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
26 #include "wine/port.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
};
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_ELSE */ "else",
129 /* WINED3DSIH_EMIT */ "emit",
130 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
131 /* WINED3DSIH_ENDIF */ "endif",
132 /* WINED3DSIH_ENDLOOP */ "endloop",
133 /* WINED3DSIH_ENDREP */ "endrep",
134 /* WINED3DSIH_ENDSWITCH */ "endswitch",
135 /* WINED3DSIH_EQ */ "eq",
136 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
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",
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
)
357 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
359 if (!strcmp(name
, semantic_names
[i
]))
366 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
370 case WINED3D_DECL_USAGE_POSITION
:
371 return WINED3D_SV_POSITION
;
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
;
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
;
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
)
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
;
417 WARN("Invalid byte code format %#x specified.\n", format
);
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");
446 string_buffer_clear(buffer
);
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
)
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';
468 buffer
->buffer
= new_buffer
;
469 buffer
->buffer_size
= new_buffer_size
;
473 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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 */)
483 buffer
->content_size
+= rc
;
487 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
494 va_start(args
, format
);
495 ret
= shader_vaddline(buffer
, format
, args
);
499 if (!string_buffer_resize(buffer
, ret
))
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");
520 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
521 list_remove(&buffer
->entry
);
523 string_buffer_clear(buffer
);
527 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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
, ...)
542 va_start(args
, format
);
543 ret
= string_buffer_vsprintf(buffer
, format
, args
);
547 if (!string_buffer_resize(buffer
, ret
))
552 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
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
);
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
;
587 FIXME("Unsupported register type: %u.\n", register_type
);
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
)
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
;
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
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}},
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}},
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}},
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}},
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}},
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
);
662 switch (shader
->reg_maps
.shader_version
.type
)
665 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
667 case WINED3D_SHADER_TYPE_VERTEX
:
668 limits_array
= vs_limits
;
670 case WINED3D_SHADER_TYPE_HULL
:
671 limits_array
= hs_limits
;
673 case WINED3D_SHADER_TYPE_DOMAIN
:
674 limits_array
= ds_limits
;
676 case WINED3D_SHADER_TYPE_GEOMETRY
:
677 limits_array
= gs_limits
;
679 case WINED3D_SHADER_TYPE_PIXEL
:
680 limits_array
= ps_limits
;
682 case WINED3D_SHADER_TYPE_COMPUTE
:
683 limits_array
= cs_limits
;
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
;
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
)
710 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
711 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
712 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
714 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
717 case WINED3DSPR_TEMP
:
718 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
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;
733 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
737 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
741 case WINED3DSPR_RASTOUT
:
742 if (reg
->idx
[0].offset
== 1)
744 if (reg
->idx
[0].offset
== 2)
745 reg_maps
->point_size
= 1;
748 case WINED3DSPR_MISCTYPE
:
749 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
751 if (!reg
->idx
[0].offset
)
753 else if (reg
->idx
[0].offset
== 1)
754 reg_maps
->usesfacing
= 1;
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
;
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
);
776 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
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
);
789 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
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
);
801 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
805 case WINED3DSPR_COLOROUT
:
806 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
809 case WINED3DSPR_OUTCONTROLPOINT
:
813 case WINED3DSPR_SAMPLEMASK
:
814 reg_maps
->sample_mask
= 1;
818 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
819 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
825 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
826 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
828 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
829 struct wined3d_shader_sampler_map
*map
;
832 map
= ®_maps
->sampler_map
;
833 entries
= map
->entries
;
834 for (i
= 0; i
< map
->count
; ++i
)
836 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
842 if (!(entries
= heap_calloc(4, sizeof(*entries
))))
844 ERR("Failed to allocate sampler map entries.\n");
848 map
->entries
= entries
;
850 else if (map
->count
== map
->size
)
852 size_t new_size
= map
->size
* 2;
854 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
855 || !(entries
= heap_realloc(entries
, sizeof(*entries
) * new_size
)))
857 ERR("Failed to resize sampler map entries.\n");
860 map
->size
= new_size
;
861 map
->entries
= entries
;
864 entry
= &entries
[map
->count
++];
865 entry
->resource_idx
= resource_idx
;
866 entry
->sampler_idx
= sampler_idx
;
867 entry
->bind_idx
= bind_idx
;
870 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
874 case WINED3DSIH_M4x4
:
875 case WINED3DSIH_M3x4
:
876 return param
== 1 ? 3 : 0;
878 case WINED3DSIH_M4x3
:
879 case WINED3DSIH_M3x3
:
880 return param
== 1 ? 2 : 0;
882 case WINED3DSIH_M3x2
:
883 return param
== 1 ? 1 : 0;
890 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
891 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
893 struct wined3d_shader_tgsm
*tgsm
;
895 if (register_idx
>= MAX_TGSM_REGISTERS
)
897 ERR("Invalid TGSM register index %u.\n", register_idx
);
900 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
902 FIXME("TGSM declarations are allowed only in compute shaders.\n");
906 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
907 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
908 return E_OUTOFMEMORY
;
910 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
911 tgsm
= ®_maps
->tgsm
[register_idx
];
913 tgsm
->stride
= stride
;
917 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
918 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
919 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
921 struct wined3d_shader_phase
*phase
;
923 if ((phase
= *current_phase
))
925 phase
->end
= previous_instruction_ptr
;
926 *current_phase
= NULL
;
929 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
931 ERR("Unexpected shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
935 switch (ins
->handler_idx
)
937 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
938 if (shader
->u
.hs
.phases
.control_point
)
940 FIXME("Multiple control point phases.\n");
941 heap_free(shader
->u
.hs
.phases
.control_point
);
943 if (!(shader
->u
.hs
.phases
.control_point
= heap_alloc_zero(sizeof(*shader
->u
.hs
.phases
.control_point
))))
944 return E_OUTOFMEMORY
;
945 phase
= shader
->u
.hs
.phases
.control_point
;
947 case WINED3DSIH_HS_FORK_PHASE
:
948 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
949 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
950 sizeof(*shader
->u
.hs
.phases
.fork
)))
951 return E_OUTOFMEMORY
;
952 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
954 case WINED3DSIH_HS_JOIN_PHASE
:
955 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
956 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
957 sizeof(*shader
->u
.hs
.phases
.join
)))
958 return E_OUTOFMEMORY
;
959 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
962 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
966 phase
->start
= current_instruction_ptr
;
967 *current_phase
= phase
;
972 static HRESULT
shader_calculate_clip_or_cull_distance_mask(
973 const struct wined3d_shader_signature_element
*e
, unsigned int *mask
)
975 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
976 * the only allowed semantic indices.
978 if (e
->semantic_idx
>= MAX_CLIP_DISTANCES
/ 4)
981 WARN("Invalid clip/cull distance index %u.\n", e
->semantic_idx
);
982 return WINED3DERR_INVALIDCALL
;
985 *mask
= (e
->mask
& WINED3DSP_WRITEMASK_ALL
) << (4 * e
->semantic_idx
);
989 static void wined3d_insert_interpolation_mode(DWORD
*packed_interpolation_mode
,
990 unsigned int register_idx
, enum wined3d_shader_interpolation_mode mode
)
992 if (mode
> WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
)
993 FIXME("Unexpected interpolation mode %#x.\n", mode
);
995 wined3d_insert_bits(packed_interpolation_mode
,
996 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, mode
);
999 static HRESULT
shader_scan_output_signature(struct wined3d_shader
*shader
)
1001 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
1002 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1006 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1008 const struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1011 reg_maps
->output_registers
|= 1u << e
->register_idx
;
1012 if (e
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
1014 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1016 reg_maps
->clip_distance_mask
|= mask
;
1018 else if (e
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
1020 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1022 reg_maps
->cull_distance_mask
|= mask
;
1024 else if (e
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
)
1026 reg_maps
->viewport_array
= 1;
1033 /* Note that this does not count the loop register as an address register. */
1034 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, DWORD constf_size
)
1036 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
1037 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
1038 struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
1039 struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1040 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1041 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1042 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
1043 struct wined3d_shader_version shader_version
;
1044 struct wined3d_shader_phase
*phase
= NULL
;
1045 const DWORD
*ptr
, *prev_ins
, *current_ins
;
1046 void *fe_data
= shader
->frontend_data
;
1050 memset(reg_maps
, 0, sizeof(*reg_maps
));
1051 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
1052 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
1053 reg_maps
->min_rel_offset
= ~0U;
1054 list_init(®_maps
->indexable_temps
);
1056 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1057 prev_ins
= current_ins
= ptr
;
1058 reg_maps
->shader_version
= shader_version
;
1060 shader_set_limits(shader
);
1062 if (!(reg_maps
->constf
= heap_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
1063 sizeof(*reg_maps
->constf
))))
1065 ERR("Failed to allocate constant map memory.\n");
1066 return E_OUTOFMEMORY
;
1069 while (!fe
->shader_is_end(fe_data
, &ptr
))
1071 struct wined3d_shader_instruction ins
;
1075 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1077 /* Unhandled opcode, and its parameters. */
1078 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1080 WARN("Encountered unrecognised or invalid instruction.\n");
1081 return WINED3DERR_INVALIDCALL
;
1084 /* Handle declarations. */
1085 if (ins
.handler_idx
== WINED3DSIH_DCL
1086 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1088 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1089 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1091 switch (semantic
->reg
.reg
.type
)
1093 /* Mark input registers used. */
1094 case WINED3DSPR_INPUT
:
1095 if (reg_idx
>= MAX_REG_INPUT
)
1097 ERR("Invalid input register index %u.\n", reg_idx
);
1100 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1101 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1102 return WINED3DERR_INVALIDCALL
;
1103 reg_maps
->input_registers
|= 1u << reg_idx
;
1104 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1107 /* Vertex shader: mark 3.0 output registers used, save token. */
1108 case WINED3DSPR_OUTPUT
:
1109 if (reg_idx
>= MAX_REG_OUTPUT
)
1111 ERR("Invalid output register index %u.\n", reg_idx
);
1114 reg_maps
->output_registers
|= 1u << reg_idx
;
1115 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1116 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1118 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1119 reg_maps
->point_size
= 1;
1122 case WINED3DSPR_SAMPLER
:
1123 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1124 case WINED3DSPR_RESOURCE
:
1125 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1127 ERR("Invalid resource index %u.\n", reg_idx
);
1130 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1131 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1134 case WINED3DSPR_UAV
:
1135 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1137 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1140 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1141 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1143 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1147 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1151 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1153 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1154 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1155 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1157 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1159 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1161 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1163 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1164 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1166 FIXME("Invalid instruction %#x for shader type %#x.\n",
1167 ins
.handler_idx
, shader_version
.type
);
1171 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1174 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1176 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1177 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
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_HS_FORK_PHASE_INSTANCE_COUNT
1183 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1186 phase
->instance_count
= ins
.declaration
.count
;
1188 FIXME("Instruction %s outside of shader phase.\n",
1189 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1191 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1194 FIXME("Multiple immediate constant buffers.\n");
1195 reg_maps
->icb
= ins
.declaration
.icb
;
1197 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1201 FIXME("Indexable temporary registers not supported.\n");
1205 struct wined3d_shader_indexable_temp
*reg
;
1207 if (!(reg
= heap_alloc(sizeof(*reg
))))
1208 return E_OUTOFMEMORY
;
1210 *reg
= ins
.declaration
.indexable_temp
;
1211 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1214 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1216 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1217 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1219 FIXME("Invalid instruction %#x for shader type %#x.\n",
1220 ins
.handler_idx
, shader_version
.type
);
1222 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1224 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1225 if (reg_idx
>= MAX_REG_INPUT
)
1227 ERR("Invalid register index %u.\n", reg_idx
);
1230 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1231 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
1233 FIXME("Invalid instruction %#x for shader type %#x.\n",
1234 ins
.handler_idx
, shader_version
.type
);
1236 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
1238 if (ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUT
1239 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTGE
1240 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTLE
)
1242 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1243 shader
->u
.ps
.depth_output
= ins
.declaration
.dst
.reg
.type
;
1245 FIXME("Invalid instruction %#x for shader type %#x.\n",
1246 ins
.handler_idx
, shader_version
.type
);
1249 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1251 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1252 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1254 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1256 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1258 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1259 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1261 FIXME("Invalid instruction %#x for shader type %#x.\n",
1262 ins
.handler_idx
, shader_version
.type
);
1264 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1266 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1267 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1269 ERR("Invalid resource index %u.\n", reg_idx
);
1272 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1273 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1274 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1276 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1278 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1279 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1281 ERR("Invalid resource index %u.\n", reg_idx
);
1284 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1285 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1286 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1287 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1289 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1291 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1292 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1294 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1297 phase
->temporary_count
= ins
.declaration
.count
;
1299 reg_maps
->temporary_count
= ins
.declaration
.count
;
1301 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1303 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1304 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1305 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1306 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1308 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1310 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1311 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1313 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1315 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1317 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1318 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1320 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1322 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1324 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1325 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1328 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1330 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1331 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1332 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1333 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1336 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1338 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1340 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1344 FIXME("Invalid instruction %#x for shader type %#x.\n",
1345 ins
.handler_idx
, shader_version
.type
);
1348 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1350 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1351 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1353 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1357 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1358 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1359 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1360 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1362 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1364 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1365 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1367 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1371 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1372 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1373 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1374 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1375 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1377 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1379 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1380 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1382 FIXME("Invalid instruction %#x for shader type %#x.\n",
1383 ins
.handler_idx
, shader_version
.type
);
1385 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1387 struct wined3d_shader_lconst
*lconst
;
1390 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1391 return E_OUTOFMEMORY
;
1393 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1394 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1395 value
= (float *)lconst
->value
;
1397 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1398 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1400 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1401 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1402 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1403 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1404 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1405 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1406 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1407 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1410 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1412 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1413 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1415 shader
->lconst_inf_or_nan
= TRUE
;
1418 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1420 struct wined3d_shader_lconst
*lconst
;
1422 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1423 return E_OUTOFMEMORY
;
1425 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1426 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1428 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1429 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1431 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1433 struct wined3d_shader_lconst
*lconst
;
1435 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1436 return E_OUTOFMEMORY
;
1438 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1439 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1441 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1442 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1444 /* Handle shader phases. */
1445 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1446 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1447 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1449 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1452 /* For subroutine prototypes. */
1453 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1455 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1457 /* Set texture, address, temporary registers. */
1460 BOOL color0_mov
= FALSE
;
1463 /* This will loop over all the registers and try to
1464 * make a bitmask of the ones we're interested in.
1466 * Relative addressing tokens are ignored, but that's
1467 * okay, since we'll catch any address registers when
1468 * they are initialized (required by spec). */
1469 for (i
= 0; i
< ins
.dst_count
; ++i
)
1471 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1472 shader_version
.type
, constf_size
))
1473 return WINED3DERR_INVALIDCALL
;
1475 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1477 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1479 switch (ins
.dst
[i
].reg
.type
)
1481 case WINED3DSPR_RASTOUT
:
1482 if (shader_version
.major
>= 3)
1487 reg_maps
->output_registers
|= 1u << 10;
1488 shader_signature_from_usage(&output_signature_elements
[10],
1489 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1493 reg_maps
->output_registers
|= 1u << 11;
1494 shader_signature_from_usage(&output_signature_elements
[11],
1495 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1499 reg_maps
->output_registers
|= 1u << 11;
1500 shader_signature_from_usage(&output_signature_elements
[11],
1501 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1506 case WINED3DSPR_ATTROUT
:
1507 if (shader_version
.major
>= 3)
1512 if (reg_maps
->output_registers
& (1u << idx
))
1514 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1518 reg_maps
->output_registers
|= 1u << idx
;
1519 shader_signature_from_usage(&output_signature_elements
[idx
],
1520 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1525 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1526 if (shader_version
.major
>= 3)
1528 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1530 WARN("Invalid output register index %u.\n", idx
);
1533 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1536 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1538 WARN("Invalid texcoord index %u.\n", idx
);
1541 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1542 if (reg_maps
->output_registers
& (1u << idx
))
1544 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1548 reg_maps
->output_registers
|= 1u << idx
;
1549 shader_signature_from_usage(&output_signature_elements
[idx
],
1550 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1559 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1561 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1563 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1564 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1565 * the mov and perform the sRGB write correction from the source register.
1567 * However, if the mov is only partial, we can't do this, and if the write
1568 * comes from an instruction other than MOV it is hard to do as well. If
1569 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1570 shader
->u
.ps
.color0_mov
= FALSE
;
1571 if (ins
.handler_idx
== WINED3DSIH_MOV
1572 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1574 /* Used later when the source register is read. */
1578 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1581 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1582 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1584 shader
->u
.ps
.color0_mov
= FALSE
;
1588 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1589 if (shader_version
.major
== 1
1590 && (ins
.handler_idx
== WINED3DSIH_TEX
1591 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1592 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1593 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1594 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1595 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1596 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1597 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1598 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1599 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1600 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1602 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1604 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1606 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1610 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1611 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1612 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1613 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1615 /* texbem is only valid with < 1.4 pixel shaders */
1616 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1617 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1619 reg_maps
->bumpmat
|= 1u << reg_idx
;
1620 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1622 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1626 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1628 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1632 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1634 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1635 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1637 ERR("Invalid UAV index %u.\n", reg_idx
);
1640 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1642 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1643 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1644 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1645 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1646 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1647 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1649 unsigned int reg_idx
;
1650 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1651 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1652 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1653 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1654 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1655 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1656 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1657 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1659 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1660 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1662 ERR("Invalid UAV index %u.\n", reg_idx
);
1665 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1667 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1669 reg_maps
->usesnrm
= 1;
1671 else if (ins
.handler_idx
== WINED3DSIH_DSY
1672 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1673 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1675 reg_maps
->usesdsy
= 1;
1677 else if (ins
.handler_idx
== WINED3DSIH_DSX
1678 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1679 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1681 reg_maps
->usesdsx
= 1;
1683 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1684 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1685 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1686 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1687 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1688 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1689 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1690 || ins
.handler_idx
== WINED3DSIH_REP
)
1693 if (cur_loop_depth
> max_loop_depth
)
1694 max_loop_depth
= cur_loop_depth
;
1696 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1697 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1701 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1702 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1703 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1704 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1705 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1706 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1707 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1708 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1710 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1711 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1713 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1714 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1716 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1717 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1719 else if ((ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1720 || (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
))
1722 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1723 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1725 else if (ins
.handler_idx
== WINED3DSIH_LD
1726 || ins
.handler_idx
== WINED3DSIH_LD2DMS
1727 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1728 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1730 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1731 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1733 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1734 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1736 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1737 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1741 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1742 shader_version
.type
, constf_size
))
1743 return WINED3DERR_INVALIDCALL
;
1745 for (i
= 0; i
< ins
.src_count
; ++i
)
1747 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1748 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1750 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1751 shader_version
.type
, constf_size
))
1752 return WINED3DERR_INVALIDCALL
;
1755 ++reg
.idx
[0].offset
;
1756 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1757 shader_version
.type
, constf_size
))
1758 return WINED3DERR_INVALIDCALL
;
1764 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1765 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1767 shader
->u
.ps
.color0_mov
= TRUE
;
1768 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1774 prev_ins
= current_ins
;
1776 reg_maps
->loop_depth
= max_loop_depth
;
1780 phase
->end
= prev_ins
;
1784 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1785 * R0 is written to the render target. */
1786 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1787 reg_maps
->rt_mask
|= (1u << 0);
1789 if (input_signature
->elements
)
1791 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1793 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1795 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1797 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1798 return WINED3DERR_INVALIDCALL
;
1801 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1803 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1805 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1806 reg_maps
->usesfacing
= 1;
1808 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1811 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1813 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1814 struct wined3d_shader_signature_element
*e
;
1817 if (!(input_signature
->elements
= heap_calloc(count
, sizeof(*input_signature
->elements
))))
1818 return E_OUTOFMEMORY
;
1819 input_signature
->element_count
= count
;
1821 e
= input_signature
->elements
;
1822 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1824 if (!(reg_maps
->input_registers
& (1u << i
)))
1826 input_signature_elements
[i
].register_idx
= i
;
1827 *e
++ = input_signature_elements
[i
];
1831 if (output_signature
->elements
)
1833 if (FAILED(hr
= shader_scan_output_signature(shader
)))
1836 else if (reg_maps
->output_registers
)
1838 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1839 struct wined3d_shader_signature_element
*e
;
1841 if (!(output_signature
->elements
= heap_calloc(count
, sizeof(*output_signature
->elements
))))
1842 return E_OUTOFMEMORY
;
1843 output_signature
->element_count
= count
;
1845 e
= output_signature
->elements
;
1846 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1848 if (!(reg_maps
->output_registers
& (1u << i
)))
1850 *e
++ = output_signature_elements
[i
];
1857 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1859 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1861 heap_free(reg_maps
->constf
);
1862 heap_free(reg_maps
->sampler_map
.entries
);
1864 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1866 list_init(®_maps
->indexable_temps
);
1868 heap_free(reg_maps
->tgsm
);
1871 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1873 DWORD map
= 1u << max
;
1875 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1877 return wined3d_log2i(map
);
1880 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1882 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1884 shader_addline(buffer
, "refactoringAllowed");
1885 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1887 shader_addline(buffer
, " | ");
1890 if (global_flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1892 shader_addline(buffer
, "forceEarlyDepthStencil");
1893 global_flags
&= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
;
1895 shader_addline(buffer
, " | ");
1898 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1900 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1901 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1905 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1908 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1910 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1912 shader_addline(buffer
, "_g");
1913 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1915 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1917 shader_addline(buffer
, "_t");
1918 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1922 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1925 static void shader_dump_precise_flags(struct wined3d_string_buffer
*buffer
, DWORD flags
)
1927 if (!(flags
& WINED3DSI_PRECISE_XYZW
))
1930 shader_addline(buffer
, " [precise");
1931 if (flags
!= WINED3DSI_PRECISE_XYZW
)
1933 shader_addline(buffer
, "(%s%s%s%s)",
1934 flags
& WINED3DSI_PRECISE_X
? "x" : "",
1935 flags
& WINED3DSI_PRECISE_Y
? "y" : "",
1936 flags
& WINED3DSI_PRECISE_Z
? "z" : "",
1937 flags
& WINED3DSI_PRECISE_W
? "w" : "");
1939 shader_addline(buffer
, "]");
1942 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1944 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1946 shader_addline(buffer
, "_glc");
1947 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1949 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1951 shader_addline(buffer
, "_opc");
1952 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1956 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1959 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1960 enum wined3d_tessellator_domain domain
)
1964 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1965 shader_addline(buffer
, "line");
1967 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1968 shader_addline(buffer
, "triangle");
1970 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1971 shader_addline(buffer
, "quad");
1974 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1979 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1980 enum wined3d_tessellator_output_primitive output_primitive
)
1982 switch (output_primitive
)
1984 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1985 shader_addline(buffer
, "point");
1987 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1988 shader_addline(buffer
, "line");
1990 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1991 shader_addline(buffer
, "triangle_cw");
1993 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1994 shader_addline(buffer
, "triangle_ccw");
1997 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
2002 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
2003 enum wined3d_tessellator_partitioning partitioning
)
2005 switch (partitioning
)
2007 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
2008 shader_addline(buffer
, "integer");
2010 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
2011 shader_addline(buffer
, "pow2");
2013 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
2014 shader_addline(buffer
, "fractional_odd");
2016 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
2017 shader_addline(buffer
, "fractional_even");
2020 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
2025 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
2026 enum wined3d_shader_input_sysval_semantic semantic
)
2030 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
2032 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
2034 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
2039 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
2042 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
2043 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
2044 const struct wined3d_shader_version
*shader_version
)
2046 shader_addline(buffer
, "dcl");
2048 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
2050 switch (semantic
->resource_type
)
2052 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2053 shader_addline(buffer
, "_2d");
2056 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2057 shader_addline(buffer
, "_3d");
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2061 shader_addline(buffer
, "_cube");
2065 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
2069 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2071 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
2072 shader_addline(buffer
, "_resource_");
2074 shader_addline(buffer
, "_uav_");
2075 switch (semantic
->resource_type
)
2077 case WINED3D_SHADER_RESOURCE_BUFFER
:
2078 shader_addline(buffer
, "buffer");
2081 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2082 shader_addline(buffer
, "texture1d");
2085 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2086 shader_addline(buffer
, "texture2d");
2089 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2090 shader_addline(buffer
, "texture2dms");
2093 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2094 shader_addline(buffer
, "texture3d");
2097 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2098 shader_addline(buffer
, "texturecube");
2101 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2102 shader_addline(buffer
, "texture1darray");
2105 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2106 shader_addline(buffer
, "texture2darray");
2109 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2110 shader_addline(buffer
, "texture2dmsarray");
2113 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2114 shader_addline(buffer
, "texturecubearray");
2118 shader_addline(buffer
, "unknown");
2121 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2122 shader_dump_uav_flags(buffer
, flags
);
2123 switch (semantic
->resource_data_type
)
2125 case WINED3D_DATA_FLOAT
:
2126 shader_addline(buffer
, " (float)");
2129 case WINED3D_DATA_INT
:
2130 shader_addline(buffer
, " (int)");
2133 case WINED3D_DATA_UINT
:
2134 shader_addline(buffer
, " (uint)");
2137 case WINED3D_DATA_UNORM
:
2138 shader_addline(buffer
, " (unorm)");
2141 case WINED3D_DATA_SNORM
:
2142 shader_addline(buffer
, " (snorm)");
2146 shader_addline(buffer
, " (unknown)");
2152 /* Pixel shaders 3.0 don't have usage semantics. */
2153 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2156 shader_addline(buffer
, "_");
2158 switch (semantic
->usage
)
2160 case WINED3D_DECL_USAGE_POSITION
:
2161 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2164 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2165 shader_addline(buffer
, "blend");
2168 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2169 shader_addline(buffer
, "weight");
2172 case WINED3D_DECL_USAGE_NORMAL
:
2173 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2176 case WINED3D_DECL_USAGE_PSIZE
:
2177 shader_addline(buffer
, "psize");
2180 case WINED3D_DECL_USAGE_COLOR
:
2181 if (!semantic
->usage_idx
)
2182 shader_addline(buffer
, "color");
2184 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2187 case WINED3D_DECL_USAGE_TEXCOORD
:
2188 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2191 case WINED3D_DECL_USAGE_TANGENT
:
2192 shader_addline(buffer
, "tangent");
2195 case WINED3D_DECL_USAGE_BINORMAL
:
2196 shader_addline(buffer
, "binormal");
2199 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2200 shader_addline(buffer
, "tessfactor");
2203 case WINED3D_DECL_USAGE_POSITIONT
:
2204 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2207 case WINED3D_DECL_USAGE_FOG
:
2208 shader_addline(buffer
, "fog");
2211 case WINED3D_DECL_USAGE_DEPTH
:
2212 shader_addline(buffer
, "depth");
2215 case WINED3D_DECL_USAGE_SAMPLE
:
2216 shader_addline(buffer
, "sample");
2220 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2221 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2226 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2227 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2229 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2230 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2231 UINT offset
= reg
->idx
[0].offset
;
2235 case WINED3DSPR_TEMP
:
2236 shader_addline(buffer
, "r");
2239 case WINED3DSPR_INPUT
:
2240 shader_addline(buffer
, "v");
2243 case WINED3DSPR_CONST
:
2244 case WINED3DSPR_CONST2
:
2245 case WINED3DSPR_CONST3
:
2246 case WINED3DSPR_CONST4
:
2247 shader_addline(buffer
, "c");
2248 offset
= shader_get_float_offset(reg
->type
, offset
);
2251 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2252 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2255 case WINED3DSPR_RASTOUT
:
2256 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2259 case WINED3DSPR_COLOROUT
:
2260 shader_addline(buffer
, "oC");
2263 case WINED3DSPR_DEPTHOUT
:
2264 shader_addline(buffer
, "oDepth");
2267 case WINED3DSPR_DEPTHOUTGE
:
2268 shader_addline(buffer
, "oDepthGE");
2271 case WINED3DSPR_DEPTHOUTLE
:
2272 shader_addline(buffer
, "oDepthLE");
2275 case WINED3DSPR_ATTROUT
:
2276 shader_addline(buffer
, "oD");
2279 case WINED3DSPR_TEXCRDOUT
:
2280 /* Vertex shaders >= 3.0 use general purpose output registers
2281 * (WINED3DSPR_OUTPUT), which can include an address token. */
2282 if (shader_version
->major
>= 3)
2283 shader_addline(buffer
, "o");
2285 shader_addline(buffer
, "oT");
2288 case WINED3DSPR_CONSTINT
:
2289 shader_addline(buffer
, "i");
2292 case WINED3DSPR_CONSTBOOL
:
2293 shader_addline(buffer
, "b");
2296 case WINED3DSPR_LABEL
:
2297 shader_addline(buffer
, "l");
2300 case WINED3DSPR_LOOP
:
2301 shader_addline(buffer
, "aL");
2304 case WINED3DSPR_SAMPLER
:
2305 shader_addline(buffer
, "s");
2308 case WINED3DSPR_MISCTYPE
:
2311 FIXME("Unhandled misctype register %u.\n", offset
);
2312 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2316 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2320 case WINED3DSPR_PREDICATE
:
2321 shader_addline(buffer
, "p");
2324 case WINED3DSPR_IMMCONST
:
2325 shader_addline(buffer
, "l");
2328 case WINED3DSPR_CONSTBUFFER
:
2329 shader_addline(buffer
, "cb");
2332 case WINED3DSPR_IMMCONSTBUFFER
:
2333 shader_addline(buffer
, "icb");
2336 case WINED3DSPR_PRIMID
:
2337 shader_addline(buffer
, "primID");
2340 case WINED3DSPR_NULL
:
2341 shader_addline(buffer
, "null");
2344 case WINED3DSPR_RASTERIZER
:
2345 shader_addline(buffer
, "rasterizer");
2348 case WINED3DSPR_RESOURCE
:
2349 shader_addline(buffer
, "t");
2352 case WINED3DSPR_UAV
:
2353 shader_addline(buffer
, "u");
2356 case WINED3DSPR_OUTPOINTID
:
2357 shader_addline(buffer
, "vOutputControlPointID");
2360 case WINED3DSPR_FORKINSTID
:
2361 shader_addline(buffer
, "vForkInstanceId");
2364 case WINED3DSPR_JOININSTID
:
2365 shader_addline(buffer
, "vJoinInstanceId");
2368 case WINED3DSPR_INCONTROLPOINT
:
2369 shader_addline(buffer
, "vicp");
2372 case WINED3DSPR_OUTCONTROLPOINT
:
2373 shader_addline(buffer
, "vocp");
2376 case WINED3DSPR_PATCHCONST
:
2377 shader_addline(buffer
, "vpc");
2380 case WINED3DSPR_TESSCOORD
:
2381 shader_addline(buffer
, "vDomainLocation");
2384 case WINED3DSPR_GROUPSHAREDMEM
:
2385 shader_addline(buffer
, "g");
2388 case WINED3DSPR_THREADID
:
2389 shader_addline(buffer
, "vThreadID");
2392 case WINED3DSPR_THREADGROUPID
:
2393 shader_addline(buffer
, "vThreadGroupID");
2396 case WINED3DSPR_LOCALTHREADID
:
2397 shader_addline(buffer
, "vThreadIDInGroup");
2400 case WINED3DSPR_LOCALTHREADINDEX
:
2401 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2404 case WINED3DSPR_IDXTEMP
:
2405 shader_addline(buffer
, "x");
2408 case WINED3DSPR_STREAM
:
2409 shader_addline(buffer
, "m");
2412 case WINED3DSPR_FUNCTIONBODY
:
2413 shader_addline(buffer
, "fb");
2416 case WINED3DSPR_FUNCTIONPOINTER
:
2417 shader_addline(buffer
, "fp");
2420 case WINED3DSPR_COVERAGE
:
2421 shader_addline(buffer
, "vCoverage");
2424 case WINED3DSPR_SAMPLEMASK
:
2425 shader_addline(buffer
, "oMask");
2428 case WINED3DSPR_GSINSTID
:
2429 shader_addline(buffer
, "vGSInstanceID");
2433 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2437 if (reg
->type
== WINED3DSPR_IMMCONST
)
2439 shader_addline(buffer
, "(");
2440 switch (reg
->immconst_type
)
2442 case WINED3D_IMMCONST_SCALAR
:
2443 switch (reg
->data_type
)
2445 case WINED3D_DATA_FLOAT
:
2446 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2448 case WINED3D_DATA_INT
:
2449 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2451 case WINED3D_DATA_RESOURCE
:
2452 case WINED3D_DATA_SAMPLER
:
2453 case WINED3D_DATA_UINT
:
2454 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2457 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2462 case WINED3D_IMMCONST_VEC4
:
2463 switch (reg
->data_type
)
2465 case WINED3D_DATA_FLOAT
:
2466 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2467 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2468 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2470 case WINED3D_DATA_INT
:
2471 shader_addline(buffer
, "%d, %d, %d, %d",
2472 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2473 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2475 case WINED3D_DATA_RESOURCE
:
2476 case WINED3D_DATA_SAMPLER
:
2477 case WINED3D_DATA_UINT
:
2478 shader_addline(buffer
, "%u, %u, %u, %u",
2479 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2480 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2483 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2489 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2492 shader_addline(buffer
, ")");
2494 else if (reg
->type
!= WINED3DSPR_RASTOUT
2495 && reg
->type
!= WINED3DSPR_MISCTYPE
2496 && reg
->type
!= WINED3DSPR_NULL
)
2500 shader_addline(buffer
, "[");
2501 if (reg
->idx
[0].rel_addr
)
2503 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2504 shader_addline(buffer
, " + ");
2506 shader_addline(buffer
, "%u]", offset
);
2508 if (reg
->idx
[1].offset
!= ~0u)
2510 shader_addline(buffer
, "[");
2511 if (reg
->idx
[1].rel_addr
)
2513 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2514 shader_addline(buffer
, " + ");
2516 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2520 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2521 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2525 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2526 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2528 DWORD write_mask
= param
->write_mask
;
2530 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2532 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2534 static const char write_mask_chars
[] = "xyzw";
2536 shader_addline(buffer
, ".");
2537 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2538 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2539 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2540 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2541 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2542 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2543 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2544 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2548 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2549 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2551 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2552 DWORD swizzle
= param
->swizzle
;
2554 if (src_modifier
== WINED3DSPSM_NEG
2555 || src_modifier
== WINED3DSPSM_BIASNEG
2556 || src_modifier
== WINED3DSPSM_SIGNNEG
2557 || src_modifier
== WINED3DSPSM_X2NEG
2558 || src_modifier
== WINED3DSPSM_ABSNEG
)
2559 shader_addline(buffer
, "-");
2560 else if (src_modifier
== WINED3DSPSM_COMP
)
2561 shader_addline(buffer
, "1-");
2562 else if (src_modifier
== WINED3DSPSM_NOT
)
2563 shader_addline(buffer
, "!");
2565 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2566 shader_addline(buffer
, "abs(");
2568 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2570 switch (src_modifier
)
2572 case WINED3DSPSM_NONE
: break;
2573 case WINED3DSPSM_NEG
: break;
2574 case WINED3DSPSM_NOT
: break;
2575 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2576 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2577 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2578 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2579 case WINED3DSPSM_COMP
: break;
2580 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2581 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2582 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2583 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2584 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2585 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2586 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2589 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2591 static const char swizzle_chars
[] = "xyzw";
2592 DWORD swizzle_x
= swizzle
& 0x03;
2593 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2594 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2595 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2597 if (swizzle_x
== swizzle_y
2598 && swizzle_x
== swizzle_z
2599 && swizzle_x
== swizzle_w
)
2601 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2605 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2606 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2611 /* Shared code in order to generate the bulk of the shader string. */
2612 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2613 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2614 const DWORD
*start
, const DWORD
*end
)
2616 struct wined3d_device
*device
= shader
->device
;
2617 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2618 void *fe_data
= shader
->frontend_data
;
2619 struct wined3d_shader_version shader_version
;
2620 struct wined3d_shader_parser_state state
;
2621 struct wined3d_shader_instruction ins
;
2622 struct wined3d_shader_tex_mx tex_mx
;
2623 struct wined3d_shader_context ctx
;
2626 /* Initialize current parsing state. */
2627 tex_mx
.current_row
= 0;
2628 state
.current_loop_depth
= 0;
2629 state
.current_loop_reg
= 0;
2630 state
.in_subroutine
= FALSE
;
2632 ctx
.shader
= shader
;
2633 ctx
.gl_info
= &device
->adapter
->gl_info
;
2634 ctx
.reg_maps
= reg_maps
;
2635 ctx
.buffer
= buffer
;
2636 ctx
.tex_mx
= &tex_mx
;
2638 ctx
.backend_data
= backend_ctx
;
2641 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2645 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2648 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2650 /* Unknown opcode and its parameters. */
2651 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2653 WARN("Encountered unrecognised or invalid instruction.\n");
2654 return WINED3DERR_INVALIDCALL
;
2658 FIXME("Predicates not implemented.\n");
2660 /* Call appropriate function for output target */
2661 device
->shader_backend
->shader_handle_instruction(&ins
);
2667 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2668 const struct wined3d_shader_dst_param
*dst
)
2670 DWORD mmask
= dst
->modifiers
;
2675 case 13: shader_addline(buffer
, "_d8"); break;
2676 case 14: shader_addline(buffer
, "_d4"); break;
2677 case 15: shader_addline(buffer
, "_d2"); break;
2678 case 1: shader_addline(buffer
, "_x2"); break;
2679 case 2: shader_addline(buffer
, "_x4"); break;
2680 case 3: shader_addline(buffer
, "_x8"); break;
2681 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2684 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2685 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2686 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2688 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2689 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2692 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2693 const struct wined3d_shader_primitive_type
*primitive_type
)
2695 switch (primitive_type
->type
)
2697 case WINED3D_PT_UNDEFINED
:
2698 shader_addline(buffer
, "undefined");
2700 case WINED3D_PT_POINTLIST
:
2701 shader_addline(buffer
, "pointlist");
2703 case WINED3D_PT_LINELIST
:
2704 shader_addline(buffer
, "linelist");
2706 case WINED3D_PT_LINESTRIP
:
2707 shader_addline(buffer
, "linestrip");
2709 case WINED3D_PT_TRIANGLELIST
:
2710 shader_addline(buffer
, "trianglelist");
2712 case WINED3D_PT_TRIANGLESTRIP
:
2713 shader_addline(buffer
, "trianglestrip");
2715 case WINED3D_PT_TRIANGLEFAN
:
2716 shader_addline(buffer
, "trianglefan");
2718 case WINED3D_PT_LINELIST_ADJ
:
2719 shader_addline(buffer
, "linelist_adj");
2721 case WINED3D_PT_LINESTRIP_ADJ
:
2722 shader_addline(buffer
, "linestrip_adj");
2724 case WINED3D_PT_TRIANGLELIST_ADJ
:
2725 shader_addline(buffer
, "trianglelist_adj");
2727 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2728 shader_addline(buffer
, "trianglestrip_adj");
2730 case WINED3D_PT_PATCH
:
2731 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2734 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2739 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2740 enum wined3d_shader_interpolation_mode interpolation_mode
)
2742 switch (interpolation_mode
)
2744 case WINED3DSIM_CONSTANT
:
2745 shader_addline(buffer
, "constant");
2747 case WINED3DSIM_LINEAR
:
2748 shader_addline(buffer
, "linear");
2750 case WINED3DSIM_LINEAR_CENTROID
:
2751 shader_addline(buffer
, "linear centroid");
2753 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2754 shader_addline(buffer
, "linear noperspective");
2756 case WINED3DSIM_LINEAR_SAMPLE
:
2757 shader_addline(buffer
, "linear sample");
2759 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2760 shader_addline(buffer
, "linear noperspective centroid");
2762 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2763 shader_addline(buffer
, "linear noperspective sample");
2766 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2771 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2773 struct wined3d_shader_version shader_version
;
2774 struct wined3d_string_buffer buffer
;
2775 const char *type_prefix
;
2780 if (!string_buffer_init(&buffer
))
2782 ERR("Failed to initialize string buffer.\n");
2786 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2788 TRACE("Parsing %p.\n", ptr
);
2790 switch (shader_version
.type
)
2792 case WINED3D_SHADER_TYPE_VERTEX
:
2796 case WINED3D_SHADER_TYPE_HULL
:
2800 case WINED3D_SHADER_TYPE_DOMAIN
:
2804 case WINED3D_SHADER_TYPE_GEOMETRY
:
2808 case WINED3D_SHADER_TYPE_PIXEL
:
2812 case WINED3D_SHADER_TYPE_COMPUTE
:
2817 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2818 type_prefix
= "unknown";
2822 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2824 while (!fe
->shader_is_end(fe_data
, &ptr
))
2826 struct wined3d_shader_instruction ins
;
2828 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2829 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2831 WARN("Skipping unrecognized instruction.\n");
2832 shader_addline(&buffer
, "<unrecognized instruction>\n");
2836 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2838 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2839 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2840 shader_addline(&buffer
, " ");
2841 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2843 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2845 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2846 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2847 shader_addline(&buffer
, ", %s",
2848 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2850 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2852 shader_addline(&buffer
, "%s fb%u",
2853 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2855 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2857 shader_addline(&buffer
, "%s ft%u = {...}",
2858 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2860 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2862 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2863 shader_dump_global_flags(&buffer
, ins
.flags
);
2865 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2867 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2868 ins
.declaration
.max_tessellation_factor
);
2870 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2872 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2873 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2875 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2876 ins
.declaration
.icb
->data
[4 * i
+ 0],
2877 ins
.declaration
.icb
->data
[4 * i
+ 1],
2878 ins
.declaration
.icb
->data
[4 * i
+ 2],
2879 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2881 shader_addline(&buffer
, "}");
2883 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2885 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2886 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2887 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2889 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2891 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2892 ins
.declaration
.indexable_temp
.register_idx
,
2893 ins
.declaration
.indexable_temp
.register_size
,
2894 ins
.declaration
.indexable_temp
.component_count
);
2896 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2898 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2899 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2900 shader_addline(&buffer
, " ");
2901 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2903 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2904 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2905 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2906 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2908 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2909 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2910 shader_addline(&buffer
, ", ");
2911 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2913 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2915 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2916 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2917 shader_addline(&buffer
, " ");
2918 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2919 shader_addline(&buffer
, ", ");
2920 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2922 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2923 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2925 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2926 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2928 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2929 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2931 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2932 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2934 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2936 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2937 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2938 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2940 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2942 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2943 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2945 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2947 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2948 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2949 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2951 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2953 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2954 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2955 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2956 shader_addline(&buffer
, ", comparisonMode");
2958 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2959 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2960 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2961 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2962 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2963 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2964 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2966 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2968 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2970 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2971 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2973 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2975 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2976 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2978 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2980 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2981 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2983 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2985 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2986 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2987 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2989 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2991 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2992 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2993 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2994 ins
.declaration
.tgsm_structured
.structure_count
);
2996 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2998 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2999 ins
.declaration
.thread_group_size
.x
,
3000 ins
.declaration
.thread_group_size
.y
,
3001 ins
.declaration
.thread_group_size
.z
);
3003 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
3005 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
3006 shader_dump_uav_flags(&buffer
, ins
.flags
);
3007 shader_addline(&buffer
, " ");
3008 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
3010 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
3012 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
3013 shader_dump_uav_flags(&buffer
, ins
.flags
);
3014 shader_addline(&buffer
, " ");
3015 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
3016 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
3018 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
3020 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
3021 ins
.dst
[0].reg
.idx
[0].offset
),
3022 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
3023 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
3024 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
3025 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
3027 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
3029 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
3030 ins
.src
[0].reg
.u
.immconst_data
[0],
3031 ins
.src
[0].reg
.u
.immconst_data
[1],
3032 ins
.src
[0].reg
.u
.immconst_data
[2],
3033 ins
.src
[0].reg
.u
.immconst_data
[3]);
3035 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
3037 shader_addline(&buffer
, "defb b%u = %s",
3038 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
3044 shader_addline(&buffer
, "(");
3045 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
3046 shader_addline(&buffer
, ") ");
3049 /* PixWin marks instructions with the coissue flag with a '+' */
3051 shader_addline(&buffer
, "+");
3053 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
3055 if (ins
.handler_idx
== WINED3DSIH_BREAKP
3056 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
3057 || ins
.handler_idx
== WINED3DSIH_IF
3058 || ins
.handler_idx
== WINED3DSIH_RETP
3059 || ins
.handler_idx
== WINED3DSIH_TEXKILL
)
3063 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
3064 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
3065 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
3068 else if (ins
.handler_idx
== WINED3DSIH_IFC
3069 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
3073 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
3074 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
3075 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
3076 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
3077 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
3078 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
3079 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
3082 else if (ins
.handler_idx
== WINED3DSIH_TEX
3083 && shader_version
.major
>= 2
3084 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
3086 shader_addline(&buffer
, "p");
3088 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
3092 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
3093 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3094 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3097 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
3101 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3102 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3105 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
3107 shader_dump_sync_flags(&buffer
, ins
.flags
);
3111 shader_dump_precise_flags(&buffer
, ins
.flags
);
3114 if (wined3d_shader_instruction_has_texel_offset(&ins
))
3115 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
3117 for (i
= 0; i
< ins
.dst_count
; ++i
)
3119 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
3120 shader_addline(&buffer
, !i
? " " : ", ");
3121 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
3124 /* Other source tokens */
3125 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
3127 shader_addline(&buffer
, !i
? " " : ", ");
3128 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
3131 shader_addline(&buffer
, "\n");
3134 for (p
= buffer
.buffer
; *p
; p
= q
)
3136 if (!(q
= strstr(p
, "\n")))
3140 TRACE(" %.*s", (int)(q
- p
), p
);
3143 string_buffer_free(&buffer
);
3146 static void shader_cleanup(struct wined3d_shader
*shader
)
3148 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
3150 heap_free(shader
->u
.hs
.phases
.control_point
);
3151 heap_free(shader
->u
.hs
.phases
.fork
);
3152 heap_free(shader
->u
.hs
.phases
.join
);
3154 else if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3156 heap_free(shader
->u
.gs
.so_desc
.elements
);
3159 heap_free(shader
->patch_constant_signature
.elements
);
3160 heap_free(shader
->output_signature
.elements
);
3161 heap_free(shader
->input_signature
.elements
);
3162 heap_free(shader
->signature_strings
);
3163 shader
->device
->shader_backend
->shader_destroy(shader
);
3164 shader_cleanup_reg_maps(&shader
->reg_maps
);
3165 heap_free(shader
->function
);
3166 shader_delete_constant_list(&shader
->constantsF
);
3167 shader_delete_constant_list(&shader
->constantsB
);
3168 shader_delete_constant_list(&shader
->constantsI
);
3169 list_remove(&shader
->shader_list_entry
);
3171 if (shader
->frontend
&& shader
->frontend_data
)
3172 shader
->frontend
->shader_free(shader
->frontend_data
);
3175 struct shader_none_priv
3177 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3178 const struct fragment_pipeline
*fragment_pipe
;
3179 BOOL ffp_proj_control
;
3182 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3183 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3184 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3185 const struct wined3d_state
*state
) {}
3186 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3187 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3188 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3189 const struct wined3d_state
*state
) {}
3190 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3191 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3192 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3194 /* Context activation is done by the caller. */
3195 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3196 const struct wined3d_state
*state
)
3198 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3199 struct shader_none_priv
*priv
= shader_priv
;
3201 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
3202 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
3205 /* Context activation is done by the caller. */
3206 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3208 struct shader_none_priv
*priv
= shader_priv
;
3209 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3211 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
3212 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
3214 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3215 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3216 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3217 | (1u << WINED3D_SHADER_TYPE_HULL
)
3218 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3219 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3222 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3223 const struct fragment_pipeline
*fragment_pipe
)
3225 struct fragment_caps fragment_caps
;
3226 void *vertex_priv
, *fragment_priv
;
3227 struct shader_none_priv
*priv
;
3229 if (!(priv
= heap_alloc(sizeof(*priv
))))
3230 return E_OUTOFMEMORY
;
3232 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3234 ERR("Failed to initialize vertex pipe.\n");
3239 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3241 ERR("Failed to initialize fragment pipe.\n");
3242 vertex_pipe
->vp_free(device
);
3247 priv
->vertex_pipe
= vertex_pipe
;
3248 priv
->fragment_pipe
= fragment_pipe
;
3249 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
3250 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3252 device
->vertex_priv
= vertex_priv
;
3253 device
->fragment_priv
= fragment_priv
;
3254 device
->shader_priv
= priv
;
3259 static void shader_none_free(struct wined3d_device
*device
)
3261 struct shader_none_priv
*priv
= device
->shader_priv
;
3263 priv
->fragment_pipe
->free_private(device
);
3264 priv
->vertex_pipe
->vp_free(device
);
3268 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3273 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
3275 /* Set the shader caps to 0 for the none shader backend */
3276 caps
->vs_version
= 0;
3277 caps
->hs_version
= 0;
3278 caps
->ds_version
= 0;
3279 caps
->gs_version
= 0;
3280 caps
->ps_version
= 0;
3281 caps
->cs_version
= 0;
3282 caps
->vs_uniform_count
= 0;
3283 caps
->ps_uniform_count
= 0;
3284 caps
->ps_1x_max_value
= 0.0f
;
3285 caps
->varying_count
= 0;
3286 caps
->wined3d_caps
= 0;
3289 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3291 /* We "support" every possible fixup, since we don't support any shader
3292 * model, and will never have to actually sample a texture. */
3296 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3298 struct shader_none_priv
*priv
= shader_priv
;
3300 return priv
->ffp_proj_control
;
3303 const struct wined3d_shader_backend_ops none_shader_backend
=
3305 shader_none_handle_instruction
,
3306 shader_none_precompile
,
3308 shader_none_select_compute
,
3309 shader_none_disable
,
3310 shader_none_update_float_vertex_constants
,
3311 shader_none_update_float_pixel_constants
,
3312 shader_none_load_constants
,
3313 shader_none_destroy
,
3316 shader_none_allocate_context_data
,
3317 shader_none_free_context_data
,
3318 shader_none_init_context_state
,
3319 shader_none_get_caps
,
3320 shader_none_color_fixup_supported
,
3321 shader_none_has_ffp_proj_control
,
3324 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
3325 enum wined3d_shader_type type
, unsigned int max_version
)
3327 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3328 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3329 const struct wined3d_shader_frontend
*fe
;
3330 unsigned int backend_version
;
3333 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3334 shader
, float_const_count
, type
, max_version
);
3336 fe
= shader
->frontend
;
3337 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3338 shader
->functionLength
, &shader
->output_signature
)))
3340 FIXME("Failed to initialize frontend.\n");
3341 return WINED3DERR_INVALIDCALL
;
3344 /* First pass: trace shader. */
3345 if (TRACE_ON(d3d_shader
))
3346 shader_trace_init(fe
, shader
->frontend_data
);
3348 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3349 if (FAILED(hr
= shader_get_registers_used(shader
, float_const_count
)))
3352 if (reg_maps
->shader_version
.type
!= type
)
3354 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3355 return WINED3DERR_INVALIDCALL
;
3357 if (reg_maps
->shader_version
.major
> max_version
)
3359 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3360 return WINED3DERR_INVALIDCALL
;
3364 case WINED3D_SHADER_TYPE_VERTEX
:
3365 backend_version
= d3d_info
->limits
.vs_version
;
3367 case WINED3D_SHADER_TYPE_HULL
:
3368 backend_version
= d3d_info
->limits
.hs_version
;
3370 case WINED3D_SHADER_TYPE_DOMAIN
:
3371 backend_version
= d3d_info
->limits
.ds_version
;
3373 case WINED3D_SHADER_TYPE_GEOMETRY
:
3374 backend_version
= d3d_info
->limits
.gs_version
;
3376 case WINED3D_SHADER_TYPE_PIXEL
:
3377 backend_version
= d3d_info
->limits
.ps_version
;
3379 case WINED3D_SHADER_TYPE_COMPUTE
:
3380 backend_version
= d3d_info
->limits
.cs_version
;
3383 FIXME("No backend version-checking for this shader type.\n");
3384 backend_version
= 0;
3386 if (reg_maps
->shader_version
.major
> backend_version
)
3388 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3389 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3390 return WINED3DERR_INVALIDCALL
;
3396 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3398 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3400 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3405 static void wined3d_shader_init_object(void *object
)
3407 struct wined3d_shader
*shader
= object
;
3408 struct wined3d_device
*device
= shader
->device
;
3410 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3412 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3415 static void wined3d_shader_destroy_object(void *object
)
3417 shader_cleanup(object
);
3421 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3423 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3425 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3429 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3430 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3436 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3438 TRACE("shader %p.\n", shader
);
3440 return shader
->parent
;
3443 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3444 void *byte_code
, UINT
*byte_code_size
)
3446 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3450 *byte_code_size
= shader
->functionLength
;
3454 if (*byte_code_size
< shader
->functionLength
)
3456 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3457 * than the required size we should write the required size and
3458 * return D3DERR_MOREDATA. That's not actually true. */
3459 return WINED3DERR_INVALIDCALL
;
3462 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3467 /* Set local constants for d3d8 shaders. */
3468 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3469 UINT start_idx
, const float *src_data
, UINT count
)
3471 UINT end_idx
= start_idx
+ count
;
3474 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3476 if (end_idx
> shader
->limits
->constant_float
)
3478 WARN("end_idx %u > float constants limit %u.\n",
3479 end_idx
, shader
->limits
->constant_float
);
3480 end_idx
= shader
->limits
->constant_float
;
3483 for (i
= start_idx
; i
< end_idx
; ++i
)
3485 struct wined3d_shader_lconst
*lconst
;
3488 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
3489 return E_OUTOFMEMORY
;
3492 value
= (float *)lconst
->value
;
3493 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3494 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3496 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3497 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3499 shader
->lconst_inf_or_nan
= TRUE
;
3506 static void init_interpolation_compile_args(DWORD
*interpolation_args
,
3507 const struct wined3d_shader
*pixel_shader
, const struct wined3d_gl_info
*gl_info
)
3509 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info
)
3510 || !pixel_shader
|| pixel_shader
->reg_maps
.shader_version
.major
< 4)
3512 memset(interpolation_args
, 0, sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3516 memcpy(interpolation_args
, pixel_shader
->u
.ps
.interpolation_mode
,
3517 sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3520 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3521 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_context
*context
)
3523 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3524 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3525 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3526 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3527 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3529 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3530 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3531 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3532 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3533 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3534 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3535 args
->next_shader_type
= hull_shader
? WINED3D_SHADER_TYPE_HULL
3536 : geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3537 if (shader
->reg_maps
.shader_version
.major
>= 4)
3538 args
->next_shader_input_count
= hull_shader
? hull_shader
->limits
->packed_input
3539 : geometry_shader
? geometry_shader
->limits
->packed_input
3540 : pixel_shader
? pixel_shader
->limits
->packed_input
: 0;
3542 args
->next_shader_input_count
= 0;
3543 args
->swizzle_map
= swizzle_map
;
3544 if (d3d_info
->emulated_flatshading
)
3545 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3547 args
->flatshading
= 0;
3549 init_interpolation_compile_args(args
->interpolation_mode
,
3550 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3553 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3555 if (usage_idx1
!= usage_idx2
)
3557 if (usage1
== usage2
)
3559 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3561 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3567 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3568 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3570 WORD map
= shader
->reg_maps
.input_registers
;
3573 for (i
= 0; map
; map
>>= 1, ++i
)
3575 if (!(map
& 1)) continue;
3577 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3578 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3587 static HRESULT
shader_signature_calculate_strings_length(const struct wined3d_shader_signature
*signature
,
3590 struct wined3d_shader_signature_element
*e
;
3594 for (i
= 0; i
< signature
->element_count
; ++i
)
3596 e
= &signature
->elements
[i
];
3597 len
= strlen(e
->semantic_name
);
3598 if (len
>= ~(SIZE_T
)0 - *total
)
3599 return E_OUTOFMEMORY
;
3606 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3607 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3609 struct wined3d_shader_signature_element
*e
;
3614 if (!src
->element_count
)
3617 ptr
= *signature_strings
;
3619 dst
->element_count
= src
->element_count
;
3620 if (!(dst
->elements
= heap_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3621 return E_OUTOFMEMORY
;
3623 for (i
= 0; i
< src
->element_count
; ++i
)
3625 e
= &src
->elements
[i
];
3626 dst
->elements
[i
] = *e
;
3628 len
= strlen(e
->semantic_name
);
3629 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3630 dst
->elements
[i
].semantic_name
= ptr
;
3634 *signature_strings
= ptr
;
3639 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3640 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3641 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3643 size_t byte_code_size
;
3648 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3649 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3651 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3653 FIXME("Unable to find frontend for shader.\n");
3654 return WINED3DERR_INVALIDCALL
;
3658 shader
->device
= device
;
3659 shader
->parent
= parent
;
3660 shader
->parent_ops
= parent_ops
;
3663 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->input_signature
, &total
)))
3665 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->output_signature
, &total
)))
3667 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->patch_constant_signature
, &total
)))
3669 if (total
&& !(shader
->signature_strings
= heap_alloc(total
)))
3670 return E_OUTOFMEMORY
;
3671 ptr
= shader
->signature_strings
;
3673 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3675 heap_free(shader
->signature_strings
);
3678 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3680 heap_free(shader
->input_signature
.elements
);
3681 heap_free(shader
->signature_strings
);
3684 if (FAILED(hr
= shader_signature_copy(&shader
->patch_constant_signature
, &desc
->patch_constant_signature
, &ptr
)))
3686 heap_free(shader
->output_signature
.elements
);
3687 heap_free(shader
->input_signature
.elements
);
3688 heap_free(shader
->signature_strings
);
3692 list_init(&shader
->linked_programs
);
3693 list_init(&shader
->constantsF
);
3694 list_init(&shader
->constantsB
);
3695 list_init(&shader
->constantsI
);
3696 shader
->lconst_inf_or_nan
= FALSE
;
3697 list_init(&shader
->reg_maps
.indexable_temps
);
3698 list_init(&shader
->shader_list_entry
);
3700 byte_code_size
= desc
->byte_code_size
;
3701 if (byte_code_size
== ~(size_t)0)
3703 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3704 struct wined3d_shader_version shader_version
;
3705 struct wined3d_shader_instruction ins
;
3709 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3711 WARN("Failed to initialise frontend data.\n");
3712 shader_cleanup(shader
);
3713 return WINED3DERR_INVALIDCALL
;
3716 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3717 while (!fe
->shader_is_end(fe_data
, &ptr
))
3718 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3720 fe
->shader_free(fe_data
);
3722 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3725 if (desc
->byte_code
&& byte_code_size
)
3727 if (!(shader
->function
= heap_alloc(byte_code_size
)))
3729 shader_cleanup(shader
);
3730 return E_OUTOFMEMORY
;
3732 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3733 shader
->functionLength
= byte_code_size
;
3735 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3737 WARN("Failed to set function, hr %#x.\n", hr
);
3738 shader_cleanup(shader
);
3744 shader
->reg_maps
.shader_version
.type
= type
;
3745 shader
->reg_maps
.shader_version
.major
= 4;
3746 shader
->reg_maps
.shader_version
.minor
= 0;
3747 shader_set_limits(shader
);
3749 if (FAILED(hr
= shader_scan_output_signature(shader
)))
3751 shader_cleanup(shader
);
3756 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3761 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3762 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3764 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3768 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3769 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3772 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3774 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3776 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3779 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3780 shader_usage_from_semantic_name(input
->semantic_name
);
3781 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3784 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3785 shader
->load_local_constsF
= TRUE
;
3790 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3791 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3792 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3794 struct wined3d_shader_desc shader_desc
= *desc
;
3795 struct wined3d_stream_output_element
*elements
;
3796 enum wined3d_shader_type shader_type
;
3801 shader_type
= shader_get_shader_type(desc
);
3802 switch (shader_type
)
3804 case WINED3D_SHADER_TYPE_VERTEX
:
3805 shader_desc
.byte_code
= NULL
;
3806 shader_desc
.byte_code_size
= 0;
3808 case WINED3D_SHADER_TYPE_DOMAIN
:
3809 FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type
));
3816 if (FAILED(hr
= shader_init(shader
, device
, &shader_desc
, 0,
3817 WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3822 if (!(elements
= heap_calloc(so_desc
->element_count
, sizeof(*elements
))))
3824 shader_cleanup(shader
);
3825 return E_OUTOFMEMORY
;
3828 shader
->u
.gs
.so_desc
= *so_desc
;
3829 shader
->u
.gs
.so_desc
.elements
= elements
;
3830 memcpy(elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*elements
));
3836 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3837 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3839 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3840 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3841 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3842 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3844 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3845 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3847 args
->output_count
= geometry_shader
? geometry_shader
->limits
->packed_input
3848 : pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3849 args
->next_shader_type
= geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3851 args
->render_offscreen
= context
->render_offscreen
;
3853 init_interpolation_compile_args(args
->interpolation_mode
,
3854 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3859 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3860 struct gs_compile_args
*args
, const struct wined3d_context
*context
)
3862 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3863 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3865 args
->output_count
= pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3867 if (!(args
->primitive_type
= shader
->u
.gs
.input_type
))
3868 args
->primitive_type
= d3d_primitive_type_from_gl(state
->gl_primitive_type
);
3870 init_interpolation_compile_args(args
->interpolation_mode
, pixel_shader
, gl_info
);
3873 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3874 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3876 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3877 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3878 const struct wined3d_texture
*texture
;
3881 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3882 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3884 static unsigned int warned
= 0;
3886 args
->srgb_correction
= 1;
3887 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3888 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3889 "support, expect rendering artifacts.\n");
3892 if (shader
->reg_maps
.shader_version
.major
== 1
3893 && shader
->reg_maps
.shader_version
.minor
<= 3)
3895 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3897 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3899 if (flags
& WINED3D_TTFF_PROJECTED
)
3901 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3903 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3905 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3907 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3908 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3910 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3912 struct wined3d_vertex_declaration_element
*element
=
3913 &state
->vertex_declaration
->elements
[j
];
3915 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3916 && element
->usage_idx
== index
)
3918 max_valid
= element
->format
->component_count
;
3922 if (!tex_transform
|| tex_transform
> max_valid
)
3924 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3925 tex_transform
, max_valid
);
3926 tex_transform
= max_valid
;
3928 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3929 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3930 && tex_transform
> WINED3D_TTFF_COUNT2
)
3931 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3932 && tex_transform
> WINED3D_TTFF_COUNT3
))
3933 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3936 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3937 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3938 i
, tex_transform
, resource_type
);
3942 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3944 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3948 if (shader
->reg_maps
.shader_version
.major
== 1
3949 && shader
->reg_maps
.shader_version
.minor
<= 4)
3951 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3953 const struct wined3d_texture
*texture
= state
->textures
[i
];
3955 if (!shader
->reg_maps
.resource_info
[i
].type
)
3958 /* Treat unbound textures as 2D. The dummy texture will provide
3959 * the proper sample value. The tex_types bitmap defaults to
3960 * 2D because of the memset. */
3964 switch (texture
->target
)
3966 /* RECT textures are distinguished from 2D textures via np2_fixup */
3971 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3974 case GL_TEXTURE_CUBE_MAP_ARB
:
3975 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3981 if (shader
->reg_maps
.shader_version
.major
>= 4)
3983 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3985 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3986 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3987 args
->np2_fixup
= 0;
3991 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3993 if (!shader
->reg_maps
.resource_info
[i
].type
)
3996 texture
= state
->textures
[i
];
3999 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4002 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
4003 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4005 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
4007 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
4008 args
->shadow
|= 1u << i
;
4010 /* Flag samplers that need NP2 texcoord fixup. */
4011 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
4012 args
->np2_fixup
|= (1u << i
);
4016 if (shader
->reg_maps
.shader_version
.major
>= 3)
4018 if (position_transformed
)
4019 args
->vp_mode
= WINED3D_VP_MODE_NONE
;
4020 else if (use_vs(state
))
4021 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
4023 args
->vp_mode
= WINED3D_VP_MODE_FF
;
4024 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4028 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
4029 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
4031 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
4033 case WINED3D_FOG_NONE
:
4034 if (position_transformed
|| use_vs(state
))
4036 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4040 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
4042 case WINED3D_FOG_NONE
: /* Fall through. */
4043 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
4044 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
4045 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
4049 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
4050 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
4051 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
4056 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4060 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
4062 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4064 args
->texcoords_initialized
= 0;
4065 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4069 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
4070 args
->texcoords_initialized
|= 1u << i
;
4074 const struct wined3d_stream_info
*si
= &context
->stream_info
;
4075 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
4077 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
4078 & WINED3D_FFP_TCI_MASK
4079 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
4080 args
->texcoords_initialized
|= 1u << i
;
4086 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
4089 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
4090 && state
->gl_primitive_type
== GL_POINTS
;
4092 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
4093 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
4095 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
4096 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
4097 : WINED3D_CMP_ALWAYS
) - 1;
4099 if (d3d_info
->emulated_flatshading
)
4100 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4102 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
4103 ? context
->render_offscreen
: 0;
4106 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
4107 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
4109 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4110 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
4113 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
4114 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
4117 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4119 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4122 highest_reg_used
= i
;
4126 /* Don't do any register mapping magic if it is not needed, or if we can't
4127 * achieve anything anyway */
4128 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
4129 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
4130 || shader
->reg_maps
.shader_version
.major
>= 4)
4132 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
4134 /* This happens with relative addressing. The input mapper function
4135 * warns about this if the higher registers are declared too, so
4136 * don't write a FIXME here */
4137 WARN("More varying registers used than supported\n");
4140 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4142 shader
->u
.ps
.input_reg_map
[i
] = i
;
4145 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
4149 shader
->u
.ps
.declared_in_count
= 0;
4150 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4152 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4153 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
4154 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
4161 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
4163 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4164 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
4167 if (reg_maps
->shader_version
.major
!= 1) return;
4169 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
4171 /* We don't sample from this sampler. */
4172 if (!resource_info
[i
].type
)
4175 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
4177 case WINED3D_SHADER_TEX_2D
:
4178 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4181 case WINED3D_SHADER_TEX_3D
:
4182 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
4185 case WINED3D_SHADER_TEX_CUBE
:
4186 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
4192 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4193 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4195 struct wined3d_shader
*object
;
4198 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4199 device
, desc
, parent
, parent_ops
, shader
);
4201 if (!desc
->byte_code
)
4202 return WINED3DERR_INVALIDCALL
;
4204 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4205 return E_OUTOFMEMORY
;
4207 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
)))
4209 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
4214 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4216 TRACE("Created compute shader %p.\n", object
);
4222 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4223 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4225 struct wined3d_shader
*object
;
4228 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4229 device
, desc
, parent
, parent_ops
, shader
);
4231 if (!desc
->byte_code
)
4232 return WINED3DERR_INVALIDCALL
;
4234 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4235 return E_OUTOFMEMORY
;
4237 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
)))
4239 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4244 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4246 TRACE("Created domain shader %p.\n", object
);
4252 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4253 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4254 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4256 struct wined3d_shader
*object
;
4259 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4260 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4262 if (!desc
->byte_code
)
4263 return WINED3DERR_INVALIDCALL
;
4265 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4266 return E_OUTOFMEMORY
;
4268 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4270 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4275 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4277 TRACE("Created geometry shader %p.\n", object
);
4283 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4284 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4286 struct wined3d_shader
*object
;
4289 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4290 device
, desc
, parent
, parent_ops
, shader
);
4292 if (!desc
->byte_code
)
4293 return WINED3DERR_INVALIDCALL
;
4295 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4296 return E_OUTOFMEMORY
;
4298 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
)))
4300 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4305 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4307 TRACE("Created hull shader %p.\n", object
);
4313 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4314 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4316 struct wined3d_shader
*object
;
4319 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4320 device
, desc
, parent
, parent_ops
, shader
);
4322 if (!desc
->byte_code
)
4323 return WINED3DERR_INVALIDCALL
;
4325 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4326 return E_OUTOFMEMORY
;
4328 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4330 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4335 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4337 TRACE("Created pixel shader %p.\n", object
);
4343 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4344 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4346 struct wined3d_shader
*object
;
4349 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4350 device
, desc
, parent
, parent_ops
, shader
);
4352 if (!desc
->byte_code
)
4353 return WINED3DERR_INVALIDCALL
;
4355 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4356 return E_OUTOFMEMORY
;
4358 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4360 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4365 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4367 TRACE("Created vertex shader %p.\n", object
);