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-rw-r--r--src/VBox/Devices/Graphics/shaderlib/shader.c2471
1 files changed, 2471 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/shader.c b/src/VBox/Devices/Graphics/shaderlib/shader.c
new file mode 100644
index 00000000..8a9f2280
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaderlib/shader.c
@@ -0,0 +1,2471 @@
+/*
+ * 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
+ *
+ * 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
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle 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 "wine/port.h"
+
+#include <math.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
+
+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",
+};
+
+static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
+{
+ if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
+ {
+ FIXME("Unrecognized usage %#x.\n", usage);
+ return "UNRECOGNIZED";
+ }
+
+ return semantic_names[usage];
+}
+
+static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
+{
+ unsigned int i;
+
+ for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
+ {
+ if (!strcmp(name, semantic_names[i])) return i;
+ }
+
+ return ~0U;
+}
+
+BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
+{
+ return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
+}
+
+static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
+ const struct wined3d_shader_semantic *s)
+{
+ e->semantic_name = shader_semantic_name_from_usage(s->usage);
+ e->semantic_idx = s->usage_idx;
+ e->sysval_semantic = 0;
+ e->component_type = 0;
+ e->register_idx = s->reg.reg.idx;
+ e->mask = s->reg.write_mask;
+}
+
+static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
+{
+ 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:
+ FIXME("Unrecognised version token %#x\n", version_token);
+ return NULL;
+ }
+}
+
+void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
+{
+ buffer->buffer[0] = '\0';
+ buffer->bsize = 0;
+ buffer->lineNo = 0;
+ buffer->newline = TRUE;
+}
+
+BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
+{
+ buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
+ if (!buffer->buffer)
+ {
+ ERR("Failed to allocate shader buffer memory.\n");
+ return FALSE;
+ }
+
+ shader_buffer_clear(buffer);
+ return TRUE;
+}
+
+void shader_buffer_free(struct wined3d_shader_buffer *buffer)
+{
+ HeapFree(GetProcessHeap(), 0, buffer->buffer);
+}
+
+int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
+{
+ char *base = buffer->buffer + buffer->bsize;
+ int rc;
+
+ rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
+
+ if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
+ {
+ ERR("The buffer allocated for the shader program string "
+ "is too small at %d bytes.\n", SHADER_PGMSIZE);
+ buffer->bsize = SHADER_PGMSIZE - 1;
+ return -1;
+ }
+
+ if (buffer->newline)
+ {
+ TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
+ buffer->newline = FALSE;
+ }
+ else
+ {
+ TRACE("%s", base);
+ }
+
+ buffer->bsize += rc;
+ if (buffer->buffer[buffer->bsize-1] == '\n')
+ {
+ ++buffer->lineNo;
+ buffer->newline = TRUE;
+ }
+
+ return 0;
+}
+
+int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
+{
+ va_list args;
+ int ret;
+
+ va_start(args, format);
+ ret = shader_vaddline(buffer, format, args);
+ va_end(args);
+
+ return ret;
+}
+
+static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+ shader->ref = 1;
+ shader->device = (IWineD3DDevice *)device;
+ shader->parent = parent;
+ shader->parent_ops = parent_ops;
+ list_init(&shader->linked_programs);
+ list_add_head(&device->shaders, &shader->shader_list_entry);
+}
+
+/* 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;
+ case WINED3DSPR_CONST2: return 2048 + register_idx;
+ case WINED3DSPR_CONST3: return 4096 + register_idx;
+ case WINED3DSPR_CONST4: return 6144 + register_idx;
+ default:
+ FIXME("Unsupported register type: %u.\n", register_type);
+ return register_idx;
+ }
+}
+
+static void shader_delete_constant_list(struct list *clist)
+{
+ struct local_constant *constant;
+ struct list *ptr;
+
+ ptr = list_head(clist);
+ while (ptr)
+ {
+ constant = LIST_ENTRY(ptr, struct local_constant, entry);
+ ptr = list_next(clist, ptr);
+ HeapFree(GetProcessHeap(), 0, constant);
+ }
+ list_init(clist);
+}
+
+static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
+{
+ DWORD idx, shift;
+ idx = bit >> 5;
+ shift = bit & 0x1f;
+ bitmap[idx] |= (1 << shift);
+}
+
+static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
+ const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
+{
+ switch (reg->type)
+ {
+ case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
+ if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
+ else reg_maps->address |= 1 << reg->idx;
+ break;
+
+ case WINED3DSPR_TEMP:
+ reg_maps->temporary |= 1 << reg->idx;
+ break;
+
+ case WINED3DSPR_INPUT:
+ if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
+ {
+ if (reg->rel_addr)
+ {
+ /* 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)
+ {
+ ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
+ }
+ }
+ else
+ {
+ ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
+ }
+ }
+ else reg_maps->input_registers |= 1 << reg->idx;
+ break;
+
+ case WINED3DSPR_RASTOUT:
+ if (reg->idx == 1) reg_maps->fog = 1;
+ break;
+
+ case WINED3DSPR_MISCTYPE:
+ if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
+ {
+ if (reg->idx == 0) reg_maps->vpos = 1;
+ else if (reg->idx == 1) reg_maps->usesfacing = 1;
+ }
+ break;
+
+ case WINED3DSPR_CONST:
+ if (reg->rel_addr)
+ {
+ if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
+ {
+ if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
+ {
+ ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
+ }
+ if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
+ {
+ ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
+ }
+ }
+ reg_maps->usesrelconstF = TRUE;
+ }
+ else
+ {
+ set_bitmap_bit(reg_maps->constf, reg->idx);
+ }
+ break;
+
+ case WINED3DSPR_CONSTINT:
+ reg_maps->integer_constants |= (1 << reg->idx);
+ break;
+
+ case WINED3DSPR_CONSTBOOL:
+ reg_maps->boolean_constants |= (1 << reg->idx);
+ break;
+
+ case WINED3DSPR_COLOROUT:
+ reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
+ break;
+
+ default:
+ TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
+ 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:
+ return param == 1 ? 3 : 0;
+
+ case WINED3DSIH_M4x3:
+ case WINED3DSIH_M3x3:
+ return param == 1 ? 2 : 0;
+
+ case WINED3DSIH_M3x2:
+ return param == 1 ? 1 : 0;
+
+ 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 shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
+ struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
+ unsigned int cur_loop_depth = 0, max_loop_depth = 0;
+ void *fe_data = shader->baseShader.frontend_data;
+ struct wined3d_shader_version shader_version;
+ const DWORD *ptr = byte_code;
+
+ memset(reg_maps, 0, sizeof(*reg_maps));
+
+ /* 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. */
+ shader_delete_constant_list(&shader->baseShader.constantsF);
+ shader_delete_constant_list(&shader->baseShader.constantsB);
+ shader_delete_constant_list(&shader->baseShader.constantsI);
+
+ fe->shader_read_header(fe_data, &ptr, &shader_version);
+ reg_maps->shader_version = shader_version;
+
+ reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
+ if (!reg_maps->constf)
+ {
+ ERR("Failed to allocate constant map memory.\n");
+ return E_OUTOFMEMORY;
+ }
+
+ while (!fe->shader_is_end(fe_data, &ptr))
+ {
+ struct wined3d_shader_instruction ins;
+ const char *comment;
+ UINT comment_size;
+ UINT param_size;
+
+ /* Skip comments. */
+ fe->shader_read_comment(&ptr, &comment, &comment_size);
+ if (comment) continue;
+
+ /* Fetch opcode. */
+ fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
+
+ /* Unhandled opcode, and its parameters. */
+ if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
+ {
+ TRACE("Skipping unrecognized instruction.\n");
+ ptr += param_size;
+ continue;
+ }
+
+ /* Handle declarations. */
+ if (ins.handler_idx == WINED3DSIH_DCL)
+ {
+ struct wined3d_shader_semantic semantic;
+
+ fe->shader_read_semantic(&ptr, &semantic);
+
+ switch (semantic.reg.reg.type)
+ {
+ /* Mark input registers used. */
+ case WINED3DSPR_INPUT:
+ reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
+ shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
+ break;
+
+ /* Vertex shader: mark 3.0 output registers used, save token. */
+ case WINED3DSPR_OUTPUT:
+ reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
+ shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
+ if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
+ break;
+
+ /* Save sampler usage token. */
+ case WINED3DSPR_SAMPLER:
+ reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
+ break;
+
+ default:
+ TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
+ break;
+ }
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEF)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+ lconst->idx = dst.reg.idx;
+
+ memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
+ ptr += 4;
+
+ /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
+ if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
+ {
+ float *value = (float *)lconst->value;
+ if (value[0] < -1.0f) value[0] = -1.0f;
+ else if (value[0] > 1.0f) value[0] = 1.0f;
+ if (value[1] < -1.0f) value[1] = -1.0f;
+ else if (value[1] > 1.0f) value[1] = 1.0f;
+ if (value[2] < -1.0f) value[2] = -1.0f;
+ else if (value[2] > 1.0f) value[2] = 1.0f;
+ if (value[3] < -1.0f) value[3] = -1.0f;
+ else if (value[3] > 1.0f) value[3] = 1.0f;
+ }
+
+ list_add_head(&shader->baseShader.constantsF, &lconst->entry);
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEFI)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+ lconst->idx = dst.reg.idx;
+
+ memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
+ ptr += 4;
+
+ list_add_head(&shader->baseShader.constantsI, &lconst->entry);
+ reg_maps->local_int_consts |= (1 << dst.reg.idx);
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEFB)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+ lconst->idx = dst.reg.idx;
+
+ memcpy(lconst->value, ptr, sizeof(DWORD));
+ ++ptr;
+
+ list_add_head(&shader->baseShader.constantsB, &lconst->entry);
+ reg_maps->local_bool_consts |= (1 << dst.reg.idx);
+ }
+ /* If there's a loop in the shader. */
+ else if (ins.handler_idx == WINED3DSIH_LOOP
+ || ins.handler_idx == WINED3DSIH_REP)
+ {
+ struct wined3d_shader_src_param src, rel_addr;
+
+ fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
+
+ /* Rep and Loop always use an integer constant for the control parameters. */
+ if (ins.handler_idx == WINED3DSIH_REP)
+ {
+ reg_maps->integer_constants |= 1 << src.reg.idx;
+ }
+ else
+ {
+ fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
+ reg_maps->integer_constants |= 1 << src.reg.idx;
+ }
+
+ cur_loop_depth++;
+ if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
+ }
+ else if (ins.handler_idx == WINED3DSIH_ENDLOOP
+ || ins.handler_idx == WINED3DSIH_ENDREP)
+ {
+ cur_loop_depth--;
+ }
+ /* For subroutine prototypes. */
+ else if (ins.handler_idx == WINED3DSIH_LABEL)
+ {
+ struct wined3d_shader_src_param src, rel_addr;
+
+ fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
+ reg_maps->labels |= 1 << src.reg.idx;
+ }
+ /* Set texture, address, temporary registers. */
+ else
+ {
+ BOOL color0_mov = FALSE;
+ 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). */
+ if (ins.dst_count)
+ {
+ struct wined3d_shader_src_param dst_rel_addr;
+ struct wined3d_shader_dst_param dst_param;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
+
+ shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
+
+ /* 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 */
+ if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
+ && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
+ {
+ reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
+ }
+
+ if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
+ {
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
+
+ if (dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
+ {
+ /* 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. */
+
+ ps->color0_mov = FALSE;
+ if (ins.handler_idx == WINED3DSIH_MOV)
+ {
+ /* 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
+ */
+ else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
+ {
+ ps->color0_mov = FALSE;
+ }
+ }
+
+ /* Declare 1.x samplers implicitly, based on the destination reg. number. */
+ if (shader_version.major == 1
+ && (ins.handler_idx == WINED3DSIH_TEX
+ || ins.handler_idx == WINED3DSIH_TEXBEM
+ || ins.handler_idx == WINED3DSIH_TEXBEML
+ || ins.handler_idx == WINED3DSIH_TEXDP3TEX
+ || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
+ || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
+ || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
+ || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
+ || ins.handler_idx == WINED3DSIH_TEXREG2AR
+ || ins.handler_idx == WINED3DSIH_TEXREG2GB
+ || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
+ {
+ /* Fake sampler usage, only set reserved bit and type. */
+ DWORD sampler_code = dst_param.reg.idx;
+
+ TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
+ reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
+
+ /* texbem is only valid with < 1.4 pixel shaders */
+ if (ins.handler_idx == WINED3DSIH_TEXBEM
+ || ins.handler_idx == WINED3DSIH_TEXBEML)
+ {
+ reg_maps->bumpmat |= 1 << dst_param.reg.idx;
+ if (ins.handler_idx == WINED3DSIH_TEXBEML)
+ {
+ reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
+ }
+ }
+ }
+ else if (ins.handler_idx == WINED3DSIH_BEM)
+ {
+ reg_maps->bumpmat |= 1 << dst_param.reg.idx;
+ }
+ }
+
+ if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
+ else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
+ else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
+ else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
+ else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
+ else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
+ else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
+ else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
+
+ limit = ins.src_count + (ins.predicate ? 1 : 0);
+ for (i = 0; i < limit; ++i)
+ {
+ struct wined3d_shader_src_param src_param, src_rel_addr;
+ unsigned int count;
+
+ fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
+ count = get_instr_extra_regcount(ins.handler_idx, i);
+
+ shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
+ while (count)
+ {
+ ++src_param.reg.idx;
+ shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
+ --count;
+ }
+
+ if (color0_mov)
+ {
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
+ if (src_param.reg.type == WINED3DSPR_TEMP
+ && src_param.swizzle == WINED3DSP_NOSWIZZLE)
+ {
+ ps->color0_mov = TRUE;
+ ps->color0_reg = src_param.reg.idx;
+ }
+ }
+ }
+ }
+ }
+ reg_maps->loop_depth = max_loop_depth;
+
+ shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
+
+ return WINED3D_OK;
+}
+
+unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
+{
+ DWORD map = 1 << max;
+ map |= map - 1;
+ map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
+
+ return wined3d_log2i(map);
+}
+
+static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
+ const struct wined3d_shader_version *shader_version)
+{
+ TRACE("dcl");
+
+ if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
+ {
+ switch (semantic->sampler_type)
+ {
+ case WINED3DSTT_2D: TRACE("_2d"); break;
+ case WINED3DSTT_CUBE: TRACE("_cube"); break;
+ case WINED3DSTT_VOLUME: TRACE("_volume"); break;
+ default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
+ }
+ }
+ else
+ {
+ /* Pixel shaders 3.0 don't have usage semantics. */
+ if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
+ else TRACE("_");
+
+ switch (semantic->usage)
+ {
+ case WINED3DDECLUSAGE_POSITION:
+ TRACE("position%u", semantic->usage_idx);
+ break;
+
+ case WINED3DDECLUSAGE_BLENDINDICES:
+ TRACE("blend");
+ break;
+
+ case WINED3DDECLUSAGE_BLENDWEIGHT:
+ TRACE("weight");
+ break;
+
+ case WINED3DDECLUSAGE_NORMAL:
+ TRACE("normal%u", semantic->usage_idx);
+ break;
+
+ case WINED3DDECLUSAGE_PSIZE:
+ TRACE("psize");
+ break;
+
+ case WINED3DDECLUSAGE_COLOR:
+ if (semantic->usage_idx == 0) TRACE("color");
+ else TRACE("specular%u", (semantic->usage_idx - 1));
+ break;
+
+ case WINED3DDECLUSAGE_TEXCOORD:
+ TRACE("texture%u", semantic->usage_idx);
+ break;
+
+ case WINED3DDECLUSAGE_TANGENT:
+ TRACE("tangent");
+ break;
+
+ case WINED3DDECLUSAGE_BINORMAL:
+ TRACE("binormal");
+ break;
+
+ case WINED3DDECLUSAGE_TESSFACTOR:
+ TRACE("tessfactor");
+ break;
+
+ case WINED3DDECLUSAGE_POSITIONT:
+ TRACE("positionT%u", semantic->usage_idx);
+ break;
+
+ case WINED3DDECLUSAGE_FOG:
+ TRACE("fog");
+ break;
+
+ case WINED3DDECLUSAGE_DEPTH:
+ TRACE("depth");
+ break;
+
+ case WINED3DDECLUSAGE_SAMPLE:
+ TRACE("sample");
+ break;
+
+ default:
+ FIXME("unknown_semantics(0x%08x)", semantic->usage);
+ }
+ }
+}
+
+static void shader_dump_register(const struct wined3d_shader_register *reg,
+ const struct wined3d_shader_version *shader_version)
+{
+ static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
+ static const char * const misctype_reg_names[] = {"vPos", "vFace"};
+ UINT offset = reg->idx;
+
+ switch (reg->type)
+ {
+ 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");
+ offset = shader_get_float_offset(reg->type, reg->idx);
+ break;
+
+ case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
+ TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
+ break;
+
+ case WINED3DSPR_RASTOUT:
+ TRACE("%s", rastout_reg_names[reg->idx]);
+ 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. */
+ if (shader_version->major >= 3) TRACE("o");
+ 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:
+ if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
+ else TRACE("%s", misctype_reg_names[reg->idx]);
+ break;
+
+ case WINED3DSPR_PREDICATE:
+ TRACE("p");
+ break;
+
+ case WINED3DSPR_IMMCONST:
+ TRACE("l");
+ break;
+
+ case WINED3DSPR_CONSTBUFFER:
+ TRACE("cb");
+ break;
+
+ default:
+ TRACE("unhandled_rtype(%#x)", reg->type);
+ break;
+ }
+
+ if (reg->type == WINED3DSPR_IMMCONST)
+ {
+ TRACE("(");
+ switch (reg->immconst_type)
+ {
+ case WINED3D_IMMCONST_FLOAT:
+ TRACE("%.8e", *(const float *)reg->immconst_data);
+ break;
+
+ case WINED3D_IMMCONST_FLOAT4:
+ TRACE("%.8e, %.8e, %.8e, %.8e",
+ *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
+ *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
+ break;
+
+ default:
+ TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
+ break;
+ }
+ TRACE(")");
+ }
+ else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
+ {
+ if (reg->array_idx != ~0U)
+ {
+ TRACE("%u[%u", offset, reg->array_idx);
+ if (reg->rel_addr)
+ {
+ TRACE(" + ");
+ shader_dump_src_param(reg->rel_addr, shader_version);
+ }
+ TRACE("]");
+ }
+ else
+ {
+ if (reg->rel_addr)
+ {
+ TRACE("[");
+ shader_dump_src_param(reg->rel_addr, shader_version);
+ TRACE(" + ");
+ }
+ TRACE("%u", offset);
+ if (reg->rel_addr) TRACE("]");
+ }
+ }
+}
+
+void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
+ const struct wined3d_shader_version *shader_version)
+{
+ DWORD write_mask = param->write_mask;
+
+ shader_dump_register(&param->reg, shader_version);
+
+ if (write_mask != WINED3DSP_WRITEMASK_ALL)
+ {
+ static const char *write_mask_chars = "xyzw";
+
+ TRACE(".");
+ if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
+ if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
+ if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
+ if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
+ }
+}
+
+void shader_dump_src_param(const struct wined3d_shader_src_param *param,
+ const struct wined3d_shader_version *shader_version)
+{
+ DWORD src_modifier = param->modifiers;
+ DWORD swizzle = param->swizzle;
+
+ if (src_modifier == WINED3DSPSM_NEG
+ || src_modifier == WINED3DSPSM_BIASNEG
+ || src_modifier == WINED3DSPSM_SIGNNEG
+ || src_modifier == WINED3DSPSM_X2NEG
+ || src_modifier == WINED3DSPSM_ABSNEG)
+ TRACE("-");
+ else if (src_modifier == WINED3DSPSM_COMP)
+ TRACE("1-");
+ else if (src_modifier == WINED3DSPSM_NOT)
+ TRACE("!");
+
+ if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
+ TRACE("abs(");
+
+ shader_dump_register(&param->reg, shader_version);
+
+ if (src_modifier)
+ {
+ switch (src_modifier)
+ {
+ case WINED3DSPSM_NONE: break;
+ case WINED3DSPSM_NEG: break;
+ case WINED3DSPSM_NOT: break;
+ case WINED3DSPSM_BIAS: TRACE("_bias"); break;
+ case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
+ case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
+ case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
+ case WINED3DSPSM_COMP: break;
+ case WINED3DSPSM_X2: TRACE("_x2"); break;
+ case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
+ case WINED3DSPSM_DZ: TRACE("_dz"); break;
+ case WINED3DSPSM_DW: TRACE("_dw"); break;
+ case WINED3DSPSM_ABSNEG: TRACE(")"); break;
+ case WINED3DSPSM_ABS: TRACE(")"); break;
+ default: TRACE("_unknown_modifier(%#x)", src_modifier);
+ }
+ }
+
+ if (swizzle != WINED3DSP_NOSWIZZLE)
+ {
+ static const char *swizzle_chars = "xyzw";
+ DWORD swizzle_x = swizzle & 0x03;
+ DWORD swizzle_y = (swizzle >> 2) & 0x03;
+ DWORD swizzle_z = (swizzle >> 4) & 0x03;
+ DWORD swizzle_w = (swizzle >> 6) & 0x03;
+
+ if (swizzle_x == swizzle_y
+ && swizzle_x == swizzle_z
+ && swizzle_x == swizzle_w)
+ {
+ TRACE(".%c", swizzle_chars[swizzle_x]);
+ }
+ else
+ {
+ TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
+ swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
+ }
+ }
+}
+
+/* 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. */
+void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
+ const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+ const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
+ void *fe_data = shader->baseShader.frontend_data;
+ struct wined3d_shader_src_param src_rel_addr[4];
+ struct wined3d_shader_src_param src_param[4];
+ 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;
+ const DWORD *ptr = byte_code;
+ DWORD i;
+
+ /* Initialize current parsing state. */
+ ctx.shader = iface;
+ ctx.gl_info = &device->adapter->gl_info;
+ ctx.reg_maps = reg_maps;
+ ctx.buffer = buffer;
+ ctx.backend_data = backend_ctx;
+
+ ins.ctx = &ctx;
+ ins.dst = &dst_param;
+ ins.src = src_param;
+ shader->baseShader.parse_state.current_row = 0;
+
+ fe->shader_read_header(fe_data, &ptr, &shader_version);
+
+ while (!fe->shader_is_end(fe_data, &ptr))
+ {
+ const char *comment;
+ UINT comment_size;
+ UINT param_size;
+
+ /* Skip comment tokens. */
+ fe->shader_read_comment(&ptr, &comment, &comment_size);
+ if (comment) continue;
+
+ /* Read opcode. */
+ fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
+
+ /* Unknown opcode and its parameters. */
+ if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
+ {
+ TRACE("Skipping unrecognized instruction.\n");
+ ptr += param_size;
+ continue;
+ }
+
+ /* Nothing to do. */
+ if (ins.handler_idx == WINED3DSIH_DCL
+ || ins.handler_idx == WINED3DSIH_NOP
+ || ins.handler_idx == WINED3DSIH_DEF
+ || ins.handler_idx == WINED3DSIH_DEFI
+ || ins.handler_idx == WINED3DSIH_DEFB
+ || ins.handler_idx == WINED3DSIH_PHASE)
+ {
+ ptr += param_size;
+ continue;
+ }
+
+ /* Destination token */
+ if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
+
+ /* Predication token */
+ if (ins.predicate)
+ {
+#ifndef VBOX_WITH_VMSVGA
+ FIXME("Predicates not implemented.\n");
+#endif
+ ins.predicate = *ptr++;
+ }
+
+ /* Other source tokens */
+ for (i = 0; i < ins.src_count; ++i)
+ {
+ fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
+ }
+
+ /* Call appropriate function for output target */
+ device->shader_backend->shader_handle_instruction(&ins);
+ }
+}
+
+static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
+{
+ DWORD mmask = dst->modifiers;
+
+ switch (dst->shift)
+ {
+ case 0: break;
+ case 13: TRACE("_d8"); break;
+ case 14: TRACE("_d4"); break;
+ case 15: TRACE("_d2"); break;
+ case 1: TRACE("_x2"); break;
+ case 2: TRACE("_x4"); break;
+ case 3: TRACE("_x8"); break;
+ default: TRACE("_unhandled_shift(%d)", dst->shift); break;
+ }
+
+ if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
+ if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
+ if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
+
+ mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
+ if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
+}
+
+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 DWORD *ptr = byte_code;
+ const char *type_prefix;
+ DWORD i;
+
+ TRACE("Parsing %p.\n", byte_code);
+
+ fe->shader_read_header(fe_data, &ptr, &shader_version);
+
+ switch (shader_version.type)
+ {
+ case WINED3D_SHADER_TYPE_VERTEX:
+ type_prefix = "vs";
+ break;
+
+ case WINED3D_SHADER_TYPE_GEOMETRY:
+ type_prefix = "gs";
+ break;
+
+ case WINED3D_SHADER_TYPE_PIXEL:
+ type_prefix = "ps";
+ break;
+
+ default:
+ FIXME("Unhandled shader type %#x.\n", shader_version.type);
+ type_prefix = "unknown";
+ break;
+ }
+
+ TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
+
+ while (!fe->shader_is_end(fe_data, &ptr))
+ {
+ struct wined3d_shader_instruction ins;
+ const char *comment;
+ UINT comment_size;
+ UINT param_size;
+
+ /* comment */
+ fe->shader_read_comment(&ptr, &comment, &comment_size);
+ if (comment)
+ {
+ if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
+ {
+ const char *end = comment + comment_size;
+ const char *cur = comment + 4;
+ const char *line = cur;
+
+ TRACE("// TEXT\n");
+ while (cur != end)
+ {
+ if (*cur == '\n')
+ {
+ UINT len = cur - line;
+ if (len && *(cur - 1) == '\r') --len;
+ TRACE("// %s\n", debugstr_an(line, len));
+ line = ++cur;
+ }
+ else ++cur;
+ }
+ if (line != cur) TRACE("// %s\n", debugstr_an(line, cur - line));
+ }
+ else TRACE("// %s\n", debugstr_an(comment, comment_size));
+ continue;
+ }
+
+ fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
+ if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
+ {
+ TRACE("Skipping unrecognized instruction.\n");
+ ptr += param_size;
+ continue;
+ }
+
+ if (ins.handler_idx == WINED3DSIH_DCL)
+ {
+ struct wined3d_shader_semantic semantic;
+
+ fe->shader_read_semantic(&ptr, &semantic);
+
+ shader_dump_decl_usage(&semantic, &shader_version);
+ shader_dump_ins_modifiers(&semantic.reg);
+ TRACE(" ");
+ shader_dump_dst_param(&semantic.reg, &shader_version);
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEF)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+
+ TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
+ *(const float *)(ptr),
+ *(const float *)(ptr + 1),
+ *(const float *)(ptr + 2),
+ *(const float *)(ptr + 3));
+ ptr += 4;
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEFI)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+
+ TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
+ *(ptr),
+ *(ptr + 1),
+ *(ptr + 2),
+ *(ptr + 3));
+ ptr += 4;
+ }
+ else if (ins.handler_idx == WINED3DSIH_DEFB)
+ {
+ struct wined3d_shader_src_param rel_addr;
+ struct wined3d_shader_dst_param dst;
+
+ fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
+
+ TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
+ ++ptr;
+ }
+ else
+ {
+ struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
+ struct wined3d_shader_dst_param dst_param;
+ struct wined3d_shader_src_param src_param;
+
+ if (ins.dst_count)
+ {
+ fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
+ }
+
+ /* Print out predication source token first - it follows
+ * the destination token. */
+ if (ins.predicate)
+ {
+ fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
+ TRACE("(");
+ shader_dump_src_param(&src_param, &shader_version);
+ TRACE(") ");
+ }
+
+ /* PixWin marks instructions with the coissue flag with a '+' */
+ if (ins.coissue) TRACE("+");
+
+ TRACE("%s", shader_opcode_names[ins.handler_idx]);
+
+ if (ins.handler_idx == WINED3DSIH_IFC
+ || ins.handler_idx == WINED3DSIH_BREAKC)
+ {
+ switch (ins.flags)
+ {
+ case COMPARISON_GT: TRACE("_gt"); break;
+ case COMPARISON_EQ: TRACE("_eq"); break;
+ case COMPARISON_GE: TRACE("_ge"); break;
+ case COMPARISON_LT: TRACE("_lt"); break;
+ case COMPARISON_NE: TRACE("_ne"); break;
+ case COMPARISON_LE: TRACE("_le"); break;
+ default: TRACE("_(%u)", ins.flags);
+ }
+ }
+ else if (ins.handler_idx == WINED3DSIH_TEX
+ && shader_version.major >= 2
+ && (ins.flags & WINED3DSI_TEXLD_PROJECT))
+ {
+ TRACE("p");
+ }
+
+ /* We already read the destination token, print it. */
+ if (ins.dst_count)
+ {
+ shader_dump_ins_modifiers(&dst_param);
+ TRACE(" ");
+ shader_dump_dst_param(&dst_param, &shader_version);
+ }
+
+ /* Other source tokens */
+ for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
+ {
+ fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
+ TRACE(!i ? " " : ", ");
+ shader_dump_src_param(&src_param, &shader_version);
+ }
+ }
+ TRACE("\n");
+ }
+}
+
+static void shader_cleanup(IWineD3DBaseShader *iface)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
+
+ ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
+ HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
+ HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
+ shader_delete_constant_list(&shader->baseShader.constantsF);
+ shader_delete_constant_list(&shader->baseShader.constantsB);
+ shader_delete_constant_list(&shader->baseShader.constantsI);
+ list_remove(&shader->baseShader.shader_list_entry);
+
+ if (shader->baseShader.frontend && shader->baseShader.frontend_data)
+ {
+ shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
+ }
+}
+
+static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
+static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
+static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
+static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
+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) {}
+static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
+static void shader_none_destroy(IWineD3DBaseShader *iface) {}
+static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
+static void shader_none_free(IWineD3DDevice *iface) {}
+static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
+
+static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
+{
+ /* Set the shader caps to 0 for the none shader backend */
+ caps->VertexShaderVersion = 0;
+ caps->PixelShaderVersion = 0;
+ caps->PixelShader1xMaxValue = 0.0f;
+}
+
+static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* 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 = {
+ shader_none_handle_instruction,
+ shader_none_select,
+ shader_none_select_depth_blt,
+ shader_none_deselect_depth_blt,
+ shader_none_update_float_vertex_constants,
+ shader_none_update_float_pixel_constants,
+ shader_none_load_constants,
+ shader_none_load_np2fixup_constants,
+ shader_none_destroy,
+ shader_none_alloc,
+ shader_none_free,
+ shader_none_dirty_const,
+ shader_none_get_caps,
+ shader_none_color_fixup_supported,
+};
+
+static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
+{
+ *parent = shader->baseShader.parent;
+ IUnknown_AddRef(*parent);
+ TRACE("shader %p, returning %p.\n", shader, *parent);
+}
+
+static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
+{
+ if (!data)
+ {
+ *data_size = shader->baseShader.functionLength;
+ return WINED3D_OK;
+ }
+
+ if (*data_size < shader->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;
+ }
+
+ memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
+
+ return WINED3D_OK;
+}
+
+static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
+ const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
+{
+ struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+ const struct wined3d_shader_frontend *fe;
+ HRESULT hr;
+
+ TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
+ shader, byte_code, output_signature, float_const_count);
+
+ fe = shader_select_frontend(*byte_code);
+ if (!fe)
+ {
+ FIXME("Unable to find frontend for shader.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+ shader->baseShader.frontend = fe;
+ shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
+ if (!shader->baseShader.frontend_data)
+ {
+ FIXME("Failed to initialize frontend.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ /* First pass: trace shader. */
+ if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
+
+ /* Initialize immediate constant lists. */
+ list_init(&shader->baseShader.constantsF);
+ list_init(&shader->baseShader.constantsB);
+ list_init(&shader->baseShader.constantsI);
+
+ /* Second pass: figure out which registers are used, what the semantics are, etc. */
+ hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
+ reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
+ byte_code, float_const_count);
+ if (FAILED(hr)) return hr;
+
+ shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
+ if (!shader->baseShader.function) return E_OUTOFMEMORY;
+ memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBase)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
+ }
+
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+ *object = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
+{
+ IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+ ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
+
+ TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+ return refcount;
+}
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+static void shader_chache_put(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader);
+#endif
+
+static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
+{
+ IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+ ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
+
+ TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+ if (!refcount)
+ {
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ shader_chache_put(&((IWineD3DDeviceImpl*)shader->baseShader.device)->vshaderCache, (IWineD3DBaseShaderImpl*)shader);
+#else
+ shader_cleanup((IWineD3DBaseShader *)iface);
+#ifndef VBOX_WITH_VMSVGA
+ shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
+#endif
+ HeapFree(GetProcessHeap(), 0, shader);
+#endif
+ }
+
+ return refcount;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
+{
+ TRACE("iface %p, parent %p.\n", iface, parent);
+
+ shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
+{
+ TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
+
+ return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
+}
+
+/* Set local constants for d3d8 shaders. */
+static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
+ UINT start_idx, const float *src_data, UINT count)
+{
+ IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+ UINT i, end_idx;
+
+ TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
+
+ end_idx = start_idx + count;
+ if (end_idx > device->d3d_vshader_constantF)
+ {
+ WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
+ end_idx = device->d3d_vshader_constantF;
+ }
+
+ for (i = start_idx; i < end_idx; ++i)
+ {
+ local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+
+ lconst->idx = i;
+ memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
+ list_add_head(&shader->baseShader.constantsF, &lconst->entry);
+ }
+
+ return WINED3D_OK;
+}
+
+static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
+{
+ /* IUnknown methods */
+ vertexshader_QueryInterface,
+ vertexshader_AddRef,
+ vertexshader_Release,
+ /* IWineD3DBase methods */
+ vertexshader_GetParent,
+ /* IWineD3DBaseShader methods */
+ vertexshader_GetFunction,
+ /* IWineD3DVertexShader methods */
+ vertexshader_SetLocalConstantsF,
+};
+
+void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
+ IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
+{
+ args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
+ args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
+ && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
+ args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
+}
+
+static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
+{
+ if (usage_idx1 != usage_idx2) return FALSE;
+ if (usage1 == usage2) return TRUE;
+ if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
+ if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
+
+ return FALSE;
+}
+
+BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
+{
+ IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+ WORD map = shader->baseShader.reg_maps.input_registers;
+ unsigned int i;
+
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ if (match_usage(shader->attributes[i].usage,
+ shader->attributes[i].usage_idx, usage_req, usage_idx_req))
+ {
+ *regnum = i;
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
+ shader->baseShader.reg_maps.shader_version.minor);
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+
+ shader->baseShader.limits.texcoord = 0;
+ shader->baseShader.limits.attributes = 16;
+ shader->baseShader.limits.packed_input = 0;
+
+ switch (shader_version)
+ {
+ case WINED3D_SHADER_VERSION(1, 0):
+ case WINED3D_SHADER_VERSION(1, 1):
+ shader->baseShader.limits.temporary = 12;
+ shader->baseShader.limits.constant_bool = 0;
+ shader->baseShader.limits.constant_int = 0;
+ shader->baseShader.limits.address = 1;
+ shader->baseShader.limits.packed_output = 0;
+ shader->baseShader.limits.sampler = 0;
+ shader->baseShader.limits.label = 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? */
+ shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+ break;
+
+ case WINED3D_SHADER_VERSION(2, 0):
+ case WINED3D_SHADER_VERSION(2, 1):
+ shader->baseShader.limits.temporary = 12;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.address = 1;
+ shader->baseShader.limits.packed_output = 0;
+ shader->baseShader.limits.sampler = 0;
+ shader->baseShader.limits.label = 16;
+ shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+ break;
+
+ case WINED3D_SHADER_VERSION(4, 0):
+ FIXME("Using 3.0 limits for 4.0 shader.\n");
+ RT_FALL_THRU();
+
+ case WINED3D_SHADER_VERSION(3, 0):
+ shader->baseShader.limits.temporary = 32;
+ shader->baseShader.limits.constant_bool = 32;
+ shader->baseShader.limits.constant_int = 32;
+ shader->baseShader.limits.address = 1;
+ shader->baseShader.limits.packed_output = 12;
+ shader->baseShader.limits.sampler = 4;
+ shader->baseShader.limits.label = 16; /* FIXME: 2048 */
+ /* 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. */
+ shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+ break;
+
+ default:
+ shader->baseShader.limits.temporary = 12;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.address = 1;
+ shader->baseShader.limits.packed_output = 0;
+ shader->baseShader.limits.sampler = 0;
+ shader->baseShader.limits.label = 16;
+ shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+ FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
+ shader->baseShader.reg_maps.shader_version.major,
+ shader->baseShader.reg_maps.shader_version.minor);
+ }
+}
+
+HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+ unsigned int i;
+ HRESULT hr;
+ WORD map;
+
+ if (!byte_code) return WINED3DERR_INVALIDCALL;
+
+ shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
+ shader_init(&shader->baseShader, device, parent, parent_ops);
+
+ hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
+ output_signature, device->d3d_vshader_constantF);
+ if (FAILED(hr))
+ {
+ WARN("Failed to set function, hr %#x.\n", hr);
+ shader_cleanup((IWineD3DBaseShader *)shader);
+ return hr;
+ }
+
+ map = shader->baseShader.reg_maps.input_registers;
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
+
+ shader->attributes[i].usage =
+ shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
+ shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
+ }
+
+ if (output_signature)
+ {
+ for (i = 0; i < output_signature->element_count; ++i)
+ {
+ struct wined3d_shader_signature_element *e = &output_signature->elements[i];
+ reg_maps->output_registers |= 1 << e->register_idx;
+ shader->baseShader.output_signature[e->register_idx] = *e;
+ }
+ }
+
+ vertexshader_set_limits(shader);
+
+ if (device->vs_selected_mode == SHADER_ARB
+ && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
+ && shader->min_rel_offset <= shader->max_rel_offset)
+ {
+ if (shader->max_rel_offset - shader->min_rel_offset > 127)
+ {
+ FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
+ FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
+ FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
+ }
+ else if (shader->max_rel_offset - shader->min_rel_offset > 63)
+ {
+ shader->rel_offset = shader->min_rel_offset + 63;
+ }
+ else if (shader->max_rel_offset > 63)
+ {
+ shader->rel_offset = shader->min_rel_offset;
+ }
+ else
+ {
+ shader->rel_offset = 0;
+ }
+ }
+
+ shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
+ && !list_empty(&shader->baseShader.constantsF);
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
+ REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBase)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
+ }
+
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+ *object = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
+{
+ struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
+ ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
+
+ TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+ return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
+{
+ struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
+ ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
+
+ TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+ if (!refcount)
+ {
+ shader_cleanup((IWineD3DBaseShader *)iface);
+ shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
+ HeapFree(GetProcessHeap(), 0, shader);
+ }
+
+ return refcount;
+}
+
+static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
+{
+ TRACE("iface %p, parent %p.\n", iface, parent);
+
+ shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
+{
+ TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
+
+ return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
+}
+
+static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
+{
+ /* IUnknown methods */
+ geometryshader_QueryInterface,
+ geometryshader_AddRef,
+ geometryshader_Release,
+ /* IWineD3DBase methods */
+ geometryshader_GetParent,
+ /* IWineD3DBaseShader methods */
+ geometryshader_GetFunction,
+};
+
+HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+ HRESULT hr;
+
+ shader->vtbl = &wined3d_geometryshader_vtbl;
+ shader_init(&shader->base_shader, device, parent, parent_ops);
+
+ hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
+ if (FAILED(hr))
+ {
+ WARN("Failed to set function, hr %#x.\n", hr);
+ shader_cleanup((IWineD3DBaseShader *)shader);
+ return hr;
+ }
+
+ shader->base_shader.load_local_constsF = FALSE;
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
+ || IsEqualGUID(riid, &IID_IWineD3DBase)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
+ }
+
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+ *object = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
+{
+ IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
+ ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
+
+ TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+ return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
+{
+ IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
+ ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
+
+ TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+ if (!refcount)
+ {
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ shader_chache_put(&((IWineD3DDeviceImpl*)shader->baseShader.device)->pshaderCache, (IWineD3DBaseShaderImpl*)shader);
+#else
+ shader_cleanup((IWineD3DBaseShader *)iface);
+#ifndef VBOX_WITH_VMSVGA
+ shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
+#endif
+ HeapFree(GetProcessHeap(), 0, shader);
+#endif
+ }
+
+ return refcount;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
+{
+ TRACE("iface %p, parent %p.\n", iface, parent);
+
+ shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
+{
+ TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
+
+ return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
+}
+
+static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
+{
+ /* IUnknown methods */
+ pixelshader_QueryInterface,
+ pixelshader_AddRef,
+ pixelshader_Release,
+ /* IWineD3DBase methods */
+ pixelshader_GetParent,
+ /* IWineD3DBaseShader methods */
+ pixelshader_GetFunction
+};
+
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
+ IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
+{
+ IWineD3DBaseTextureImpl *texture;
+ UINT i;
+
+ memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
+ args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
+ args->np2_fixup = 0;
+ args->t_mirror = 0;
+
+ if (shader->baseShader.reg_maps.shader_version.major==1
+ && shader->baseShader.reg_maps.shader_version.minor<=3)
+ {
+ for (i=0; i<4; ++i)
+ {
+ DWORD flags = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+ DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
+ if (flags & WINED3DTTFF_PROJECTED)
+ {
+ tex_transform |= WINED3D_PSARGS_PROJECTED;
+ }
+ args->tex_transform |= tex_transform << (i*WINED3D_PSARGS_TEXTRANSFORM_SHIFT);
+ }
+ }
+
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ {
+ if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
+ texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
+ if (!texture)
+ {
+ args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
+ continue;
+ }
+ args->color_fixup[i] = texture->resource.format_desc->color_fixup;
+
+ /* Flag samplers that need NP2 texcoord fixup. */
+ if (!texture->baseTexture.pow2Matrix_identity)
+ {
+ args->np2_fixup |= (1 << i);
+ }
+
+ if (texture->baseTexture.t_mirror)
+ {
+ args->t_mirror |= (1 << i);
+ }
+ }
+ if (shader->baseShader.reg_maps.shader_version.major >= 3)
+ {
+ 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: RT_FALL_THRU();
+ 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;
+ }
+ }
+}
+
+static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
+ shader->baseShader.reg_maps.shader_version.minor);
+
+ shader->baseShader.limits.attributes = 0;
+ shader->baseShader.limits.address = 0;
+ shader->baseShader.limits.packed_output = 0;
+
+ switch (shader_version)
+ {
+ case WINED3D_SHADER_VERSION(1, 0):
+ case WINED3D_SHADER_VERSION(1, 1):
+ case WINED3D_SHADER_VERSION(1, 2):
+ case WINED3D_SHADER_VERSION(1, 3):
+ shader->baseShader.limits.temporary = 2;
+ shader->baseShader.limits.constant_float = 8;
+ shader->baseShader.limits.constant_int = 0;
+ shader->baseShader.limits.constant_bool = 0;
+ shader->baseShader.limits.texcoord = 4;
+ shader->baseShader.limits.sampler = 4;
+ shader->baseShader.limits.packed_input = 0;
+ shader->baseShader.limits.label = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(1, 4):
+ shader->baseShader.limits.temporary = 6;
+ shader->baseShader.limits.constant_float = 8;
+ shader->baseShader.limits.constant_int = 0;
+ shader->baseShader.limits.constant_bool = 0;
+ shader->baseShader.limits.texcoord = 6;
+ shader->baseShader.limits.sampler = 6;
+ shader->baseShader.limits.packed_input = 0;
+ shader->baseShader.limits.label = 0;
+ break;
+
+ /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
+ case WINED3D_SHADER_VERSION(2, 0):
+ shader->baseShader.limits.temporary = 32;
+ shader->baseShader.limits.constant_float = 32;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.texcoord = 8;
+ shader->baseShader.limits.sampler = 16;
+ shader->baseShader.limits.packed_input = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(2, 1):
+ shader->baseShader.limits.temporary = 32;
+ shader->baseShader.limits.constant_float = 32;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.texcoord = 8;
+ shader->baseShader.limits.sampler = 16;
+ shader->baseShader.limits.packed_input = 0;
+ shader->baseShader.limits.label = 16;
+ break;
+
+ case WINED3D_SHADER_VERSION(4, 0):
+ FIXME("Using 3.0 limits for 4.0 shader.\n");
+ RT_FALL_THRU();
+
+ case WINED3D_SHADER_VERSION(3, 0):
+ shader->baseShader.limits.temporary = 32;
+ shader->baseShader.limits.constant_float = 224;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.texcoord = 0;
+ shader->baseShader.limits.sampler = 16;
+ shader->baseShader.limits.packed_input = 12;
+ shader->baseShader.limits.label = 16; /* FIXME: 2048 */
+ break;
+
+ default:
+ shader->baseShader.limits.temporary = 32;
+ shader->baseShader.limits.constant_float = 32;
+ shader->baseShader.limits.constant_int = 16;
+ shader->baseShader.limits.constant_bool = 16;
+ shader->baseShader.limits.texcoord = 8;
+ shader->baseShader.limits.sampler = 16;
+ shader->baseShader.limits.packed_input = 0;
+ shader->baseShader.limits.label = 0;
+ FIXME("Unrecognized pixel shader version %u.%u\n",
+ shader->baseShader.reg_maps.shader_version.major,
+ shader->baseShader.reg_maps.shader_version.minor);
+ }
+}
+
+HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ unsigned int i, highest_reg_used = 0, num_regs_used = 0;
+ HRESULT hr;
+
+ if (!byte_code) return WINED3DERR_INVALIDCALL;
+
+ shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
+ shader_init(&shader->baseShader, device, parent, parent_ops);
+
+ hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
+ output_signature, device->d3d_pshader_constantF);
+ if (FAILED(hr))
+ {
+ WARN("Failed to set function, hr %#x.\n", hr);
+ shader_cleanup((IWineD3DBaseShader *)shader);
+ return hr;
+ }
+
+ pixelshader_set_limits(shader);
+
+ for (i = 0; i < MAX_REG_INPUT; ++i)
+ {
+ if (shader->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_info->limits.glsl_varyings / 4)
+ || num_regs_used > (gl_info->limits.glsl_varyings / 4))
+ {
+ if (num_regs_used > (gl_info->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)
+ {
+ shader->input_reg_map[i] = i;
+ }
+
+ shader->declared_in_count = highest_reg_used + 1;
+ }
+ else
+ {
+ shader->declared_in_count = 0;
+ for (i = 0; i < MAX_REG_INPUT; ++i)
+ {
+ if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
+ else shader->input_reg_map[i] = ~0U;
+ }
+ }
+
+ shader->baseShader.load_local_constsF = FALSE;
+
+ return WINED3D_OK;
+}
+
+void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
+{
+ WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
+ unsigned int i;
+
+ if (reg_maps->shader_version.major != 1) return;
+
+ for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++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:
+ sampler_type[i] = WINED3DSTT_VOLUME;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ sampler_type[i] = WINED3DSTT_CUBE;
+ break;
+
+ default:
+ FIXME("Unrecognized texture type %#x, using 2D.\n",
+ IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
+ sampler_type[i] = WINED3DSTT_2D;
+ }
+ }
+}
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+
+static void shader_reinit(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+ shader->ref = 1;
+ shader->device = (IWineD3DDevice *)device;
+ shader->parent = parent;
+ shader->parent_ops = parent_ops;
+#ifdef DEBUG
+ {
+ IWineD3DBaseShaderImpl *tstShader;
+ LIST_FOR_EACH_ENTRY(tstShader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
+ if (&tstShader->baseShader == shader)
+ return;
+ }
+ ERR("shader not in list!");
+ }
+#endif
+}
+
+static DECLCALLBACK(uint32_t) shader_cache_hash(void *pvKey)
+{
+ uint32_t u32Hash, i;
+ DWORD *function;
+ IWineD3DBaseShaderImpl *pShader = (IWineD3DBaseShaderImpl *)pvKey;
+ if (pShader->baseShader.u32CacheDataInited)
+ return pShader->baseShader.u32Hash;
+
+ u32Hash = pShader->baseShader.functionLength;
+ function = pShader->baseShader.function;
+ for (i = 0; i < pShader->baseShader.functionLength / 4; ++i)
+ {
+ u32Hash += *function++;
+ }
+
+ for (i = 0; i < pShader->baseShader.functionLength % 4; ++i)
+ {
+ u32Hash += *((uint8_t*)function)++;
+ }
+
+ pShader->baseShader.u32Hash = u32Hash;
+ pShader->baseShader.u32CacheDataInited = TRUE;
+ return pShader->baseShader.u32Hash;
+}
+
+static DECLCALLBACK(bool) shader_cache_equal(void *pvKey1, void *pvKey2)
+{
+ IWineD3DBaseShaderImpl *pShader1 = (IWineD3DBaseShaderImpl *)pvKey1;
+ IWineD3DBaseShaderImpl *pShader2 = (IWineD3DBaseShaderImpl *)pvKey2;
+
+ if (pShader1 == pShader2)
+ return TRUE;
+
+ if (pShader1->baseShader.functionLength != pShader2->baseShader.functionLength)
+ return FALSE;
+
+ if (shader_cache_hash(pvKey1) != shader_cache_hash(pvKey2))
+ {
+#ifdef DEBUG_misha
+ Assert(memcmp(pShader1->baseShader.function, pShader2->baseShader.function, pShader1->baseShader.functionLength));
+#endif
+ return FALSE;
+ }
+
+ return !memcmp(pShader1->baseShader.function, pShader2->baseShader.function, pShader1->baseShader.functionLength);
+}
+
+#define VBOX_SHADER_FROM_CACHE_ENTRY(_pEntry) RT_FROM_MEMBER(RT_FROM_MEMBER((_pEntry), IWineD3DBaseShaderClass, CacheEntry), IWineD3DBaseShaderImpl, baseShader)
+
+static DECLCALLBACK(void) shader_cache_cleanup_entry(void *pvKey, struct VBOXEXT_HASHCACHE_ENTRY *pEntry)
+{
+ IWineD3DBaseShaderImpl *pShader = VBOX_SHADER_FROM_CACHE_ENTRY(pEntry);
+ shader_cleanup((IWineD3DBaseShader *)pShader);
+ if (pShader->baseShader.parent)
+ pShader->baseShader.parent_ops->wined3d_object_destroyed(pShader->baseShader.parent);
+ HeapFree(GetProcessHeap(), 0, pShader);
+}
+
+static void shader_chache_init(PVBOXEXT_HASHCACHE pCache)
+{
+ VBoxExtCacheInit(pCache, 1024, shader_cache_hash, shader_cache_equal, shader_cache_cleanup_entry);
+}
+
+static void shader_chache_term(PVBOXEXT_HASHCACHE pCache)
+{
+ VBoxExtCacheTerm(pCache);
+}
+
+static void shader_chache_put(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader)
+{
+ if (pShader->baseShader.parent)
+ {
+ pShader->baseShader.parent_ops->wined3d_object_destroyed(pShader->baseShader.parent);
+ pShader->baseShader.parent = NULL;
+ }
+
+ VBoxExtCachePut(pCache, pShader, &pShader->baseShader.CacheEntry);
+}
+
+static IWineD3DBaseShaderImpl* shader_chache_get(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader)
+{
+ PVBOXEXT_HASHCACHE_ENTRY pEntry = VBoxExtCacheGet(pCache, pShader);
+ IWineD3DBaseShaderImpl *pCachedShader;
+
+ if (!pEntry)
+ return pShader;
+
+ pCachedShader = VBOX_SHADER_FROM_CACHE_ENTRY(pEntry);
+ shader_reinit(&pCachedShader->baseShader, (IWineD3DDeviceImpl *)pShader->baseShader.device,
+ pShader->baseShader.parent, pShader->baseShader.parent_ops);
+ pShader->baseShader.parent = NULL;
+ /* we can not do a IWineD3DBaseShader_Release here since this would result in putting a shader to the cache */
+ shader_cleanup((IWineD3DBaseShader *)pShader);
+ HeapFree(GetProcessHeap(), 0, pShader);
+ return pCachedShader;
+}
+
+IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object)
+{
+ return (IWineD3DVertexShaderImpl*)shader_chache_get(&device->vshaderCache, (IWineD3DBaseShaderImpl *)object);
+}
+
+IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object)
+{
+ return (IWineD3DPixelShaderImpl*)shader_chache_get(&device->pshaderCache, (IWineD3DBaseShaderImpl *)object);
+}
+
+void shader_chaches_init(IWineD3DDeviceImpl *device)
+{
+ shader_chache_init(&device->vshaderCache);
+ shader_chache_init(&device->pshaderCache);
+}
+
+void shader_chaches_term(IWineD3DDeviceImpl *device)
+{
+ shader_chache_term(&device->vshaderCache);
+ shader_chache_term(&device->pshaderCache);
+}
+#endif