hr;
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pshader_set_limits(This);
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (This->input_reg_used[i])
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{
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++num_regs_used;
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highest_reg_used = i;
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}
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}
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/* Don't do any register mapping magic if it is not needed, or if we can't
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* achieve anything anyway */
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if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
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|| num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
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{
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if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
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{
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/* This happens with relative addressing. The input mapper function
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* warns about this if the higher registers are declared too, so
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* don't write a FIXME here */
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WARN("More varying registers used than supported\n");
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}
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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This->input_reg_map[i] = i;
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}
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This->declared_in_count = highest_reg_used + 1;
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}
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else
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{
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This->declared_in_count = 0;
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
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else This->input_reg_map[i] = ~0U;
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}
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}
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This->baseShader.load_local_constsF = FALSE;
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This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
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TRACE("(%p) : Copying the function\n", This);
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This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
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if (!This->baseShader.function) return E_OUTOFMEMORY;
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memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
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return WINED3D_OK;
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}
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static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
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{
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DWORD shader_version = reg_maps->shader_version;
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WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
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unsigned int i;
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if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
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for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
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{
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/* We don't sample from this sampler */
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if (!sampler_type[i]) continue;
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if (!textures[i])
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{
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ERR("No texture bound to sampler %u, using 2D\n", i);
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sampler_type[i] = WINED3DSTT_2D;
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continue;
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}
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switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
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{
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case GL_TEXTURE_RECTANGLE_ARB:
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case GL_TEXTURE_2D:
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/* We have to select between texture rectangles and 2D textures later because 2.0 and
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* 3.0 shaders only have WINED3DSTT_2D as well */
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sampler_type[i] = WINED3DSTT_2D;
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break;
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case GL_TEXTURE_3D:
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sampler_type[i] = WINED3DSTT_VOLUME;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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sampler_type[i] = WINED3DSTT_CUBE;
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break;
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default:
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FIXME("Unrecognized texture type %#x, using 2D\n",
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IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
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sampler_type[i] = WINED3DSTT_2D;
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}
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}
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}
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static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
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{
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CONST DWORD *function = This->baseShader.function;
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GLuint retval;
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SHADER_BUFFER buffer;
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const struct wined3d_shader_frontend *fe;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
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TRACE("(%p) : function %p\n", This, function);
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fe = shader_select_frontend(This->baseShader.reg_maps.shader_version);
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if (!fe)
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{
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FIXME("Unable to find frontend for shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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pixelshader_update_samplers(&This->baseShader.reg_maps,
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((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
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/* Generate the HW shader */
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TRACE("(%p) : Generating hardware program\n", This);
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This->cur_args = args;
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shader_buffer_init(&buffer);
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retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
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shader_buffer_free(&buffer);
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This->cur_args = NULL;
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return retval;
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}
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const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DPixelShaderImpl_QueryInterface,
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IWineD3DPixelShaderImpl_AddRef,
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IWineD3DPixelShaderImpl_Release,
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/*** IWineD3DBase methods ***/
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IWineD3DPixelShaderImpl_GetParent,
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/*** IWineD3DBaseShader methods ***/
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IWineD3DPixelShaderImpl_SetFunction,
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/*** IWineD3DPixelShader methods ***/
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IWineD3DPixelShaderImpl_GetDevice,
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IWineD3DPixelShaderImpl_GetFunction
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};
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
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UINT i;
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IWineD3DBaseTextureImpl *tex;
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memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
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args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
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args->np2_fixup = 0;
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for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
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if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
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tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
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if(!tex) {
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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continue;
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}
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args->color_fixup[i] = tex->resource.format_desc->color_fixup;
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/* Flag samplers that need NP2 texcoord fixup. */
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if(!tex->baseTexture.pow2Matrix_identity) {
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args->np2_fixup |= (1 << i);
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}
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}
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if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
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{
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if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
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{
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args->vp_mode = pretransformed;
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}
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else if (use_vs(stateblock))
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{
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args->vp_mode = vertexshader;
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} else {
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args->vp_mode = fixedfunction;
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}
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args->fog = FOG_OFF;
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} else {
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args->vp_mode = vertexshader;
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if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
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switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
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case WINED3DFOG_NONE:
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if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
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|| use_vs(stateblock))
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{
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args->fog = FOG_LINEAR;
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break;
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}
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switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
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case WINED3DFOG_NONE: /* Drop through */
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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}
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break;
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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}
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} else {
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args->fog = FOG_OFF;
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}
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}
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}
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
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{
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UINT i;
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DWORD new_size;
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struct ps_compiled_shader *new_array;
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/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
|
* so a linear search is more performant than a hashmap or a binary search
|
|
* (cache coherency etc)
|
|
*/
|
|
for(i = 0; i < shader->num_gl_shaders; i++) {
|
|
if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
|
return shader->gl_shaders[i].prgId;
|
|
}
|
|
}
|
|
|
|
TRACE("No matching GL shader found, compiling a new shader\n");
|
|
if(shader->shader_array_size == shader->num_gl_shaders) {
|
|
if (shader->num_gl_shaders)
|
|
{
|
|
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
|
|
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
|
|
new_size * sizeof(*shader->gl_shaders));
|
|
} else {
|
|
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader->gl_shaders = new_array;
|
|
shader->shader_array_size = new_size;
|
|
}
|
|
|
|
shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
|
shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
|
|
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
|
}
|