/* * shaders implementation * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * * 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 #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))->gl_info #if 0 /* Must not be 1 in cvs version */ # define PSTRACE(A) TRACE A # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) #else # define PSTRACE(A) # define TRACE_VSVECTOR(name) #endif #define GLNAME_REQUIRE_GLSL ((const char *)1) /* ******************************************* IWineD3DPixelShader IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DBaseShader) || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->ref); return InterlockedIncrement(&This->ref); } static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { /* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains * unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates * a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't * dirtify the state. * * Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL, * Windows does not do that(Although no test exists since they'd crash randomly) */ if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->pixelShader) { IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_PIXELSHADER); } if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) { struct list *linked_programs = &This->baseShader.linked_programs; TRACE("Deleting linked programs\n"); if (linked_programs->next) { struct glsl_shader_prog_link *entry, *entry2; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) { delete_glsl_program_entry(This->baseShader.device, entry); } } TRACE("Deleting shader object %u\n", This->baseShader.prgId); GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId)); checkGLcall("glDeleteObjectARB"); } shader_delete_constant_list(&This->baseShader.constantsF); shader_delete_constant_list(&This->baseShader.constantsB); shader_delete_constant_list(&This->baseShader.constantsI); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DPixelShader IWineD3DPixelShader parts follow ******************************************* */ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; *parent = This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; IWineD3DDevice_AddRef(This->baseShader.device); *pDevice = This->baseShader.device; TRACE("(%p) returning %p\n", This, *pDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)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; } if (NULL == This->baseShader.function) { /* no function defined */ TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData); (*(DWORD **) pData) = NULL; } else { if (This->baseShader.functionLength == 0) { } TRACE("(%p) : GetFunction copying to %p\n", This, pData); memcpy(pData, This->baseShader.function, This->baseShader.functionLength); } return WINED3D_OK; } CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { /* Arithmethic */ {WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0}, {WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0}, {WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0}, {WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0}, {WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0}, {WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0}, {WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0}, {WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_POW, "pow", "POW", 1, 3, NULL, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_CRS, "crs", "XPS", 1, 3, NULL, shader_glsl_cross, 0, 0}, /* TODO: xyz normalise can be performed as VS_ARB using one temporary register, DP3 tmp , vec, vec; RSQ tmp, tmp.x; MUL vec.xyz, vec, tmp; but I think this is better because it accounts for w properly. DP3 tmp , vec, vec; RSQ tmp, tmp.x; MUL vec, vec, tmp; */ {WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0}, {WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)}, {WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1}, /* TODO: dp2add can be made out of multiple instuctions */ {WINED3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, NULL, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1}, /* Matrix */ {WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, {WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0}, /* Register declarations */ {WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0}, /* Flow control - requires GLSL or software shaders */ {WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0}, {WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1}, {WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1}, /* Constant definitions */ {WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0}, {WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0}, {WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0}, /* Texture */ {WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_map2gl, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)}, {WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1}, {WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)}, {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)}, {WINED3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, 1, NULL, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)}, {WINED3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0}, {WINED3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0}, {WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1}, {WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0}, {WINED3DSIO_TEXLDL, "texldl", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0}, {WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0}, {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0} }; static void pshader_set_limits( IWineD3DPixelShaderImpl *This) { This->baseShader.limits.attributes = 0; This->baseShader.limits.address = 0; This->baseShader.limits.packed_output = 0; switch (This->baseShader.hex_version) { case WINED3DPS_VERSION(1,0): case WINED3DPS_VERSION(1,1): case WINED3DPS_VERSION(1,2): case WINED3DPS_VERSION(1,3): This->baseShader.limits.temporary = 2; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 4; This->baseShader.limits.sampler = 4; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; case WINED3DPS_VERSION(1,4): This->baseShader.limits.temporary = 6; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 6; This->baseShader.limits.sampler = 6; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ case WINED3DPS_VERSION(2,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; break; case WINED3DPS_VERSION(2,1): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 16; break; case WINED3DPS_VERSION(3,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 224; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 0; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 12; This->baseShader.limits.label = 16; /* FIXME: 2048 */ break; default: This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; FIXME("Unrecognized pixel shader version %#x\n", This->baseShader.hex_version); } } /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB or GLSL and send it to the card */ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( IWineD3DPixelShader *iface, shader_reg_maps* reg_maps, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; SHADER_BUFFER buffer; #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) { HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE); This->fixupVertexBufferSize = PGMSIZE; This->fixupVertexBuffer[0] = 0; } buffer.buffer = This->device->fixupVertexBuffer; #else buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); #endif buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; if (This->baseShader.shader_mode == SHADER_GLSL) { /* Create the hw GLSL shader object and assign it as the baseShader.prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { shader_addline(&buffer, "#extension GL_ARB_draw_buffers : enable\n"); } /* Base Declarations */ shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION); /* Pack 3.0 inputs */ if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) pshader_glsl_input_pack(&buffer, This->semantics_in); /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction); /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */ if(GL_SUPPORT(ARB_DRAW_BUFFERS)) shader_addline(&buffer, "gl_FragData[0] = R0;\n"); else shader_addline(&buffer, "gl_FragColor = R0;\n"); } /* Pixel shader < 3.0 do not replace the fog stage. * This implements linear fog computation and blending. * TODO: non linear fog * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but * -1/(e-s) and e/(e-s) respectively. */ if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n"); if(GL_SUPPORT(ARB_DRAW_BUFFERS)) shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n"); else shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n"); } shader_addline(&buffer, "}\n"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); GL_EXTCALL(glCompileShaderARB(shader_obj)); print_glsl_info_log(&GLINFO_LOCATION, shader_obj); /* Store the shader object */ This->baseShader.prgId = shader_obj; } else if (This->baseShader.shader_mode == SHADER_ARB) { /* Create the hw ARB shader */ shader_addline(&buffer, "!!ARBfp1.0\n"); shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */ shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */ shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */ shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */ shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */ shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); /* Base Declarations */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION); /* We need two variables for fog blending */ shader_addline(&buffer, "TEMP TMP_FOG;\n"); if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) { shader_addline(&buffer, "TEMP TMP_COLOR;\n"); } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction); /* calculate fog and blend it * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but * -1/(e-s) and e/(e-s) respectively. */ shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n"); if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n"); shader_addline(&buffer, "MOV result.color.a, R0.a;\n"); } else { shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n"); shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n"); } shader_addline(&buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId)); TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer.bsize, buffer.buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW PixelShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); This->baseShader.prgId = -1; } } This->needsbumpmat = reg_maps->bumpmat; #if 1 /* if were using the data buffer of device then we don't need to free it */ HeapFree(GetProcessHeap(), 0, buffer.buffer); #endif } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; TRACE("(%p) : pFunction %p\n", iface, pFunction); /* First pass: trace shader */ shader_trace_init((IWineD3DBaseShader*) This, pFunction); pshader_set_limits(This); /* Initialize immediate constant lists */ list_init(&This->baseShader.constantsF); list_init(&This->baseShader.constantsB); list_init(&This->baseShader.constantsI); This->baseShader.shader_mode = deviceImpl->ps_selected_mode; TRACE("(%p) : Copying the function\n", This); if (NULL != pFunction) { void *function; function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength); if (!function) return E_OUTOFMEMORY; memcpy(function, pFunction, This->baseShader.functionLength); This->baseShader.function = function; } else { This->baseShader.function = NULL; } return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; CONST DWORD *function = This->baseShader.function; shader_reg_maps *reg_maps = &This->baseShader.reg_maps; HRESULT hr; TRACE("(%p) : function %p\n", iface, function); /* We're already compiled. */ if (This->baseShader.is_compiled) return WINED3D_OK; /* We don't need to compile */ if (!function) { This->baseShader.is_compiled = TRUE; return WINED3D_OK; } /* 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, This->baseShader.function, deviceImpl->stateBlock); if (hr != WINED3D_OK) return hr; /* FIXME: validate reg_maps against OpenGL */ /* Generate the HW shader */ TRACE("(%p) : Generating hardware program\n", This); IWineD3DPixelShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function); This->baseShader.is_compiled = TRUE; return WINED3D_OK; } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DPixelShaderImpl_QueryInterface, IWineD3DPixelShaderImpl_AddRef, IWineD3DPixelShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, IWineD3DPixelShaderImpl_CompileShader, /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction };