wine/dlls/wined3d/vertexshader.c
Henri Verbeet 9f26fed28d wined3d: Separate the internal representation of vertex declaration elements from the struct used to create it.
Internally we want to store some extra data, like ffp_valid. One of the later
patches also stores the format desc in the declaration elements, instead of
the current WINED3DDECLTYPE.
2009-03-27 15:51:25 +01:00

491 lines
23 KiB
C

/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
/* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
/* This table is not order or position dependent. */
/* Arithmetic */
{WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
{WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
{WINED3DSIO_MOVA, "mova", 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
{WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
{WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
{WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
{WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
{WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
{WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
{WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
{WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
{WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
{WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
{WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
{WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
{WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
{WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
{WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
{WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
{WINED3DSIO_LIT, "lit", 1, 2, WINED3DSIH_LIT, 0, 0 },
{WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
{WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
{WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
{WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
{WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
/* TODO: sng can possibly be performed as
RCP tmp, vec
MUL out, tmp, vec*/
{WINED3DSIO_SGN, "sgn", 1, 2, WINED3DSIH_SGN, 0, 0 },
{WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
{WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
{WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
/* Matrix */
{WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
{WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
{WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
{WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
{WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
/* Declare registers */
{WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
/* Constant definitions */
{WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
{WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
{WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
/* Flow control - requires GLSL or software shaders */
{WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
{WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
{WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
{0, NULL, 0, 0, 0, 0, 0 }
};
static void vshader_set_limits(
IWineD3DVertexShaderImpl *This) {
This->baseShader.limits.texcoord = 0;
This->baseShader.limits.attributes = 16;
This->baseShader.limits.packed_input = 0;
/* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
This->baseShader.limits.constant_float = GL_LIMITS(vshader_constantsF);
switch (This->baseShader.reg_maps.shader_version)
{
case WINED3DVS_VERSION(1,0):
case WINED3DVS_VERSION(1,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 0;
This->baseShader.limits.constant_int = 0;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
break;
case WINED3DVS_VERSION(2,0):
case WINED3DVS_VERSION(2,1):
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
break;
case WINED3DVS_VERSION(3,0):
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_bool = 32;
This->baseShader.limits.constant_int = 32;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 12;
This->baseShader.limits.sampler = 4;
This->baseShader.limits.label = 16; /* FIXME: 2048 */
break;
default: This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
FIXME("Unrecognized vertex shader version %#x\n",
This->baseShader.reg_maps.shader_version);
}
}
/* This is an internal function,
* used to create fake semantics for shaders
* that don't have them - d3d8 shaders where the declaration
* stores the register for each input
*/
static void vshader_set_input(
IWineD3DVertexShaderImpl* This,
unsigned int regnum,
BYTE usage, BYTE usage_idx) {
/* Fake usage: set reserved bit, usage, usage_idx */
DWORD usage_token = (0x1 << 31) |
(usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
/* Fake register; set reserved bit, regnum, type: input, wmask: all */
DWORD reg_token = (0x1 << 31) |
WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
This->semantics_in[regnum].usage = usage_token;
This->semantics_in[regnum].reg = reg_token;
}
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
if (usage_idx1 != usage_idx2) return FALSE;
if (usage1 == usage2) return TRUE;
if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
return FALSE;
}
BOOL vshader_get_input(
IWineD3DVertexShader* iface,
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
DWORD usage_token = This->semantics_in[i].usage;
DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
*regnum = i;
return TRUE;
}
}
return FALSE;
}
/* *******************************************
IWineD3DVertexShader IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*ppobj = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* *******************************************
IWineD3DVertexShader IWineD3DVertexShader parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
*parent = This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DDevice_AddRef(This->baseShader.device);
*pDevice = This->baseShader.device;
TRACE("(%p) returning %p\n", This, *pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
if (NULL == pData) {
*pSizeOfData = This->baseShader.functionLength;
return WINED3D_OK;
}
if (*pSizeOfData < This->baseShader.functionLength) {
/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
* than the required size we should write the required size and
* return D3DERR_MOREDATA. That's not actually true. */
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
return WINED3D_OK;
}
/* Note that for vertex shaders CompileShader isn't called until the
* shader is first used. The reason for this is that we need the vertex
* declaration the shader will be used with in order to determine if
* the data in a register is of type D3DCOLOR, and needs swizzling. */
static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
HRESULT hr;
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
TRACE("(%p) : pFunction %p\n", iface, pFunction);
/* First pass: trace shader */
if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
/* Initialize immediate constant lists */
list_init(&This->baseShader.constantsF);
list_init(&This->baseShader.constantsB);
list_init(&This->baseShader.constantsI);
/* Second pass: figure out registers used, semantics, etc.. */
This->min_rel_offset = GL_LIMITS(vshader_constantsF);
This->max_rel_offset = 0;
memset(reg_maps, 0, sizeof(shader_reg_maps));
hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
This->semantics_in, This->semantics_out, pFunction);
if (hr != WINED3D_OK) return hr;
vshader_set_limits(This);
This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
if(deviceImpl->vs_selected_mode == SHADER_ARB &&
(GLINFO_LOCATION).arb_vs_offset_limit &&
This->min_rel_offset <= This->max_rel_offset) {
if(This->max_rel_offset - This->min_rel_offset > 127) {
FIXME("The difference between the minimum and maximum relative offset is > 127\n");
FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
} else if(This->max_rel_offset - This->min_rel_offset > 63) {
This->rel_offset = This->min_rel_offset + 63;
} else if(This->max_rel_offset > 63) {
This->rel_offset = This->min_rel_offset;
} else {
This->rel_offset = 0;
}
}
This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
/* copy the function ... because it will certainly be released by application */
This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
if (!This->baseShader.function) return E_OUTOFMEMORY;
memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
return WINED3D_OK;
}
/* Preload semantics for d3d8 shaders */
static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
unsigned int i;
for (i = 0; i < vdecl->element_count; ++i)
{
const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i];
vshader_set_input(This, e->output_slot, e->usage, e->usage_idx);
}
}
/* Set local constants for d3d8 shaders */
static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
UINT start_idx, const float *src_data, UINT count) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
UINT i, end_idx;
TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
end_idx = start_idx + count;
if (end_idx > GL_LIMITS(vshader_constantsF)) {
WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
end_idx = GL_LIMITS(vshader_constantsF);
}
for (i = start_idx; i < end_idx; ++i) {
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
lconst->idx = i;
memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
list_add_head(&This->baseShader.constantsF, &lconst->entry);
}
return WINED3D_OK;
}
static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
SHADER_BUFFER buffer;
GLuint ret;
/* Generate the HW shader */
TRACE("(%p) : Generating hardware program\n", This);
shader_buffer_init(&buffer);
This->cur_args = args;
ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
This->cur_args = NULL;
shader_buffer_free(&buffer);
return ret;
}
const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DVertexShaderImpl_QueryInterface,
IWineD3DVertexShaderImpl_AddRef,
IWineD3DVertexShaderImpl_Release,
/*** IWineD3DBase methods ***/
IWineD3DVertexShaderImpl_GetParent,
/*** IWineD3DBaseShader methods ***/
IWineD3DVertexShaderImpl_SetFunction,
/*** IWineD3DVertexShader methods ***/
IWineD3DVertexShaderImpl_GetDevice,
IWineD3DVertexShaderImpl_GetFunction,
IWineD3DVertexShaderImpl_FakeSemantics,
IWIneD3DVertexShaderImpl_SetLocalConstantsF
};
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
const DWORD use_map) {
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
return stored->fog_src == new->fog_src;
}
GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
{
UINT i;
DWORD new_size = shader->shader_array_size;
struct vs_compiled_shader *new_array;
DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
/* 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(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
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 = vertexshader_compile(shader, args);
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
}