shader.c revision ee6bcfc59fe3b0230aad85e2ef63d0402b7719b2
/*
* 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
* Copyright 2009 Henri Verbeet 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 <string.h>
#include "wined3d_private.h"
static const char *shader_opcode_names[] =
{
/* WINED3DSIH_ABS */ "abs",
/* WINED3DSIH_ADD */ "add",
/* WINED3DSIH_BEM */ "bem",
/* WINED3DSIH_BREAK */ "break",
/* WINED3DSIH_BREAKC */ "breakc",
/* WINED3DSIH_BREAKP */ "breakp",
/* WINED3DSIH_CALL */ "call",
/* WINED3DSIH_CALLNZ */ "callnz",
/* WINED3DSIH_CMP */ "cmp",
/* WINED3DSIH_CND */ "cnd",
/* WINED3DSIH_CRS */ "crs",
/* WINED3DSIH_CUT */ "cut",
/* WINED3DSIH_DCL */ "dcl",
/* WINED3DSIH_DEF */ "def",
/* WINED3DSIH_DEFB */ "defb",
/* WINED3DSIH_DEFI */ "defi",
/* WINED3DSIH_DP2ADD */ "dp2add",
/* WINED3DSIH_DP3 */ "dp3",
/* WINED3DSIH_DP4 */ "dp4",
/* WINED3DSIH_DST */ "dst",
/* WINED3DSIH_DSX */ "dsx",
/* WINED3DSIH_DSY */ "dsy",
/* WINED3DSIH_ELSE */ "else",
/* WINED3DSIH_EMIT */ "emit",
/* WINED3DSIH_ENDIF */ "endif",
/* WINED3DSIH_ENDLOOP */ "endloop",
/* WINED3DSIH_ENDREP */ "endrep",
/* WINED3DSIH_EXP */ "exp",
/* WINED3DSIH_EXPP */ "expp",
/* WINED3DSIH_FRC */ "frc",
/* WINED3DSIH_IADD */ "iadd",
/* WINED3DSIH_IF */ "if",
/* WINED3DSIH_IFC */ "ifc",
/* WINED3DSIH_IGE */ "ige",
/* WINED3DSIH_LABEL */ "label",
/* WINED3DSIH_LIT */ "lit",
/* WINED3DSIH_LOG */ "log",
/* WINED3DSIH_LOGP */ "logp",
/* WINED3DSIH_LOOP */ "loop",
/* WINED3DSIH_LRP */ "lrp",
/* WINED3DSIH_LT */ "lt",
/* WINED3DSIH_M3x2 */ "m3x2",
/* WINED3DSIH_M3x3 */ "m3x3",
/* WINED3DSIH_M3x4 */ "m3x4",
/* WINED3DSIH_M4x3 */ "m4x3",
/* WINED3DSIH_M4x4 */ "m4x4",
/* WINED3DSIH_MAD */ "mad",
/* WINED3DSIH_MAX */ "max",
/* WINED3DSIH_MIN */ "min",
/* WINED3DSIH_MOV */ "mov",
/* WINED3DSIH_MOVA */ "mova",
/* WINED3DSIH_MUL */ "mul",
/* WINED3DSIH_NOP */ "nop",
/* WINED3DSIH_NRM */ "nrm",
/* WINED3DSIH_PHASE */ "phase",
/* WINED3DSIH_POW */ "pow",
/* WINED3DSIH_RCP */ "rcp",
/* WINED3DSIH_REP */ "rep",
/* WINED3DSIH_RET */ "ret",
/* WINED3DSIH_RSQ */ "rsq",
/* WINED3DSIH_SETP */ "setp",
/* WINED3DSIH_SGE */ "sge",
/* WINED3DSIH_SGN */ "sgn",
/* WINED3DSIH_SINCOS */ "sincos",
/* WINED3DSIH_SLT */ "slt",
/* WINED3DSIH_SUB */ "sub",
/* WINED3DSIH_TEX */ "texld",
/* WINED3DSIH_TEXBEM */ "texbem",
/* WINED3DSIH_TEXBEML */ "texbeml",
/* WINED3DSIH_TEXCOORD */ "texcrd",
/* WINED3DSIH_TEXDEPTH */ "texdepth",
/* WINED3DSIH_TEXDP3 */ "texdp3",
/* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
/* WINED3DSIH_TEXKILL */ "texkill",
/* WINED3DSIH_TEXLDD */ "texldd",
/* WINED3DSIH_TEXLDL */ "texldl",
/* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
/* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
/* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
/* WINED3DSIH_TEXM3x3 */ "texm3x3",
/* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
/* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
/* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
/* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
/* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
/* WINED3DSIH_TEXREG2AR */ "texreg2ar",
/* WINED3DSIH_TEXREG2GB */ "texreg2gb",
/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
};
static const char *semantic_names[] =
{
/* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
/* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
/* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
/* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
/* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
/* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
/* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
/* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
/* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
/* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
/* WINED3DDECLUSAGE_COLOR */ "COLOR",
/* WINED3DDECLUSAGE_FOG */ "FOG",
/* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
/* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
};
{
{
return "UNRECOGNIZED";
}
return semantic_names[usage];
}
{
unsigned int i;
for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
{
}
return ~0U;
}
{
}
static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
const struct wined3d_shader_semantic *s)
{
e->semantic_idx = s->usage_idx;
e->sysval_semantic = 0;
e->component_type = 0;
}
{
switch (version_token >> 16)
{
case WINED3D_SM1_VS:
case WINED3D_SM1_PS:
return &sm1_shader_frontend;
case WINED3D_SM4_PS:
case WINED3D_SM4_VS:
case WINED3D_SM4_GS:
return &sm4_shader_frontend;
default:
return NULL;
}
}
{
}
{
{
ERR("Failed to allocate shader buffer memory.\n");
return FALSE;
}
return TRUE;
}
{
}
{
int rc;
{
ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
return -1;
}
{
}
else
{
}
{
}
return 0;
}
{
int ret;
return ret;
}
{
}
/* Convert floating point offset relative to a register file to an absolute
* offset for float constants. */
static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
{
switch (register_type)
{
case WINED3DSPR_CONST: return register_idx;
default:
return register_idx;
}
}
{
struct local_constant *constant;
while (ptr)
{
}
}
{
}
static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
{
{
case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
break;
case WINED3DSPR_TEMP:
break;
case WINED3DSPR_INPUT:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
{
/* If relative addressing is used, we must assume that all registers
* are used. Even if it is a construct like v3[aL], we can't assume
* that v0, v1 and v2 aren't read because aL can be negative */
unsigned int i;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
}
}
else
{
}
}
break;
case WINED3DSPR_RASTOUT:
break;
case WINED3DSPR_MISCTYPE:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
}
break;
case WINED3DSPR_CONST:
{
if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
{
{
}
{
}
}
}
else
{
}
break;
case WINED3DSPR_CONSTINT:
break;
case WINED3DSPR_CONSTBOOL:
break;
case WINED3DSPR_COLOROUT:
break;
default:
break;
}
}
static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
{
switch (instr)
{
case WINED3DSIH_M4x4:
case WINED3DSIH_M3x4:
case WINED3DSIH_M4x3:
case WINED3DSIH_M3x3:
case WINED3DSIH_M3x2:
default:
return 0;
}
}
/* Note that this does not count the loop register as an address register. */
static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
{
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
struct wined3d_shader_version shader_version;
/* get_registers_used() is called on every compile on some 1.x shaders,
* which can result in stacking up a collection of local constants.
* Delete the old constants if existing. */
{
ERR("Failed to allocate constant map memory.\n");
return E_OUTOFMEMORY;
}
{
struct wined3d_shader_instruction ins;
const char *comment;
/* Skip comments. */
if (comment) continue;
/* Fetch opcode. */
/* Unhandled opcode, and its parameters. */
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
/* Handle declarations. */
{
struct wined3d_shader_semantic semantic;
{
/* Mark input registers used. */
case WINED3DSPR_INPUT:
break;
/* Vertex shader: mark 3.0 output registers used, save token. */
case WINED3DSPR_OUTPUT:
break;
/* Save sampler usage token. */
case WINED3DSPR_SAMPLER:
break;
default:
break;
}
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
if (!lconst) return E_OUTOFMEMORY;
ptr += 4;
/* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
{
}
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
if (!lconst) return E_OUTOFMEMORY;
ptr += 4;
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
if (!lconst) return E_OUTOFMEMORY;
++ptr;
}
/* If there's a loop in the shader. */
{
/* Rep and Loop always use an integer constant for the control parameters. */
{
}
else
{
}
}
{
}
/* For subroutine prototypes. */
{
}
/* Set texture, address, temporary registers. */
else
{
int i, limit;
/* This will loop over all the registers and try to
* make a bitmask of the ones we're interested in.
*
* Relative addressing tokens are ignored, but that's
* okay, since we'll catch any address registers when
* they are initialized (required by spec). */
{
struct wined3d_shader_src_param dst_rel_addr;
struct wined3d_shader_dst_param dst_param;
/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
* is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
* shaders because TECRDOUT isn't used in them, but future register types might cause issues */
{
}
{
{
/* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
* COLOROUT 0. If we know this in advance, the ARB shader backend can skip
* the mov and perform the sRGB write correction from the source register.
*
* However, if the mov is only partial, we can't do this, and if the write
* comes from an instruction other than MOV it is hard to do as well. If
* COLOROUT 0 is overwritten partially later, the marker is dropped again. */
{
/* Used later when the source register is read. */
color0_mov = TRUE;
}
}
/* Also drop the MOV marker if the source register is overwritten prior to the shader
* end
*/
{
}
}
/* Declare 1.x samplers implicitly, based on the destination reg. number. */
{
/* Fake sampler usage, only set reserved bit and type. */
TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
/* texbem is only valid with < 1.4 pixel shaders */
{
{
}
}
}
{
}
}
for (i = 0; i < limit; ++i)
{
unsigned int count;
while (count)
{
--count;
}
if (color0_mov)
{
{
}
}
}
}
}
return WINED3D_OK;
}
unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
{
return wined3d_log2i(map);
}
const struct wined3d_shader_version *shader_version)
{
TRACE("dcl");
{
switch (semantic->sampler_type)
{
}
}
else
{
/* Pixel shaders 3.0 don't have usage semantics. */
else TRACE("_");
{
break;
TRACE("blend");
break;
TRACE("weight");
break;
case WINED3DDECLUSAGE_NORMAL:
break;
case WINED3DDECLUSAGE_PSIZE:
TRACE("psize");
break;
case WINED3DDECLUSAGE_COLOR:
break;
break;
case WINED3DDECLUSAGE_TANGENT:
TRACE("tangent");
break;
TRACE("binormal");
break;
TRACE("tessfactor");
break;
break;
case WINED3DDECLUSAGE_FOG:
TRACE("fog");
break;
case WINED3DDECLUSAGE_DEPTH:
TRACE("depth");
break;
case WINED3DDECLUSAGE_SAMPLE:
TRACE("sample");
break;
default:
}
}
}
const struct wined3d_shader_version *shader_version)
{
{
case WINED3DSPR_TEMP:
TRACE("r");
break;
case WINED3DSPR_INPUT:
TRACE("v");
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
break;
case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
break;
case WINED3DSPR_RASTOUT:
break;
case WINED3DSPR_COLOROUT:
TRACE("oC");
break;
case WINED3DSPR_DEPTHOUT:
TRACE("oDepth");
break;
case WINED3DSPR_ATTROUT:
TRACE("oD");
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token. */
else TRACE("oT");
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
break;
case WINED3DSPR_LABEL:
TRACE("l");
break;
case WINED3DSPR_LOOP:
TRACE("aL");
break;
case WINED3DSPR_SAMPLER:
TRACE("s");
break;
case WINED3DSPR_MISCTYPE:
break;
case WINED3DSPR_PREDICATE:
TRACE("p");
break;
case WINED3DSPR_IMMCONST:
TRACE("l");
break;
case WINED3DSPR_CONSTBUFFER:
TRACE("cb");
break;
default:
break;
}
{
TRACE("(");
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_FLOAT:
break;
case WINED3D_IMMCONST_FLOAT4:
TRACE("%.8e, %.8e, %.8e, %.8e",
break;
default:
break;
}
TRACE(")");
}
{
{
{
TRACE(" + ");
}
TRACE("]");
}
else
{
{
TRACE("[");
TRACE(" + ");
}
}
}
}
const struct wined3d_shader_version *shader_version)
{
if (write_mask != WINED3DSP_WRITEMASK_ALL)
{
static const char *write_mask_chars = "xyzw";
TRACE(".");
}
}
const struct wined3d_shader_version *shader_version)
{
if (src_modifier == WINED3DSPSM_NEG
|| src_modifier == WINED3DSPSM_ABSNEG)
TRACE("-");
else if (src_modifier == WINED3DSPSM_COMP)
TRACE("1-");
else if (src_modifier == WINED3DSPSM_NOT)
TRACE("!");
TRACE("abs(");
if (src_modifier)
{
switch (src_modifier)
{
case WINED3DSPSM_NONE: break;
case WINED3DSPSM_NEG: break;
case WINED3DSPSM_NOT: break;
case WINED3DSPSM_COMP: break;
}
}
if (swizzle != WINED3DSP_NOSWIZZLE)
{
static const char *swizzle_chars = "xyzw";
{
}
else
{
}
}
}
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
{
struct wined3d_shader_version shader_version;
struct wined3d_shader_src_param dst_rel_addr;
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_instruction ins;
struct wined3d_shader_context ctx;
DWORD i;
/* Initialize current parsing state. */
{
const char *comment;
/* Skip comment tokens. */
if (comment) continue;
/* Read opcode. */
/* Unknown opcode and its parameters. */
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
/* Nothing to do. */
{
ptr += param_size;
continue;
}
/* Destination token */
/* Predication token */
{
FIXME("Predicates not implemented.\n");
}
/* Other source tokens */
{
}
/* Call appropriate function for output target */
}
}
{
{
case 0: break;
}
}
static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
{
struct wined3d_shader_version shader_version;
const char *type_prefix;
DWORD i;
switch (shader_version.type)
{
type_prefix = "vs";
break;
type_prefix = "gs";
break;
type_prefix = "ps";
break;
default:
type_prefix = "unknown";
break;
}
{
struct wined3d_shader_instruction ins;
const char *comment;
/* comment */
if (comment)
{
{
TRACE("// TEXT\n");
{
if (*ptr == '\n')
{
}
else ++ptr;
}
}
continue;
}
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
{
struct wined3d_shader_semantic semantic;
TRACE(" ");
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
*(const float *)(ptr),
*(const float *)(ptr + 1),
*(const float *)(ptr + 2),
*(const float *)(ptr + 3));
ptr += 4;
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
*(ptr),
*(ptr + 1),
*(ptr + 2),
*(ptr + 3));
ptr += 4;
}
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
++ptr;
}
else
{
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_src_param src_param;
{
}
/* Print out predication source token first - it follows
* the destination token. */
{
TRACE("(");
TRACE(") ");
}
/* PixWin marks instructions with the coissue flag with a '+' */
{
{
}
}
{
TRACE("p");
}
/* We already read the destination token, print it. */
{
TRACE(" ");
}
/* Other source tokens */
{
}
}
TRACE("\n");
}
}
{
{
}
}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
{
/* Set the shader caps to 0 for the none shader backend */
caps->VertexShaderVersion = 0;
caps->PixelShaderVersion = 0;
}
{
{
TRACE("Checking support for fixup:\n");
}
/* Faked to make some apps happy. */
if (!is_complex_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
const shader_backend_t none_shader_backend = {
};
{
}
{
if (!data)
{
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;
}
return WINED3D_OK;
}
{
const struct wined3d_shader_frontend *fe;
TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
if (!fe)
{
FIXME("Unable to find frontend for shader.\n");
return WINED3DERR_INVALIDCALL;
}
{
FIXME("Failed to initialize frontend.\n");
return WINED3DERR_INVALIDCALL;
}
/* First pass: trace shader. */
/* Initialize immediate constant lists. */
/* Second pass: figure out which registers are used, what the semantics are, etc. */
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
{
{
return S_OK;
}
return E_NOINTERFACE;
}
{
return refcount;
}
{
if (!refcount)
{
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
{
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
{
}
/* Set local constants for d3d8 shaders. */
{
{
}
{
if (!lconst) return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
{
/* IUnknown methods */
/* IWineD3DBase methods */
/* IWineD3DBaseShader methods */
/* IWineD3DVertexShader methods */
};
{
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
}
{
return FALSE;
}
BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
{
unsigned int i;
{
if (!(map & 1)) continue;
{
*regnum = i;
return TRUE;
}
}
return FALSE;
}
{
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1, 0):
/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
* constants? */
break;
case WINED3D_SHADER_VERSION(2, 0):
break;
case WINED3D_SHADER_VERSION(4, 0):
FIXME("Using 3.0 limits for 4.0 shader.\n");
/* Fall through. */
case WINED3D_SHADER_VERSION(3, 0):
/* DX10 cards on Windows advertise a d3d9 constant limit of 256
* even though they are capable of supporting much more (GL
* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
* shaders to 256. */
break;
default:
FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
}
}
{
unsigned int i;
if (!byte_code) return WINED3DERR_INVALIDCALL;
{
return hr;
}
{
}
if (output_signature)
{
for (i = 0; i < output_signature->element_count; ++i)
{
}
}
{
{
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");
}
{
}
{
}
else
{
shader->rel_offset = 0;
}
}
return WINED3D_OK;
}
{
{
return S_OK;
}
return E_NOINTERFACE;
}
{
return refcount;
}
{
if (!refcount)
{
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
{
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
{
}
static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
{
/* IUnknown methods */
/* IWineD3DBase methods */
/* IWineD3DBaseShader methods */
};
{
{
return hr;
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
{
{
return S_OK;
}
return E_NOINTERFACE;
}
{
return refcount;
}
{
if (!refcount)
{
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
{
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
{
}
static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
{
/* IUnknown methods */
/* IWineD3DBase methods */
/* IWineD3DBaseShader methods */
};
{
UINT i;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (!texture)
{
continue;
}
/* Flag samplers that need NP2 texcoord fixup. */
{
}
}
{
{
}
else if (use_vs(stateblock))
{
}
else
{
}
}
else
{
{
{
case WINED3DFOG_NONE:
|| use_vs(stateblock))
{
break;
}
{
case WINED3DFOG_NONE: /* Fall through. */
}
break;
}
}
else
{
}
}
}
{
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1, 0):
break;
break;
/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
case WINED3D_SHADER_VERSION(2, 0):
break;
break;
case WINED3D_SHADER_VERSION(4, 0):
FIXME("Using 3.0 limits for 4.0 shader.\n");
/* Fall through. */
case WINED3D_SHADER_VERSION(3, 0):
break;
default:
FIXME("Unrecognized pixel shader version %u.%u\n",
}
}
{
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
if (!byte_code) return WINED3DERR_INVALIDCALL;
{
return hr;
}
for (i = 0; i < MAX_REG_INPUT; ++i)
{
if (shader->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)
{
shader->input_reg_map[i] = i;
}
}
else
{
shader->declared_in_count = 0;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
else shader->input_reg_map[i] = ~0U;
}
}
return WINED3D_OK;
}
void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
{
unsigned int i;
{
/* We don't sample from this sampler. */
if (!sampler_type[i]) continue;
if (!textures[i])
{
WARN("No texture bound to sampler %u, using 2D.\n", i);
sampler_type[i] = 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. */
sampler_type[i] = WINED3DSTT_2D;
break;
case GL_TEXTURE_3D:
break;
case GL_TEXTURE_CUBE_MAP_ARB:
sampler_type[i] = WINED3DSTT_CUBE;
break;
default:
FIXME("Unrecognized texture type %#x, using 2D.\n",
sampler_type[i] = WINED3DSTT_2D;
}
}
}