wined3d: Introduce a wined3d_vertex_pipe_ops structure.
[wine/multimedia.git] / dlls / wined3d / shader.c
blobc3534b315cf8fe9a0f7220a89d0712d61c3990e4
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 static const char * const shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
53 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
54 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
55 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
56 /* WINED3DSIH_DEF */ "def",
57 /* WINED3DSIH_DEFB */ "defb",
58 /* WINED3DSIH_DEFI */ "defi",
59 /* WINED3DSIH_DIV */ "div",
60 /* WINED3DSIH_DP2ADD */ "dp2add",
61 /* WINED3DSIH_DP3 */ "dp3",
62 /* WINED3DSIH_DP4 */ "dp4",
63 /* WINED3DSIH_DST */ "dst",
64 /* WINED3DSIH_DSX */ "dsx",
65 /* WINED3DSIH_DSY */ "dsy",
66 /* WINED3DSIH_ELSE */ "else",
67 /* WINED3DSIH_EMIT */ "emit",
68 /* WINED3DSIH_ENDIF */ "endif",
69 /* WINED3DSIH_ENDLOOP */ "endloop",
70 /* WINED3DSIH_ENDREP */ "endrep",
71 /* WINED3DSIH_EQ */ "eq",
72 /* WINED3DSIH_EXP */ "exp",
73 /* WINED3DSIH_EXPP */ "expp",
74 /* WINED3DSIH_FRC */ "frc",
75 /* WINED3DSIH_FTOI */ "ftoi",
76 /* WINED3DSIH_GE */ "ge",
77 /* WINED3DSIH_IADD */ "iadd",
78 /* WINED3DSIH_IEQ */ "ieq",
79 /* WINED3DSIH_IF */ "if",
80 /* WINED3DSIH_IFC */ "ifc",
81 /* WINED3DSIH_IGE */ "ige",
82 /* WINED3DSIH_IMUL */ "imul",
83 /* WINED3DSIH_ITOF */ "itof",
84 /* WINED3DSIH_LABEL */ "label",
85 /* WINED3DSIH_LD */ "ld",
86 /* WINED3DSIH_LIT */ "lit",
87 /* WINED3DSIH_LOG */ "log",
88 /* WINED3DSIH_LOGP */ "logp",
89 /* WINED3DSIH_LOOP */ "loop",
90 /* WINED3DSIH_LRP */ "lrp",
91 /* WINED3DSIH_LT */ "lt",
92 /* WINED3DSIH_M3x2 */ "m3x2",
93 /* WINED3DSIH_M3x3 */ "m3x3",
94 /* WINED3DSIH_M3x4 */ "m3x4",
95 /* WINED3DSIH_M4x3 */ "m4x3",
96 /* WINED3DSIH_M4x4 */ "m4x4",
97 /* WINED3DSIH_MAD */ "mad",
98 /* WINED3DSIH_MAX */ "max",
99 /* WINED3DSIH_MIN */ "min",
100 /* WINED3DSIH_MOV */ "mov",
101 /* WINED3DSIH_MOVA */ "mova",
102 /* WINED3DSIH_MOVC */ "movc",
103 /* WINED3DSIH_MUL */ "mul",
104 /* WINED3DSIH_NOP */ "nop",
105 /* WINED3DSIH_NRM */ "nrm",
106 /* WINED3DSIH_PHASE */ "phase",
107 /* WINED3DSIH_POW */ "pow",
108 /* WINED3DSIH_RCP */ "rcp",
109 /* WINED3DSIH_REP */ "rep",
110 /* WINED3DSIH_RET */ "ret",
111 /* WINED3DSIH_ROUND_NI */ "round_ni",
112 /* WINED3DSIH_RSQ */ "rsq",
113 /* WINED3DSIH_SAMPLE */ "sample",
114 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
115 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
116 /* WINED3DSIH_SETP */ "setp",
117 /* WINED3DSIH_SGE */ "sge",
118 /* WINED3DSIH_SGN */ "sgn",
119 /* WINED3DSIH_SINCOS */ "sincos",
120 /* WINED3DSIH_SLT */ "slt",
121 /* WINED3DSIH_SQRT */ "sqrt",
122 /* WINED3DSIH_SUB */ "sub",
123 /* WINED3DSIH_TEX */ "texld",
124 /* WINED3DSIH_TEXBEM */ "texbem",
125 /* WINED3DSIH_TEXBEML */ "texbeml",
126 /* WINED3DSIH_TEXCOORD */ "texcrd",
127 /* WINED3DSIH_TEXDEPTH */ "texdepth",
128 /* WINED3DSIH_TEXDP3 */ "texdp3",
129 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
130 /* WINED3DSIH_TEXKILL */ "texkill",
131 /* WINED3DSIH_TEXLDD */ "texldd",
132 /* WINED3DSIH_TEXLDL */ "texldl",
133 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
134 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
135 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
136 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
137 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
138 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
139 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
140 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
141 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
142 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
143 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
144 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
145 /* WINED3DSIH_UDIV */ "udiv",
146 /* WINED3DSIH_USHR */ "ushr",
147 /* WINED3DSIH_UTOF */ "utof",
148 /* WINED3DSIH_XOR */ "xor",
151 static const char * const semantic_names[] =
153 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
154 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
155 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
156 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
157 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
158 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
159 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
160 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
161 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
162 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
163 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
164 /* WINED3D_DECL_USAGE_FOG */ "FOG",
165 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
166 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
169 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
171 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
173 FIXME("Unrecognized usage %#x.\n", usage);
174 return "UNRECOGNIZED";
177 return semantic_names[usage];
180 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
182 unsigned int i;
184 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
186 if (!strcmp(name, semantic_names[i])) return i;
189 return ~0U;
192 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
194 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
197 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
198 const struct wined3d_shader_semantic *s)
200 e->semantic_name = shader_semantic_name_from_usage(s->usage);
201 e->semantic_idx = s->usage_idx;
202 e->sysval_semantic = 0;
203 e->component_type = 0;
204 e->register_idx = s->reg.reg.idx[0].offset;
205 e->mask = s->reg.write_mask;
208 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
209 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
211 e->semantic_name = shader_semantic_name_from_usage(usage);
212 e->semantic_idx = usage_idx;
213 e->sysval_semantic = 0;
214 e->component_type = 0;
215 e->register_idx = reg_idx;
216 e->mask = write_mask;
219 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
221 switch (version_token >> 16)
223 case WINED3D_SM1_VS:
224 case WINED3D_SM1_PS:
225 return &sm1_shader_frontend;
227 case WINED3D_SM4_PS:
228 case WINED3D_SM4_VS:
229 case WINED3D_SM4_GS:
230 return &sm4_shader_frontend;
232 default:
233 FIXME("Unrecognised version token %#x\n", version_token);
234 return NULL;
238 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
240 buffer->buffer[0] = '\0';
241 buffer->content_size = 0;
242 buffer->lineNo = 0;
243 buffer->newline = TRUE;
246 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
248 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
249 if (!buffer->buffer)
251 ERR("Failed to allocate shader buffer memory.\n");
252 return FALSE;
254 buffer->buffer_size = SHADER_PGMSIZE;
256 shader_buffer_clear(buffer);
257 return TRUE;
260 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
262 HeapFree(GetProcessHeap(), 0, buffer->buffer);
265 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
267 char *base = buffer->buffer + buffer->content_size;
268 int rc;
269 char *new_buffer;
271 while(1)
273 rc = vsnprintf(base, buffer->buffer_size - buffer->content_size, format, args);
274 if (rc < 0 /* C89 */ || (unsigned int)rc >= buffer->buffer_size - buffer->content_size /* C99 */)
276 new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, buffer->buffer_size * 2);
277 if (!new_buffer)
279 ERR("The buffer allocated for the shader program string is too small at %d bytes.\n", buffer->buffer_size);
280 buffer->content_size = buffer->buffer_size - 1;
281 return -1;
283 buffer->buffer = new_buffer;
284 buffer->buffer_size = buffer->buffer_size * 2;
285 base = buffer->buffer + buffer->content_size;
287 else
289 break;
293 if (buffer->newline)
295 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->content_size, base);
296 buffer->newline = FALSE;
298 else
300 TRACE("%s", base);
303 buffer->content_size += rc;
304 if (buffer->buffer[buffer->content_size-1] == '\n')
306 ++buffer->lineNo;
307 buffer->newline = TRUE;
310 return 0;
313 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
315 va_list args;
316 int ret;
318 va_start(args, format);
319 ret = shader_vaddline(buffer, format, args);
320 va_end(args);
322 return ret;
325 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
326 void *parent, const struct wined3d_parent_ops *parent_ops)
328 shader->ref = 1;
329 shader->device = device;
330 shader->parent = parent;
331 shader->parent_ops = parent_ops;
332 list_init(&shader->linked_programs);
333 list_add_head(&device->shaders, &shader->shader_list_entry);
336 /* Convert floating point offset relative to a register file to an absolute
337 * offset for float constants. */
338 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
340 switch (register_type)
342 case WINED3DSPR_CONST: return register_idx;
343 case WINED3DSPR_CONST2: return 2048 + register_idx;
344 case WINED3DSPR_CONST3: return 4096 + register_idx;
345 case WINED3DSPR_CONST4: return 6144 + register_idx;
346 default:
347 FIXME("Unsupported register type: %u.\n", register_type);
348 return register_idx;
352 static void shader_delete_constant_list(struct list *clist)
354 struct wined3d_shader_lconst *constant;
355 struct list *ptr;
357 ptr = list_head(clist);
358 while (ptr)
360 constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
361 ptr = list_next(clist, ptr);
362 HeapFree(GetProcessHeap(), 0, constant);
364 list_init(clist);
367 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
369 DWORD idx, shift;
370 idx = bit >> 5;
371 shift = bit & 0x1f;
372 bitmap[idx] |= (1 << shift);
375 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
376 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
378 switch (reg->type)
380 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
381 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
382 reg_maps->texcoord |= 1 << reg->idx[0].offset;
383 else
384 reg_maps->address |= 1 << reg->idx[0].offset;
385 break;
387 case WINED3DSPR_TEMP:
388 reg_maps->temporary |= 1 << reg->idx[0].offset;
389 break;
391 case WINED3DSPR_INPUT:
392 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
394 if (reg->idx[0].rel_addr)
396 /* If relative addressing is used, we must assume that all registers
397 * are used. Even if it is a construct like v3[aL], we can't assume
398 * that v0, v1 and v2 aren't read because aL can be negative */
399 unsigned int i;
400 for (i = 0; i < MAX_REG_INPUT; ++i)
402 shader->u.ps.input_reg_used[i] = TRUE;
405 else
407 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
410 else
411 reg_maps->input_registers |= 1 << reg->idx[0].offset;
412 break;
414 case WINED3DSPR_RASTOUT:
415 if (reg->idx[0].offset == 1)
416 reg_maps->fog = 1;
417 break;
419 case WINED3DSPR_MISCTYPE:
420 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
422 if (!reg->idx[0].offset)
423 reg_maps->vpos = 1;
424 else if (reg->idx[0].offset == 1)
425 reg_maps->usesfacing = 1;
427 break;
429 case WINED3DSPR_CONST:
430 if (reg->idx[0].rel_addr)
432 if (reg->idx[0].offset < reg_maps->min_rel_offset)
433 reg_maps->min_rel_offset = reg->idx[0].offset;
434 if (reg->idx[0].offset > reg_maps->max_rel_offset)
435 reg_maps->max_rel_offset = reg->idx[0].offset;
436 reg_maps->usesrelconstF = TRUE;
438 else
440 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
442 break;
444 case WINED3DSPR_CONSTINT:
445 reg_maps->integer_constants |= (1 << reg->idx[0].offset);
446 break;
448 case WINED3DSPR_CONSTBOOL:
449 reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
450 break;
452 case WINED3DSPR_COLOROUT:
453 reg_maps->rt_mask |= (1 << reg->idx[0].offset);
454 break;
456 default:
457 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
458 reg->type, reg->idx[0].offset, reg->idx[1].offset);
459 break;
463 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
465 switch (instr)
467 case WINED3DSIH_M4x4:
468 case WINED3DSIH_M3x4:
469 return param == 1 ? 3 : 0;
471 case WINED3DSIH_M4x3:
472 case WINED3DSIH_M3x3:
473 return param == 1 ? 2 : 0;
475 case WINED3DSIH_M3x2:
476 return param == 1 ? 1 : 0;
478 default:
479 return 0;
483 /* Note that this does not count the loop register as an address register. */
484 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
485 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
486 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
488 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
489 void *fe_data = shader->frontend_data;
490 struct wined3d_shader_version shader_version;
491 const DWORD *ptr = byte_code;
493 memset(reg_maps, 0, sizeof(*reg_maps));
494 reg_maps->min_rel_offset = ~0U;
496 fe->shader_read_header(fe_data, &ptr, &shader_version);
497 reg_maps->shader_version = shader_version;
499 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
500 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
501 if (!reg_maps->constf)
503 ERR("Failed to allocate constant map memory.\n");
504 return E_OUTOFMEMORY;
507 while (!fe->shader_is_end(fe_data, &ptr))
509 struct wined3d_shader_instruction ins;
511 /* Fetch opcode. */
512 fe->shader_read_instruction(fe_data, &ptr, &ins);
514 /* Unhandled opcode, and its parameters. */
515 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
517 TRACE("Skipping unrecognized instruction.\n");
518 continue;
521 /* Handle declarations. */
522 if (ins.handler_idx == WINED3DSIH_DCL)
524 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
526 switch (semantic->reg.reg.type)
528 /* Mark input registers used. */
529 case WINED3DSPR_INPUT:
530 reg_maps->input_registers |= 1 << semantic->reg.reg.idx[0].offset;
531 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
532 break;
534 /* Vertex shader: mark 3.0 output registers used, save token. */
535 case WINED3DSPR_OUTPUT:
536 reg_maps->output_registers |= 1 << semantic->reg.reg.idx[0].offset;
537 shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx[0].offset], semantic);
538 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
539 reg_maps->fog = 1;
540 break;
542 /* Save sampler usage token. */
543 case WINED3DSPR_SAMPLER:
544 reg_maps->sampler_type[semantic->reg.reg.idx[0].offset] = semantic->sampler_type;
545 break;
547 default:
548 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
549 break;
552 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
554 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
555 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
556 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
557 else
558 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
560 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
562 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
563 shader->u.gs.input_type = ins.declaration.primitive_type;
564 else
565 FIXME("Invalid instruction %#x for shader type %#x.\n",
566 ins.handler_idx, shader_version.type);
568 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
570 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
571 shader->u.gs.output_type = ins.declaration.primitive_type;
572 else
573 FIXME("Invalid instruction %#x for shader type %#x.\n",
574 ins.handler_idx, shader_version.type);
576 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
578 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
579 shader->u.gs.vertices_out = ins.declaration.count;
580 else
581 FIXME("Invalid instruction %#x for shader type %#x.\n",
582 ins.handler_idx, shader_version.type);
584 else if (ins.handler_idx == WINED3DSIH_DEF)
586 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
587 float *value;
588 if (!lconst) return E_OUTOFMEMORY;
590 lconst->idx = ins.dst[0].reg.idx[0].offset;
591 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
592 value = (float *)lconst->value;
594 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
595 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
597 if (value[0] < -1.0f) value[0] = -1.0f;
598 else if (value[0] > 1.0f) value[0] = 1.0f;
599 if (value[1] < -1.0f) value[1] = -1.0f;
600 else if (value[1] > 1.0f) value[1] = 1.0f;
601 if (value[2] < -1.0f) value[2] = -1.0f;
602 else if (value[2] > 1.0f) value[2] = 1.0f;
603 if (value[3] < -1.0f) value[3] = -1.0f;
604 else if (value[3] > 1.0f) value[3] = 1.0f;
607 list_add_head(&shader->constantsF, &lconst->entry);
609 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
610 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
612 shader->lconst_inf_or_nan = TRUE;
615 else if (ins.handler_idx == WINED3DSIH_DEFI)
617 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
618 if (!lconst) return E_OUTOFMEMORY;
620 lconst->idx = ins.dst[0].reg.idx[0].offset;
621 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
623 list_add_head(&shader->constantsI, &lconst->entry);
624 reg_maps->local_int_consts |= (1 << lconst->idx);
626 else if (ins.handler_idx == WINED3DSIH_DEFB)
628 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
629 if (!lconst) return E_OUTOFMEMORY;
631 lconst->idx = ins.dst[0].reg.idx[0].offset;
632 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
634 list_add_head(&shader->constantsB, &lconst->entry);
635 reg_maps->local_bool_consts |= (1 << lconst->idx);
637 /* For subroutine prototypes. */
638 else if (ins.handler_idx == WINED3DSIH_LABEL)
640 reg_maps->labels |= 1 << ins.src[0].reg.idx[0].offset;
642 /* Set texture, address, temporary registers. */
643 else
645 BOOL color0_mov = FALSE;
646 unsigned int i;
648 /* This will loop over all the registers and try to
649 * make a bitmask of the ones we're interested in.
651 * Relative addressing tokens are ignored, but that's
652 * okay, since we'll catch any address registers when
653 * they are initialized (required by spec). */
654 for (i = 0; i < ins.dst_count; ++i)
656 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
658 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
659 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
660 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
661 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
663 UINT idx = ins.dst[i].reg.idx[0].offset;
665 switch (ins.dst[i].reg.type)
667 case WINED3DSPR_RASTOUT:
668 switch (idx)
670 case 0: /* oPos */
671 reg_maps->output_registers |= 1 << 10;
672 shader_signature_from_usage(&output_signature[10],
673 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
674 break;
676 case 1: /* oFog */
677 reg_maps->output_registers |= 1 << 11;
678 shader_signature_from_usage(&output_signature[11],
679 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
680 break;
682 case 2: /* oPts */
683 reg_maps->output_registers |= 1 << 11;
684 shader_signature_from_usage(&output_signature[11],
685 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
686 break;
688 break;
690 case WINED3DSPR_ATTROUT:
691 if (idx < 2)
693 idx += 8;
694 if (reg_maps->output_registers & (1 << idx))
696 output_signature[idx].mask |= ins.dst[i].write_mask;
698 else
700 reg_maps->output_registers |= 1 << idx;
701 shader_signature_from_usage(&output_signature[idx],
702 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
705 break;
707 case WINED3DSPR_TEXCRDOUT:
709 reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
710 if (reg_maps->output_registers & (1 << idx))
712 output_signature[idx].mask |= ins.dst[i].write_mask;
714 else
716 reg_maps->output_registers |= 1 << idx;
717 shader_signature_from_usage(&output_signature[idx],
718 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
720 break;
722 default:
723 break;
727 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
729 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
731 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
732 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
733 * the mov and perform the sRGB write correction from the source register.
735 * However, if the mov is only partial, we can't do this, and if the write
736 * comes from an instruction other than MOV it is hard to do as well. If
737 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
738 shader->u.ps.color0_mov = FALSE;
739 if (ins.handler_idx == WINED3DSIH_MOV
740 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
742 /* Used later when the source register is read. */
743 color0_mov = TRUE;
746 /* Also drop the MOV marker if the source register is overwritten prior to the shader
747 * end
749 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
750 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
752 shader->u.ps.color0_mov = FALSE;
756 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
757 if (shader_version.major == 1
758 && (ins.handler_idx == WINED3DSIH_TEX
759 || ins.handler_idx == WINED3DSIH_TEXBEM
760 || ins.handler_idx == WINED3DSIH_TEXBEML
761 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
762 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
763 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
764 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
765 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
766 || ins.handler_idx == WINED3DSIH_TEXREG2AR
767 || ins.handler_idx == WINED3DSIH_TEXREG2GB
768 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
770 /* Fake sampler usage, only set reserved bit and type. */
771 DWORD sampler_code = ins.dst[i].reg.idx[0].offset;
773 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
774 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
776 /* texbem is only valid with < 1.4 pixel shaders */
777 if (ins.handler_idx == WINED3DSIH_TEXBEM
778 || ins.handler_idx == WINED3DSIH_TEXBEML)
780 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
781 if (ins.handler_idx == WINED3DSIH_TEXBEML)
783 reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx[0].offset;
787 else if (ins.handler_idx == WINED3DSIH_BEM)
789 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
793 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
794 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
795 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
796 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
797 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
798 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
799 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
800 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
801 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
802 else if (ins.handler_idx == WINED3DSIH_LOOP
803 || ins.handler_idx == WINED3DSIH_REP)
805 ++cur_loop_depth;
806 if (cur_loop_depth > max_loop_depth)
807 max_loop_depth = cur_loop_depth;
809 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
810 || ins.handler_idx == WINED3DSIH_ENDREP)
811 --cur_loop_depth;
813 if (ins.predicate)
814 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
816 for (i = 0; i < ins.src_count; ++i)
818 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
819 struct wined3d_shader_register reg = ins.src[i].reg;
821 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
822 while (count)
824 ++reg.idx[0].offset;
825 shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
826 --count;
829 if (color0_mov)
831 if (ins.src[i].reg.type == WINED3DSPR_TEMP
832 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
834 shader->u.ps.color0_mov = TRUE;
835 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
841 reg_maps->loop_depth = max_loop_depth;
843 /* PS before 2.0 don't have explicit color outputs. Instead the value of
844 * R0 is written to the render target. */
845 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
846 reg_maps->rt_mask |= (1 << 0);
848 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
850 return WINED3D_OK;
853 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
855 DWORD map = 1 << max;
856 map |= map - 1;
857 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
859 return wined3d_log2i(map);
862 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
863 const struct wined3d_shader_version *shader_version)
865 TRACE("dcl");
867 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
869 switch (semantic->sampler_type)
871 case WINED3DSTT_2D: TRACE("_2d"); break;
872 case WINED3DSTT_CUBE: TRACE("_cube"); break;
873 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
874 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
877 else
879 /* Pixel shaders 3.0 don't have usage semantics. */
880 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
881 else TRACE("_");
883 switch (semantic->usage)
885 case WINED3D_DECL_USAGE_POSITION:
886 TRACE("position%u", semantic->usage_idx);
887 break;
889 case WINED3D_DECL_USAGE_BLEND_INDICES:
890 TRACE("blend");
891 break;
893 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
894 TRACE("weight");
895 break;
897 case WINED3D_DECL_USAGE_NORMAL:
898 TRACE("normal%u", semantic->usage_idx);
899 break;
901 case WINED3D_DECL_USAGE_PSIZE:
902 TRACE("psize");
903 break;
905 case WINED3D_DECL_USAGE_COLOR:
906 if (!semantic->usage_idx) TRACE("color");
907 else TRACE("specular%u", (semantic->usage_idx - 1));
908 break;
910 case WINED3D_DECL_USAGE_TEXCOORD:
911 TRACE("texture%u", semantic->usage_idx);
912 break;
914 case WINED3D_DECL_USAGE_TANGENT:
915 TRACE("tangent");
916 break;
918 case WINED3D_DECL_USAGE_BINORMAL:
919 TRACE("binormal");
920 break;
922 case WINED3D_DECL_USAGE_TESS_FACTOR:
923 TRACE("tessfactor");
924 break;
926 case WINED3D_DECL_USAGE_POSITIONT:
927 TRACE("positionT%u", semantic->usage_idx);
928 break;
930 case WINED3D_DECL_USAGE_FOG:
931 TRACE("fog");
932 break;
934 case WINED3D_DECL_USAGE_DEPTH:
935 TRACE("depth");
936 break;
938 case WINED3D_DECL_USAGE_SAMPLE:
939 TRACE("sample");
940 break;
942 default:
943 FIXME("unknown_semantics(0x%08x)", semantic->usage);
948 static void shader_dump_register(const struct wined3d_shader_register *reg,
949 const struct wined3d_shader_version *shader_version)
951 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
952 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
953 UINT offset = reg->idx[0].offset;
955 switch (reg->type)
957 case WINED3DSPR_TEMP:
958 TRACE("r");
959 break;
961 case WINED3DSPR_INPUT:
962 TRACE("v");
963 break;
965 case WINED3DSPR_CONST:
966 case WINED3DSPR_CONST2:
967 case WINED3DSPR_CONST3:
968 case WINED3DSPR_CONST4:
969 TRACE("c");
970 offset = shader_get_float_offset(reg->type, offset);
971 break;
973 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
974 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
975 break;
977 case WINED3DSPR_RASTOUT:
978 TRACE("%s", rastout_reg_names[offset]);
979 break;
981 case WINED3DSPR_COLOROUT:
982 TRACE("oC");
983 break;
985 case WINED3DSPR_DEPTHOUT:
986 TRACE("oDepth");
987 break;
989 case WINED3DSPR_ATTROUT:
990 TRACE("oD");
991 break;
993 case WINED3DSPR_TEXCRDOUT:
994 /* Vertex shaders >= 3.0 use general purpose output registers
995 * (WINED3DSPR_OUTPUT), which can include an address token. */
996 if (shader_version->major >= 3) TRACE("o");
997 else TRACE("oT");
998 break;
1000 case WINED3DSPR_CONSTINT:
1001 TRACE("i");
1002 break;
1004 case WINED3DSPR_CONSTBOOL:
1005 TRACE("b");
1006 break;
1008 case WINED3DSPR_LABEL:
1009 TRACE("l");
1010 break;
1012 case WINED3DSPR_LOOP:
1013 TRACE("aL");
1014 break;
1016 case WINED3DSPR_SAMPLER:
1017 TRACE("s");
1018 break;
1020 case WINED3DSPR_MISCTYPE:
1021 if (offset > 1)
1022 FIXME("Unhandled misctype register %u.\n", offset);
1023 else
1024 TRACE("%s", misctype_reg_names[offset]);
1025 break;
1027 case WINED3DSPR_PREDICATE:
1028 TRACE("p");
1029 break;
1031 case WINED3DSPR_IMMCONST:
1032 TRACE("l");
1033 break;
1035 case WINED3DSPR_CONSTBUFFER:
1036 TRACE("cb");
1037 break;
1039 case WINED3DSPR_PRIMID:
1040 TRACE("primID");
1041 break;
1043 case WINED3DSPR_NULL:
1044 TRACE("null");
1045 break;
1047 case WINED3DSPR_RESOURCE:
1048 TRACE("t");
1049 break;
1051 default:
1052 TRACE("unhandled_rtype(%#x)", reg->type);
1053 break;
1056 if (reg->type == WINED3DSPR_IMMCONST)
1058 TRACE("(");
1059 switch (reg->immconst_type)
1061 case WINED3D_IMMCONST_SCALAR:
1062 switch (reg->data_type)
1064 case WINED3D_DATA_FLOAT:
1065 TRACE("%.8e", *(const float *)reg->immconst_data);
1066 break;
1067 case WINED3D_DATA_INT:
1068 TRACE("%d", reg->immconst_data[0]);
1069 break;
1070 case WINED3D_DATA_RESOURCE:
1071 case WINED3D_DATA_SAMPLER:
1072 case WINED3D_DATA_UINT:
1073 TRACE("%u", reg->immconst_data[0]);
1074 break;
1075 default:
1076 TRACE("<unhandled data type %#x>", reg->data_type);
1077 break;
1079 break;
1081 case WINED3D_IMMCONST_VEC4:
1082 switch (reg->data_type)
1084 case WINED3D_DATA_FLOAT:
1085 TRACE("%.8e, %.8e, %.8e, %.8e",
1086 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1087 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1088 break;
1089 case WINED3D_DATA_INT:
1090 TRACE("%d, %d, %d, %d",
1091 reg->immconst_data[0], reg->immconst_data[1],
1092 reg->immconst_data[2], reg->immconst_data[3]);
1093 break;
1094 case WINED3D_DATA_RESOURCE:
1095 case WINED3D_DATA_SAMPLER:
1096 case WINED3D_DATA_UINT:
1097 TRACE("%u, %u, %u, %u",
1098 reg->immconst_data[0], reg->immconst_data[1],
1099 reg->immconst_data[2], reg->immconst_data[3]);
1100 break;
1101 default:
1102 TRACE("<unhandled data type %#x>", reg->data_type);
1103 break;
1105 break;
1107 default:
1108 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1109 break;
1111 TRACE(")");
1113 else if (reg->type != WINED3DSPR_RASTOUT
1114 && reg->type != WINED3DSPR_MISCTYPE
1115 && reg->type != WINED3DSPR_NULL)
1117 if (offset != ~0U)
1119 TRACE("[");
1120 if (reg->idx[0].rel_addr)
1122 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1123 TRACE(" + ");
1125 TRACE("%u]", offset);
1127 if (reg->idx[1].offset != ~0U)
1129 TRACE("[");
1130 if (reg->idx[1].rel_addr)
1132 shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1133 TRACE(" + ");
1135 TRACE("%u]", reg->idx[1].offset);
1141 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1142 const struct wined3d_shader_version *shader_version)
1144 DWORD write_mask = param->write_mask;
1146 shader_dump_register(&param->reg, shader_version);
1148 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1150 static const char *write_mask_chars = "xyzw";
1152 TRACE(".");
1153 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1154 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1155 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1156 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1160 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1161 const struct wined3d_shader_version *shader_version)
1163 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1164 DWORD swizzle = param->swizzle;
1166 if (src_modifier == WINED3DSPSM_NEG
1167 || src_modifier == WINED3DSPSM_BIASNEG
1168 || src_modifier == WINED3DSPSM_SIGNNEG
1169 || src_modifier == WINED3DSPSM_X2NEG
1170 || src_modifier == WINED3DSPSM_ABSNEG)
1171 TRACE("-");
1172 else if (src_modifier == WINED3DSPSM_COMP)
1173 TRACE("1-");
1174 else if (src_modifier == WINED3DSPSM_NOT)
1175 TRACE("!");
1177 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1178 TRACE("abs(");
1180 shader_dump_register(&param->reg, shader_version);
1182 if (src_modifier)
1184 switch (src_modifier)
1186 case WINED3DSPSM_NONE: break;
1187 case WINED3DSPSM_NEG: break;
1188 case WINED3DSPSM_NOT: break;
1189 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1190 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1191 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1192 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1193 case WINED3DSPSM_COMP: break;
1194 case WINED3DSPSM_X2: TRACE("_x2"); break;
1195 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1196 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1197 case WINED3DSPSM_DW: TRACE("_dw"); break;
1198 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1199 case WINED3DSPSM_ABS: TRACE(")"); break;
1200 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1204 if (swizzle != WINED3DSP_NOSWIZZLE)
1206 static const char *swizzle_chars = "xyzw";
1207 DWORD swizzle_x = swizzle & 0x03;
1208 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1209 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1210 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1212 if (swizzle_x == swizzle_y
1213 && swizzle_x == swizzle_z
1214 && swizzle_x == swizzle_w)
1216 TRACE(".%c", swizzle_chars[swizzle_x]);
1218 else
1220 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1221 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1226 /* Shared code in order to generate the bulk of the shader string.
1227 * NOTE: A description of how to parse tokens can be found on MSDN. */
1228 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1229 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1231 struct wined3d_device *device = shader->device;
1232 const struct wined3d_shader_frontend *fe = shader->frontend;
1233 void *fe_data = shader->frontend_data;
1234 struct wined3d_shader_version shader_version;
1235 struct wined3d_shader_loop_state loop_state;
1236 struct wined3d_shader_instruction ins;
1237 struct wined3d_shader_tex_mx tex_mx;
1238 struct wined3d_shader_context ctx;
1239 const DWORD *ptr = byte_code;
1241 /* Initialize current parsing state. */
1242 tex_mx.current_row = 0;
1243 loop_state.current_depth = 0;
1244 loop_state.current_reg = 0;
1246 ctx.shader = shader;
1247 ctx.gl_info = &device->adapter->gl_info;
1248 ctx.reg_maps = reg_maps;
1249 ctx.buffer = buffer;
1250 ctx.tex_mx = &tex_mx;
1251 ctx.loop_state = &loop_state;
1252 ctx.backend_data = backend_ctx;
1253 ins.ctx = &ctx;
1255 fe->shader_read_header(fe_data, &ptr, &shader_version);
1257 while (!fe->shader_is_end(fe_data, &ptr))
1259 /* Read opcode. */
1260 fe->shader_read_instruction(fe_data, &ptr, &ins);
1262 /* Unknown opcode and its parameters. */
1263 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1265 TRACE("Skipping unrecognized instruction.\n");
1266 continue;
1269 if (ins.predicate)
1270 FIXME("Predicates not implemented.\n");
1272 /* Call appropriate function for output target */
1273 device->shader_backend->shader_handle_instruction(&ins);
1277 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1279 DWORD mmask = dst->modifiers;
1281 switch (dst->shift)
1283 case 0: break;
1284 case 13: TRACE("_d8"); break;
1285 case 14: TRACE("_d4"); break;
1286 case 15: TRACE("_d2"); break;
1287 case 1: TRACE("_x2"); break;
1288 case 2: TRACE("_x4"); break;
1289 case 3: TRACE("_x8"); break;
1290 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1293 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1294 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1295 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1297 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1298 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1301 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1303 switch (primitive_type)
1305 case WINED3D_PT_UNDEFINED:
1306 TRACE("undefined");
1307 break;
1308 case WINED3D_PT_POINTLIST:
1309 TRACE("pointlist");
1310 break;
1311 case WINED3D_PT_LINELIST:
1312 TRACE("linelist");
1313 break;
1314 case WINED3D_PT_LINESTRIP:
1315 TRACE("linestrip");
1316 break;
1317 case WINED3D_PT_TRIANGLELIST:
1318 TRACE("trianglelist");
1319 break;
1320 case WINED3D_PT_TRIANGLESTRIP:
1321 TRACE("trianglestrip");
1322 break;
1323 case WINED3D_PT_TRIANGLEFAN:
1324 TRACE("trianglefan");
1325 break;
1326 case WINED3D_PT_LINELIST_ADJ:
1327 TRACE("linelist_adj");
1328 break;
1329 case WINED3D_PT_LINESTRIP_ADJ:
1330 TRACE("linestrip_adj");
1331 break;
1332 case WINED3D_PT_TRIANGLELIST_ADJ:
1333 TRACE("trianglelist_adj");
1334 break;
1335 case WINED3D_PT_TRIANGLESTRIP_ADJ:
1336 TRACE("trianglestrip_adj");
1337 break;
1338 default:
1339 TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1340 break;
1344 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1346 struct wined3d_shader_version shader_version;
1347 const DWORD *ptr = byte_code;
1348 const char *type_prefix;
1349 DWORD i;
1351 TRACE("Parsing %p.\n", byte_code);
1353 fe->shader_read_header(fe_data, &ptr, &shader_version);
1355 switch (shader_version.type)
1357 case WINED3D_SHADER_TYPE_VERTEX:
1358 type_prefix = "vs";
1359 break;
1361 case WINED3D_SHADER_TYPE_GEOMETRY:
1362 type_prefix = "gs";
1363 break;
1365 case WINED3D_SHADER_TYPE_PIXEL:
1366 type_prefix = "ps";
1367 break;
1369 default:
1370 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1371 type_prefix = "unknown";
1372 break;
1375 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1377 while (!fe->shader_is_end(fe_data, &ptr))
1379 struct wined3d_shader_instruction ins;
1381 fe->shader_read_instruction(fe_data, &ptr, &ins);
1382 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1384 TRACE("Skipping unrecognized instruction.\n");
1385 continue;
1388 if (ins.handler_idx == WINED3DSIH_DCL)
1390 shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1391 shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1392 TRACE(" ");
1393 shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1395 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1397 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1398 shader_dump_src_param(&ins.declaration.src, &shader_version);
1399 TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1401 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1402 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1404 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1405 shader_dump_primitive_type(ins.declaration.primitive_type);
1407 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1409 TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1411 else if (ins.handler_idx == WINED3DSIH_DEF)
1413 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1414 ins.dst[0].reg.idx[0].offset),
1415 *(const float *)&ins.src[0].reg.immconst_data[0],
1416 *(const float *)&ins.src[0].reg.immconst_data[1],
1417 *(const float *)&ins.src[0].reg.immconst_data[2],
1418 *(const float *)&ins.src[0].reg.immconst_data[3]);
1420 else if (ins.handler_idx == WINED3DSIH_DEFI)
1422 TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1423 ins.src[0].reg.immconst_data[0],
1424 ins.src[0].reg.immconst_data[1],
1425 ins.src[0].reg.immconst_data[2],
1426 ins.src[0].reg.immconst_data[3]);
1428 else if (ins.handler_idx == WINED3DSIH_DEFB)
1430 TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1432 else
1434 if (ins.predicate)
1436 TRACE("(");
1437 shader_dump_src_param(ins.predicate, &shader_version);
1438 TRACE(") ");
1441 /* PixWin marks instructions with the coissue flag with a '+' */
1442 if (ins.coissue) TRACE("+");
1444 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1446 if (ins.handler_idx == WINED3DSIH_IFC
1447 || ins.handler_idx == WINED3DSIH_BREAKC)
1449 switch (ins.flags)
1451 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1452 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1453 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1454 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1455 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1456 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1457 default: TRACE("_(%u)", ins.flags);
1460 else if (ins.handler_idx == WINED3DSIH_TEX
1461 && shader_version.major >= 2
1462 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1464 TRACE("p");
1467 for (i = 0; i < ins.dst_count; ++i)
1469 shader_dump_ins_modifiers(&ins.dst[i]);
1470 TRACE(!i ? " " : ", ");
1471 shader_dump_dst_param(&ins.dst[i], &shader_version);
1474 /* Other source tokens */
1475 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1477 TRACE(!i ? " " : ", ");
1478 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1481 TRACE("\n");
1485 static void shader_cleanup(struct wined3d_shader *shader)
1487 shader->device->shader_backend->shader_destroy(shader);
1488 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1489 HeapFree(GetProcessHeap(), 0, shader->function);
1490 shader_delete_constant_list(&shader->constantsF);
1491 shader_delete_constant_list(&shader->constantsB);
1492 shader_delete_constant_list(&shader->constantsI);
1493 list_remove(&shader->shader_list_entry);
1495 if (shader->frontend && shader->frontend_data)
1496 shader->frontend->shader_free(shader->frontend_data);
1499 struct shader_none_priv
1501 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1502 const struct fragment_pipeline *fragment_pipe;
1503 BOOL ffp_proj_control;
1506 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1507 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1508 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1509 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1510 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1511 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1512 static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1513 static void shader_none_load_np2fixup_constants(void *shader_priv,
1514 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1515 static void shader_none_destroy(struct wined3d_shader *shader) {}
1516 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1518 static void shader_none_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
1519 enum wined3d_shader_mode fragment_mode)
1521 const struct wined3d_gl_info *gl_info = context->gl_info;
1522 struct wined3d_device *device = context->swapchain->device;
1523 struct shader_none_priv *priv = device->shader_priv;
1525 priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
1526 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
1529 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1530 const struct fragment_pipeline *fragment_pipe)
1532 struct fragment_caps fragment_caps;
1533 void *vertex_priv, *fragment_priv;
1534 struct shader_none_priv *priv;
1536 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1537 return E_OUTOFMEMORY;
1539 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
1541 ERR("Failed to initialize vertex pipe.\n");
1542 HeapFree(GetProcessHeap(), 0, priv);
1543 return E_FAIL;
1546 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1548 ERR("Failed to initialize fragment pipe.\n");
1549 vertex_pipe->vp_free(device);
1550 HeapFree(GetProcessHeap(), 0, priv);
1551 return E_FAIL;
1554 priv->vertex_pipe = vertex_pipe;
1555 priv->fragment_pipe = fragment_pipe;
1556 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1557 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1559 device->vertex_priv = vertex_priv;
1560 device->fragment_priv = fragment_priv;
1561 device->shader_priv = priv;
1563 return WINED3D_OK;
1566 static void shader_none_free(struct wined3d_device *device)
1568 struct shader_none_priv *priv = device->shader_priv;
1570 priv->fragment_pipe->free_private(device);
1571 priv->vertex_pipe->vp_free(device);
1572 HeapFree(GetProcessHeap(), 0, priv);
1575 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1577 /* Set the shader caps to 0 for the none shader backend */
1578 caps->vs_version = 0;
1579 caps->gs_version = 0;
1580 caps->ps_version = 0;
1581 caps->vs_uniform_count = 0;
1582 caps->ps_uniform_count = 0;
1583 caps->ps_1x_max_value = 0.0f;
1584 caps->wined3d_caps = 0;
1587 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1589 /* We "support" every possible fixup, since we don't support any shader
1590 * model, and will never have to actually sample a texture. */
1591 return TRUE;
1594 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
1596 struct shader_none_priv *priv = shader_priv;
1598 return priv->ffp_proj_control;
1601 const struct wined3d_shader_backend_ops none_shader_backend =
1603 shader_none_handle_instruction,
1604 shader_none_select,
1605 shader_none_select_depth_blt,
1606 shader_none_deselect_depth_blt,
1607 shader_none_update_float_vertex_constants,
1608 shader_none_update_float_pixel_constants,
1609 shader_none_load_constants,
1610 shader_none_load_np2fixup_constants,
1611 shader_none_destroy,
1612 shader_none_alloc,
1613 shader_none_free,
1614 shader_none_context_destroyed,
1615 shader_none_get_caps,
1616 shader_none_color_fixup_supported,
1617 shader_none_has_ffp_proj_control,
1620 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1621 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1622 enum wined3d_shader_type type, unsigned int max_version)
1624 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1625 const struct wined3d_shader_frontend *fe;
1626 HRESULT hr;
1627 unsigned int backend_version;
1629 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1630 shader, byte_code, output_signature, float_const_count);
1632 fe = shader_select_frontend(*byte_code);
1633 if (!fe)
1635 FIXME("Unable to find frontend for shader.\n");
1636 return WINED3DERR_INVALIDCALL;
1638 shader->frontend = fe;
1639 shader->frontend_data = fe->shader_init(byte_code, output_signature);
1640 if (!shader->frontend_data)
1642 FIXME("Failed to initialize frontend.\n");
1643 return WINED3DERR_INVALIDCALL;
1646 /* First pass: trace shader. */
1647 if (TRACE_ON(d3d_shader))
1648 shader_trace_init(fe, shader->frontend_data, byte_code);
1650 /* Initialize immediate constant lists. */
1651 list_init(&shader->constantsF);
1652 list_init(&shader->constantsB);
1653 list_init(&shader->constantsI);
1654 shader->lconst_inf_or_nan = FALSE;
1656 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1657 hr = shader_get_registers_used(shader, fe,
1658 reg_maps, shader->input_signature, shader->output_signature,
1659 byte_code, float_const_count);
1660 if (FAILED(hr)) return hr;
1662 if (reg_maps->shader_version.type != type)
1664 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1665 return WINED3DERR_INVALIDCALL;
1667 if (reg_maps->shader_version.major > max_version)
1669 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1670 return WINED3DERR_INVALIDCALL;
1672 switch (type)
1674 case WINED3D_SHADER_TYPE_VERTEX:
1675 backend_version = shader->device->vs_version;
1676 break;
1677 case WINED3D_SHADER_TYPE_GEOMETRY:
1678 backend_version = shader->device->gs_version;
1679 break;
1680 case WINED3D_SHADER_TYPE_PIXEL:
1681 backend_version = shader->device->ps_version;
1682 break;
1683 default:
1684 FIXME("No backend version-checking for this shader type\n");
1685 backend_version = 0;
1687 if (reg_maps->shader_version.major > backend_version)
1689 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1690 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1691 return WINED3DERR_INVALIDCALL;
1694 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1695 if (!shader->function)
1696 return E_OUTOFMEMORY;
1697 memcpy(shader->function, byte_code, shader->functionLength);
1699 return WINED3D_OK;
1702 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1704 ULONG refcount = InterlockedIncrement(&shader->ref);
1706 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1708 return refcount;
1711 /* Do not call while under the GL lock. */
1712 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1714 ULONG refcount = InterlockedDecrement(&shader->ref);
1716 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1718 if (!refcount)
1720 shader_cleanup(shader);
1721 shader->parent_ops->wined3d_object_destroyed(shader->parent);
1722 HeapFree(GetProcessHeap(), 0, shader);
1725 return refcount;
1728 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1730 TRACE("shader %p.\n", shader);
1732 return shader->parent;
1735 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1736 void *byte_code, UINT *byte_code_size)
1738 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1740 if (!byte_code)
1742 *byte_code_size = shader->functionLength;
1743 return WINED3D_OK;
1746 if (*byte_code_size < shader->functionLength)
1748 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1749 * than the required size we should write the required size and
1750 * return D3DERR_MOREDATA. That's not actually true. */
1751 return WINED3DERR_INVALIDCALL;
1754 memcpy(byte_code, shader->function, shader->functionLength);
1756 return WINED3D_OK;
1759 /* Set local constants for d3d8 shaders. */
1760 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1761 UINT start_idx, const float *src_data, UINT count)
1763 UINT end_idx = start_idx + count;
1764 UINT i;
1766 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1768 if (end_idx > shader->limits.constant_float)
1770 WARN("end_idx %u > float constants limit %u.\n",
1771 end_idx, shader->limits.constant_float);
1772 end_idx = shader->limits.constant_float;
1775 for (i = start_idx; i < end_idx; ++i)
1777 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1778 float *value;
1779 if (!lconst)
1780 return E_OUTOFMEMORY;
1782 lconst->idx = i;
1783 value = (float *)lconst->value;
1784 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1785 list_add_head(&shader->constantsF, &lconst->entry);
1787 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1788 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1790 shader->lconst_inf_or_nan = TRUE;
1794 return WINED3D_OK;
1797 void find_vs_compile_args(const struct wined3d_state *state,
1798 const struct wined3d_shader *shader, struct vs_compile_args *args)
1800 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1801 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1802 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1803 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1804 args->swizzle_map = shader->device->stream_info.swizzle_map;
1807 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1809 if (usage_idx1 != usage_idx2)
1810 return FALSE;
1811 if (usage1 == usage2)
1812 return TRUE;
1813 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1814 return TRUE;
1815 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1816 return TRUE;
1818 return FALSE;
1821 BOOL vshader_get_input(const struct wined3d_shader *shader,
1822 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1824 WORD map = shader->reg_maps.input_registers;
1825 unsigned int i;
1827 for (i = 0; map; map >>= 1, ++i)
1829 if (!(map & 1)) continue;
1831 if (match_usage(shader->u.vs.attributes[i].usage,
1832 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1834 *regnum = i;
1835 return TRUE;
1838 return FALSE;
1841 static void vertexshader_set_limits(struct wined3d_shader *shader)
1843 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1844 shader->reg_maps.shader_version.minor);
1845 struct wined3d_device *device = shader->device;
1847 shader->limits.packed_input = 0;
1849 switch (shader_version)
1851 case WINED3D_SHADER_VERSION(1, 0):
1852 case WINED3D_SHADER_VERSION(1, 1):
1853 shader->limits.constant_bool = 0;
1854 shader->limits.constant_int = 0;
1855 shader->limits.packed_output = 12;
1856 shader->limits.sampler = 0;
1857 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1858 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1859 * constants? */
1860 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1861 break;
1863 case WINED3D_SHADER_VERSION(2, 0):
1864 case WINED3D_SHADER_VERSION(2, 1):
1865 shader->limits.constant_bool = 16;
1866 shader->limits.constant_int = 16;
1867 shader->limits.packed_output = 12;
1868 shader->limits.sampler = 0;
1869 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1870 break;
1872 case WINED3D_SHADER_VERSION(3, 0):
1873 shader->limits.constant_bool = 16;
1874 shader->limits.constant_int = 16;
1875 shader->limits.packed_output = 12;
1876 shader->limits.sampler = 4;
1877 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1878 * even though they are capable of supporting much more (GL
1879 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1880 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1881 * shaders to 256. */
1882 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1883 break;
1885 case WINED3D_SHADER_VERSION(4, 0):
1886 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1887 shader->limits.constant_int = 0;
1888 shader->limits.constant_float = 0;
1889 shader->limits.constant_bool = 0;
1890 shader->limits.packed_output = 16;
1891 shader->limits.packed_input = 0;
1892 break;
1894 default:
1895 shader->limits.constant_bool = 16;
1896 shader->limits.constant_int = 16;
1897 shader->limits.packed_output = 12;
1898 shader->limits.sampler = 0;
1899 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1900 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1901 shader->reg_maps.shader_version.major,
1902 shader->reg_maps.shader_version.minor);
1906 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1907 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1908 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1910 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1911 unsigned int i;
1912 HRESULT hr;
1913 WORD map;
1915 if (!byte_code) return WINED3DERR_INVALIDCALL;
1917 shader_init(shader, device, parent, parent_ops);
1918 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1919 WINED3D_SHADER_TYPE_VERTEX, max_version);
1920 if (FAILED(hr))
1922 WARN("Failed to set function, hr %#x.\n", hr);
1923 shader_cleanup(shader);
1924 return hr;
1927 map = reg_maps->input_registers;
1928 for (i = 0; map; map >>= 1, ++i)
1930 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1931 continue;
1933 shader->u.vs.attributes[i].usage =
1934 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1935 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1938 if (output_signature)
1940 for (i = 0; i < output_signature->element_count; ++i)
1942 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1943 reg_maps->output_registers |= 1 << e->register_idx;
1944 shader->output_signature[e->register_idx] = *e;
1948 vertexshader_set_limits(shader);
1950 shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
1951 shader->lconst_inf_or_nan;
1953 return WINED3D_OK;
1956 static void geometryshader_set_limits(struct wined3d_shader *shader)
1958 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1959 shader->reg_maps.shader_version.minor);
1961 switch (shader_version)
1963 case WINED3D_SHADER_VERSION(4, 0):
1964 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1965 shader->limits.constant_int = 0;
1966 shader->limits.constant_float = 0;
1967 shader->limits.constant_bool = 0;
1968 shader->limits.packed_output = 32;
1969 shader->limits.packed_input = 16;
1970 break;
1972 default:
1973 memset(&shader->limits, 0, sizeof(shader->limits));
1974 FIXME("Unhandled geometry shader version \"%u.%u\".\n",
1975 shader->reg_maps.shader_version.major,
1976 shader->reg_maps.shader_version.minor);
1980 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1981 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1982 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1984 HRESULT hr;
1986 shader_init(shader, device, parent, parent_ops);
1987 hr = shader_set_function(shader, byte_code, output_signature, 0,
1988 WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1989 if (FAILED(hr))
1991 WARN("Failed to set function, hr %#x.\n", hr);
1992 shader_cleanup(shader);
1993 return hr;
1996 geometryshader_set_limits(shader);
1998 shader->load_local_constsF = shader->lconst_inf_or_nan;
2000 return WINED3D_OK;
2003 void find_ps_compile_args(const struct wined3d_state *state,
2004 const struct wined3d_shader *shader, struct ps_compile_args *args)
2006 struct wined3d_device *device = shader->device;
2007 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2008 const struct wined3d_texture *texture;
2009 UINT i;
2011 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2012 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
2014 const struct wined3d_surface *rt = state->fb->render_targets[0];
2015 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
2017 static unsigned int warned = 0;
2019 args->srgb_correction = 1;
2020 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
2021 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2022 "support, expect rendering artifacts.\n");
2026 if (shader->reg_maps.shader_version.major == 1
2027 && shader->reg_maps.shader_version.minor <= 3)
2029 for (i = 0; i < shader->limits.sampler; ++i)
2031 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
2033 if (flags & WINED3D_TTFF_PROJECTED)
2035 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
2037 if (!state->vertex_shader)
2039 unsigned int j;
2040 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
2041 DWORD max_valid = WINED3D_TTFF_COUNT4;
2042 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
2044 for (j = 0; j < state->vertex_declaration->element_count; ++j)
2046 struct wined3d_vertex_declaration_element *element =
2047 &state->vertex_declaration->elements[j];
2049 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2050 && element->usage_idx == index)
2052 max_valid = element->format->component_count;
2053 break;
2056 if (!tex_transform || tex_transform > max_valid)
2058 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2059 tex_transform, max_valid);
2060 tex_transform = max_valid;
2062 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
2063 || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
2064 || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
2065 tex_transform |= WINED3D_PSARGS_PROJECTED;
2066 else
2068 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2069 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2070 i, tex_transform, sampler_type);
2073 else
2074 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2076 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2080 if (shader->reg_maps.shader_version.major == 1
2081 && shader->reg_maps.shader_version.minor <= 4)
2083 for (i = 0; i < shader->limits.sampler; ++i)
2085 const struct wined3d_texture *texture = state->textures[i];
2087 if (!shader->reg_maps.sampler_type[i])
2088 continue;
2090 /* Treat unbound textures as 2D. The dummy texture will provide
2091 * the proper sample value. The tex_types bitmap defaults to
2092 * 2D because of the memset. */
2093 if (!texture)
2094 continue;
2096 switch (texture->target)
2098 /* RECT textures are distinguished from 2D textures via np2_fixup */
2099 case GL_TEXTURE_RECTANGLE_ARB:
2100 case GL_TEXTURE_2D:
2101 break;
2103 case GL_TEXTURE_3D:
2104 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2105 break;
2107 case GL_TEXTURE_CUBE_MAP_ARB:
2108 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2109 break;
2114 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2116 if (!shader->reg_maps.sampler_type[i])
2117 continue;
2119 texture = state->textures[i];
2120 if (!texture)
2122 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2123 continue;
2125 args->color_fixup[i] = texture->resource.format->color_fixup;
2127 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2128 args->shadow |= 1 << i;
2130 /* Flag samplers that need NP2 texcoord fixup. */
2131 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2132 args->np2_fixup |= (1 << i);
2134 if (shader->reg_maps.shader_version.major >= 3)
2136 if (device->stream_info.position_transformed)
2137 args->vp_mode = pretransformed;
2138 else if (use_vs(state))
2139 args->vp_mode = vertexshader;
2140 else
2141 args->vp_mode = fixedfunction;
2142 args->fog = FOG_OFF;
2144 else
2146 args->vp_mode = vertexshader;
2147 if (state->render_states[WINED3D_RS_FOGENABLE])
2149 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2151 case WINED3D_FOG_NONE:
2152 if (device->stream_info.position_transformed || use_vs(state))
2154 args->fog = FOG_LINEAR;
2155 break;
2158 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2160 case WINED3D_FOG_NONE: /* Fall through. */
2161 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2162 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2163 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2165 break;
2167 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2168 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2169 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2172 else
2174 args->fog = FOG_OFF;
2179 static void pixelshader_set_limits(struct wined3d_shader *shader)
2181 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2182 shader->reg_maps.shader_version.minor);
2184 shader->limits.packed_output = 0;
2186 switch (shader_version)
2188 case WINED3D_SHADER_VERSION(1, 0):
2189 case WINED3D_SHADER_VERSION(1, 1):
2190 case WINED3D_SHADER_VERSION(1, 2):
2191 case WINED3D_SHADER_VERSION(1, 3):
2192 shader->limits.constant_float = 8;
2193 shader->limits.constant_int = 0;
2194 shader->limits.constant_bool = 0;
2195 shader->limits.sampler = 4;
2196 shader->limits.packed_input = 0;
2197 break;
2199 case WINED3D_SHADER_VERSION(1, 4):
2200 shader->limits.constant_float = 8;
2201 shader->limits.constant_int = 0;
2202 shader->limits.constant_bool = 0;
2203 shader->limits.sampler = 6;
2204 shader->limits.packed_input = 0;
2205 break;
2207 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2208 case WINED3D_SHADER_VERSION(2, 0):
2209 shader->limits.constant_float = 32;
2210 shader->limits.constant_int = 16;
2211 shader->limits.constant_bool = 16;
2212 shader->limits.sampler = 16;
2213 shader->limits.packed_input = 0;
2214 break;
2216 case WINED3D_SHADER_VERSION(2, 1):
2217 shader->limits.constant_float = 32;
2218 shader->limits.constant_int = 16;
2219 shader->limits.constant_bool = 16;
2220 shader->limits.sampler = 16;
2221 shader->limits.packed_input = 0;
2222 break;
2224 case WINED3D_SHADER_VERSION(3, 0):
2225 shader->limits.constant_float = 224;
2226 shader->limits.constant_int = 16;
2227 shader->limits.constant_bool = 16;
2228 shader->limits.sampler = 16;
2229 shader->limits.packed_input = 12;
2230 break;
2232 case WINED3D_SHADER_VERSION(4, 0):
2233 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2234 shader->limits.constant_int = 0;
2235 shader->limits.constant_float = 0;
2236 shader->limits.constant_bool = 0;
2237 shader->limits.packed_input = 32;
2238 break;
2240 default:
2241 shader->limits.constant_float = 32;
2242 shader->limits.constant_int = 16;
2243 shader->limits.constant_bool = 16;
2244 shader->limits.sampler = 16;
2245 shader->limits.packed_input = 0;
2246 FIXME("Unrecognized pixel shader version %u.%u\n",
2247 shader->reg_maps.shader_version.major,
2248 shader->reg_maps.shader_version.minor);
2252 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2253 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2254 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2256 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2257 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2258 HRESULT hr;
2260 if (!byte_code) return WINED3DERR_INVALIDCALL;
2262 shader_init(shader, device, parent, parent_ops);
2263 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2264 WINED3D_SHADER_TYPE_PIXEL, max_version);
2265 if (FAILED(hr))
2267 WARN("Failed to set function, hr %#x.\n", hr);
2268 shader_cleanup(shader);
2269 return hr;
2272 pixelshader_set_limits(shader);
2274 for (i = 0; i < MAX_REG_INPUT; ++i)
2276 if (shader->u.ps.input_reg_used[i])
2278 ++num_regs_used;
2279 highest_reg_used = i;
2283 /* Don't do any register mapping magic if it is not needed, or if we can't
2284 * achieve anything anyway */
2285 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2286 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2288 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2290 /* This happens with relative addressing. The input mapper function
2291 * warns about this if the higher registers are declared too, so
2292 * don't write a FIXME here */
2293 WARN("More varying registers used than supported\n");
2296 for (i = 0; i < MAX_REG_INPUT; ++i)
2298 shader->u.ps.input_reg_map[i] = i;
2301 shader->u.ps.declared_in_count = highest_reg_used + 1;
2303 else
2305 shader->u.ps.declared_in_count = 0;
2306 for (i = 0; i < MAX_REG_INPUT; ++i)
2308 if (shader->u.ps.input_reg_used[i])
2309 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2310 else shader->u.ps.input_reg_map[i] = ~0U;
2314 shader->load_local_constsF = shader->lconst_inf_or_nan;
2316 return WINED3D_OK;
2319 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
2321 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2322 enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2323 unsigned int i;
2325 if (reg_maps->shader_version.major != 1) return;
2327 for (i = 0; i < shader->limits.sampler; ++i)
2329 /* We don't sample from this sampler. */
2330 if (!sampler_type[i]) continue;
2332 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
2334 case WINED3D_SHADER_TEX_2D:
2335 sampler_type[i] = WINED3DSTT_2D;
2336 break;
2338 case WINED3D_SHADER_TEX_3D:
2339 sampler_type[i] = WINED3DSTT_VOLUME;
2340 break;
2342 case WINED3D_SHADER_TEX_CUBE:
2343 sampler_type[i] = WINED3DSTT_CUBE;
2344 break;
2349 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2350 const struct wined3d_shader_signature *output_signature, void *parent,
2351 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2353 struct wined3d_shader *object;
2354 HRESULT hr;
2356 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2357 device, byte_code, output_signature, parent, parent_ops, shader);
2359 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2360 if (!object)
2361 return E_OUTOFMEMORY;
2363 hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2364 if (FAILED(hr))
2366 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2367 HeapFree(GetProcessHeap(), 0, object);
2368 return hr;
2371 TRACE("Created geometry shader %p.\n", object);
2372 *shader = object;
2374 return WINED3D_OK;
2377 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2378 const struct wined3d_shader_signature *output_signature, void *parent,
2379 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2381 struct wined3d_shader *object;
2382 HRESULT hr;
2384 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2385 device, byte_code, output_signature, parent, parent_ops, shader);
2387 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2388 if (!object)
2389 return E_OUTOFMEMORY;
2391 hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2392 if (FAILED(hr))
2394 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2395 HeapFree(GetProcessHeap(), 0, object);
2396 return hr;
2399 TRACE("Created pixel shader %p.\n", object);
2400 *shader = object;
2402 return WINED3D_OK;
2405 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2406 const struct wined3d_shader_signature *output_signature, void *parent,
2407 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2409 struct wined3d_shader *object;
2410 HRESULT hr;
2412 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2413 device, byte_code, output_signature, parent, parent_ops, shader);
2415 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2416 if (!object)
2417 return E_OUTOFMEMORY;
2419 hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2420 if (FAILED(hr))
2422 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2423 HeapFree(GetProcessHeap(), 0, object);
2424 return hr;
2427 TRACE("Created vertex shader %p.\n", object);
2428 *shader = object;
2430 return WINED3D_OK;