mstask: Implement ITask::DeleteTrigger().
[wine.git] / dlls / wined3d / shader.c
blobb757d930da88d8c2d84bc4977719962ff36c07d2
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, 2013 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 <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 /* pow, mul_high, sub_high, mul_low */
36 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
37 /* cmp */
38 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
40 static const char * const shader_opcode_names[] =
42 /* WINED3DSIH_ABS */ "abs",
43 /* WINED3DSIH_ADD */ "add",
44 /* WINED3DSIH_AND */ "and",
45 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
46 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
47 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
48 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
49 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
50 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
51 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
52 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
53 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
54 /* WINED3DSIH_BEM */ "bem",
55 /* WINED3DSIH_BFI */ "bfi",
56 /* WINED3DSIH_BFREV */ "bfrev",
57 /* WINED3DSIH_BREAK */ "break",
58 /* WINED3DSIH_BREAKC */ "breakc",
59 /* WINED3DSIH_BREAKP */ "breakp",
60 /* WINED3DSIH_BUFINFO */ "bufinfo",
61 /* WINED3DSIH_CALL */ "call",
62 /* WINED3DSIH_CALLNZ */ "callnz",
63 /* WINED3DSIH_CASE */ "case",
64 /* WINED3DSIH_CMP */ "cmp",
65 /* WINED3DSIH_CND */ "cnd",
66 /* WINED3DSIH_CONTINUE */ "continue",
67 /* WINED3DSIH_CONTINUEP */ "continuec",
68 /* WINED3DSIH_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
78 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
81 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
82 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
83 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
84 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
85 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
86 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
87 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
88 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
89 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
90 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
91 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
92 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
93 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
94 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
95 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
96 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
97 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
98 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
99 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
100 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
101 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
102 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
103 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
104 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
105 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
106 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
107 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
108 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
109 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
110 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
111 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
112 /* WINED3DSIH_DEF */ "def",
113 /* WINED3DSIH_DEFAULT */ "default",
114 /* WINED3DSIH_DEFB */ "defb",
115 /* WINED3DSIH_DEFI */ "defi",
116 /* WINED3DSIH_DIV */ "div",
117 /* WINED3DSIH_DP2 */ "dp2",
118 /* WINED3DSIH_DP2ADD */ "dp2add",
119 /* WINED3DSIH_DP3 */ "dp3",
120 /* WINED3DSIH_DP4 */ "dp4",
121 /* WINED3DSIH_DST */ "dst",
122 /* WINED3DSIH_DSX */ "dsx",
123 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
124 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
125 /* WINED3DSIH_DSY */ "dsy",
126 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
127 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
128 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
300 static const struct
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
305 shader_input_sysval_semantic_names[] =
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
339 return shader_opcode_names[handler_idx];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
344 if (usage >= ARRAY_SIZE(semantic_names))
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
350 return semantic_names[usage];
353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
355 unsigned int i;
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
359 if (!strcmp(name, semantic_names[i]))
360 return i;
363 return ~0U;
366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
368 switch (usage)
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
408 switch (format)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
422 static enum wined3d_shader_type shader_get_shader_type(const struct wined3d_shader_desc *desc)
424 if (desc->format == WINED3D_SHADER_BYTE_CODE_FORMAT_SM4)
425 return wined3d_get_sm4_shader_type(desc->byte_code, desc->byte_code_size);
427 FIXME("Could not get shader type for byte code format %#x.\n", desc->format);
428 return WINED3D_SHADER_TYPE_INVALID;
431 void string_buffer_clear(struct wined3d_string_buffer *buffer)
433 buffer->buffer[0] = '\0';
434 buffer->content_size = 0;
437 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
439 buffer->buffer_size = 32;
440 if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
442 ERR("Failed to allocate shader buffer memory.\n");
443 return FALSE;
446 string_buffer_clear(buffer);
447 return TRUE;
450 void string_buffer_free(struct wined3d_string_buffer *buffer)
452 heap_free(buffer->buffer);
455 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
457 char *new_buffer;
458 unsigned int new_buffer_size = buffer->buffer_size * 2;
460 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
461 new_buffer_size *= 2;
462 if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
464 ERR("Failed to grow buffer.\n");
465 buffer->buffer[buffer->content_size] = '\0';
466 return FALSE;
468 buffer->buffer = new_buffer;
469 buffer->buffer_size = new_buffer_size;
470 return TRUE;
473 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
475 unsigned int rem;
476 int rc;
478 rem = buffer->buffer_size - buffer->content_size;
479 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
480 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
481 return rc;
483 buffer->content_size += rc;
484 return 0;
487 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
489 va_list args;
490 int ret;
492 for (;;)
494 va_start(args, format);
495 ret = shader_vaddline(buffer, format, args);
496 va_end(args);
497 if (!ret)
498 return ret;
499 if (!string_buffer_resize(buffer, ret))
500 return -1;
504 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
506 struct wined3d_string_buffer *buffer;
508 if (list_empty(&list->list))
510 buffer = heap_alloc(sizeof(*buffer));
511 if (!buffer || !string_buffer_init(buffer))
513 ERR("Couldn't allocate buffer for temporary string.\n");
514 heap_free(buffer);
515 return NULL;
518 else
520 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
521 list_remove(&buffer->entry);
523 string_buffer_clear(buffer);
524 return buffer;
527 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
529 if (!buffer)
530 return 0;
531 string_buffer_clear(buffer);
532 return shader_vaddline(buffer, format, args);
535 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
537 va_list args;
538 int ret;
540 for (;;)
542 va_start(args, format);
543 ret = string_buffer_vsprintf(buffer, format, args);
544 va_end(args);
545 if (!ret)
546 return;
547 if (!string_buffer_resize(buffer, ret))
548 return;
552 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
554 if (!buffer)
555 return;
556 list_add_head(&list->list, &buffer->entry);
559 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
561 list_init(&list->list);
564 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
566 struct wined3d_string_buffer *buffer, *buffer_next;
568 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
570 string_buffer_free(buffer);
571 heap_free(buffer);
573 list_init(&list->list);
576 /* Convert floating point offset relative to a register file to an absolute
577 * offset for float constants. */
578 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
580 switch (register_type)
582 case WINED3DSPR_CONST: return register_idx;
583 case WINED3DSPR_CONST2: return 2048 + register_idx;
584 case WINED3DSPR_CONST3: return 4096 + register_idx;
585 case WINED3DSPR_CONST4: return 6144 + register_idx;
586 default:
587 FIXME("Unsupported register type: %u.\n", register_type);
588 return register_idx;
592 static void shader_delete_constant_list(struct list *clist)
594 struct wined3d_shader_lconst *constant, *constant_next;
596 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
597 heap_free(constant);
598 list_init(clist);
601 static void shader_set_limits(struct wined3d_shader *shader)
603 static const struct limits_entry
605 unsigned int min_version;
606 unsigned int max_version;
607 struct wined3d_shader_limits limits;
609 vs_limits[] =
611 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
612 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
613 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
614 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
615 * even though they are capable of supporting much more (GL
616 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
617 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
618 * shaders to 256. */
619 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
620 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
621 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
624 hs_limits[] =
626 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
627 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
629 ds_limits[] =
631 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
632 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
634 gs_limits[] =
636 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
637 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
638 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
641 ps_limits[] =
643 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
644 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
645 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
646 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
647 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
648 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
649 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
652 cs_limits[] =
654 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
655 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
657 const struct limits_entry *limits_array;
658 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
659 shader->reg_maps.shader_version.minor);
660 int i = 0;
662 switch (shader->reg_maps.shader_version.type)
664 default:
665 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
666 /* Fall-through. */
667 case WINED3D_SHADER_TYPE_VERTEX:
668 limits_array = vs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_HULL:
671 limits_array = hs_limits;
672 break;
673 case WINED3D_SHADER_TYPE_DOMAIN:
674 limits_array = ds_limits;
675 break;
676 case WINED3D_SHADER_TYPE_GEOMETRY:
677 limits_array = gs_limits;
678 break;
679 case WINED3D_SHADER_TYPE_PIXEL:
680 limits_array = ps_limits;
681 break;
682 case WINED3D_SHADER_TYPE_COMPUTE:
683 limits_array = cs_limits;
684 break;
687 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
689 if (shader_version <= limits_array[i].max_version)
691 shader->limits = &limits_array[i].limits;
692 break;
694 ++i;
696 if (!shader->limits)
698 FIXME("Unexpected shader version \"%u.%u\".\n",
699 shader->reg_maps.shader_version.major,
700 shader->reg_maps.shader_version.minor);
701 shader->limits = &limits_array[max(0, i - 1)].limits;
705 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
706 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
708 switch (reg->type)
710 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
711 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
712 reg_maps->texcoord |= 1u << reg->idx[0].offset;
713 else
714 reg_maps->address |= 1u << reg->idx[0].offset;
715 break;
717 case WINED3DSPR_TEMP:
718 reg_maps->temporary |= 1u << reg->idx[0].offset;
719 break;
721 case WINED3DSPR_INPUT:
722 if (reg->idx[0].rel_addr)
723 reg_maps->input_rel_addressing = 1;
724 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
726 /* If relative addressing is used, we must assume that all
727 * registers are used. Even if it is a construct like v3[aL],
728 * we can't assume that v0, v1 and v2 aren't read because aL
729 * can be negative. */
730 if (reg->idx[0].rel_addr)
731 shader->u.ps.input_reg_used = ~0u;
732 else
733 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
735 else
737 reg_maps->input_registers |= 1u << reg->idx[0].offset;
739 break;
741 case WINED3DSPR_RASTOUT:
742 if (reg->idx[0].offset == 1)
743 reg_maps->fog = 1;
744 if (reg->idx[0].offset == 2)
745 reg_maps->point_size = 1;
746 break;
748 case WINED3DSPR_MISCTYPE:
749 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
751 if (!reg->idx[0].offset)
752 reg_maps->vpos = 1;
753 else if (reg->idx[0].offset == 1)
754 reg_maps->usesfacing = 1;
756 break;
758 case WINED3DSPR_CONST:
759 if (reg->idx[0].rel_addr)
761 if (reg->idx[0].offset < reg_maps->min_rel_offset)
762 reg_maps->min_rel_offset = reg->idx[0].offset;
763 if (reg->idx[0].offset > reg_maps->max_rel_offset)
764 reg_maps->max_rel_offset = reg->idx[0].offset;
765 reg_maps->usesrelconstF = TRUE;
767 else
769 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
771 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
772 return FALSE;
774 else
776 wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
779 break;
781 case WINED3DSPR_CONSTINT:
782 if (reg->idx[0].offset >= shader->limits->constant_int)
784 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
785 return FALSE;
787 else
789 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
791 break;
793 case WINED3DSPR_CONSTBOOL:
794 if (reg->idx[0].offset >= shader->limits->constant_bool)
796 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
797 return FALSE;
799 else
801 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
803 break;
805 case WINED3DSPR_COLOROUT:
806 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
807 break;
809 case WINED3DSPR_OUTCONTROLPOINT:
810 reg_maps->vocp = 1;
811 break;
813 default:
814 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
815 reg->type, reg->idx[0].offset, reg->idx[1].offset);
816 break;
818 return TRUE;
821 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
822 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
824 struct wined3d_shader_sampler_map_entry *entries, *entry;
825 struct wined3d_shader_sampler_map *map;
826 unsigned int i;
828 map = &reg_maps->sampler_map;
829 entries = map->entries;
830 for (i = 0; i < map->count; ++i)
832 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
833 return;
836 if (!map->size)
838 if (!(entries = heap_calloc(4, sizeof(*entries))))
840 ERR("Failed to allocate sampler map entries.\n");
841 return;
843 map->size = 4;
844 map->entries = entries;
846 else if (map->count == map->size)
848 size_t new_size = map->size * 2;
850 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
851 || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
853 ERR("Failed to resize sampler map entries.\n");
854 return;
856 map->size = new_size;
857 map->entries = entries;
860 entry = &entries[map->count++];
861 entry->resource_idx = resource_idx;
862 entry->sampler_idx = sampler_idx;
863 entry->bind_idx = bind_idx;
866 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
868 switch (instr)
870 case WINED3DSIH_M4x4:
871 case WINED3DSIH_M3x4:
872 return param == 1 ? 3 : 0;
874 case WINED3DSIH_M4x3:
875 case WINED3DSIH_M3x3:
876 return param == 1 ? 2 : 0;
878 case WINED3DSIH_M3x2:
879 return param == 1 ? 1 : 0;
881 default:
882 return 0;
886 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
887 unsigned int register_idx, unsigned int size, unsigned int stride)
889 struct wined3d_shader_tgsm *tgsm;
891 if (register_idx >= MAX_TGSM_REGISTERS)
893 ERR("Invalid TGSM register index %u.\n", register_idx);
894 return S_OK;
896 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
898 FIXME("TGSM declarations are allowed only in compute shaders.\n");
899 return S_OK;
902 if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
903 register_idx + 1, sizeof(*reg_maps->tgsm)))
904 return E_OUTOFMEMORY;
906 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
907 tgsm = &reg_maps->tgsm[register_idx];
908 tgsm->size = size;
909 tgsm->stride = stride;
910 return S_OK;
913 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
914 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
915 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
917 struct wined3d_shader_phase *phase;
919 if ((phase = *current_phase))
921 phase->end = previous_instruction_ptr;
922 *current_phase = NULL;
925 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
927 ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
928 return E_FAIL;
931 switch (ins->handler_idx)
933 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
934 if (shader->u.hs.phases.control_point)
936 FIXME("Multiple control point phases.\n");
937 heap_free(shader->u.hs.phases.control_point);
939 if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
940 return E_OUTOFMEMORY;
941 phase = shader->u.hs.phases.control_point;
942 break;
943 case WINED3DSIH_HS_FORK_PHASE:
944 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
945 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
946 sizeof(*shader->u.hs.phases.fork)))
947 return E_OUTOFMEMORY;
948 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
949 break;
950 case WINED3DSIH_HS_JOIN_PHASE:
951 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
952 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
953 sizeof(*shader->u.hs.phases.join)))
954 return E_OUTOFMEMORY;
955 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
956 break;
957 default:
958 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
959 return E_FAIL;
962 phase->start = current_instruction_ptr;
963 *current_phase = phase;
965 return WINED3D_OK;
968 static HRESULT shader_calculate_clip_or_cull_distance_mask(
969 const struct wined3d_shader_signature_element *e, unsigned int *mask)
971 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
972 * the only allowed semantic indices.
974 if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
976 *mask = 0;
977 WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
978 return WINED3DERR_INVALIDCALL;
981 *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
982 return WINED3D_OK;
985 static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
986 unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
988 if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
989 FIXME("Unexpected interpolation mode %#x.\n", mode);
991 wined3d_insert_bits(packed_interpolation_mode,
992 register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
995 /* Note that this does not count the loop register as an address register. */
996 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
997 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
998 struct wined3d_shader_signature *output_signature, DWORD constf_size)
1000 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
1001 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
1002 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
1003 struct wined3d_shader_version shader_version;
1004 struct wined3d_shader_phase *phase = NULL;
1005 const DWORD *ptr, *prev_ins, *current_ins;
1006 void *fe_data = shader->frontend_data;
1007 unsigned int i;
1008 HRESULT hr;
1010 memset(reg_maps, 0, sizeof(*reg_maps));
1011 memset(input_signature_elements, 0, sizeof(input_signature_elements));
1012 memset(output_signature_elements, 0, sizeof(output_signature_elements));
1013 reg_maps->min_rel_offset = ~0U;
1014 list_init(&reg_maps->indexable_temps);
1016 fe->shader_read_header(fe_data, &ptr, &shader_version);
1017 prev_ins = current_ins = ptr;
1018 reg_maps->shader_version = shader_version;
1020 shader_set_limits(shader);
1022 if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
1023 sizeof(*reg_maps->constf))))
1025 ERR("Failed to allocate constant map memory.\n");
1026 return E_OUTOFMEMORY;
1029 while (!fe->shader_is_end(fe_data, &ptr))
1031 struct wined3d_shader_instruction ins;
1033 current_ins = ptr;
1034 /* Fetch opcode. */
1035 fe->shader_read_instruction(fe_data, &ptr, &ins);
1037 /* Unhandled opcode, and its parameters. */
1038 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1040 WARN("Encountered unrecognised or invalid instruction.\n");
1041 return WINED3DERR_INVALIDCALL;
1044 /* Handle declarations. */
1045 if (ins.handler_idx == WINED3DSIH_DCL
1046 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1048 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1049 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1051 switch (semantic->reg.reg.type)
1053 /* Mark input registers used. */
1054 case WINED3DSPR_INPUT:
1055 if (reg_idx >= MAX_REG_INPUT)
1057 ERR("Invalid input register index %u.\n", reg_idx);
1058 break;
1060 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1061 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1062 return WINED3DERR_INVALIDCALL;
1063 reg_maps->input_registers |= 1u << reg_idx;
1064 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1065 break;
1067 /* Vertex shader: mark 3.0 output registers used, save token. */
1068 case WINED3DSPR_OUTPUT:
1069 if (reg_idx >= MAX_REG_OUTPUT)
1071 ERR("Invalid output register index %u.\n", reg_idx);
1072 break;
1074 reg_maps->output_registers |= 1u << reg_idx;
1075 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1076 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1077 reg_maps->fog = 1;
1078 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1079 reg_maps->point_size = 1;
1080 break;
1082 case WINED3DSPR_SAMPLER:
1083 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1084 case WINED3DSPR_RESOURCE:
1085 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1087 ERR("Invalid resource index %u.\n", reg_idx);
1088 break;
1090 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1091 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1092 break;
1094 case WINED3DSPR_UAV:
1095 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1097 ERR("Invalid UAV resource index %u.\n", reg_idx);
1098 break;
1100 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1101 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1102 if (ins.flags)
1103 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1104 break;
1106 default:
1107 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1108 break;
1111 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1113 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1114 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1115 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1116 else
1117 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1119 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1121 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1123 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1124 shader->u.ps.force_early_depth_stencil = TRUE;
1125 else
1126 FIXME("Invalid instruction %#x for shader type %#x.\n",
1127 ins.handler_idx, shader_version.type);
1129 else
1131 WARN("Ignoring global flags %#x.\n", ins.flags);
1134 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1136 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1137 shader->u.gs.instance_count = ins.declaration.count;
1138 else
1139 FIXME("Invalid instruction %#x for shader type %#x.\n",
1140 ins.handler_idx, shader_version.type);
1142 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1143 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1145 if (phase)
1146 phase->instance_count = ins.declaration.count;
1147 else
1148 FIXME("Instruction %s outside of shader phase.\n",
1149 debug_d3dshaderinstructionhandler(ins.handler_idx));
1151 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1153 if (reg_maps->icb)
1154 FIXME("Multiple immediate constant buffers.\n");
1155 reg_maps->icb = ins.declaration.icb;
1157 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1159 if (phase)
1161 FIXME("Indexable temporary registers not supported.\n");
1163 else
1165 struct wined3d_shader_indexable_temp *reg;
1167 if (!(reg = heap_alloc(sizeof(*reg))))
1168 return E_OUTOFMEMORY;
1170 *reg = ins.declaration.indexable_temp;
1171 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
1174 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1176 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1177 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1178 else
1179 FIXME("Invalid instruction %#x for shader type %#x.\n",
1180 ins.handler_idx, shader_version.type);
1182 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
1184 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1185 if (reg_idx >= MAX_REG_INPUT)
1187 ERR("Invalid register index %u.\n", reg_idx);
1188 break;
1190 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1191 wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
1192 else
1193 FIXME("Invalid instruction %#x for shader type %#x.\n",
1194 ins.handler_idx, shader_version.type);
1196 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1198 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1199 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1200 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1202 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1203 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1204 else
1205 FIXME("Invalid instruction %#x for shader type %#x.\n",
1206 ins.handler_idx, shader_version.type);
1209 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1211 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1212 shader->u.hs.output_vertex_count = ins.declaration.count;
1213 else
1214 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1216 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1218 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1219 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1220 else
1221 FIXME("Invalid instruction %#x for shader type %#x.\n",
1222 ins.handler_idx, shader_version.type);
1224 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1226 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1227 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1229 ERR("Invalid resource index %u.\n", reg_idx);
1230 break;
1232 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1233 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1234 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1236 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1238 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1239 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1241 ERR("Invalid resource index %u.\n", reg_idx);
1242 break;
1244 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1245 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1246 reg_maps->resource_info[reg_idx].flags = 0;
1247 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1249 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1251 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1252 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1254 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1256 if (phase)
1257 phase->temporary_count = ins.declaration.count;
1258 else
1259 reg_maps->temporary_count = ins.declaration.count;
1261 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1263 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1264 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1265 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1266 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1268 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1270 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1271 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1272 else
1273 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1275 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1277 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1278 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1279 else
1280 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1282 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1284 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1285 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1286 return hr;
1288 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1290 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1291 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1292 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1293 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1294 return hr;
1296 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1298 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1300 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1302 else
1304 FIXME("Invalid instruction %#x for shader type %#x.\n",
1305 ins.handler_idx, shader_version.type);
1308 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1310 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1311 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1313 ERR("Invalid UAV resource index %u.\n", reg_idx);
1314 break;
1316 if (ins.flags)
1317 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1318 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1319 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1320 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1322 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1324 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1325 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1327 ERR("Invalid UAV resource index %u.\n", reg_idx);
1328 break;
1330 if (ins.flags)
1331 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1332 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1333 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1334 reg_maps->uav_resource_info[reg_idx].flags = 0;
1335 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1337 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1339 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1340 shader->u.gs.vertices_out = ins.declaration.count;
1341 else
1342 FIXME("Invalid instruction %#x for shader type %#x.\n",
1343 ins.handler_idx, shader_version.type);
1345 else if (ins.handler_idx == WINED3DSIH_DEF)
1347 struct wined3d_shader_lconst *lconst;
1348 float *value;
1350 if (!(lconst = heap_alloc(sizeof(*lconst))))
1351 return E_OUTOFMEMORY;
1353 lconst->idx = ins.dst[0].reg.idx[0].offset;
1354 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1355 value = (float *)lconst->value;
1357 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1358 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1360 if (value[0] < -1.0f) value[0] = -1.0f;
1361 else if (value[0] > 1.0f) value[0] = 1.0f;
1362 if (value[1] < -1.0f) value[1] = -1.0f;
1363 else if (value[1] > 1.0f) value[1] = 1.0f;
1364 if (value[2] < -1.0f) value[2] = -1.0f;
1365 else if (value[2] > 1.0f) value[2] = 1.0f;
1366 if (value[3] < -1.0f) value[3] = -1.0f;
1367 else if (value[3] > 1.0f) value[3] = 1.0f;
1370 list_add_head(&shader->constantsF, &lconst->entry);
1372 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1373 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1375 shader->lconst_inf_or_nan = TRUE;
1378 else if (ins.handler_idx == WINED3DSIH_DEFI)
1380 struct wined3d_shader_lconst *lconst;
1382 if (!(lconst = heap_alloc(sizeof(*lconst))))
1383 return E_OUTOFMEMORY;
1385 lconst->idx = ins.dst[0].reg.idx[0].offset;
1386 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1388 list_add_head(&shader->constantsI, &lconst->entry);
1389 reg_maps->local_int_consts |= (1u << lconst->idx);
1391 else if (ins.handler_idx == WINED3DSIH_DEFB)
1393 struct wined3d_shader_lconst *lconst;
1395 if (!(lconst = heap_alloc(sizeof(*lconst))))
1396 return E_OUTOFMEMORY;
1398 lconst->idx = ins.dst[0].reg.idx[0].offset;
1399 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1401 list_add_head(&shader->constantsB, &lconst->entry);
1402 reg_maps->local_bool_consts |= (1u << lconst->idx);
1404 /* Handle shader phases. */
1405 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1406 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1407 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1409 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1410 return hr;
1412 /* For subroutine prototypes. */
1413 else if (ins.handler_idx == WINED3DSIH_LABEL)
1415 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1417 /* Set texture, address, temporary registers. */
1418 else
1420 BOOL color0_mov = FALSE;
1421 unsigned int i;
1423 /* This will loop over all the registers and try to
1424 * make a bitmask of the ones we're interested in.
1426 * Relative addressing tokens are ignored, but that's
1427 * okay, since we'll catch any address registers when
1428 * they are initialized (required by spec). */
1429 for (i = 0; i < ins.dst_count; ++i)
1431 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1432 shader_version.type, constf_size))
1433 return WINED3DERR_INVALIDCALL;
1435 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1437 UINT idx = ins.dst[i].reg.idx[0].offset;
1439 switch (ins.dst[i].reg.type)
1441 case WINED3DSPR_RASTOUT:
1442 if (shader_version.major >= 3)
1443 break;
1444 switch (idx)
1446 case 0: /* oPos */
1447 reg_maps->output_registers |= 1u << 10;
1448 shader_signature_from_usage(&output_signature_elements[10],
1449 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1450 break;
1452 case 1: /* oFog */
1453 reg_maps->output_registers |= 1u << 11;
1454 shader_signature_from_usage(&output_signature_elements[11],
1455 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1456 break;
1458 case 2: /* oPts */
1459 reg_maps->output_registers |= 1u << 11;
1460 shader_signature_from_usage(&output_signature_elements[11],
1461 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1462 break;
1464 break;
1466 case WINED3DSPR_ATTROUT:
1467 if (shader_version.major >= 3)
1468 break;
1469 if (idx < 2)
1471 idx += 8;
1472 if (reg_maps->output_registers & (1u << idx))
1474 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1476 else
1478 reg_maps->output_registers |= 1u << idx;
1479 shader_signature_from_usage(&output_signature_elements[idx],
1480 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1483 break;
1485 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1486 if (shader_version.major >= 3)
1488 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1490 WARN("Invalid output register index %u.\n", idx);
1491 break;
1493 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1494 break;
1496 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1498 WARN("Invalid texcoord index %u.\n", idx);
1499 break;
1501 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1502 if (reg_maps->output_registers & (1u << idx))
1504 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1506 else
1508 reg_maps->output_registers |= 1u << idx;
1509 shader_signature_from_usage(&output_signature_elements[idx],
1510 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1512 break;
1514 default:
1515 break;
1519 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1521 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1523 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1524 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1525 * the mov and perform the sRGB write correction from the source register.
1527 * However, if the mov is only partial, we can't do this, and if the write
1528 * comes from an instruction other than MOV it is hard to do as well. If
1529 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1530 shader->u.ps.color0_mov = FALSE;
1531 if (ins.handler_idx == WINED3DSIH_MOV
1532 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1534 /* Used later when the source register is read. */
1535 color0_mov = TRUE;
1538 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1539 * end
1541 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1542 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1544 shader->u.ps.color0_mov = FALSE;
1548 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1549 if (shader_version.major == 1
1550 && (ins.handler_idx == WINED3DSIH_TEX
1551 || ins.handler_idx == WINED3DSIH_TEXBEM
1552 || ins.handler_idx == WINED3DSIH_TEXBEML
1553 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1554 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1555 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1556 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1557 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1558 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1559 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1560 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1562 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1564 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1566 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1567 continue;
1570 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1571 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1572 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1573 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1575 /* texbem is only valid with < 1.4 pixel shaders */
1576 if (ins.handler_idx == WINED3DSIH_TEXBEM
1577 || ins.handler_idx == WINED3DSIH_TEXBEML)
1579 reg_maps->bumpmat |= 1u << reg_idx;
1580 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1582 reg_maps->luminanceparams |= 1u << reg_idx;
1586 else if (ins.handler_idx == WINED3DSIH_BEM)
1588 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1592 if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
1594 unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
1595 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1597 ERR("Invalid UAV index %u.\n", reg_idx);
1598 break;
1600 reg_maps->uav_counter_mask |= (1u << reg_idx);
1602 else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1603 || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
1604 || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
1605 || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
1606 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
1607 || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
1609 unsigned int reg_idx;
1610 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1611 reg_idx = ins.src[1].reg.idx[0].offset;
1612 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1613 reg_idx = ins.src[2].reg.idx[0].offset;
1614 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1615 reg_idx = ins.dst[0].reg.idx[0].offset;
1616 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1617 reg_idx = ins.src[0].reg.idx[0].offset;
1618 else
1619 reg_idx = ins.dst[1].reg.idx[0].offset;
1620 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1622 ERR("Invalid UAV index %u.\n", reg_idx);
1623 break;
1625 reg_maps->uav_read_mask |= (1u << reg_idx);
1627 else if (ins.handler_idx == WINED3DSIH_NRM)
1629 reg_maps->usesnrm = 1;
1631 else if (ins.handler_idx == WINED3DSIH_DSY
1632 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1633 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1635 reg_maps->usesdsy = 1;
1637 else if (ins.handler_idx == WINED3DSIH_DSX
1638 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1639 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1641 reg_maps->usesdsx = 1;
1643 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1644 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1645 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1646 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1647 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1648 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1649 else if (ins.handler_idx == WINED3DSIH_LOOP
1650 || ins.handler_idx == WINED3DSIH_REP)
1652 ++cur_loop_depth;
1653 if (cur_loop_depth > max_loop_depth)
1654 max_loop_depth = cur_loop_depth;
1656 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1657 || ins.handler_idx == WINED3DSIH_ENDREP)
1659 --cur_loop_depth;
1661 else if (ins.handler_idx == WINED3DSIH_GATHER4
1662 || ins.handler_idx == WINED3DSIH_GATHER4_C
1663 || ins.handler_idx == WINED3DSIH_SAMPLE
1664 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1665 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1666 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1667 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1668 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1670 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1671 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1673 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1674 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1676 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1677 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1679 else if (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1681 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1682 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1684 else if (ins.handler_idx == WINED3DSIH_LD
1685 || ins.handler_idx == WINED3DSIH_LD2DMS
1686 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1687 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1689 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1690 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1692 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1693 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1695 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1696 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1699 if (ins.predicate)
1700 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1701 shader_version.type, constf_size))
1702 return WINED3DERR_INVALIDCALL;
1704 for (i = 0; i < ins.src_count; ++i)
1706 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1707 struct wined3d_shader_register reg = ins.src[i].reg;
1709 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1710 shader_version.type, constf_size))
1711 return WINED3DERR_INVALIDCALL;
1712 while (count)
1714 ++reg.idx[0].offset;
1715 if (!shader_record_register_usage(shader, reg_maps, &reg,
1716 shader_version.type, constf_size))
1717 return WINED3DERR_INVALIDCALL;
1718 --count;
1721 if (color0_mov)
1723 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1724 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1726 shader->u.ps.color0_mov = TRUE;
1727 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1733 prev_ins = current_ins;
1735 reg_maps->loop_depth = max_loop_depth;
1737 if (phase)
1739 phase->end = prev_ins;
1740 phase = NULL;
1743 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1744 * R0 is written to the render target. */
1745 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1746 reg_maps->rt_mask |= (1u << 0);
1748 if (input_signature->elements)
1750 for (i = 0; i < input_signature->element_count; ++i)
1752 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1754 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1756 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1757 return WINED3DERR_INVALIDCALL;
1760 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1762 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1763 reg_maps->vpos = 1;
1764 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1765 reg_maps->usesfacing = 1;
1767 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1770 else if (!input_signature->elements && reg_maps->input_registers)
1772 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1773 struct wined3d_shader_signature_element *e;
1774 unsigned int i;
1776 if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
1777 return E_OUTOFMEMORY;
1778 input_signature->element_count = count;
1780 e = input_signature->elements;
1781 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1783 if (!(reg_maps->input_registers & (1u << i)))
1784 continue;
1785 input_signature_elements[i].register_idx = i;
1786 *e++ = input_signature_elements[i];
1790 if (output_signature->elements)
1792 for (i = 0; i < output_signature->element_count; ++i)
1794 const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1795 unsigned int mask;
1797 reg_maps->output_registers |= 1u << e->register_idx;
1798 if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
1800 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1801 return hr;
1802 reg_maps->clip_distance_mask |= mask;
1804 else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
1806 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1807 return hr;
1808 reg_maps->cull_distance_mask |= mask;
1810 else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
1812 reg_maps->viewport_array = 1;
1816 else if (reg_maps->output_registers)
1818 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1819 struct wined3d_shader_signature_element *e;
1821 if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
1822 return E_OUTOFMEMORY;
1823 output_signature->element_count = count;
1825 e = output_signature->elements;
1826 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1828 if (!(reg_maps->output_registers & (1u << i)))
1829 continue;
1830 *e++ = output_signature_elements[i];
1834 return WINED3D_OK;
1837 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1839 struct wined3d_shader_indexable_temp *reg, *reg_next;
1841 heap_free(reg_maps->constf);
1842 heap_free(reg_maps->sampler_map.entries);
1844 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1845 heap_free(reg);
1846 list_init(&reg_maps->indexable_temps);
1848 heap_free(reg_maps->tgsm);
1851 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1853 DWORD map = 1u << max;
1854 map |= map - 1;
1855 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1857 return wined3d_log2i(map);
1860 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1862 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1864 shader_addline(buffer, "refactoringAllowed");
1865 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1866 if (global_flags)
1867 shader_addline(buffer, " | ");
1870 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1872 shader_addline(buffer, "forceEarlyDepthStencil");
1873 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1874 if (global_flags)
1875 shader_addline(buffer, " | ");
1878 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1880 shader_addline(buffer, "enableRawAndStructuredBuffers");
1881 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1884 if (global_flags)
1885 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1888 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1890 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1892 shader_addline(buffer, "_g");
1893 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1895 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1897 shader_addline(buffer, "_t");
1898 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1901 if (sync_flags)
1902 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1905 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1907 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1909 shader_addline(buffer, "_glc");
1910 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1912 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1914 shader_addline(buffer, "_opc");
1915 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1918 if (uav_flags)
1919 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1922 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1923 enum wined3d_tessellator_domain domain)
1925 switch (domain)
1927 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1928 shader_addline(buffer, "line");
1929 break;
1930 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1931 shader_addline(buffer, "triangle");
1932 break;
1933 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1934 shader_addline(buffer, "quad");
1935 break;
1936 default:
1937 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1938 break;
1942 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1943 enum wined3d_tessellator_output_primitive output_primitive)
1945 switch (output_primitive)
1947 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1948 shader_addline(buffer, "point");
1949 break;
1950 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1951 shader_addline(buffer, "line");
1952 break;
1953 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1954 shader_addline(buffer, "triangle_cw");
1955 break;
1956 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1957 shader_addline(buffer, "triangle_ccw");
1958 break;
1959 default:
1960 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1961 break;
1965 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
1966 enum wined3d_tessellator_partitioning partitioning)
1968 switch (partitioning)
1970 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
1971 shader_addline(buffer, "integer");
1972 break;
1973 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
1974 shader_addline(buffer, "pow2");
1975 break;
1976 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
1977 shader_addline(buffer, "fractional_odd");
1978 break;
1979 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
1980 shader_addline(buffer, "fractional_even");
1981 break;
1982 default:
1983 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
1984 break;
1988 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
1989 enum wined3d_shader_input_sysval_semantic semantic)
1991 unsigned int i;
1993 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
1995 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
1997 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
1998 return;
2002 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
2005 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
2006 const struct wined3d_shader_semantic *semantic, unsigned int flags,
2007 const struct wined3d_shader_version *shader_version)
2009 shader_addline(buffer, "dcl");
2011 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
2013 switch (semantic->resource_type)
2015 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2016 shader_addline(buffer, "_2d");
2017 break;
2019 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2020 shader_addline(buffer, "_3d");
2021 break;
2023 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2024 shader_addline(buffer, "_cube");
2025 break;
2027 default:
2028 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
2029 break;
2032 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
2034 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
2035 shader_addline(buffer, "_resource_");
2036 else
2037 shader_addline(buffer, "_uav_");
2038 switch (semantic->resource_type)
2040 case WINED3D_SHADER_RESOURCE_BUFFER:
2041 shader_addline(buffer, "buffer");
2042 break;
2044 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2045 shader_addline(buffer, "texture1d");
2046 break;
2048 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2049 shader_addline(buffer, "texture2d");
2050 break;
2052 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2053 shader_addline(buffer, "texture2dms");
2054 break;
2056 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2057 shader_addline(buffer, "texture3d");
2058 break;
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2061 shader_addline(buffer, "texturecube");
2062 break;
2064 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2065 shader_addline(buffer, "texture1darray");
2066 break;
2068 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2069 shader_addline(buffer, "texture2darray");
2070 break;
2072 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2073 shader_addline(buffer, "texture2dmsarray");
2074 break;
2076 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2077 shader_addline(buffer, "texturecubearray");
2078 break;
2080 default:
2081 shader_addline(buffer, "unknown");
2082 break;
2084 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2085 shader_dump_uav_flags(buffer, flags);
2086 switch (semantic->resource_data_type)
2088 case WINED3D_DATA_FLOAT:
2089 shader_addline(buffer, " (float)");
2090 break;
2092 case WINED3D_DATA_INT:
2093 shader_addline(buffer, " (int)");
2094 break;
2096 case WINED3D_DATA_UINT:
2097 shader_addline(buffer, " (uint)");
2098 break;
2100 case WINED3D_DATA_UNORM:
2101 shader_addline(buffer, " (unorm)");
2102 break;
2104 case WINED3D_DATA_SNORM:
2105 shader_addline(buffer, " (snorm)");
2106 break;
2108 default:
2109 shader_addline(buffer, " (unknown)");
2110 break;
2113 else
2115 /* Pixel shaders 3.0 don't have usage semantics. */
2116 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2117 return;
2118 else
2119 shader_addline(buffer, "_");
2121 switch (semantic->usage)
2123 case WINED3D_DECL_USAGE_POSITION:
2124 shader_addline(buffer, "position%u", semantic->usage_idx);
2125 break;
2127 case WINED3D_DECL_USAGE_BLEND_INDICES:
2128 shader_addline(buffer, "blend");
2129 break;
2131 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2132 shader_addline(buffer, "weight");
2133 break;
2135 case WINED3D_DECL_USAGE_NORMAL:
2136 shader_addline(buffer, "normal%u", semantic->usage_idx);
2137 break;
2139 case WINED3D_DECL_USAGE_PSIZE:
2140 shader_addline(buffer, "psize");
2141 break;
2143 case WINED3D_DECL_USAGE_COLOR:
2144 if (!semantic->usage_idx)
2145 shader_addline(buffer, "color");
2146 else
2147 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2148 break;
2150 case WINED3D_DECL_USAGE_TEXCOORD:
2151 shader_addline(buffer, "texture%u", semantic->usage_idx);
2152 break;
2154 case WINED3D_DECL_USAGE_TANGENT:
2155 shader_addline(buffer, "tangent");
2156 break;
2158 case WINED3D_DECL_USAGE_BINORMAL:
2159 shader_addline(buffer, "binormal");
2160 break;
2162 case WINED3D_DECL_USAGE_TESS_FACTOR:
2163 shader_addline(buffer, "tessfactor");
2164 break;
2166 case WINED3D_DECL_USAGE_POSITIONT:
2167 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2168 break;
2170 case WINED3D_DECL_USAGE_FOG:
2171 shader_addline(buffer, "fog");
2172 break;
2174 case WINED3D_DECL_USAGE_DEPTH:
2175 shader_addline(buffer, "depth");
2176 break;
2178 case WINED3D_DECL_USAGE_SAMPLE:
2179 shader_addline(buffer, "sample");
2180 break;
2182 default:
2183 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2184 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2189 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2190 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2192 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2193 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2194 UINT offset = reg->idx[0].offset;
2196 switch (reg->type)
2198 case WINED3DSPR_TEMP:
2199 shader_addline(buffer, "r");
2200 break;
2202 case WINED3DSPR_INPUT:
2203 shader_addline(buffer, "v");
2204 break;
2206 case WINED3DSPR_CONST:
2207 case WINED3DSPR_CONST2:
2208 case WINED3DSPR_CONST3:
2209 case WINED3DSPR_CONST4:
2210 shader_addline(buffer, "c");
2211 offset = shader_get_float_offset(reg->type, offset);
2212 break;
2214 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2215 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2216 break;
2218 case WINED3DSPR_RASTOUT:
2219 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2220 break;
2222 case WINED3DSPR_COLOROUT:
2223 shader_addline(buffer, "oC");
2224 break;
2226 case WINED3DSPR_DEPTHOUT:
2227 shader_addline(buffer, "oDepth");
2228 break;
2230 case WINED3DSPR_DEPTHOUTGE:
2231 shader_addline(buffer, "oDepthGE");
2232 break;
2234 case WINED3DSPR_DEPTHOUTLE:
2235 shader_addline(buffer, "oDepthLE");
2236 break;
2238 case WINED3DSPR_ATTROUT:
2239 shader_addline(buffer, "oD");
2240 break;
2242 case WINED3DSPR_TEXCRDOUT:
2243 /* Vertex shaders >= 3.0 use general purpose output registers
2244 * (WINED3DSPR_OUTPUT), which can include an address token. */
2245 if (shader_version->major >= 3)
2246 shader_addline(buffer, "o");
2247 else
2248 shader_addline(buffer, "oT");
2249 break;
2251 case WINED3DSPR_CONSTINT:
2252 shader_addline(buffer, "i");
2253 break;
2255 case WINED3DSPR_CONSTBOOL:
2256 shader_addline(buffer, "b");
2257 break;
2259 case WINED3DSPR_LABEL:
2260 shader_addline(buffer, "l");
2261 break;
2263 case WINED3DSPR_LOOP:
2264 shader_addline(buffer, "aL");
2265 break;
2267 case WINED3DSPR_SAMPLER:
2268 shader_addline(buffer, "s");
2269 break;
2271 case WINED3DSPR_MISCTYPE:
2272 if (offset > 1)
2274 FIXME("Unhandled misctype register %u.\n", offset);
2275 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2277 else
2279 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2281 break;
2283 case WINED3DSPR_PREDICATE:
2284 shader_addline(buffer, "p");
2285 break;
2287 case WINED3DSPR_IMMCONST:
2288 shader_addline(buffer, "l");
2289 break;
2291 case WINED3DSPR_CONSTBUFFER:
2292 shader_addline(buffer, "cb");
2293 break;
2295 case WINED3DSPR_IMMCONSTBUFFER:
2296 shader_addline(buffer, "icb");
2297 break;
2299 case WINED3DSPR_PRIMID:
2300 shader_addline(buffer, "primID");
2301 break;
2303 case WINED3DSPR_NULL:
2304 shader_addline(buffer, "null");
2305 break;
2307 case WINED3DSPR_RESOURCE:
2308 shader_addline(buffer, "t");
2309 break;
2311 case WINED3DSPR_UAV:
2312 shader_addline(buffer, "u");
2313 break;
2315 case WINED3DSPR_OUTPOINTID:
2316 shader_addline(buffer, "vOutputControlPointID");
2317 break;
2319 case WINED3DSPR_FORKINSTID:
2320 shader_addline(buffer, "vForkInstanceId");
2321 break;
2323 case WINED3DSPR_JOININSTID:
2324 shader_addline(buffer, "vJoinInstanceId");
2325 break;
2327 case WINED3DSPR_INCONTROLPOINT:
2328 shader_addline(buffer, "vicp");
2329 break;
2331 case WINED3DSPR_OUTCONTROLPOINT:
2332 shader_addline(buffer, "vocp");
2333 break;
2335 case WINED3DSPR_PATCHCONST:
2336 shader_addline(buffer, "vpc");
2337 break;
2339 case WINED3DSPR_TESSCOORD:
2340 shader_addline(buffer, "vDomainLocation");
2341 break;
2343 case WINED3DSPR_GROUPSHAREDMEM:
2344 shader_addline(buffer, "g");
2345 break;
2347 case WINED3DSPR_THREADID:
2348 shader_addline(buffer, "vThreadID");
2349 break;
2351 case WINED3DSPR_THREADGROUPID:
2352 shader_addline(buffer, "vThreadGroupID");
2353 break;
2355 case WINED3DSPR_LOCALTHREADID:
2356 shader_addline(buffer, "vThreadIDInGroup");
2357 break;
2359 case WINED3DSPR_LOCALTHREADINDEX:
2360 shader_addline(buffer, "vThreadIDInGroupFlattened");
2361 break;
2363 case WINED3DSPR_IDXTEMP:
2364 shader_addline(buffer, "x");
2365 break;
2367 case WINED3DSPR_STREAM:
2368 shader_addline(buffer, "m");
2369 break;
2371 case WINED3DSPR_FUNCTIONBODY:
2372 shader_addline(buffer, "fb");
2373 break;
2375 case WINED3DSPR_FUNCTIONPOINTER:
2376 shader_addline(buffer, "fp");
2377 break;
2379 case WINED3DSPR_COVERAGE:
2380 shader_addline(buffer, "vCoverage");
2381 break;
2383 case WINED3DSPR_SAMPLEMASK:
2384 shader_addline(buffer, "oMask");
2385 break;
2387 case WINED3DSPR_GSINSTID:
2388 shader_addline(buffer, "vGSInstanceID");
2389 break;
2391 default:
2392 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2393 break;
2396 if (reg->type == WINED3DSPR_IMMCONST)
2398 shader_addline(buffer, "(");
2399 switch (reg->immconst_type)
2401 case WINED3D_IMMCONST_SCALAR:
2402 switch (reg->data_type)
2404 case WINED3D_DATA_FLOAT:
2405 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2406 break;
2407 case WINED3D_DATA_INT:
2408 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2409 break;
2410 case WINED3D_DATA_RESOURCE:
2411 case WINED3D_DATA_SAMPLER:
2412 case WINED3D_DATA_UINT:
2413 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2414 break;
2415 default:
2416 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2417 break;
2419 break;
2421 case WINED3D_IMMCONST_VEC4:
2422 switch (reg->data_type)
2424 case WINED3D_DATA_FLOAT:
2425 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2426 *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
2427 *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
2428 break;
2429 case WINED3D_DATA_INT:
2430 shader_addline(buffer, "%d, %d, %d, %d",
2431 reg->u.immconst_data[0], reg->u.immconst_data[1],
2432 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2433 break;
2434 case WINED3D_DATA_RESOURCE:
2435 case WINED3D_DATA_SAMPLER:
2436 case WINED3D_DATA_UINT:
2437 shader_addline(buffer, "%u, %u, %u, %u",
2438 reg->u.immconst_data[0], reg->u.immconst_data[1],
2439 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2440 break;
2441 default:
2442 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2443 break;
2445 break;
2447 default:
2448 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2449 break;
2451 shader_addline(buffer, ")");
2453 else if (reg->type != WINED3DSPR_RASTOUT
2454 && reg->type != WINED3DSPR_MISCTYPE
2455 && reg->type != WINED3DSPR_NULL)
2457 if (offset != ~0u)
2459 shader_addline(buffer, "[");
2460 if (reg->idx[0].rel_addr)
2462 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2463 shader_addline(buffer, " + ");
2465 shader_addline(buffer, "%u]", offset);
2467 if (reg->idx[1].offset != ~0u)
2469 shader_addline(buffer, "[");
2470 if (reg->idx[1].rel_addr)
2472 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2473 shader_addline(buffer, " + ");
2475 shader_addline(buffer, "%u]", reg->idx[1].offset);
2479 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2480 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2484 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2485 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2487 DWORD write_mask = param->write_mask;
2489 shader_dump_register(buffer, &param->reg, shader_version);
2491 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2493 static const char write_mask_chars[] = "xyzw";
2495 shader_addline(buffer, ".");
2496 if (write_mask & WINED3DSP_WRITEMASK_0)
2497 shader_addline(buffer, "%c", write_mask_chars[0]);
2498 if (write_mask & WINED3DSP_WRITEMASK_1)
2499 shader_addline(buffer, "%c", write_mask_chars[1]);
2500 if (write_mask & WINED3DSP_WRITEMASK_2)
2501 shader_addline(buffer, "%c", write_mask_chars[2]);
2502 if (write_mask & WINED3DSP_WRITEMASK_3)
2503 shader_addline(buffer, "%c", write_mask_chars[3]);
2507 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2508 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2510 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2511 DWORD swizzle = param->swizzle;
2513 if (src_modifier == WINED3DSPSM_NEG
2514 || src_modifier == WINED3DSPSM_BIASNEG
2515 || src_modifier == WINED3DSPSM_SIGNNEG
2516 || src_modifier == WINED3DSPSM_X2NEG
2517 || src_modifier == WINED3DSPSM_ABSNEG)
2518 shader_addline(buffer, "-");
2519 else if (src_modifier == WINED3DSPSM_COMP)
2520 shader_addline(buffer, "1-");
2521 else if (src_modifier == WINED3DSPSM_NOT)
2522 shader_addline(buffer, "!");
2524 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2525 shader_addline(buffer, "abs(");
2527 shader_dump_register(buffer, &param->reg, shader_version);
2529 switch (src_modifier)
2531 case WINED3DSPSM_NONE: break;
2532 case WINED3DSPSM_NEG: break;
2533 case WINED3DSPSM_NOT: break;
2534 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2535 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2536 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2537 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2538 case WINED3DSPSM_COMP: break;
2539 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2540 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2541 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2542 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2543 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2544 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2545 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2548 if (swizzle != WINED3DSP_NOSWIZZLE)
2550 static const char swizzle_chars[] = "xyzw";
2551 DWORD swizzle_x = swizzle & 0x03;
2552 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2553 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2554 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2556 if (swizzle_x == swizzle_y
2557 && swizzle_x == swizzle_z
2558 && swizzle_x == swizzle_w)
2560 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2562 else
2564 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2565 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2570 /* Shared code in order to generate the bulk of the shader string. */
2571 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2572 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2573 const DWORD *start, const DWORD *end)
2575 struct wined3d_device *device = shader->device;
2576 const struct wined3d_shader_frontend *fe = shader->frontend;
2577 void *fe_data = shader->frontend_data;
2578 struct wined3d_shader_version shader_version;
2579 struct wined3d_shader_parser_state state;
2580 struct wined3d_shader_instruction ins;
2581 struct wined3d_shader_tex_mx tex_mx;
2582 struct wined3d_shader_context ctx;
2583 const DWORD *ptr;
2585 /* Initialize current parsing state. */
2586 tex_mx.current_row = 0;
2587 state.current_loop_depth = 0;
2588 state.current_loop_reg = 0;
2589 state.in_subroutine = FALSE;
2591 ctx.shader = shader;
2592 ctx.gl_info = &device->adapter->gl_info;
2593 ctx.reg_maps = reg_maps;
2594 ctx.buffer = buffer;
2595 ctx.tex_mx = &tex_mx;
2596 ctx.state = &state;
2597 ctx.backend_data = backend_ctx;
2598 ins.ctx = &ctx;
2600 fe->shader_read_header(fe_data, &ptr, &shader_version);
2601 if (start)
2602 ptr = start;
2604 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2606 /* Read opcode. */
2607 fe->shader_read_instruction(fe_data, &ptr, &ins);
2609 /* Unknown opcode and its parameters. */
2610 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2612 WARN("Encountered unrecognised or invalid instruction.\n");
2613 return WINED3DERR_INVALIDCALL;
2616 if (ins.predicate)
2617 FIXME("Predicates not implemented.\n");
2619 /* Call appropriate function for output target */
2620 device->shader_backend->shader_handle_instruction(&ins);
2623 return WINED3D_OK;
2626 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2627 const struct wined3d_shader_dst_param *dst)
2629 DWORD mmask = dst->modifiers;
2631 switch (dst->shift)
2633 case 0: break;
2634 case 13: shader_addline(buffer, "_d8"); break;
2635 case 14: shader_addline(buffer, "_d4"); break;
2636 case 15: shader_addline(buffer, "_d2"); break;
2637 case 1: shader_addline(buffer, "_x2"); break;
2638 case 2: shader_addline(buffer, "_x4"); break;
2639 case 3: shader_addline(buffer, "_x8"); break;
2640 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2643 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2644 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2645 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2647 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2648 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2651 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2652 const struct wined3d_shader_primitive_type *primitive_type)
2654 switch (primitive_type->type)
2656 case WINED3D_PT_UNDEFINED:
2657 shader_addline(buffer, "undefined");
2658 break;
2659 case WINED3D_PT_POINTLIST:
2660 shader_addline(buffer, "pointlist");
2661 break;
2662 case WINED3D_PT_LINELIST:
2663 shader_addline(buffer, "linelist");
2664 break;
2665 case WINED3D_PT_LINESTRIP:
2666 shader_addline(buffer, "linestrip");
2667 break;
2668 case WINED3D_PT_TRIANGLELIST:
2669 shader_addline(buffer, "trianglelist");
2670 break;
2671 case WINED3D_PT_TRIANGLESTRIP:
2672 shader_addline(buffer, "trianglestrip");
2673 break;
2674 case WINED3D_PT_TRIANGLEFAN:
2675 shader_addline(buffer, "trianglefan");
2676 break;
2677 case WINED3D_PT_LINELIST_ADJ:
2678 shader_addline(buffer, "linelist_adj");
2679 break;
2680 case WINED3D_PT_LINESTRIP_ADJ:
2681 shader_addline(buffer, "linestrip_adj");
2682 break;
2683 case WINED3D_PT_TRIANGLELIST_ADJ:
2684 shader_addline(buffer, "trianglelist_adj");
2685 break;
2686 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2687 shader_addline(buffer, "trianglestrip_adj");
2688 break;
2689 case WINED3D_PT_PATCH:
2690 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2691 break;
2692 default:
2693 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2694 break;
2698 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2699 enum wined3d_shader_interpolation_mode interpolation_mode)
2701 switch (interpolation_mode)
2703 case WINED3DSIM_CONSTANT:
2704 shader_addline(buffer, "constant");
2705 break;
2706 case WINED3DSIM_LINEAR:
2707 shader_addline(buffer, "linear");
2708 break;
2709 case WINED3DSIM_LINEAR_CENTROID:
2710 shader_addline(buffer, "linear centroid");
2711 break;
2712 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2713 shader_addline(buffer, "linear noperspective");
2714 break;
2715 case WINED3DSIM_LINEAR_SAMPLE:
2716 shader_addline(buffer, "linear sample");
2717 break;
2718 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2719 shader_addline(buffer, "linear noperspective centroid");
2720 break;
2721 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2722 shader_addline(buffer, "linear noperspective sample");
2723 break;
2724 default:
2725 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2726 break;
2730 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2732 struct wined3d_shader_version shader_version;
2733 struct wined3d_string_buffer buffer;
2734 const char *type_prefix;
2735 const char *p, *q;
2736 const DWORD *ptr;
2737 DWORD i;
2739 if (!string_buffer_init(&buffer))
2741 ERR("Failed to initialize string buffer.\n");
2742 return;
2745 fe->shader_read_header(fe_data, &ptr, &shader_version);
2747 TRACE("Parsing %p.\n", ptr);
2749 switch (shader_version.type)
2751 case WINED3D_SHADER_TYPE_VERTEX:
2752 type_prefix = "vs";
2753 break;
2755 case WINED3D_SHADER_TYPE_HULL:
2756 type_prefix = "hs";
2757 break;
2759 case WINED3D_SHADER_TYPE_DOMAIN:
2760 type_prefix = "ds";
2761 break;
2763 case WINED3D_SHADER_TYPE_GEOMETRY:
2764 type_prefix = "gs";
2765 break;
2767 case WINED3D_SHADER_TYPE_PIXEL:
2768 type_prefix = "ps";
2769 break;
2771 case WINED3D_SHADER_TYPE_COMPUTE:
2772 type_prefix = "cs";
2773 break;
2775 default:
2776 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2777 type_prefix = "unknown";
2778 break;
2781 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2783 while (!fe->shader_is_end(fe_data, &ptr))
2785 struct wined3d_shader_instruction ins;
2787 fe->shader_read_instruction(fe_data, &ptr, &ins);
2788 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2790 WARN("Skipping unrecognized instruction.\n");
2791 shader_addline(&buffer, "<unrecognized instruction>\n");
2792 continue;
2795 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2797 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2798 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2799 shader_addline(&buffer, " ");
2800 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2802 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2804 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2805 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2806 shader_addline(&buffer, ", %s",
2807 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2809 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2811 shader_addline(&buffer, "%s fb%u",
2812 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2814 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2816 shader_addline(&buffer, "%s ft%u = {...}",
2817 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2819 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2821 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2822 shader_dump_global_flags(&buffer, ins.flags);
2824 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2826 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2827 ins.declaration.max_tessellation_factor);
2829 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2831 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2832 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2834 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2835 ins.declaration.icb->data[4 * i + 0],
2836 ins.declaration.icb->data[4 * i + 1],
2837 ins.declaration.icb->data[4 * i + 2],
2838 ins.declaration.icb->data[4 * i + 3]);
2840 shader_addline(&buffer, "}");
2842 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2844 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2845 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2846 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2848 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2850 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2851 ins.declaration.indexable_temp.register_idx,
2852 ins.declaration.indexable_temp.register_size,
2853 ins.declaration.indexable_temp.component_count);
2855 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2857 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2858 shader_dump_interpolation_mode(&buffer, ins.flags);
2859 shader_addline(&buffer, " ");
2860 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2862 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2863 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2864 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2865 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2867 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2868 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2869 shader_addline(&buffer, ", ");
2870 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2872 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2874 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2875 shader_dump_interpolation_mode(&buffer, ins.flags);
2876 shader_addline(&buffer, " ");
2877 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2878 shader_addline(&buffer, ", ");
2879 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2881 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2882 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2884 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2885 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2887 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2888 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2890 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2891 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2893 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2895 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2896 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2897 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2899 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
2901 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2902 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2904 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2906 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2907 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2908 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2910 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2912 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2913 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2914 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2915 shader_addline(&buffer, ", comparisonMode");
2917 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2918 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2919 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2920 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2921 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2922 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2923 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2925 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2927 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2929 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2930 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2932 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2934 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2935 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2937 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2939 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2940 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2942 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2944 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2945 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2946 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2948 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2950 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2951 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2952 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2953 ins.declaration.tgsm_structured.structure_count);
2955 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2957 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2958 ins.declaration.thread_group_size.x,
2959 ins.declaration.thread_group_size.y,
2960 ins.declaration.thread_group_size.z);
2962 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
2964 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2965 shader_dump_uav_flags(&buffer, ins.flags);
2966 shader_addline(&buffer, " ");
2967 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2969 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
2971 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2972 shader_dump_uav_flags(&buffer, ins.flags);
2973 shader_addline(&buffer, " ");
2974 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2975 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2977 else if (ins.handler_idx == WINED3DSIH_DEF)
2979 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
2980 ins.dst[0].reg.idx[0].offset),
2981 *(const float *)&ins.src[0].reg.u.immconst_data[0],
2982 *(const float *)&ins.src[0].reg.u.immconst_data[1],
2983 *(const float *)&ins.src[0].reg.u.immconst_data[2],
2984 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
2986 else if (ins.handler_idx == WINED3DSIH_DEFI)
2988 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
2989 ins.src[0].reg.u.immconst_data[0],
2990 ins.src[0].reg.u.immconst_data[1],
2991 ins.src[0].reg.u.immconst_data[2],
2992 ins.src[0].reg.u.immconst_data[3]);
2994 else if (ins.handler_idx == WINED3DSIH_DEFB)
2996 shader_addline(&buffer, "defb b%u = %s",
2997 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
2999 else
3001 if (ins.predicate)
3003 shader_addline(&buffer, "(");
3004 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
3005 shader_addline(&buffer, ") ");
3008 /* PixWin marks instructions with the coissue flag with a '+' */
3009 if (ins.coissue)
3010 shader_addline(&buffer, "+");
3012 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3014 if (ins.handler_idx == WINED3DSIH_BREAKP
3015 || ins.handler_idx == WINED3DSIH_CONTINUEP
3016 || ins.handler_idx == WINED3DSIH_IF
3017 || ins.handler_idx == WINED3DSIH_RETP
3018 || ins.handler_idx == WINED3DSIH_TEXKILL)
3020 switch (ins.flags)
3022 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
3023 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
3024 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
3027 else if (ins.handler_idx == WINED3DSIH_IFC
3028 || ins.handler_idx == WINED3DSIH_BREAKC)
3030 switch (ins.flags)
3032 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
3033 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
3034 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
3035 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
3036 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
3037 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
3038 default: shader_addline(&buffer, "_(%u)", ins.flags);
3041 else if (ins.handler_idx == WINED3DSIH_TEX
3042 && shader_version.major >= 2
3043 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
3045 shader_addline(&buffer, "p");
3047 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
3049 switch (ins.flags)
3051 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
3052 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
3053 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3056 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
3058 switch (ins.flags)
3060 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
3061 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3064 else if (ins.handler_idx == WINED3DSIH_SYNC)
3066 shader_dump_sync_flags(&buffer, ins.flags);
3069 if (wined3d_shader_instruction_has_texel_offset(&ins))
3070 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3072 for (i = 0; i < ins.dst_count; ++i)
3074 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3075 shader_addline(&buffer, !i ? " " : ", ");
3076 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3079 /* Other source tokens */
3080 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3082 shader_addline(&buffer, !i ? " " : ", ");
3083 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3086 shader_addline(&buffer, "\n");
3089 for (p = buffer.buffer; *p; p = q)
3091 if (!(q = strstr(p, "\n")))
3092 q = p + strlen(p);
3093 else
3094 ++q;
3095 TRACE(" %.*s", (int)(q - p), p);
3098 string_buffer_free(&buffer);
3101 static void shader_cleanup(struct wined3d_shader *shader)
3103 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3105 heap_free(shader->u.hs.phases.control_point);
3106 heap_free(shader->u.hs.phases.fork);
3107 heap_free(shader->u.hs.phases.join);
3109 else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
3111 heap_free(shader->u.gs.so_desc.elements);
3114 heap_free(shader->patch_constant_signature.elements);
3115 heap_free(shader->output_signature.elements);
3116 heap_free(shader->input_signature.elements);
3117 heap_free(shader->signature_strings);
3118 shader->device->shader_backend->shader_destroy(shader);
3119 shader_cleanup_reg_maps(&shader->reg_maps);
3120 heap_free(shader->function);
3121 shader_delete_constant_list(&shader->constantsF);
3122 shader_delete_constant_list(&shader->constantsB);
3123 shader_delete_constant_list(&shader->constantsI);
3124 list_remove(&shader->shader_list_entry);
3126 if (shader->frontend && shader->frontend_data)
3127 shader->frontend->shader_free(shader->frontend_data);
3130 struct shader_none_priv
3132 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3133 const struct fragment_pipeline *fragment_pipe;
3134 BOOL ffp_proj_control;
3137 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
3138 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
3139 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3140 const struct wined3d_state *state) {}
3141 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
3142 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
3143 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3144 const struct wined3d_state *state) {}
3145 static void shader_none_destroy(struct wined3d_shader *shader) {}
3146 static void shader_none_free_context_data(struct wined3d_context *context) {}
3147 static void shader_none_init_context_state(struct wined3d_context *context) {}
3149 /* Context activation is done by the caller. */
3150 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3151 const struct wined3d_state *state)
3153 const struct wined3d_gl_info *gl_info = context->gl_info;
3154 struct shader_none_priv *priv = shader_priv;
3156 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
3157 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
3160 /* Context activation is done by the caller. */
3161 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3163 struct shader_none_priv *priv = shader_priv;
3164 const struct wined3d_gl_info *gl_info = context->gl_info;
3166 priv->vertex_pipe->vp_enable(gl_info, FALSE);
3167 priv->fragment_pipe->enable_extension(gl_info, FALSE);
3169 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3170 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3171 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3172 | (1u << WINED3D_SHADER_TYPE_HULL)
3173 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3174 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3177 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3178 const struct fragment_pipeline *fragment_pipe)
3180 struct fragment_caps fragment_caps;
3181 void *vertex_priv, *fragment_priv;
3182 struct shader_none_priv *priv;
3184 if (!(priv = heap_alloc(sizeof(*priv))))
3185 return E_OUTOFMEMORY;
3187 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3189 ERR("Failed to initialize vertex pipe.\n");
3190 heap_free(priv);
3191 return E_FAIL;
3194 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3196 ERR("Failed to initialize fragment pipe.\n");
3197 vertex_pipe->vp_free(device);
3198 heap_free(priv);
3199 return E_FAIL;
3202 priv->vertex_pipe = vertex_pipe;
3203 priv->fragment_pipe = fragment_pipe;
3204 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
3205 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3207 device->vertex_priv = vertex_priv;
3208 device->fragment_priv = fragment_priv;
3209 device->shader_priv = priv;
3211 return WINED3D_OK;
3214 static void shader_none_free(struct wined3d_device *device)
3216 struct shader_none_priv *priv = device->shader_priv;
3218 priv->fragment_pipe->free_private(device);
3219 priv->vertex_pipe->vp_free(device);
3220 heap_free(priv);
3223 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3225 return TRUE;
3228 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
3230 /* Set the shader caps to 0 for the none shader backend */
3231 caps->vs_version = 0;
3232 caps->hs_version = 0;
3233 caps->ds_version = 0;
3234 caps->gs_version = 0;
3235 caps->ps_version = 0;
3236 caps->cs_version = 0;
3237 caps->vs_uniform_count = 0;
3238 caps->ps_uniform_count = 0;
3239 caps->ps_1x_max_value = 0.0f;
3240 caps->varying_count = 0;
3241 caps->wined3d_caps = 0;
3244 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3246 /* We "support" every possible fixup, since we don't support any shader
3247 * model, and will never have to actually sample a texture. */
3248 return TRUE;
3251 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3253 struct shader_none_priv *priv = shader_priv;
3255 return priv->ffp_proj_control;
3258 const struct wined3d_shader_backend_ops none_shader_backend =
3260 shader_none_handle_instruction,
3261 shader_none_precompile,
3262 shader_none_select,
3263 shader_none_select_compute,
3264 shader_none_disable,
3265 shader_none_update_float_vertex_constants,
3266 shader_none_update_float_pixel_constants,
3267 shader_none_load_constants,
3268 shader_none_destroy,
3269 shader_none_alloc,
3270 shader_none_free,
3271 shader_none_allocate_context_data,
3272 shader_none_free_context_data,
3273 shader_none_init_context_state,
3274 shader_none_get_caps,
3275 shader_none_color_fixup_supported,
3276 shader_none_has_ffp_proj_control,
3279 static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
3280 enum wined3d_shader_type type, unsigned int max_version)
3282 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3283 const struct wined3d_shader_frontend *fe;
3284 HRESULT hr;
3285 unsigned int backend_version;
3286 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3288 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3289 shader, float_const_count, type, max_version);
3291 fe = shader->frontend;
3292 if (!(shader->frontend_data = fe->shader_init(shader->function,
3293 shader->functionLength, &shader->output_signature)))
3295 FIXME("Failed to initialize frontend.\n");
3296 return WINED3DERR_INVALIDCALL;
3299 /* First pass: trace shader. */
3300 if (TRACE_ON(d3d_shader))
3301 shader_trace_init(fe, shader->frontend_data);
3303 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3304 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
3305 &shader->output_signature, float_const_count)))
3306 return hr;
3308 if (reg_maps->shader_version.type != type)
3310 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
3311 return WINED3DERR_INVALIDCALL;
3313 if (reg_maps->shader_version.major > max_version)
3315 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
3316 return WINED3DERR_INVALIDCALL;
3318 switch (type)
3320 case WINED3D_SHADER_TYPE_VERTEX:
3321 backend_version = d3d_info->limits.vs_version;
3322 break;
3323 case WINED3D_SHADER_TYPE_HULL:
3324 backend_version = d3d_info->limits.hs_version;
3325 break;
3326 case WINED3D_SHADER_TYPE_DOMAIN:
3327 backend_version = d3d_info->limits.ds_version;
3328 break;
3329 case WINED3D_SHADER_TYPE_GEOMETRY:
3330 backend_version = d3d_info->limits.gs_version;
3331 break;
3332 case WINED3D_SHADER_TYPE_PIXEL:
3333 backend_version = d3d_info->limits.ps_version;
3334 break;
3335 case WINED3D_SHADER_TYPE_COMPUTE:
3336 backend_version = d3d_info->limits.cs_version;
3337 break;
3338 default:
3339 FIXME("No backend version-checking for this shader type.\n");
3340 backend_version = 0;
3342 if (reg_maps->shader_version.major > backend_version)
3344 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3345 reg_maps->shader_version.major, reg_maps->shader_version.minor);
3346 return WINED3DERR_INVALIDCALL;
3349 return WINED3D_OK;
3352 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3354 ULONG refcount = InterlockedIncrement(&shader->ref);
3356 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3358 return refcount;
3361 static void wined3d_shader_init_object(void *object)
3363 struct wined3d_shader *shader = object;
3364 struct wined3d_device *device = shader->device;
3366 list_add_head(&device->shaders, &shader->shader_list_entry);
3368 device->shader_backend->shader_precompile(device->shader_priv, shader);
3371 static void wined3d_shader_destroy_object(void *object)
3373 shader_cleanup(object);
3374 heap_free(object);
3377 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3379 ULONG refcount = InterlockedDecrement(&shader->ref);
3381 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3383 if (!refcount)
3385 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3386 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3389 return refcount;
3392 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3394 TRACE("shader %p.\n", shader);
3396 return shader->parent;
3399 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3400 void *byte_code, UINT *byte_code_size)
3402 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3404 if (!byte_code)
3406 *byte_code_size = shader->functionLength;
3407 return WINED3D_OK;
3410 if (*byte_code_size < shader->functionLength)
3412 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3413 * than the required size we should write the required size and
3414 * return D3DERR_MOREDATA. That's not actually true. */
3415 return WINED3DERR_INVALIDCALL;
3418 memcpy(byte_code, shader->function, shader->functionLength);
3420 return WINED3D_OK;
3423 /* Set local constants for d3d8 shaders. */
3424 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3425 UINT start_idx, const float *src_data, UINT count)
3427 UINT end_idx = start_idx + count;
3428 UINT i;
3430 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3432 if (end_idx > shader->limits->constant_float)
3434 WARN("end_idx %u > float constants limit %u.\n",
3435 end_idx, shader->limits->constant_float);
3436 end_idx = shader->limits->constant_float;
3439 for (i = start_idx; i < end_idx; ++i)
3441 struct wined3d_shader_lconst *lconst;
3442 float *value;
3444 if (!(lconst = heap_alloc(sizeof(*lconst))))
3445 return E_OUTOFMEMORY;
3447 lconst->idx = i;
3448 value = (float *)lconst->value;
3449 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3450 list_add_head(&shader->constantsF, &lconst->entry);
3452 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3453 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3455 shader->lconst_inf_or_nan = TRUE;
3459 return WINED3D_OK;
3462 static void init_interpolation_compile_args(DWORD *interpolation_args,
3463 const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
3465 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
3466 || !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
3468 memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
3469 return;
3472 memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
3473 sizeof(pixel_shader->u.ps.interpolation_mode));
3476 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3477 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
3479 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3480 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3481 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3482 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3483 const struct wined3d_gl_info *gl_info = context->gl_info;
3485 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3486 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3487 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3488 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3489 args->point_size = state->gl_primitive_type == GL_POINTS;
3490 args->per_vertex_point_size = shader->reg_maps.point_size;
3491 args->next_shader_type = hull_shader? WINED3D_SHADER_TYPE_HULL
3492 : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3493 if (shader->reg_maps.shader_version.major >= 4)
3494 args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
3495 : geometry_shader ? geometry_shader->limits->packed_input
3496 : pixel_shader ? pixel_shader->limits->packed_input : 0;
3497 else
3498 args->next_shader_input_count = 0;
3499 args->swizzle_map = swizzle_map;
3500 if (d3d_info->emulated_flatshading)
3501 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3502 else
3503 args->flatshading = 0;
3505 init_interpolation_compile_args(args->interpolation_mode,
3506 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3509 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3511 if (usage_idx1 != usage_idx2)
3512 return FALSE;
3513 if (usage1 == usage2)
3514 return TRUE;
3515 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3516 return TRUE;
3517 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3518 return TRUE;
3520 return FALSE;
3523 BOOL vshader_get_input(const struct wined3d_shader *shader,
3524 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
3526 WORD map = shader->reg_maps.input_registers;
3527 unsigned int i;
3529 for (i = 0; map; map >>= 1, ++i)
3531 if (!(map & 1)) continue;
3533 if (match_usage(shader->u.vs.attributes[i].usage,
3534 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3536 *regnum = i;
3537 return TRUE;
3540 return FALSE;
3543 static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
3544 SIZE_T *total)
3546 struct wined3d_shader_signature_element *e;
3547 unsigned int i;
3548 SIZE_T len;
3550 for (i = 0; i < signature->element_count; ++i)
3552 e = &signature->elements[i];
3553 len = strlen(e->semantic_name);
3554 if (len >= ~(SIZE_T)0 - *total)
3555 return E_OUTOFMEMORY;
3557 *total += len + 1;
3559 return WINED3D_OK;
3562 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
3563 const struct wined3d_shader_signature *src, char **signature_strings)
3565 struct wined3d_shader_signature_element *e;
3566 unsigned int i;
3567 SIZE_T len;
3568 char *ptr;
3570 if (!src->element_count)
3571 return WINED3D_OK;
3573 ptr = *signature_strings;
3575 dst->element_count = src->element_count;
3576 if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
3577 return E_OUTOFMEMORY;
3579 for (i = 0; i < src->element_count; ++i)
3581 e = &src->elements[i];
3582 dst->elements[i] = *e;
3584 len = strlen(e->semantic_name);
3585 memcpy(ptr, e->semantic_name, len + 1);
3586 dst->elements[i].semantic_name = ptr;
3587 ptr += len + 1;
3590 *signature_strings = ptr;
3592 return WINED3D_OK;
3595 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3596 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
3597 void *parent, const struct wined3d_parent_ops *parent_ops)
3599 size_t byte_code_size;
3600 SIZE_T total;
3601 HRESULT hr;
3602 char *ptr;
3604 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3605 desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
3607 if (!(shader->frontend = shader_select_frontend(desc->format)))
3609 FIXME("Unable to find frontend for shader.\n");
3610 return WINED3DERR_INVALIDCALL;
3613 shader->ref = 1;
3614 shader->device = device;
3615 shader->parent = parent;
3616 shader->parent_ops = parent_ops;
3618 total = 0;
3619 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
3620 return hr;
3621 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
3622 return hr;
3623 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
3624 return hr;
3625 if (total && !(shader->signature_strings = heap_alloc(total)))
3626 return E_OUTOFMEMORY;
3627 ptr = shader->signature_strings;
3629 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
3631 heap_free(shader->signature_strings);
3632 return hr;
3634 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
3636 heap_free(shader->input_signature.elements);
3637 heap_free(shader->signature_strings);
3638 return hr;
3640 if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
3642 heap_free(shader->output_signature.elements);
3643 heap_free(shader->input_signature.elements);
3644 heap_free(shader->signature_strings);
3645 return hr;
3648 list_init(&shader->linked_programs);
3649 list_init(&shader->constantsF);
3650 list_init(&shader->constantsB);
3651 list_init(&shader->constantsI);
3652 shader->lconst_inf_or_nan = FALSE;
3653 list_init(&shader->reg_maps.indexable_temps);
3654 list_init(&shader->shader_list_entry);
3656 byte_code_size = desc->byte_code_size;
3657 if (byte_code_size == ~(size_t)0)
3659 const struct wined3d_shader_frontend *fe = shader->frontend;
3660 struct wined3d_shader_version shader_version;
3661 struct wined3d_shader_instruction ins;
3662 const DWORD *ptr;
3663 void *fe_data;
3665 if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
3667 WARN("Failed to initialise frontend data.\n");
3668 shader_cleanup(shader);
3669 return WINED3DERR_INVALIDCALL;
3672 fe->shader_read_header(fe_data, &ptr, &shader_version);
3673 while (!fe->shader_is_end(fe_data, &ptr))
3674 fe->shader_read_instruction(fe_data, &ptr, &ins);
3676 fe->shader_free(fe_data);
3678 byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3681 if (desc->byte_code && byte_code_size)
3683 if (!(shader->function = heap_alloc(byte_code_size)))
3685 shader_cleanup(shader);
3686 return E_OUTOFMEMORY;
3688 memcpy(shader->function, desc->byte_code, byte_code_size);
3689 shader->functionLength = byte_code_size;
3691 if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
3693 WARN("Failed to set function, hr %#x.\n", hr);
3694 shader_cleanup(shader);
3695 return hr;
3698 else
3700 shader->reg_maps.shader_version.type = type;
3701 shader->reg_maps.shader_version.major = 4;
3702 shader->reg_maps.shader_version.minor = 0;
3703 shader_set_limits(shader);
3706 shader->load_local_constsF = shader->lconst_inf_or_nan;
3708 return hr;
3711 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3712 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3714 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3715 unsigned int i;
3716 HRESULT hr;
3718 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3719 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3720 return hr;
3722 for (i = 0; i < shader->input_signature.element_count; ++i)
3724 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3726 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3727 continue;
3729 shader->u.vs.attributes[input->register_idx].usage =
3730 shader_usage_from_semantic_name(input->semantic_name);
3731 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3734 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3735 shader->load_local_constsF = TRUE;
3737 return WINED3D_OK;
3740 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3741 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3742 void *parent, const struct wined3d_parent_ops *parent_ops)
3744 struct wined3d_shader_desc shader_desc = *desc;
3745 struct wined3d_stream_output_element *elements;
3746 enum wined3d_shader_type shader_type;
3747 HRESULT hr;
3749 if (so_desc)
3751 shader_type = shader_get_shader_type(desc);
3752 switch (shader_type)
3754 case WINED3D_SHADER_TYPE_VERTEX:
3755 shader_desc.byte_code = NULL;
3756 shader_desc.byte_code_size = 0;
3757 break;
3758 case WINED3D_SHADER_TYPE_DOMAIN:
3759 FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type));
3760 return E_NOTIMPL;
3761 default:
3762 break;
3766 if (FAILED(hr = shader_init(shader, device, &shader_desc, 0,
3767 WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
3768 return hr;
3770 if (so_desc)
3772 if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
3774 shader_cleanup(shader);
3775 return E_OUTOFMEMORY;
3778 shader->u.gs.so_desc = *so_desc;
3779 shader->u.gs.so_desc.elements = elements;
3780 memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
3783 return WINED3D_OK;
3786 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3787 struct ds_compile_args *args, const struct wined3d_context *context)
3789 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3790 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3791 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3792 const struct wined3d_gl_info *gl_info = context->gl_info;
3794 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3795 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3797 args->output_count = geometry_shader ? geometry_shader->limits->packed_input
3798 : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3799 args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3801 args->render_offscreen = context->render_offscreen;
3803 init_interpolation_compile_args(args->interpolation_mode,
3804 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3806 args->padding = 0;
3809 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3810 struct gs_compile_args *args, const struct wined3d_context *context)
3812 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3813 const struct wined3d_gl_info *gl_info = context->gl_info;
3815 args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3817 if (!(args->primitive_type = shader->u.gs.input_type))
3818 args->primitive_type = d3d_primitive_type_from_gl(state->gl_primitive_type);
3820 init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
3823 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3824 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3826 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3827 const struct wined3d_gl_info *gl_info = context->gl_info;
3828 const struct wined3d_texture *texture;
3829 unsigned int i;
3831 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3832 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3834 static unsigned int warned = 0;
3836 args->srgb_correction = 1;
3837 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3838 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3839 "support, expect rendering artifacts.\n");
3842 if (shader->reg_maps.shader_version.major == 1
3843 && shader->reg_maps.shader_version.minor <= 3)
3845 for (i = 0; i < shader->limits->sampler; ++i)
3847 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3849 if (flags & WINED3D_TTFF_PROJECTED)
3851 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3853 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3855 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3856 unsigned int j;
3857 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3858 DWORD max_valid = WINED3D_TTFF_COUNT4;
3860 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3862 struct wined3d_vertex_declaration_element *element =
3863 &state->vertex_declaration->elements[j];
3865 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3866 && element->usage_idx == index)
3868 max_valid = element->format->component_count;
3869 break;
3872 if (!tex_transform || tex_transform > max_valid)
3874 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3875 tex_transform, max_valid);
3876 tex_transform = max_valid;
3878 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3879 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3880 && tex_transform > WINED3D_TTFF_COUNT2)
3881 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3882 && tex_transform > WINED3D_TTFF_COUNT3))
3883 tex_transform |= WINED3D_PSARGS_PROJECTED;
3884 else
3886 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3887 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3888 i, tex_transform, resource_type);
3891 else
3892 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3894 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3898 if (shader->reg_maps.shader_version.major == 1
3899 && shader->reg_maps.shader_version.minor <= 4)
3901 for (i = 0; i < shader->limits->sampler; ++i)
3903 const struct wined3d_texture *texture = state->textures[i];
3905 if (!shader->reg_maps.resource_info[i].type)
3906 continue;
3908 /* Treat unbound textures as 2D. The dummy texture will provide
3909 * the proper sample value. The tex_types bitmap defaults to
3910 * 2D because of the memset. */
3911 if (!texture)
3912 continue;
3914 switch (texture->target)
3916 /* RECT textures are distinguished from 2D textures via np2_fixup */
3917 default:
3918 break;
3920 case GL_TEXTURE_3D:
3921 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3922 break;
3924 case GL_TEXTURE_CUBE_MAP_ARB:
3925 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3926 break;
3931 if (shader->reg_maps.shader_version.major >= 4)
3933 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3934 args->shadow = 0;
3935 for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
3936 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3937 args->np2_fixup = 0;
3939 else
3941 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3943 if (!shader->reg_maps.resource_info[i].type)
3944 continue;
3946 texture = state->textures[i];
3947 if (!texture)
3949 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3950 continue;
3952 if (can_use_texture_swizzle(gl_info, texture->resource.format))
3953 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3954 else
3955 args->color_fixup[i] = texture->resource.format->color_fixup;
3957 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
3958 args->shadow |= 1u << i;
3960 /* Flag samplers that need NP2 texcoord fixup. */
3961 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3962 args->np2_fixup |= (1u << i);
3966 if (shader->reg_maps.shader_version.major >= 3)
3968 if (position_transformed)
3969 args->vp_mode = WINED3D_VP_MODE_NONE;
3970 else if (use_vs(state))
3971 args->vp_mode = WINED3D_VP_MODE_SHADER;
3972 else
3973 args->vp_mode = WINED3D_VP_MODE_FF;
3974 args->fog = WINED3D_FFP_PS_FOG_OFF;
3976 else
3978 args->vp_mode = WINED3D_VP_MODE_SHADER;
3979 if (state->render_states[WINED3D_RS_FOGENABLE])
3981 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3983 case WINED3D_FOG_NONE:
3984 if (position_transformed || use_vs(state))
3986 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
3987 break;
3990 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3992 case WINED3D_FOG_NONE: /* Fall through. */
3993 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3994 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3995 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3997 break;
3999 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
4000 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
4001 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
4004 else
4006 args->fog = WINED3D_FFP_PS_FOG_OFF;
4010 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
4012 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4014 args->texcoords_initialized = 0;
4015 for (i = 0; i < MAX_TEXTURES; ++i)
4017 if (vs)
4019 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
4020 args->texcoords_initialized |= 1u << i;
4022 else
4024 const struct wined3d_stream_info *si = &context->stream_info;
4025 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4027 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4028 & WINED3D_FFP_TCI_MASK
4029 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
4030 args->texcoords_initialized |= 1u << i;
4034 else
4036 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
4039 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4040 && state->gl_primitive_type == GL_POINTS;
4042 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
4043 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
4044 else
4045 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
4046 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
4047 : WINED3D_CMP_ALWAYS) - 1;
4049 if (d3d_info->emulated_flatshading)
4050 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4052 args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
4053 ? context->render_offscreen : 0;
4056 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4057 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4059 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4060 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
4061 HRESULT hr;
4063 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
4064 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
4065 return hr;
4067 for (i = 0; i < MAX_REG_INPUT; ++i)
4069 if (shader->u.ps.input_reg_used & (1u << i))
4071 ++num_regs_used;
4072 highest_reg_used = i;
4076 /* Don't do any register mapping magic if it is not needed, or if we can't
4077 * achieve anything anyway */
4078 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
4079 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
4080 || shader->reg_maps.shader_version.major >= 4)
4082 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
4084 /* This happens with relative addressing. The input mapper function
4085 * warns about this if the higher registers are declared too, so
4086 * don't write a FIXME here */
4087 WARN("More varying registers used than supported\n");
4090 for (i = 0; i < MAX_REG_INPUT; ++i)
4092 shader->u.ps.input_reg_map[i] = i;
4095 shader->u.ps.declared_in_count = highest_reg_used + 1;
4097 else
4099 shader->u.ps.declared_in_count = 0;
4100 for (i = 0; i < MAX_REG_INPUT; ++i)
4102 if (shader->u.ps.input_reg_used & (1u << i))
4103 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
4104 else shader->u.ps.input_reg_map[i] = ~0U;
4108 return WINED3D_OK;
4111 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
4113 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4114 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
4115 unsigned int i;
4117 if (reg_maps->shader_version.major != 1) return;
4119 for (i = 0; i < shader->limits->sampler; ++i)
4121 /* We don't sample from this sampler. */
4122 if (!resource_info[i].type)
4123 continue;
4125 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
4127 case WINED3D_SHADER_TEX_2D:
4128 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4129 break;
4131 case WINED3D_SHADER_TEX_3D:
4132 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
4133 break;
4135 case WINED3D_SHADER_TEX_CUBE:
4136 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
4137 break;
4142 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4143 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4145 struct wined3d_shader *object;
4146 HRESULT hr;
4148 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4149 device, desc, parent, parent_ops, shader);
4151 if (!desc->byte_code)
4152 return WINED3DERR_INVALIDCALL;
4154 if (!(object = heap_alloc_zero(sizeof(*object))))
4155 return E_OUTOFMEMORY;
4157 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops)))
4159 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4160 heap_free(object);
4161 return hr;
4164 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4166 TRACE("Created compute shader %p.\n", object);
4167 *shader = object;
4169 return WINED3D_OK;
4172 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4173 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4175 struct wined3d_shader *object;
4176 HRESULT hr;
4178 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4179 device, desc, parent, parent_ops, shader);
4181 if (!desc->byte_code)
4182 return WINED3DERR_INVALIDCALL;
4184 if (!(object = heap_alloc_zero(sizeof(*object))))
4185 return E_OUTOFMEMORY;
4187 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops)))
4189 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4190 heap_free(object);
4191 return hr;
4194 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4196 TRACE("Created domain shader %p.\n", object);
4197 *shader = object;
4199 return WINED3D_OK;
4202 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4203 const struct wined3d_stream_output_desc *so_desc, void *parent,
4204 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4206 struct wined3d_shader *object;
4207 HRESULT hr;
4209 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4210 device, desc, so_desc, parent, parent_ops, shader);
4212 if (!desc->byte_code)
4213 return WINED3DERR_INVALIDCALL;
4215 if (!(object = heap_alloc_zero(sizeof(*object))))
4216 return E_OUTOFMEMORY;
4218 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4220 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4221 heap_free(object);
4222 return hr;
4225 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4227 TRACE("Created geometry shader %p.\n", object);
4228 *shader = object;
4230 return WINED3D_OK;
4233 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4234 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4236 struct wined3d_shader *object;
4237 HRESULT hr;
4239 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4240 device, desc, parent, parent_ops, shader);
4242 if (!desc->byte_code)
4243 return WINED3DERR_INVALIDCALL;
4245 if (!(object = heap_alloc_zero(sizeof(*object))))
4246 return E_OUTOFMEMORY;
4248 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops)))
4250 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4251 heap_free(object);
4252 return hr;
4255 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4257 TRACE("Created hull shader %p.\n", object);
4258 *shader = object;
4260 return WINED3D_OK;
4263 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4264 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4266 struct wined3d_shader *object;
4267 HRESULT hr;
4269 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4270 device, desc, parent, parent_ops, shader);
4272 if (!desc->byte_code)
4273 return WINED3DERR_INVALIDCALL;
4275 if (!(object = heap_alloc_zero(sizeof(*object))))
4276 return E_OUTOFMEMORY;
4278 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4280 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4281 heap_free(object);
4282 return hr;
4285 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4287 TRACE("Created pixel shader %p.\n", object);
4288 *shader = object;
4290 return WINED3D_OK;
4293 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4294 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4296 struct wined3d_shader *object;
4297 HRESULT hr;
4299 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4300 device, desc, parent, parent_ops, shader);
4302 if (!desc->byte_code)
4303 return WINED3DERR_INVALIDCALL;
4305 if (!(object = heap_alloc_zero(sizeof(*object))))
4306 return E_OUTOFMEMORY;
4308 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4310 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4311 heap_free(object);
4312 return hr;
4315 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4317 TRACE("Created vertex shader %p.\n", object);
4318 *shader = object;
4320 return WINED3D_OK;