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5cf764aec2
The color correction cannot be done behind the back of the individual instruction handlers because it might conflict with the instruction's color modifications and the D3D provided writemask.
554 lines
28 KiB
C
554 lines
28 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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CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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/* Arithmetic */
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{WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
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{WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
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{WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
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{WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
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{WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
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{WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
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{WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
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{WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
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{WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
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{WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
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{WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
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{WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
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{WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
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{WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
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{WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
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{WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
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{WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
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{WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
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{WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
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{WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
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{WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
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{WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
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{WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
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{WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
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{WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
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{WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
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{WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
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{WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
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{WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
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/* Matrix */
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{WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
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{WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
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{WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
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{WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
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{WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
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/* Register declarations */
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{WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
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/* Flow control - requires GLSL or software shaders */
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{WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
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{WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
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{WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
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{WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
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/* Constant definitions */
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{WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
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{WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
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{WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
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/* Texture */
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{WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
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{WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
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{WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
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{WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
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{WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
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{WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
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{WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 },
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{0, NULL, 0, 0, 0, 0, 0 }
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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;
|
|
FIXME("Unrecognized pixel shader version %#x\n",
|
|
This->baseShader.reg_maps.shader_version);
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
|
|
|
|
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
|
|
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
|
HRESULT hr;
|
|
|
|
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 which registers are used, what the semantics are, etc.. */
|
|
memset(reg_maps, 0, sizeof(shader_reg_maps));
|
|
hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
|
|
if (FAILED(hr)) return hr;
|
|
|
|
pshader_set_limits(This);
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
if (This->input_reg_used[i])
|
|
{
|
|
++num_regs_used;
|
|
highest_reg_used = i;
|
|
}
|
|
}
|
|
|
|
/* Don't do any register mapping magic if it is not needed, or if we can't
|
|
* achieve anything anyway */
|
|
if (highest_reg_used < (GL_LIMITS(glsl_varyings) / 4)
|
|
|| num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
|
|
{
|
|
if (num_regs_used > (GL_LIMITS(glsl_varyings) / 4))
|
|
{
|
|
/* This happens with relative addressing. The input mapper function
|
|
* warns about this if the higher registers are declared too, so
|
|
* don't write a FIXME here */
|
|
WARN("More varying registers used than supported\n");
|
|
}
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
This->input_reg_map[i] = i;
|
|
}
|
|
|
|
This->declared_in_count = highest_reg_used + 1;
|
|
}
|
|
else
|
|
{
|
|
This->declared_in_count = 0;
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
|
|
else This->input_reg_map[i] = -1;
|
|
}
|
|
}
|
|
|
|
This->baseShader.load_local_constsF = FALSE;
|
|
|
|
This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
|
|
|
|
TRACE("(%p) : Copying the function\n", This);
|
|
|
|
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;
|
|
}
|
|
|
|
static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
|
|
{
|
|
DWORD shader_version = reg_maps->shader_version;
|
|
DWORD *samplers = reg_maps->samplers;
|
|
unsigned int i;
|
|
|
|
if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
|
|
|
|
for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
|
|
{
|
|
/* We don't sample from this sampler */
|
|
if (!samplers[i]) continue;
|
|
|
|
if (!textures[i])
|
|
{
|
|
ERR("No texture bound to sampler %u, using 2D\n", i);
|
|
samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
|
|
continue;
|
|
}
|
|
|
|
switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
|
|
{
|
|
case GL_TEXTURE_RECTANGLE_ARB:
|
|
case GL_TEXTURE_2D:
|
|
/* We have to select between texture rectangles and 2D textures later because 2.0 and
|
|
* 3.0 shaders only have WINED3DSTT_2D as well */
|
|
samplers[i] = (1 << 31) | WINED3DSTT_2D;
|
|
break;
|
|
|
|
case GL_TEXTURE_3D:
|
|
samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
|
|
break;
|
|
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized texture type %#x, using 2D\n",
|
|
IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
|
|
samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
|
|
}
|
|
}
|
|
}
|
|
|
|
static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
|
|
{
|
|
CONST DWORD *function = This->baseShader.function;
|
|
GLuint retval;
|
|
SHADER_BUFFER buffer;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
|
|
TRACE("(%p) : function %p\n", This, function);
|
|
|
|
pixelshader_update_samplers(&This->baseShader.reg_maps,
|
|
((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
|
|
|
|
/* Generate the HW shader */
|
|
TRACE("(%p) : Generating hardware program\n", This);
|
|
This->cur_args = args;
|
|
shader_buffer_init(&buffer);
|
|
retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
|
|
shader_buffer_free(&buffer);
|
|
This->cur_args = NULL;
|
|
|
|
return retval;
|
|
}
|
|
|
|
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
|
{
|
|
/*** IUnknown methods ***/
|
|
IWineD3DPixelShaderImpl_QueryInterface,
|
|
IWineD3DPixelShaderImpl_AddRef,
|
|
IWineD3DPixelShaderImpl_Release,
|
|
/*** IWineD3DBase methods ***/
|
|
IWineD3DPixelShaderImpl_GetParent,
|
|
/*** IWineD3DBaseShader methods ***/
|
|
IWineD3DPixelShaderImpl_SetFunction,
|
|
/*** IWineD3DPixelShader methods ***/
|
|
IWineD3DPixelShaderImpl_GetDevice,
|
|
IWineD3DPixelShaderImpl_GetFunction
|
|
};
|
|
|
|
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
|
|
UINT i;
|
|
IWineD3DBaseTextureImpl *tex;
|
|
|
|
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
|
|
args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
|
|
|
|
for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
|
|
if(shader->baseShader.reg_maps.samplers[i] == 0) continue;
|
|
tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
|
|
if(!tex) {
|
|
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
|
|
continue;
|
|
}
|
|
args->color_fixup[i] = tex->baseTexture.shader_color_fixup;
|
|
}
|
|
if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
|
|
{
|
|
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
|
|
{
|
|
args->vp_mode = pretransformed;
|
|
}
|
|
else if (use_vs(stateblock))
|
|
{
|
|
args->vp_mode = vertexshader;
|
|
} else {
|
|
args->vp_mode = fixedfunction;
|
|
}
|
|
args->fog = FOG_OFF;
|
|
} else {
|
|
args->vp_mode = vertexshader;
|
|
if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
|
|
switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
|
|
case WINED3DFOG_NONE:
|
|
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
|
|
|| use_vs(stateblock))
|
|
{
|
|
args->fog = FOG_LINEAR;
|
|
break;
|
|
}
|
|
switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
|
|
case WINED3DFOG_NONE: /* Drop through */
|
|
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
|
|
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
|
|
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
|
|
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
|
|
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
|
|
}
|
|
} else {
|
|
args->fog = FOG_OFF;
|
|
}
|
|
}
|
|
}
|
|
|
|
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
|
{
|
|
UINT i;
|
|
DWORD new_size;
|
|
struct ps_compiled_shader *new_array;
|
|
|
|
/* 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->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;
|
|
}
|