pixelshader.c revision b955672b950093ff7416d1269dd4d3b69983bd8f
/*
* 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
*
* 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
*/
/*
* Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Sun elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#include "config.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
#define GLNAME_REQUIRE_GLSL ((const char *)1)
static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
}
}
}
/* *******************************************
IWineD3DPixelShader IWineD3DPixelShader parts follow
******************************************* */
static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
return WINED3D_OK;
}
/* 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;
}
} else {
}
}
return WINED3D_OK;
}
/* Arithmetic */
{WINED3DSIO_CND, "cnd", NULL, 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_CMP, "cmp", NULL, 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
/* Matrix */
/* Register declarations */
/* Flow control - requires GLSL or software shaders */
/* Constant definitions */
/* Texture */
{WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
{WINED3DSIO_TEX, "texld", "undefined", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXREG2AR, "texreg2ar", "undefined", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXREG2GB, "texreg2gb", "undefined", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXREG2RGB, "texreg2rgb", "undefined", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
{WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXDP3TEX, "texdp3tex", NULL, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXDP3, "texdp3", NULL, 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXM3x3, "texm3x3", NULL, 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
{WINED3DSIO_TEXDEPTH, "texdepth", NULL, 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_BEM, "bem", "undefined", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
{WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
};
static void pshader_set_limits(
case WINED3DPS_VERSION(1,0):
break;
break;
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
case WINED3DPS_VERSION(2,0):
break;
break;
case WINED3DPS_VERSION(3,0):
break;
FIXME("Unrecognized pixel shader version %#x\n",
}
}
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
or GLSL and send it to the card */
static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
}
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
/* First pass: trace shader */
/* Initialize immediate constant lists */
unsigned int i, j, highest_reg_used = 0, num_regs_used = 0;
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
/* FIXME: validate reg_maps against OpenGL */
for(i = 0; i < MAX_REG_INPUT; i++) {
if(This->input_reg_used[i]) {
highest_reg_used = i;
}
}
/* Don't do any register mapping magic if it is not needed, or if we can't
* achieve anything anyway
*/
/* 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;
}
} else {
j = 0;
for(i = 0; i < MAX_REG_INPUT; i++) {
if(This->input_reg_used[i]) {
This->input_reg_map[i] = j;
j++;
} else {
}
}
This->declared_in_count = j;
}
}
void *function;
if (!function) return E_OUTOFMEMORY;
} else {
}
return WINED3D_OK;
}
static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
{
ERR("Failed to update sampler information\n");
return 0;
}
/* Reset fields tracking stateblock values being hardcoded in the shader */
/* Generate the HW shader */
return retval;
}
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
return hr;
/* FIXME: validate reg_maps against OpenGL */
} else {
return WINED3D_OK;
}
}
{
/*** IUnknown methods ***/
/*** IWineD3DBase methods ***/
/*** IWineD3DBaseShader methods ***/
/*** IWineD3DPixelShader methods ***/
};
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
if(!tex) {
continue;
}
}
} else {
}
} else {
}
}
{
UINT i;
struct ps_compiled_shader *old_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
*/
for(i = 0; i < shader->num_gl_shaders; i++) {
}
}
TRACE("No matching GL shader found, compiling a new shader\n");
if(old_array) {
} else {
}
if(!shader->gl_shaders) {
ERR("Out of memory\n");
return 0;
}
}