wined3d: Avoid calling _strnicmp() with limit -1.
[wine.git] / dlls / wined3d / shader.c
bloba296e34bc9fd671175d3534f7c01f272877680c6
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include <stdio.h>
26 #include <string.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 const struct wined3d_vec4 wined3d_srgb_const[] =
34 /* pow, mul_high, sub_high, mul_low */
35 {0.41666f, 1.055f, 0.055f, 12.92f},
36 /* cmp */
37 {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",
300 static const struct
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
305 shader_input_sysval_semantic_names[] =
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
339 return shader_opcode_names[handler_idx];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
344 if (usage >= ARRAY_SIZE(semantic_names))
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
350 return semantic_names[usage];
353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
355 unsigned int i;
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
359 if (!strcmp(name, semantic_names[i]))
360 return i;
363 return ~0U;
366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
368 switch (usage)
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
408 switch (format)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
422 void string_buffer_clear(struct wined3d_string_buffer *buffer)
424 buffer->buffer[0] = '\0';
425 buffer->content_size = 0;
428 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
430 buffer->buffer_size = 32;
431 if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
433 ERR("Failed to allocate shader buffer memory.\n");
434 return FALSE;
437 string_buffer_clear(buffer);
438 return TRUE;
441 void string_buffer_free(struct wined3d_string_buffer *buffer)
443 heap_free(buffer->buffer);
446 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
448 char *new_buffer;
449 unsigned int new_buffer_size = buffer->buffer_size * 2;
451 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
452 new_buffer_size *= 2;
453 if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
455 ERR("Failed to grow buffer.\n");
456 buffer->buffer[buffer->content_size] = '\0';
457 return FALSE;
459 buffer->buffer = new_buffer;
460 buffer->buffer_size = new_buffer_size;
461 return TRUE;
464 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
466 unsigned int rem;
467 int rc;
469 rem = buffer->buffer_size - buffer->content_size;
470 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
471 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
472 return rc;
474 buffer->content_size += rc;
475 return 0;
478 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
480 va_list args;
481 int ret;
483 for (;;)
485 va_start(args, format);
486 ret = shader_vaddline(buffer, format, args);
487 va_end(args);
488 if (!ret)
489 return ret;
490 if (!string_buffer_resize(buffer, ret))
491 return -1;
495 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
497 struct wined3d_string_buffer *buffer;
499 if (list_empty(&list->list))
501 buffer = heap_alloc(sizeof(*buffer));
502 if (!buffer || !string_buffer_init(buffer))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 heap_free(buffer);
506 return NULL;
509 else
511 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
512 list_remove(&buffer->entry);
514 string_buffer_clear(buffer);
515 return buffer;
518 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
520 if (!buffer)
521 return 0;
522 string_buffer_clear(buffer);
523 return shader_vaddline(buffer, format, args);
526 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
528 va_list args;
529 int ret;
531 for (;;)
533 va_start(args, format);
534 ret = string_buffer_vsprintf(buffer, format, args);
535 va_end(args);
536 if (!ret)
537 return;
538 if (!string_buffer_resize(buffer, ret))
539 return;
543 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
545 if (!buffer)
546 return;
547 list_add_head(&list->list, &buffer->entry);
550 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
552 list_init(&list->list);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
557 struct wined3d_string_buffer *buffer, *buffer_next;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
561 string_buffer_free(buffer);
562 heap_free(buffer);
564 list_init(&list->list);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
571 switch (register_type)
573 case WINED3DSPR_CONST: return register_idx;
574 case WINED3DSPR_CONST2: return 2048 + register_idx;
575 case WINED3DSPR_CONST3: return 4096 + register_idx;
576 case WINED3DSPR_CONST4: return 6144 + register_idx;
577 default:
578 FIXME("Unsupported register type: %u.\n", register_type);
579 return register_idx;
583 static void shader_delete_constant_list(struct list *clist)
585 struct wined3d_shader_lconst *constant, *constant_next;
587 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
588 heap_free(constant);
589 list_init(clist);
592 static void shader_set_limits(struct wined3d_shader *shader)
594 static const struct limits_entry
596 unsigned int min_version;
597 unsigned int max_version;
598 struct wined3d_shader_limits limits;
600 vs_limits[] =
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
609 * shaders to 256. */
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
615 hs_limits[] =
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
620 ds_limits[] =
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
625 gs_limits[] =
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
632 ps_limits[] =
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
643 cs_limits[] =
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry *limits_array;
649 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
650 shader->reg_maps.shader_version.minor);
651 int i = 0;
653 switch (shader->reg_maps.shader_version.type)
655 default:
656 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
657 /* Fall-through. */
658 case WINED3D_SHADER_TYPE_VERTEX:
659 limits_array = vs_limits;
660 break;
661 case WINED3D_SHADER_TYPE_HULL:
662 limits_array = hs_limits;
663 break;
664 case WINED3D_SHADER_TYPE_DOMAIN:
665 limits_array = ds_limits;
666 break;
667 case WINED3D_SHADER_TYPE_GEOMETRY:
668 limits_array = gs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_PIXEL:
671 limits_array = ps_limits;
672 break;
673 case WINED3D_SHADER_TYPE_COMPUTE:
674 limits_array = cs_limits;
675 break;
678 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
680 if (shader_version <= limits_array[i].max_version)
682 shader->limits = &limits_array[i].limits;
683 break;
685 ++i;
687 if (!shader->limits)
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader->reg_maps.shader_version.major,
691 shader->reg_maps.shader_version.minor);
692 shader->limits = &limits_array[max(0, i - 1)].limits;
696 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
697 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
699 switch (reg->type)
701 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
702 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
703 reg_maps->texcoord |= 1u << reg->idx[0].offset;
704 else
705 reg_maps->address |= 1u << reg->idx[0].offset;
706 break;
708 case WINED3DSPR_TEMP:
709 reg_maps->temporary |= 1u << reg->idx[0].offset;
710 break;
712 case WINED3DSPR_INPUT:
713 if (reg->idx[0].rel_addr)
714 reg_maps->input_rel_addressing = 1;
715 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
717 /* If relative addressing is used, we must assume that all
718 * registers are used. Even if it is a construct like v3[aL],
719 * we can't assume that v0, v1 and v2 aren't read because aL
720 * can be negative. */
721 if (reg->idx[0].rel_addr)
722 shader->u.ps.input_reg_used = ~0u;
723 else
724 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
726 else
728 reg_maps->input_registers |= 1u << reg->idx[0].offset;
730 break;
732 case WINED3DSPR_RASTOUT:
733 if (reg->idx[0].offset == 1)
734 reg_maps->fog = 1;
735 if (reg->idx[0].offset == 2)
736 reg_maps->point_size = 1;
737 break;
739 case WINED3DSPR_MISCTYPE:
740 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
742 if (!reg->idx[0].offset)
743 reg_maps->vpos = 1;
744 else if (reg->idx[0].offset == 1)
745 reg_maps->usesfacing = 1;
747 break;
749 case WINED3DSPR_CONST:
750 if (reg->idx[0].rel_addr)
752 if (reg->idx[0].offset < reg_maps->min_rel_offset)
753 reg_maps->min_rel_offset = reg->idx[0].offset;
754 if (reg->idx[0].offset > reg_maps->max_rel_offset)
755 reg_maps->max_rel_offset = reg->idx[0].offset;
756 reg_maps->usesrelconstF = TRUE;
758 else
760 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
762 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
763 return FALSE;
765 else
767 wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
770 break;
772 case WINED3DSPR_CONSTINT:
773 if (reg->idx[0].offset >= shader->limits->constant_int)
775 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
776 return FALSE;
778 else
780 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
782 break;
784 case WINED3DSPR_CONSTBOOL:
785 if (reg->idx[0].offset >= shader->limits->constant_bool)
787 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
788 return FALSE;
790 else
792 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
794 break;
796 case WINED3DSPR_COLOROUT:
797 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
798 break;
800 case WINED3DSPR_OUTCONTROLPOINT:
801 reg_maps->vocp = 1;
802 break;
804 case WINED3DSPR_SAMPLEMASK:
805 reg_maps->sample_mask = 1;
806 break;
808 default:
809 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
810 reg->type, reg->idx[0].offset, reg->idx[1].offset);
811 break;
813 return TRUE;
816 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
817 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
819 struct wined3d_shader_sampler_map_entry *entries, *entry;
820 struct wined3d_shader_sampler_map *map;
821 unsigned int i;
823 map = &reg_maps->sampler_map;
824 entries = map->entries;
825 for (i = 0; i < map->count; ++i)
827 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
828 return;
831 if (!map->size)
833 if (!(entries = heap_calloc(4, sizeof(*entries))))
835 ERR("Failed to allocate sampler map entries.\n");
836 return;
838 map->size = 4;
839 map->entries = entries;
841 else if (map->count == map->size)
843 size_t new_size = map->size * 2;
845 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
846 || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
848 ERR("Failed to resize sampler map entries.\n");
849 return;
851 map->size = new_size;
852 map->entries = entries;
855 entry = &entries[map->count++];
856 entry->resource_idx = resource_idx;
857 entry->sampler_idx = sampler_idx;
858 entry->bind_idx = bind_idx;
861 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
863 switch (instr)
865 case WINED3DSIH_M4x4:
866 case WINED3DSIH_M3x4:
867 return param == 1 ? 3 : 0;
869 case WINED3DSIH_M4x3:
870 case WINED3DSIH_M3x3:
871 return param == 1 ? 2 : 0;
873 case WINED3DSIH_M3x2:
874 return param == 1 ? 1 : 0;
876 default:
877 return 0;
881 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
882 unsigned int register_idx, unsigned int size, unsigned int stride)
884 struct wined3d_shader_tgsm *tgsm;
886 if (register_idx >= MAX_TGSM_REGISTERS)
888 ERR("Invalid TGSM register index %u.\n", register_idx);
889 return S_OK;
891 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
893 FIXME("TGSM declarations are allowed only in compute shaders.\n");
894 return S_OK;
897 if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
898 register_idx + 1, sizeof(*reg_maps->tgsm)))
899 return E_OUTOFMEMORY;
901 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
902 tgsm = &reg_maps->tgsm[register_idx];
903 tgsm->size = size;
904 tgsm->stride = stride;
905 return S_OK;
908 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
909 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
910 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
912 struct wined3d_shader_phase *phase;
914 if ((phase = *current_phase))
916 phase->end = previous_instruction_ptr;
917 *current_phase = NULL;
920 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
922 ERR("Unexpected shader type %s.\n", debug_shader_type(shader->reg_maps.shader_version.type));
923 return E_FAIL;
926 switch (ins->handler_idx)
928 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
929 if (shader->u.hs.phases.control_point)
931 FIXME("Multiple control point phases.\n");
932 heap_free(shader->u.hs.phases.control_point);
934 if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
935 return E_OUTOFMEMORY;
936 phase = shader->u.hs.phases.control_point;
937 break;
938 case WINED3DSIH_HS_FORK_PHASE:
939 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
940 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
941 sizeof(*shader->u.hs.phases.fork)))
942 return E_OUTOFMEMORY;
943 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
944 break;
945 case WINED3DSIH_HS_JOIN_PHASE:
946 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
947 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
948 sizeof(*shader->u.hs.phases.join)))
949 return E_OUTOFMEMORY;
950 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
951 break;
952 default:
953 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
954 return E_FAIL;
957 phase->start = current_instruction_ptr;
958 *current_phase = phase;
960 return WINED3D_OK;
963 static HRESULT shader_calculate_clip_or_cull_distance_mask(
964 const struct wined3d_shader_signature_element *e, unsigned int *mask)
966 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
967 * the only allowed semantic indices.
969 if (e->semantic_idx >= WINED3D_MAX_CLIP_DISTANCES / 4)
971 *mask = 0;
972 WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
973 return WINED3DERR_INVALIDCALL;
976 *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
977 return WINED3D_OK;
980 static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
981 unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
983 if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
984 FIXME("Unexpected interpolation mode %#x.\n", mode);
986 wined3d_insert_bits(packed_interpolation_mode,
987 register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
990 static HRESULT shader_scan_output_signature(struct wined3d_shader *shader)
992 const struct wined3d_shader_signature *output_signature = &shader->output_signature;
993 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
994 unsigned int i;
995 HRESULT hr;
997 for (i = 0; i < output_signature->element_count; ++i)
999 const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1000 unsigned int mask;
1002 reg_maps->output_registers |= 1u << e->register_idx;
1003 if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
1005 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1006 return hr;
1007 reg_maps->clip_distance_mask |= mask;
1009 else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
1011 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1012 return hr;
1013 reg_maps->cull_distance_mask |= mask;
1015 else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
1017 reg_maps->viewport_array = 1;
1021 return WINED3D_OK;
1024 /* Note that this does not count the loop register as an address register. */
1025 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD constf_size)
1027 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
1028 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
1029 struct wined3d_shader_signature *output_signature = &shader->output_signature;
1030 struct wined3d_shader_signature *input_signature = &shader->input_signature;
1031 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1032 const struct wined3d_shader_frontend *fe = shader->frontend;
1033 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
1034 struct wined3d_shader_version shader_version;
1035 struct wined3d_shader_phase *phase = NULL;
1036 const DWORD *ptr, *prev_ins, *current_ins;
1037 void *fe_data = shader->frontend_data;
1038 unsigned int i;
1039 HRESULT hr;
1041 memset(reg_maps, 0, sizeof(*reg_maps));
1042 memset(input_signature_elements, 0, sizeof(input_signature_elements));
1043 memset(output_signature_elements, 0, sizeof(output_signature_elements));
1044 reg_maps->min_rel_offset = ~0U;
1045 list_init(&reg_maps->indexable_temps);
1047 fe->shader_read_header(fe_data, &ptr, &shader_version);
1048 prev_ins = current_ins = ptr;
1049 reg_maps->shader_version = shader_version;
1051 shader_set_limits(shader);
1053 if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
1054 sizeof(*reg_maps->constf))))
1056 ERR("Failed to allocate constant map memory.\n");
1057 return E_OUTOFMEMORY;
1060 while (!fe->shader_is_end(fe_data, &ptr))
1062 struct wined3d_shader_instruction ins;
1064 current_ins = ptr;
1065 /* Fetch opcode. */
1066 fe->shader_read_instruction(fe_data, &ptr, &ins);
1068 /* Unhandled opcode, and its parameters. */
1069 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1071 WARN("Encountered unrecognised or invalid instruction.\n");
1072 return WINED3DERR_INVALIDCALL;
1075 /* Handle declarations. */
1076 if (ins.handler_idx == WINED3DSIH_DCL
1077 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1079 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1080 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1082 switch (semantic->reg.reg.type)
1084 /* Mark input registers used. */
1085 case WINED3DSPR_INPUT:
1086 if (reg_idx >= MAX_REG_INPUT)
1088 ERR("Invalid input register index %u.\n", reg_idx);
1089 break;
1091 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1092 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1093 return WINED3DERR_INVALIDCALL;
1094 reg_maps->input_registers |= 1u << reg_idx;
1095 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1096 break;
1098 /* Vertex shader: mark 3.0 output registers used, save token. */
1099 case WINED3DSPR_OUTPUT:
1100 if (reg_idx >= MAX_REG_OUTPUT)
1102 ERR("Invalid output register index %u.\n", reg_idx);
1103 break;
1105 reg_maps->output_registers |= 1u << reg_idx;
1106 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1107 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1108 reg_maps->fog = 1;
1109 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1110 reg_maps->point_size = 1;
1111 break;
1113 case WINED3DSPR_SAMPLER:
1114 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1115 case WINED3DSPR_RESOURCE:
1116 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1118 ERR("Invalid resource index %u.\n", reg_idx);
1119 break;
1121 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1122 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1123 wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
1124 break;
1126 case WINED3DSPR_UAV:
1127 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1129 ERR("Invalid UAV resource index %u.\n", reg_idx);
1130 break;
1132 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1133 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1134 if (ins.flags)
1135 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1136 break;
1138 default:
1139 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1140 break;
1143 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1145 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1146 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1148 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1150 else
1152 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1153 wined3d_bitmap_set(&reg_maps->cb_map, reg->idx[0].offset);
1156 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1158 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1160 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1161 shader->u.ps.force_early_depth_stencil = TRUE;
1162 else
1163 FIXME("Invalid instruction %#x for shader type %#x.\n",
1164 ins.handler_idx, shader_version.type);
1166 else
1168 WARN("Ignoring global flags %#x.\n", ins.flags);
1171 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1173 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1174 shader->u.gs.instance_count = ins.declaration.count;
1175 else
1176 FIXME("Invalid instruction %#x for shader type %#x.\n",
1177 ins.handler_idx, shader_version.type);
1179 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1180 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1182 if (phase)
1183 phase->instance_count = ins.declaration.count;
1184 else
1185 FIXME("Instruction %s outside of shader phase.\n",
1186 debug_d3dshaderinstructionhandler(ins.handler_idx));
1188 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1190 if (reg_maps->icb)
1191 FIXME("Multiple immediate constant buffers.\n");
1192 reg_maps->icb = ins.declaration.icb;
1194 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1196 if (phase)
1198 FIXME("Indexable temporary registers not supported.\n");
1200 else
1202 struct wined3d_shader_indexable_temp *reg;
1204 if (!(reg = heap_alloc(sizeof(*reg))))
1205 return E_OUTOFMEMORY;
1207 *reg = ins.declaration.indexable_temp;
1208 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
1211 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1213 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1214 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1215 else
1216 FIXME("Invalid instruction %#x for shader type %#x.\n",
1217 ins.handler_idx, shader_version.type);
1219 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
1221 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1222 if (reg_idx >= MAX_REG_INPUT)
1224 ERR("Invalid register index %u.\n", reg_idx);
1225 break;
1227 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1228 wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
1229 else
1230 FIXME("Invalid instruction %#x for shader type %#x.\n",
1231 ins.handler_idx, shader_version.type);
1233 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1235 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1236 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1237 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1239 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1240 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1241 else
1242 FIXME("Invalid instruction %#x for shader type %#x.\n",
1243 ins.handler_idx, shader_version.type);
1246 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1248 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1249 shader->u.hs.output_vertex_count = ins.declaration.count;
1250 else
1251 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1253 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1255 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1256 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1257 else
1258 FIXME("Invalid instruction %#x for shader type %#x.\n",
1259 ins.handler_idx, shader_version.type);
1261 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1263 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1264 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1266 ERR("Invalid resource index %u.\n", reg_idx);
1267 break;
1269 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1270 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1271 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1272 wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
1274 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1276 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1277 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1279 ERR("Invalid resource index %u.\n", reg_idx);
1280 break;
1282 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1283 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1284 reg_maps->resource_info[reg_idx].flags = 0;
1285 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1286 wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
1288 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1290 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1291 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1293 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1295 if (phase)
1296 phase->temporary_count = ins.declaration.count;
1297 else
1298 reg_maps->temporary_count = ins.declaration.count;
1300 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1302 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1303 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1304 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1305 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1307 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1309 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1310 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1311 else
1312 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1314 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1316 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1317 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1318 else
1319 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1321 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1323 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1324 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1325 return hr;
1327 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1329 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1330 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1331 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1332 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1333 return hr;
1335 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1337 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1339 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1341 else
1343 FIXME("Invalid instruction %#x for shader type %#x.\n",
1344 ins.handler_idx, shader_version.type);
1347 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1349 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1350 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1352 ERR("Invalid UAV resource index %u.\n", reg_idx);
1353 break;
1355 if (ins.flags)
1356 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1357 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1358 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1359 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1361 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1363 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1364 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1366 ERR("Invalid UAV resource index %u.\n", reg_idx);
1367 break;
1369 if (ins.flags)
1370 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1371 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1372 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1373 reg_maps->uav_resource_info[reg_idx].flags = 0;
1374 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1376 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1378 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1379 shader->u.gs.vertices_out = ins.declaration.count;
1380 else
1381 FIXME("Invalid instruction %#x for shader type %#x.\n",
1382 ins.handler_idx, shader_version.type);
1384 else if (ins.handler_idx == WINED3DSIH_DEF)
1386 struct wined3d_shader_lconst *lconst;
1387 float *value;
1389 if (!(lconst = heap_alloc(sizeof(*lconst))))
1390 return E_OUTOFMEMORY;
1392 lconst->idx = ins.dst[0].reg.idx[0].offset;
1393 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1394 value = (float *)lconst->value;
1396 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1397 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1399 if (value[0] < -1.0f) value[0] = -1.0f;
1400 else if (value[0] > 1.0f) value[0] = 1.0f;
1401 if (value[1] < -1.0f) value[1] = -1.0f;
1402 else if (value[1] > 1.0f) value[1] = 1.0f;
1403 if (value[2] < -1.0f) value[2] = -1.0f;
1404 else if (value[2] > 1.0f) value[2] = 1.0f;
1405 if (value[3] < -1.0f) value[3] = -1.0f;
1406 else if (value[3] > 1.0f) value[3] = 1.0f;
1409 list_add_head(&shader->constantsF, &lconst->entry);
1411 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1412 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1414 shader->lconst_inf_or_nan = TRUE;
1417 else if (ins.handler_idx == WINED3DSIH_DEFI)
1419 struct wined3d_shader_lconst *lconst;
1421 if (!(lconst = heap_alloc(sizeof(*lconst))))
1422 return E_OUTOFMEMORY;
1424 lconst->idx = ins.dst[0].reg.idx[0].offset;
1425 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1427 list_add_head(&shader->constantsI, &lconst->entry);
1428 reg_maps->local_int_consts |= (1u << lconst->idx);
1430 else if (ins.handler_idx == WINED3DSIH_DEFB)
1432 struct wined3d_shader_lconst *lconst;
1434 if (!(lconst = heap_alloc(sizeof(*lconst))))
1435 return E_OUTOFMEMORY;
1437 lconst->idx = ins.dst[0].reg.idx[0].offset;
1438 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1440 list_add_head(&shader->constantsB, &lconst->entry);
1441 reg_maps->local_bool_consts |= (1u << lconst->idx);
1443 /* Handle shader phases. */
1444 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1445 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1446 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1448 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1449 return hr;
1451 /* For subroutine prototypes. */
1452 else if (ins.handler_idx == WINED3DSIH_LABEL)
1454 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1456 /* Set texture, address, temporary registers. */
1457 else
1459 BOOL color0_mov = FALSE;
1460 unsigned int i;
1462 /* This will loop over all the registers and try to
1463 * make a bitmask of the ones we're interested in.
1465 * Relative addressing tokens are ignored, but that's
1466 * okay, since we'll catch any address registers when
1467 * they are initialized (required by spec). */
1468 for (i = 0; i < ins.dst_count; ++i)
1470 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1471 shader_version.type, constf_size))
1472 return WINED3DERR_INVALIDCALL;
1474 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1476 UINT idx = ins.dst[i].reg.idx[0].offset;
1478 switch (ins.dst[i].reg.type)
1480 case WINED3DSPR_RASTOUT:
1481 if (shader_version.major >= 3)
1482 break;
1483 switch (idx)
1485 case 0: /* oPos */
1486 reg_maps->output_registers |= 1u << 10;
1487 shader_signature_from_usage(&output_signature_elements[10],
1488 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1489 break;
1491 case 1: /* oFog */
1492 reg_maps->output_registers |= 1u << 11;
1493 shader_signature_from_usage(&output_signature_elements[11],
1494 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1495 break;
1497 case 2: /* oPts */
1498 reg_maps->output_registers |= 1u << 11;
1499 shader_signature_from_usage(&output_signature_elements[11],
1500 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1501 break;
1503 break;
1505 case WINED3DSPR_ATTROUT:
1506 if (shader_version.major >= 3)
1507 break;
1508 if (idx < 2)
1510 idx += 8;
1511 if (reg_maps->output_registers & (1u << idx))
1513 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1515 else
1517 reg_maps->output_registers |= 1u << idx;
1518 shader_signature_from_usage(&output_signature_elements[idx],
1519 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1522 break;
1524 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1525 if (shader_version.major >= 3)
1527 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1529 WARN("Invalid output register index %u.\n", idx);
1530 break;
1532 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1533 break;
1535 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1537 WARN("Invalid texcoord index %u.\n", idx);
1538 break;
1540 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1541 if (reg_maps->output_registers & (1u << idx))
1543 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1545 else
1547 reg_maps->output_registers |= 1u << idx;
1548 shader_signature_from_usage(&output_signature_elements[idx],
1549 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1551 break;
1553 default:
1554 break;
1558 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1560 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1562 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1563 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1564 * the mov and perform the sRGB write correction from the source register.
1566 * However, if the mov is only partial, we can't do this, and if the write
1567 * comes from an instruction other than MOV it is hard to do as well. If
1568 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1569 shader->u.ps.color0_mov = FALSE;
1570 if (ins.handler_idx == WINED3DSIH_MOV
1571 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1573 /* Used later when the source register is read. */
1574 color0_mov = TRUE;
1577 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1578 * end
1580 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1581 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1583 shader->u.ps.color0_mov = FALSE;
1587 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1588 if (shader_version.major == 1
1589 && (ins.handler_idx == WINED3DSIH_TEX
1590 || ins.handler_idx == WINED3DSIH_TEXBEM
1591 || ins.handler_idx == WINED3DSIH_TEXBEML
1592 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1593 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1594 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1595 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1596 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1597 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1598 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1599 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1601 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1603 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1605 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1606 continue;
1609 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1610 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1611 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1612 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1613 wined3d_bitmap_set(reg_maps->resource_map, 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);
1638 break;
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 const struct wined3d_shader_register *reg;
1651 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1652 reg = &ins.src[1].reg;
1653 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1654 reg = &ins.src[2].reg;
1655 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1656 reg = &ins.dst[0].reg;
1657 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1658 reg = &ins.src[0].reg;
1659 else
1660 reg = &ins.dst[1].reg;
1662 if (reg->type == WINED3DSPR_UAV)
1664 if (reg->idx[0].offset >= MAX_UNORDERED_ACCESS_VIEWS)
1666 ERR("Invalid UAV index %u.\n", reg->idx[0].offset);
1667 break;
1669 reg_maps->uav_read_mask |= (1u << reg->idx[0].offset);
1672 else if (ins.handler_idx == WINED3DSIH_NRM)
1674 reg_maps->usesnrm = 1;
1676 else if (ins.handler_idx == WINED3DSIH_DSY
1677 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1678 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1680 reg_maps->usesdsy = 1;
1682 else if (ins.handler_idx == WINED3DSIH_DSX
1683 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1684 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1686 reg_maps->usesdsx = 1;
1688 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1689 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1690 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1691 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1692 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1693 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1694 else if (ins.handler_idx == WINED3DSIH_LOOP
1695 || ins.handler_idx == WINED3DSIH_REP)
1697 ++cur_loop_depth;
1698 if (cur_loop_depth > max_loop_depth)
1699 max_loop_depth = cur_loop_depth;
1701 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1702 || ins.handler_idx == WINED3DSIH_ENDREP)
1704 --cur_loop_depth;
1706 else if (ins.handler_idx == WINED3DSIH_GATHER4
1707 || ins.handler_idx == WINED3DSIH_GATHER4_C
1708 || ins.handler_idx == WINED3DSIH_SAMPLE
1709 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1710 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1711 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1712 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1713 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1715 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1716 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1718 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1719 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1721 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1722 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1724 else if ((ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1725 || (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE))
1727 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1728 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1730 else if (ins.handler_idx == WINED3DSIH_LD
1731 || ins.handler_idx == WINED3DSIH_LD2DMS
1732 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1733 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1735 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1736 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1738 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1739 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1741 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1742 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1745 if (ins.predicate)
1746 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1747 shader_version.type, constf_size))
1748 return WINED3DERR_INVALIDCALL;
1750 for (i = 0; i < ins.src_count; ++i)
1752 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1753 struct wined3d_shader_register reg = ins.src[i].reg;
1755 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1756 shader_version.type, constf_size))
1757 return WINED3DERR_INVALIDCALL;
1758 while (count)
1760 ++reg.idx[0].offset;
1761 if (!shader_record_register_usage(shader, reg_maps, &reg,
1762 shader_version.type, constf_size))
1763 return WINED3DERR_INVALIDCALL;
1764 --count;
1767 if (color0_mov)
1769 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1770 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1772 shader->u.ps.color0_mov = TRUE;
1773 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1779 prev_ins = current_ins;
1781 reg_maps->loop_depth = max_loop_depth;
1783 if (phase)
1785 phase->end = prev_ins;
1786 phase = NULL;
1789 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1790 * R0 is written to the render target. */
1791 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1792 reg_maps->rt_mask |= (1u << 0);
1794 if (input_signature->elements)
1796 for (i = 0; i < input_signature->element_count; ++i)
1798 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1800 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1802 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1803 return WINED3DERR_INVALIDCALL;
1806 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1808 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1809 reg_maps->vpos = 1;
1810 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1811 reg_maps->usesfacing = 1;
1813 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1816 else if (!input_signature->elements && reg_maps->input_registers)
1818 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1819 struct wined3d_shader_signature_element *e;
1820 unsigned int i;
1822 if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
1823 return E_OUTOFMEMORY;
1824 input_signature->element_count = count;
1826 e = input_signature->elements;
1827 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1829 if (!(reg_maps->input_registers & (1u << i)))
1830 continue;
1831 input_signature_elements[i].register_idx = i;
1832 *e++ = input_signature_elements[i];
1836 if (output_signature->elements)
1838 if (FAILED(hr = shader_scan_output_signature(shader)))
1839 return hr;
1841 else if (reg_maps->output_registers)
1843 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1844 struct wined3d_shader_signature_element *e;
1846 if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
1847 return E_OUTOFMEMORY;
1848 output_signature->element_count = count;
1850 e = output_signature->elements;
1851 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1853 if (!(reg_maps->output_registers & (1u << i)))
1854 continue;
1855 *e++ = output_signature_elements[i];
1859 return WINED3D_OK;
1862 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1864 struct wined3d_shader_indexable_temp *reg, *reg_next;
1866 heap_free(reg_maps->constf);
1867 heap_free(reg_maps->sampler_map.entries);
1869 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1870 heap_free(reg);
1871 list_init(&reg_maps->indexable_temps);
1873 heap_free(reg_maps->tgsm);
1876 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1878 DWORD map = 1u << max;
1879 map |= map - 1;
1880 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1882 return wined3d_log2i(map);
1885 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1887 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1889 shader_addline(buffer, "refactoringAllowed");
1890 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1891 if (global_flags)
1892 shader_addline(buffer, " | ");
1895 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1897 shader_addline(buffer, "forceEarlyDepthStencil");
1898 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1899 if (global_flags)
1900 shader_addline(buffer, " | ");
1903 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1905 shader_addline(buffer, "enableRawAndStructuredBuffers");
1906 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1909 if (global_flags)
1910 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1913 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1915 if (sync_flags & WINED3DSSF_GLOBAL_UAV)
1917 shader_addline(buffer, "_uglobal");
1918 sync_flags &= ~WINED3DSSF_GLOBAL_UAV;
1920 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1922 shader_addline(buffer, "_g");
1923 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1925 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1927 shader_addline(buffer, "_t");
1928 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1931 if (sync_flags)
1932 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1935 static void shader_dump_precise_flags(struct wined3d_string_buffer *buffer, DWORD flags)
1937 if (!(flags & WINED3DSI_PRECISE_XYZW))
1938 return;
1940 shader_addline(buffer, " [precise");
1941 if (flags != WINED3DSI_PRECISE_XYZW)
1943 shader_addline(buffer, "(%s%s%s%s)",
1944 flags & WINED3DSI_PRECISE_X ? "x" : "",
1945 flags & WINED3DSI_PRECISE_Y ? "y" : "",
1946 flags & WINED3DSI_PRECISE_Z ? "z" : "",
1947 flags & WINED3DSI_PRECISE_W ? "w" : "");
1949 shader_addline(buffer, "]");
1952 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1954 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1956 shader_addline(buffer, "_glc");
1957 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1959 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1961 shader_addline(buffer, "_opc");
1962 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1965 if (uav_flags)
1966 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1969 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1970 enum wined3d_tessellator_domain domain)
1972 switch (domain)
1974 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1975 shader_addline(buffer, "line");
1976 break;
1977 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1978 shader_addline(buffer, "triangle");
1979 break;
1980 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1981 shader_addline(buffer, "quad");
1982 break;
1983 default:
1984 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1985 break;
1989 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1990 enum wined3d_tessellator_output_primitive output_primitive)
1992 switch (output_primitive)
1994 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1995 shader_addline(buffer, "point");
1996 break;
1997 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1998 shader_addline(buffer, "line");
1999 break;
2000 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
2001 shader_addline(buffer, "triangle_cw");
2002 break;
2003 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
2004 shader_addline(buffer, "triangle_ccw");
2005 break;
2006 default:
2007 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
2008 break;
2012 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
2013 enum wined3d_tessellator_partitioning partitioning)
2015 switch (partitioning)
2017 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
2018 shader_addline(buffer, "integer");
2019 break;
2020 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
2021 shader_addline(buffer, "pow2");
2022 break;
2023 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
2024 shader_addline(buffer, "fractional_odd");
2025 break;
2026 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
2027 shader_addline(buffer, "fractional_even");
2028 break;
2029 default:
2030 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
2031 break;
2035 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
2036 enum wined3d_shader_input_sysval_semantic semantic)
2038 unsigned int i;
2040 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
2042 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
2044 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
2045 return;
2049 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
2052 static void shader_dump_resource_type(struct wined3d_string_buffer *buffer, enum wined3d_shader_resource_type type)
2054 static const char *const resource_type_names[] =
2056 /* WINED3D_SHADER_RESOURCE_NONE */ "none",
2057 /* WINED3D_SHADER_RESOURCE_BUFFER */ "buffer",
2058 /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ "texture1d",
2059 /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ "texture2d",
2060 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ "texture2dms",
2061 /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ "texture3d",
2062 /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ "texturecube",
2063 /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ "texture1darray",
2064 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ "texture2darray",
2065 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ "texture2dmsarray",
2066 /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */ "texturecubearray",
2069 if (type < ARRAY_SIZE(resource_type_names))
2070 shader_addline(buffer, "%s", resource_type_names[type]);
2071 else
2072 shader_addline(buffer, "unknown");
2075 static void shader_dump_data_type(struct wined3d_string_buffer *buffer, enum wined3d_data_type type)
2077 static const char *const data_type_names[] =
2079 /* WINED3D_DATA_FLOAT */ "(float)",
2080 /* WINED3D_DATA_INT */ "(int)",
2081 /* WINED3D_DATA_RESOURCE */ "(resource)",
2082 /* WINED3D_DATA_SAMPLER */ "(sampler)",
2083 /* WINED3D_DATA_UAV */ "(uav)",
2084 /* WINED3D_DATA_UINT */ "(uint)",
2085 /* WINED3D_DATA_UNORM */ "(unorm)",
2086 /* WINED3D_DATA_SNORM */ "(snorm)",
2087 /* WINED3D_DATA_OPAQUE */ "(opaque)",
2090 if (type < ARRAY_SIZE(data_type_names))
2091 shader_addline(buffer, "%s", data_type_names[type]);
2092 else
2093 shader_addline(buffer, "(unknown)");
2096 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
2097 const struct wined3d_shader_semantic *semantic, unsigned int flags,
2098 const struct wined3d_shader_version *shader_version)
2100 shader_addline(buffer, "dcl");
2102 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
2104 switch (semantic->resource_type)
2106 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2107 shader_addline(buffer, "_2d");
2108 break;
2110 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2111 shader_addline(buffer, "_3d");
2112 break;
2114 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2115 shader_addline(buffer, "_cube");
2116 break;
2118 default:
2119 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
2120 break;
2123 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
2125 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
2126 shader_addline(buffer, "_resource_");
2127 else
2128 shader_addline(buffer, "_uav_");
2129 shader_dump_resource_type(buffer, semantic->resource_type);
2130 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2131 shader_dump_uav_flags(buffer, flags);
2132 shader_dump_data_type(buffer, semantic->resource_data_type);
2134 else
2136 /* Pixel shaders 3.0 don't have usage semantics. */
2137 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2138 return;
2139 else
2140 shader_addline(buffer, "_");
2142 switch (semantic->usage)
2144 case WINED3D_DECL_USAGE_POSITION:
2145 shader_addline(buffer, "position%u", semantic->usage_idx);
2146 break;
2148 case WINED3D_DECL_USAGE_BLEND_INDICES:
2149 shader_addline(buffer, "blend");
2150 break;
2152 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2153 shader_addline(buffer, "weight");
2154 break;
2156 case WINED3D_DECL_USAGE_NORMAL:
2157 shader_addline(buffer, "normal%u", semantic->usage_idx);
2158 break;
2160 case WINED3D_DECL_USAGE_PSIZE:
2161 shader_addline(buffer, "psize");
2162 break;
2164 case WINED3D_DECL_USAGE_COLOR:
2165 if (!semantic->usage_idx)
2166 shader_addline(buffer, "color");
2167 else
2168 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2169 break;
2171 case WINED3D_DECL_USAGE_TEXCOORD:
2172 shader_addline(buffer, "texture%u", semantic->usage_idx);
2173 break;
2175 case WINED3D_DECL_USAGE_TANGENT:
2176 shader_addline(buffer, "tangent");
2177 break;
2179 case WINED3D_DECL_USAGE_BINORMAL:
2180 shader_addline(buffer, "binormal");
2181 break;
2183 case WINED3D_DECL_USAGE_TESS_FACTOR:
2184 shader_addline(buffer, "tessfactor");
2185 break;
2187 case WINED3D_DECL_USAGE_POSITIONT:
2188 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2189 break;
2191 case WINED3D_DECL_USAGE_FOG:
2192 shader_addline(buffer, "fog");
2193 break;
2195 case WINED3D_DECL_USAGE_DEPTH:
2196 shader_addline(buffer, "depth");
2197 break;
2199 case WINED3D_DECL_USAGE_SAMPLE:
2200 shader_addline(buffer, "sample");
2201 break;
2203 default:
2204 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2205 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2210 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2211 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2213 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2214 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2215 UINT offset = reg->idx[0].offset;
2217 switch (reg->type)
2219 case WINED3DSPR_TEMP:
2220 shader_addline(buffer, "r");
2221 break;
2223 case WINED3DSPR_INPUT:
2224 shader_addline(buffer, "v");
2225 break;
2227 case WINED3DSPR_CONST:
2228 case WINED3DSPR_CONST2:
2229 case WINED3DSPR_CONST3:
2230 case WINED3DSPR_CONST4:
2231 shader_addline(buffer, "c");
2232 offset = shader_get_float_offset(reg->type, offset);
2233 break;
2235 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2236 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2237 break;
2239 case WINED3DSPR_RASTOUT:
2240 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2241 break;
2243 case WINED3DSPR_COLOROUT:
2244 shader_addline(buffer, "oC");
2245 break;
2247 case WINED3DSPR_DEPTHOUT:
2248 shader_addline(buffer, "oDepth");
2249 break;
2251 case WINED3DSPR_DEPTHOUTGE:
2252 shader_addline(buffer, "oDepthGE");
2253 break;
2255 case WINED3DSPR_DEPTHOUTLE:
2256 shader_addline(buffer, "oDepthLE");
2257 break;
2259 case WINED3DSPR_ATTROUT:
2260 shader_addline(buffer, "oD");
2261 break;
2263 case WINED3DSPR_TEXCRDOUT:
2264 /* Vertex shaders >= 3.0 use general purpose output registers
2265 * (WINED3DSPR_OUTPUT), which can include an address token. */
2266 if (shader_version->major >= 3)
2267 shader_addline(buffer, "o");
2268 else
2269 shader_addline(buffer, "oT");
2270 break;
2272 case WINED3DSPR_CONSTINT:
2273 shader_addline(buffer, "i");
2274 break;
2276 case WINED3DSPR_CONSTBOOL:
2277 shader_addline(buffer, "b");
2278 break;
2280 case WINED3DSPR_LABEL:
2281 shader_addline(buffer, "l");
2282 break;
2284 case WINED3DSPR_LOOP:
2285 shader_addline(buffer, "aL");
2286 break;
2288 case WINED3DSPR_SAMPLER:
2289 shader_addline(buffer, "s");
2290 break;
2292 case WINED3DSPR_MISCTYPE:
2293 if (offset > 1)
2295 FIXME("Unhandled misctype register %u.\n", offset);
2296 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2298 else
2300 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2302 break;
2304 case WINED3DSPR_PREDICATE:
2305 shader_addline(buffer, "p");
2306 break;
2308 case WINED3DSPR_IMMCONST:
2309 shader_addline(buffer, "l");
2310 break;
2312 case WINED3DSPR_CONSTBUFFER:
2313 shader_addline(buffer, "cb");
2314 break;
2316 case WINED3DSPR_IMMCONSTBUFFER:
2317 shader_addline(buffer, "icb");
2318 break;
2320 case WINED3DSPR_PRIMID:
2321 shader_addline(buffer, "primID");
2322 break;
2324 case WINED3DSPR_NULL:
2325 shader_addline(buffer, "null");
2326 break;
2328 case WINED3DSPR_RASTERIZER:
2329 shader_addline(buffer, "rasterizer");
2330 break;
2332 case WINED3DSPR_RESOURCE:
2333 shader_addline(buffer, "t");
2334 break;
2336 case WINED3DSPR_UAV:
2337 shader_addline(buffer, "u");
2338 break;
2340 case WINED3DSPR_OUTPOINTID:
2341 shader_addline(buffer, "vOutputControlPointID");
2342 break;
2344 case WINED3DSPR_FORKINSTID:
2345 shader_addline(buffer, "vForkInstanceId");
2346 break;
2348 case WINED3DSPR_JOININSTID:
2349 shader_addline(buffer, "vJoinInstanceId");
2350 break;
2352 case WINED3DSPR_INCONTROLPOINT:
2353 shader_addline(buffer, "vicp");
2354 break;
2356 case WINED3DSPR_OUTCONTROLPOINT:
2357 shader_addline(buffer, "vocp");
2358 break;
2360 case WINED3DSPR_PATCHCONST:
2361 shader_addline(buffer, "vpc");
2362 break;
2364 case WINED3DSPR_TESSCOORD:
2365 shader_addline(buffer, "vDomainLocation");
2366 break;
2368 case WINED3DSPR_GROUPSHAREDMEM:
2369 shader_addline(buffer, "g");
2370 break;
2372 case WINED3DSPR_THREADID:
2373 shader_addline(buffer, "vThreadID");
2374 break;
2376 case WINED3DSPR_THREADGROUPID:
2377 shader_addline(buffer, "vThreadGroupID");
2378 break;
2380 case WINED3DSPR_LOCALTHREADID:
2381 shader_addline(buffer, "vThreadIDInGroup");
2382 break;
2384 case WINED3DSPR_LOCALTHREADINDEX:
2385 shader_addline(buffer, "vThreadIDInGroupFlattened");
2386 break;
2388 case WINED3DSPR_IDXTEMP:
2389 shader_addline(buffer, "x");
2390 break;
2392 case WINED3DSPR_STREAM:
2393 shader_addline(buffer, "m");
2394 break;
2396 case WINED3DSPR_FUNCTIONBODY:
2397 shader_addline(buffer, "fb");
2398 break;
2400 case WINED3DSPR_FUNCTIONPOINTER:
2401 shader_addline(buffer, "fp");
2402 break;
2404 case WINED3DSPR_COVERAGE:
2405 shader_addline(buffer, "vCoverage");
2406 break;
2408 case WINED3DSPR_SAMPLEMASK:
2409 shader_addline(buffer, "oMask");
2410 break;
2412 case WINED3DSPR_GSINSTID:
2413 shader_addline(buffer, "vGSInstanceID");
2414 break;
2416 default:
2417 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2418 break;
2421 if (reg->type == WINED3DSPR_IMMCONST)
2423 shader_addline(buffer, "(");
2424 switch (reg->immconst_type)
2426 case WINED3D_IMMCONST_SCALAR:
2427 switch (reg->data_type)
2429 case WINED3D_DATA_FLOAT:
2430 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2431 break;
2432 case WINED3D_DATA_INT:
2433 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2434 break;
2435 case WINED3D_DATA_RESOURCE:
2436 case WINED3D_DATA_SAMPLER:
2437 case WINED3D_DATA_UINT:
2438 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2439 break;
2440 default:
2441 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2442 break;
2444 break;
2446 case WINED3D_IMMCONST_VEC4:
2447 switch (reg->data_type)
2449 case WINED3D_DATA_FLOAT:
2450 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2451 *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
2452 *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
2453 break;
2454 case WINED3D_DATA_INT:
2455 shader_addline(buffer, "%d, %d, %d, %d",
2456 reg->u.immconst_data[0], reg->u.immconst_data[1],
2457 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2458 break;
2459 case WINED3D_DATA_RESOURCE:
2460 case WINED3D_DATA_SAMPLER:
2461 case WINED3D_DATA_UINT:
2462 shader_addline(buffer, "%u, %u, %u, %u",
2463 reg->u.immconst_data[0], reg->u.immconst_data[1],
2464 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2465 break;
2466 default:
2467 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2468 break;
2470 break;
2472 default:
2473 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2474 break;
2476 shader_addline(buffer, ")");
2478 else if (reg->type != WINED3DSPR_RASTOUT
2479 && reg->type != WINED3DSPR_MISCTYPE
2480 && reg->type != WINED3DSPR_NULL)
2482 if (offset != ~0u)
2484 shader_addline(buffer, "[");
2485 if (reg->idx[0].rel_addr)
2487 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2488 shader_addline(buffer, " + ");
2490 shader_addline(buffer, "%u]", offset);
2492 if (reg->idx[1].offset != ~0u)
2494 shader_addline(buffer, "[");
2495 if (reg->idx[1].rel_addr)
2497 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2498 shader_addline(buffer, " + ");
2500 shader_addline(buffer, "%u]", reg->idx[1].offset);
2504 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2505 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2509 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2510 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2512 DWORD write_mask = param->write_mask;
2514 shader_dump_register(buffer, &param->reg, shader_version);
2516 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2518 static const char write_mask_chars[] = "xyzw";
2520 shader_addline(buffer, ".");
2521 if (write_mask & WINED3DSP_WRITEMASK_0)
2522 shader_addline(buffer, "%c", write_mask_chars[0]);
2523 if (write_mask & WINED3DSP_WRITEMASK_1)
2524 shader_addline(buffer, "%c", write_mask_chars[1]);
2525 if (write_mask & WINED3DSP_WRITEMASK_2)
2526 shader_addline(buffer, "%c", write_mask_chars[2]);
2527 if (write_mask & WINED3DSP_WRITEMASK_3)
2528 shader_addline(buffer, "%c", write_mask_chars[3]);
2532 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2533 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2535 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2536 DWORD swizzle = param->swizzle;
2538 if (src_modifier == WINED3DSPSM_NEG
2539 || src_modifier == WINED3DSPSM_BIASNEG
2540 || src_modifier == WINED3DSPSM_SIGNNEG
2541 || src_modifier == WINED3DSPSM_X2NEG
2542 || src_modifier == WINED3DSPSM_ABSNEG)
2543 shader_addline(buffer, "-");
2544 else if (src_modifier == WINED3DSPSM_COMP)
2545 shader_addline(buffer, "1-");
2546 else if (src_modifier == WINED3DSPSM_NOT)
2547 shader_addline(buffer, "!");
2549 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2550 shader_addline(buffer, "abs(");
2552 shader_dump_register(buffer, &param->reg, shader_version);
2554 switch (src_modifier)
2556 case WINED3DSPSM_NONE: break;
2557 case WINED3DSPSM_NEG: break;
2558 case WINED3DSPSM_NOT: break;
2559 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2560 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2561 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2562 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2563 case WINED3DSPSM_COMP: break;
2564 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2565 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2566 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2567 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2568 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2569 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2570 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2573 if (swizzle != WINED3DSP_NOSWIZZLE)
2575 static const char swizzle_chars[] = "xyzw";
2576 DWORD swizzle_x = swizzle & 0x03;
2577 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2578 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2579 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2581 if (swizzle_x == swizzle_y
2582 && swizzle_x == swizzle_z
2583 && swizzle_x == swizzle_w)
2585 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2587 else
2589 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2590 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2595 /* Shared code in order to generate the bulk of the shader string. */
2596 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2597 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2598 const DWORD *start, const DWORD *end)
2600 struct wined3d_device *device = shader->device;
2601 const struct wined3d_shader_frontend *fe = shader->frontend;
2602 void *fe_data = shader->frontend_data;
2603 struct wined3d_shader_version shader_version;
2604 struct wined3d_shader_parser_state state;
2605 struct wined3d_shader_instruction ins;
2606 struct wined3d_shader_tex_mx tex_mx;
2607 struct wined3d_shader_context ctx;
2608 const DWORD *ptr;
2610 /* Initialize current parsing state. */
2611 tex_mx.current_row = 0;
2612 state.current_loop_depth = 0;
2613 state.current_loop_reg = 0;
2614 state.in_subroutine = FALSE;
2616 ctx.shader = shader;
2617 ctx.reg_maps = reg_maps;
2618 ctx.buffer = buffer;
2619 ctx.tex_mx = &tex_mx;
2620 ctx.state = &state;
2621 ctx.backend_data = backend_ctx;
2622 ins.ctx = &ctx;
2624 fe->shader_read_header(fe_data, &ptr, &shader_version);
2625 if (start)
2626 ptr = start;
2628 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2630 /* Read opcode. */
2631 fe->shader_read_instruction(fe_data, &ptr, &ins);
2633 /* Unknown opcode and its parameters. */
2634 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2636 WARN("Encountered unrecognised or invalid instruction.\n");
2637 return WINED3DERR_INVALIDCALL;
2640 if (ins.predicate)
2641 FIXME("Predicates not implemented.\n");
2643 /* Call appropriate function for output target */
2644 device->shader_backend->shader_handle_instruction(&ins);
2647 return WINED3D_OK;
2650 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2651 const struct wined3d_shader_dst_param *dst)
2653 DWORD mmask = dst->modifiers;
2655 switch (dst->shift)
2657 case 0: break;
2658 case 13: shader_addline(buffer, "_d8"); break;
2659 case 14: shader_addline(buffer, "_d4"); break;
2660 case 15: shader_addline(buffer, "_d2"); break;
2661 case 1: shader_addline(buffer, "_x2"); break;
2662 case 2: shader_addline(buffer, "_x4"); break;
2663 case 3: shader_addline(buffer, "_x8"); break;
2664 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2667 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2668 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2669 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2671 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2672 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2675 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2676 const struct wined3d_shader_primitive_type *primitive_type)
2678 switch (primitive_type->type)
2680 case WINED3D_PT_UNDEFINED:
2681 shader_addline(buffer, "undefined");
2682 break;
2683 case WINED3D_PT_POINTLIST:
2684 shader_addline(buffer, "pointlist");
2685 break;
2686 case WINED3D_PT_LINELIST:
2687 shader_addline(buffer, "linelist");
2688 break;
2689 case WINED3D_PT_LINESTRIP:
2690 shader_addline(buffer, "linestrip");
2691 break;
2692 case WINED3D_PT_TRIANGLELIST:
2693 shader_addline(buffer, "trianglelist");
2694 break;
2695 case WINED3D_PT_TRIANGLESTRIP:
2696 shader_addline(buffer, "trianglestrip");
2697 break;
2698 case WINED3D_PT_TRIANGLEFAN:
2699 shader_addline(buffer, "trianglefan");
2700 break;
2701 case WINED3D_PT_LINELIST_ADJ:
2702 shader_addline(buffer, "linelist_adj");
2703 break;
2704 case WINED3D_PT_LINESTRIP_ADJ:
2705 shader_addline(buffer, "linestrip_adj");
2706 break;
2707 case WINED3D_PT_TRIANGLELIST_ADJ:
2708 shader_addline(buffer, "trianglelist_adj");
2709 break;
2710 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2711 shader_addline(buffer, "trianglestrip_adj");
2712 break;
2713 case WINED3D_PT_PATCH:
2714 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2715 break;
2716 default:
2717 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2718 break;
2722 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2723 enum wined3d_shader_interpolation_mode interpolation_mode)
2725 switch (interpolation_mode)
2727 case WINED3DSIM_CONSTANT:
2728 shader_addline(buffer, "constant");
2729 break;
2730 case WINED3DSIM_LINEAR:
2731 shader_addline(buffer, "linear");
2732 break;
2733 case WINED3DSIM_LINEAR_CENTROID:
2734 shader_addline(buffer, "linear centroid");
2735 break;
2736 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2737 shader_addline(buffer, "linear noperspective");
2738 break;
2739 case WINED3DSIM_LINEAR_SAMPLE:
2740 shader_addline(buffer, "linear sample");
2741 break;
2742 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2743 shader_addline(buffer, "linear noperspective centroid");
2744 break;
2745 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2746 shader_addline(buffer, "linear noperspective sample");
2747 break;
2748 default:
2749 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2750 break;
2754 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2756 struct wined3d_shader_version shader_version;
2757 struct wined3d_string_buffer buffer;
2758 const char *type_prefix;
2759 const char *p, *q;
2760 const DWORD *ptr;
2761 DWORD i;
2763 if (!string_buffer_init(&buffer))
2765 ERR("Failed to initialize string buffer.\n");
2766 return;
2769 fe->shader_read_header(fe_data, &ptr, &shader_version);
2771 TRACE("Parsing %p.\n", ptr);
2773 switch (shader_version.type)
2775 case WINED3D_SHADER_TYPE_VERTEX:
2776 type_prefix = "vs";
2777 break;
2779 case WINED3D_SHADER_TYPE_HULL:
2780 type_prefix = "hs";
2781 break;
2783 case WINED3D_SHADER_TYPE_DOMAIN:
2784 type_prefix = "ds";
2785 break;
2787 case WINED3D_SHADER_TYPE_GEOMETRY:
2788 type_prefix = "gs";
2789 break;
2791 case WINED3D_SHADER_TYPE_PIXEL:
2792 type_prefix = "ps";
2793 break;
2795 case WINED3D_SHADER_TYPE_COMPUTE:
2796 type_prefix = "cs";
2797 break;
2799 default:
2800 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2801 type_prefix = "unknown";
2802 break;
2805 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2807 while (!fe->shader_is_end(fe_data, &ptr))
2809 struct wined3d_shader_instruction ins;
2811 fe->shader_read_instruction(fe_data, &ptr, &ins);
2812 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2814 WARN("Skipping unrecognized instruction.\n");
2815 shader_addline(&buffer, "<unrecognized instruction>\n");
2816 continue;
2819 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2821 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2822 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2823 shader_addline(&buffer, " ");
2824 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2826 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2828 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2829 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2830 shader_addline(&buffer, ", %s",
2831 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2833 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2835 shader_addline(&buffer, "%s fb%u",
2836 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2838 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2840 shader_addline(&buffer, "%s ft%u = {...}",
2841 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2843 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2845 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2846 shader_dump_global_flags(&buffer, ins.flags);
2848 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2850 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2851 ins.declaration.max_tessellation_factor);
2853 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2855 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2856 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2858 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2859 ins.declaration.icb->data[4 * i + 0],
2860 ins.declaration.icb->data[4 * i + 1],
2861 ins.declaration.icb->data[4 * i + 2],
2862 ins.declaration.icb->data[4 * i + 3]);
2864 shader_addline(&buffer, "}");
2866 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2868 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2869 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2870 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2872 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2874 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2875 ins.declaration.indexable_temp.register_idx,
2876 ins.declaration.indexable_temp.register_size,
2877 ins.declaration.indexable_temp.component_count);
2879 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2881 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2882 shader_dump_interpolation_mode(&buffer, ins.flags);
2883 shader_addline(&buffer, " ");
2884 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2886 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2887 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2888 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2889 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2891 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2892 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2893 shader_addline(&buffer, ", ");
2894 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2896 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
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.register_semantic.reg, &shader_version);
2902 shader_addline(&buffer, ", ");
2903 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2905 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2906 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2908 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2909 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2911 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2912 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2914 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2915 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2917 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2919 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2920 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2921 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2923 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
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_RESOURCE_STRUCTURED)
2930 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2931 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2932 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2934 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2936 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2937 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2938 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2939 shader_addline(&buffer, ", comparisonMode");
2941 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2942 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2943 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2944 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2945 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2946 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2947 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2949 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2951 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2953 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2954 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2956 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2958 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2959 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2961 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2963 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2964 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2966 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2968 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2969 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2970 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2972 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2974 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2975 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2976 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2977 ins.declaration.tgsm_structured.structure_count);
2979 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2981 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2982 ins.declaration.thread_group_size.x,
2983 ins.declaration.thread_group_size.y,
2984 ins.declaration.thread_group_size.z);
2986 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
2988 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2989 shader_dump_uav_flags(&buffer, ins.flags);
2990 shader_addline(&buffer, " ");
2991 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2993 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
2995 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2996 shader_dump_uav_flags(&buffer, ins.flags);
2997 shader_addline(&buffer, " ");
2998 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2999 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
3001 else if (ins.handler_idx == WINED3DSIH_DEF)
3003 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
3004 ins.dst[0].reg.idx[0].offset),
3005 *(const float *)&ins.src[0].reg.u.immconst_data[0],
3006 *(const float *)&ins.src[0].reg.u.immconst_data[1],
3007 *(const float *)&ins.src[0].reg.u.immconst_data[2],
3008 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
3010 else if (ins.handler_idx == WINED3DSIH_DEFI)
3012 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
3013 ins.src[0].reg.u.immconst_data[0],
3014 ins.src[0].reg.u.immconst_data[1],
3015 ins.src[0].reg.u.immconst_data[2],
3016 ins.src[0].reg.u.immconst_data[3]);
3018 else if (ins.handler_idx == WINED3DSIH_DEFB)
3020 shader_addline(&buffer, "defb b%u = %s",
3021 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
3023 else
3025 if (ins.predicate)
3027 shader_addline(&buffer, "(");
3028 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
3029 shader_addline(&buffer, ") ");
3032 /* PixWin marks instructions with the coissue flag with a '+' */
3033 if (ins.coissue)
3034 shader_addline(&buffer, "+");
3036 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3038 if (ins.handler_idx == WINED3DSIH_BREAKP
3039 || ins.handler_idx == WINED3DSIH_CONTINUEP
3040 || ins.handler_idx == WINED3DSIH_IF
3041 || ins.handler_idx == WINED3DSIH_RETP
3042 || ins.handler_idx == WINED3DSIH_TEXKILL)
3044 switch (ins.flags)
3046 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
3047 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
3048 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
3051 else if (ins.handler_idx == WINED3DSIH_IFC
3052 || ins.handler_idx == WINED3DSIH_BREAKC)
3054 switch (ins.flags)
3056 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
3057 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
3058 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
3059 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
3060 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
3061 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
3062 default: shader_addline(&buffer, "_(%u)", ins.flags);
3065 else if (ins.handler_idx == WINED3DSIH_TEX
3066 && shader_version.major >= 2
3067 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
3069 shader_addline(&buffer, "p");
3071 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
3073 switch (ins.flags)
3075 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
3076 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
3077 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3080 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
3082 switch (ins.flags)
3084 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
3085 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3088 else if (ins.handler_idx == WINED3DSIH_SYNC)
3090 shader_dump_sync_flags(&buffer, ins.flags);
3092 else
3094 shader_dump_precise_flags(&buffer, ins.flags);
3097 if (wined3d_shader_instruction_has_texel_offset(&ins))
3098 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3100 if (ins.resource_type != WINED3D_SHADER_RESOURCE_NONE)
3102 shader_addline(&buffer, "(");
3103 shader_dump_resource_type(&buffer, ins.resource_type);
3104 shader_addline(&buffer, ")");
3107 if (ins.resource_data_type != WINED3D_DATA_FLOAT)
3108 shader_dump_data_type(&buffer, ins.resource_data_type);
3110 for (i = 0; i < ins.dst_count; ++i)
3112 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3113 shader_addline(&buffer, !i ? " " : ", ");
3114 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3117 /* Other source tokens */
3118 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3120 shader_addline(&buffer, !i ? " " : ", ");
3121 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3124 shader_addline(&buffer, "\n");
3127 for (p = buffer.buffer; *p; p = q)
3129 if (!(q = strstr(p, "\n")))
3130 q = p + strlen(p);
3131 else
3132 ++q;
3133 TRACE(" %.*s", (int)(q - p), p);
3136 string_buffer_free(&buffer);
3139 static void shader_cleanup(struct wined3d_shader *shader)
3141 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3143 heap_free(shader->u.hs.phases.control_point);
3144 heap_free(shader->u.hs.phases.fork);
3145 heap_free(shader->u.hs.phases.join);
3148 heap_free(shader->patch_constant_signature.elements);
3149 heap_free(shader->output_signature.elements);
3150 heap_free(shader->input_signature.elements);
3151 shader->device->shader_backend->shader_destroy(shader);
3152 shader_cleanup_reg_maps(&shader->reg_maps);
3153 heap_free(shader->byte_code);
3154 shader_delete_constant_list(&shader->constantsF);
3155 shader_delete_constant_list(&shader->constantsB);
3156 shader_delete_constant_list(&shader->constantsI);
3157 list_remove(&shader->shader_list_entry);
3159 if (shader->frontend && shader->frontend_data)
3160 shader->frontend->shader_free(shader->frontend_data);
3163 struct shader_none_priv
3165 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3166 const struct wined3d_fragment_pipe_ops *fragment_pipe;
3167 BOOL ffp_proj_control;
3170 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
3171 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
3172 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3173 const struct wined3d_state *state) {}
3174 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
3175 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
3176 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3177 const struct wined3d_state *state) {}
3178 static void shader_none_destroy(struct wined3d_shader *shader) {}
3179 static void shader_none_free_context_data(struct wined3d_context *context) {}
3180 static void shader_none_init_context_state(struct wined3d_context *context) {}
3182 /* Context activation is done by the caller. */
3183 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3184 const struct wined3d_state *state)
3186 struct shader_none_priv *priv = shader_priv;
3188 priv->vertex_pipe->vp_enable(context, !use_vs(state));
3189 priv->fragment_pipe->fp_enable(context, !use_ps(state));
3192 /* Context activation is done by the caller. */
3193 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3195 struct shader_none_priv *priv = shader_priv;
3197 priv->vertex_pipe->vp_enable(context, FALSE);
3198 priv->fragment_pipe->fp_enable(context, FALSE);
3200 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3201 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3202 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3203 | (1u << WINED3D_SHADER_TYPE_HULL)
3204 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3205 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3208 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3209 const struct wined3d_fragment_pipe_ops *fragment_pipe)
3211 struct fragment_caps fragment_caps;
3212 void *vertex_priv, *fragment_priv;
3213 struct shader_none_priv *priv;
3215 if (!(priv = heap_alloc(sizeof(*priv))))
3216 return E_OUTOFMEMORY;
3218 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3220 ERR("Failed to initialize vertex pipe.\n");
3221 heap_free(priv);
3222 return E_FAIL;
3225 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3227 ERR("Failed to initialize fragment pipe.\n");
3228 vertex_pipe->vp_free(device, NULL);
3229 heap_free(priv);
3230 return E_FAIL;
3233 priv->vertex_pipe = vertex_pipe;
3234 priv->fragment_pipe = fragment_pipe;
3235 fragment_pipe->get_caps(device->adapter, &fragment_caps);
3236 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3238 device->vertex_priv = vertex_priv;
3239 device->fragment_priv = fragment_priv;
3240 device->shader_priv = priv;
3242 return WINED3D_OK;
3245 static void shader_none_free(struct wined3d_device *device, struct wined3d_context *context)
3247 struct shader_none_priv *priv = device->shader_priv;
3249 priv->fragment_pipe->free_private(device, context);
3250 priv->vertex_pipe->vp_free(device, context);
3251 heap_free(priv);
3254 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3256 return TRUE;
3259 static void shader_none_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
3261 /* Set the shader caps to 0 for the none shader backend */
3262 memset(caps, 0, sizeof(*caps));
3265 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3267 /* We "support" every possible fixup, since we don't support any shader
3268 * model, and will never have to actually sample a texture. */
3269 return TRUE;
3272 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3274 struct shader_none_priv *priv = shader_priv;
3276 return priv->ffp_proj_control;
3279 static uint64_t shader_none_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
3280 enum wined3d_shader_type shader_type)
3282 return 0;
3285 const struct wined3d_shader_backend_ops none_shader_backend =
3287 shader_none_handle_instruction,
3288 shader_none_precompile,
3289 shader_none_select,
3290 shader_none_select_compute,
3291 shader_none_disable,
3292 shader_none_update_float_vertex_constants,
3293 shader_none_update_float_pixel_constants,
3294 shader_none_load_constants,
3295 shader_none_destroy,
3296 shader_none_alloc,
3297 shader_none_free,
3298 shader_none_allocate_context_data,
3299 shader_none_free_context_data,
3300 shader_none_init_context_state,
3301 shader_none_get_caps,
3302 shader_none_color_fixup_supported,
3303 shader_none_has_ffp_proj_control,
3304 shader_none_shader_compile,
3307 static unsigned int shader_max_version_from_feature_level(enum wined3d_feature_level level)
3309 switch (level)
3311 case WINED3D_FEATURE_LEVEL_11_1:
3312 case WINED3D_FEATURE_LEVEL_11:
3313 return 5;
3314 case WINED3D_FEATURE_LEVEL_10_1:
3315 case WINED3D_FEATURE_LEVEL_10:
3316 return 4;
3317 case WINED3D_FEATURE_LEVEL_9_3:
3318 return 3;
3319 case WINED3D_FEATURE_LEVEL_9_2:
3320 case WINED3D_FEATURE_LEVEL_9_1:
3321 return 2;
3322 default:
3323 return 1;
3327 static HRESULT shader_set_function(struct wined3d_shader *shader, struct wined3d_device *device,
3328 enum wined3d_shader_type type, unsigned int float_const_count)
3330 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3331 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3332 const struct wined3d_shader_version *version = &reg_maps->shader_version;
3333 const struct wined3d_shader_frontend *fe;
3334 unsigned int backend_version;
3335 HRESULT hr;
3337 TRACE("shader %p, device %p, type %s, float_const_count %u.\n",
3338 shader, device, debug_shader_type(type), float_const_count);
3340 fe = shader->frontend;
3341 if (!(shader->frontend_data = fe->shader_init(shader->function,
3342 shader->functionLength, &shader->output_signature)))
3344 FIXME("Failed to initialize frontend.\n");
3345 return WINED3DERR_INVALIDCALL;
3348 /* First pass: trace shader. */
3349 if (TRACE_ON(d3d_shader))
3350 shader_trace_init(fe, shader->frontend_data);
3352 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3353 if (FAILED(hr = shader_get_registers_used(shader, float_const_count)))
3354 return hr;
3356 if (version->type != type)
3358 WARN("Wrong shader type %s.\n", debug_shader_type(reg_maps->shader_version.type));
3359 return WINED3DERR_INVALIDCALL;
3361 if (version->major > shader_max_version_from_feature_level(device->cs->c.state->feature_level))
3363 WARN("Shader version %u not supported by this device.\n", version->major);
3364 return WINED3DERR_INVALIDCALL;
3366 switch (type)
3368 case WINED3D_SHADER_TYPE_VERTEX:
3369 backend_version = d3d_info->limits.vs_version;
3370 break;
3371 case WINED3D_SHADER_TYPE_HULL:
3372 backend_version = d3d_info->limits.hs_version;
3373 break;
3374 case WINED3D_SHADER_TYPE_DOMAIN:
3375 backend_version = d3d_info->limits.ds_version;
3376 break;
3377 case WINED3D_SHADER_TYPE_GEOMETRY:
3378 backend_version = d3d_info->limits.gs_version;
3379 break;
3380 case WINED3D_SHADER_TYPE_PIXEL:
3381 backend_version = d3d_info->limits.ps_version;
3382 break;
3383 case WINED3D_SHADER_TYPE_COMPUTE:
3384 backend_version = d3d_info->limits.cs_version;
3385 break;
3386 default:
3387 FIXME("No backend version-checking for this shader type.\n");
3388 backend_version = 0;
3390 if (version->major > backend_version)
3392 WARN("Shader version %u.%u not supported by the current shader backend.\n",
3393 version->major, version->minor);
3394 return WINED3DERR_INVALIDCALL;
3397 shader->load_local_constsF = shader->lconst_inf_or_nan;
3399 return WINED3D_OK;
3402 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3404 ULONG refcount = InterlockedIncrement(&shader->ref);
3406 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3408 return refcount;
3411 static void wined3d_shader_init_object(void *object)
3413 struct wined3d_shader *shader = object;
3414 struct wined3d_device *device = shader->device;
3416 TRACE("shader %p.\n", shader);
3418 list_add_head(&device->shaders, &shader->shader_list_entry);
3420 device->shader_backend->shader_precompile(device->shader_priv, shader);
3423 static void wined3d_shader_destroy_object(void *object)
3425 TRACE("object %p.\n", object);
3427 shader_cleanup(object);
3428 heap_free(object);
3431 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3433 ULONG refcount = InterlockedDecrement(&shader->ref);
3435 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3437 if (!refcount)
3439 wined3d_mutex_lock();
3440 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3441 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3442 wined3d_mutex_unlock();
3445 return refcount;
3448 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3450 TRACE("shader %p.\n", shader);
3452 return shader->parent;
3455 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3456 void *byte_code, UINT *byte_code_size)
3458 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3460 if (!byte_code)
3462 *byte_code_size = shader->byte_code_size;
3463 return WINED3D_OK;
3466 if (*byte_code_size < shader->byte_code_size)
3468 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3469 * than the required size we should write the required size and
3470 * return D3DERR_MOREDATA. That's not actually true. */
3471 return WINED3DERR_INVALIDCALL;
3474 memcpy(byte_code, shader->byte_code, shader->byte_code_size);
3476 return WINED3D_OK;
3479 /* Set local constants for d3d8 shaders. */
3480 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3481 UINT start_idx, const float *src_data, UINT count)
3483 UINT end_idx = start_idx + count;
3484 UINT i;
3486 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3488 if (end_idx > shader->limits->constant_float)
3490 WARN("end_idx %u > float constants limit %u.\n",
3491 end_idx, shader->limits->constant_float);
3492 end_idx = shader->limits->constant_float;
3495 for (i = start_idx; i < end_idx; ++i)
3497 struct wined3d_shader_lconst *lconst;
3498 float *value;
3500 if (!(lconst = heap_alloc(sizeof(*lconst))))
3501 return E_OUTOFMEMORY;
3503 lconst->idx = i;
3504 value = (float *)lconst->value;
3505 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3506 list_add_head(&shader->constantsF, &lconst->entry);
3508 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3509 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3511 shader->lconst_inf_or_nan = TRUE;
3515 return WINED3D_OK;
3518 static void init_interpolation_compile_args(DWORD *interpolation_args,
3519 const struct wined3d_shader *pixel_shader, const struct wined3d_d3d_info *d3d_info)
3521 if (!d3d_info->shader_output_interpolation || !pixel_shader
3522 || pixel_shader->reg_maps.shader_version.major < 4)
3524 memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
3525 return;
3528 memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
3529 sizeof(pixel_shader->u.ps.interpolation_mode));
3532 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3533 struct vs_compile_args *args, const struct wined3d_context *context)
3535 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3536 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3537 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3538 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3539 WORD swizzle_map = context->stream_info.swizzle_map;
3541 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3542 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3543 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3544 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3545 args->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
3546 args->per_vertex_point_size = shader->reg_maps.point_size;
3547 args->next_shader_type = hull_shader ? WINED3D_SHADER_TYPE_HULL
3548 : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3549 if (shader->reg_maps.shader_version.major >= 4)
3550 args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
3551 : geometry_shader ? geometry_shader->limits->packed_input
3552 : pixel_shader ? pixel_shader->limits->packed_input : 0;
3553 else
3554 args->next_shader_input_count = 0;
3555 args->swizzle_map = swizzle_map;
3556 if (d3d_info->emulated_flatshading)
3557 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3558 else
3559 args->flatshading = 0;
3561 init_interpolation_compile_args(args->interpolation_mode,
3562 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, d3d_info);
3565 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3567 if (usage_idx1 != usage_idx2)
3568 return FALSE;
3569 if (usage1 == usage2)
3570 return TRUE;
3571 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3572 return TRUE;
3573 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3574 return TRUE;
3576 return FALSE;
3579 bool vshader_get_input(const struct wined3d_shader *shader,
3580 uint8_t usage_req, uint8_t usage_idx_req, unsigned int *regnum)
3582 uint32_t map = shader->reg_maps.input_registers & 0xffff;
3583 unsigned int i;
3585 while (map)
3587 i = wined3d_bit_scan(&map);
3588 if (match_usage(shader->u.vs.attributes[i].usage,
3589 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3591 *regnum = i;
3592 return true;
3596 return false;
3599 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3600 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3602 HRESULT hr;
3604 TRACE("byte_code %p, byte_code_size %#lx.\n", desc->byte_code, (long)desc->byte_code_size);
3606 if (!desc->byte_code)
3607 return WINED3DERR_INVALIDCALL;
3609 shader->ref = 1;
3610 shader->device = device;
3611 shader->parent = parent;
3612 shader->parent_ops = parent_ops;
3614 list_init(&shader->linked_programs);
3615 list_init(&shader->constantsF);
3616 list_init(&shader->constantsB);
3617 list_init(&shader->constantsI);
3618 shader->lconst_inf_or_nan = FALSE;
3619 list_init(&shader->reg_maps.indexable_temps);
3620 list_init(&shader->shader_list_entry);
3622 if (desc->byte_code_size == ~(size_t)0)
3624 struct wined3d_shader_version shader_version;
3625 const struct wined3d_shader_frontend *fe;
3626 struct wined3d_shader_instruction ins;
3627 const DWORD *ptr;
3628 void *fe_data;
3630 if (!(shader->frontend = shader_select_frontend(WINED3D_SHADER_BYTE_CODE_FORMAT_SM1)))
3632 FIXME("Unable to find frontend for shader.\n");
3633 hr = WINED3DERR_INVALIDCALL;
3634 goto fail;
3637 fe = shader->frontend;
3638 if (!(fe_data = fe->shader_init(desc->byte_code, desc->byte_code_size, &shader->output_signature)))
3640 WARN("Failed to initialise frontend data.\n");
3641 hr = WINED3DERR_INVALIDCALL;
3642 goto fail;
3645 fe->shader_read_header(fe_data, &ptr, &shader_version);
3646 while (!fe->shader_is_end(fe_data, &ptr))
3647 fe->shader_read_instruction(fe_data, &ptr, &ins);
3649 fe->shader_free(fe_data);
3651 shader->byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3653 if (!(shader->byte_code = heap_alloc(shader->byte_code_size)))
3655 hr = E_OUTOFMEMORY;
3656 goto fail;
3658 memcpy(shader->byte_code, desc->byte_code, shader->byte_code_size);
3660 shader->function = shader->byte_code;
3661 shader->functionLength = shader->byte_code_size;
3663 else
3665 enum wined3d_shader_byte_code_format format;
3666 unsigned int max_version;
3668 if (!(shader->byte_code = heap_alloc(desc->byte_code_size)))
3670 hr = E_OUTOFMEMORY;
3671 goto fail;
3673 memcpy(shader->byte_code, desc->byte_code, desc->byte_code_size);
3674 shader->byte_code_size = desc->byte_code_size;
3676 max_version = shader_max_version_from_feature_level(device->cs->c.state->feature_level);
3677 if (FAILED(hr = shader_extract_from_dxbc(shader, max_version, &format)))
3678 goto fail;
3680 if (!(shader->frontend = shader_select_frontend(format)))
3682 FIXME("Unable to find frontend for shader.\n");
3683 hr = WINED3DERR_INVALIDCALL;
3684 goto fail;
3688 return WINED3D_OK;
3690 fail:
3691 shader_cleanup(shader);
3692 return hr;
3695 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3696 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3698 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3699 unsigned int i;
3700 HRESULT hr;
3702 if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
3703 return hr;
3705 if (FAILED(hr = shader_set_function(shader, device,
3706 WINED3D_SHADER_TYPE_VERTEX, device->adapter->d3d_info.limits.vs_uniform_count)))
3708 shader_cleanup(shader);
3709 return hr;
3712 for (i = 0; i < shader->input_signature.element_count; ++i)
3714 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3716 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3717 continue;
3719 shader->u.vs.attributes[input->register_idx].usage =
3720 shader_usage_from_semantic_name(input->semantic_name);
3721 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3724 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3725 shader->load_local_constsF = TRUE;
3727 return WINED3D_OK;
3730 static struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
3731 unsigned int stream_idx, const char *semantic_name, unsigned int semantic_idx)
3733 struct wined3d_shader_signature_element *e = s->elements;
3734 unsigned int i;
3736 for (i = 0; i < s->element_count; ++i)
3738 if (e[i].stream_idx == stream_idx
3739 && !stricmp(e[i].semantic_name, semantic_name)
3740 && e[i].semantic_idx == semantic_idx)
3741 return &e[i];
3744 return NULL;
3747 BOOL shader_get_stream_output_register_info(const struct wined3d_shader *shader,
3748 const struct wined3d_stream_output_element *so_element, unsigned int *register_idx, unsigned int *component_idx)
3750 const struct wined3d_shader_signature_element *output;
3751 unsigned int idx;
3753 if (!(output = shader_find_signature_element(&shader->output_signature,
3754 so_element->stream_idx, so_element->semantic_name, so_element->semantic_idx)))
3755 return FALSE;
3757 for (idx = 0; idx < 4; ++idx)
3759 if (output->mask & (1u << idx))
3760 break;
3762 idx += so_element->component_idx;
3764 *register_idx = output->register_idx;
3765 *component_idx = idx;
3766 return TRUE;
3769 static HRESULT geometry_shader_init_so_desc(struct wined3d_geometry_shader *gs, struct wined3d_device *device,
3770 const struct wined3d_stream_output_desc *so_desc)
3772 struct wined3d_so_desc_entry *s;
3773 struct wine_rb_entry *entry;
3774 unsigned int i;
3775 size_t size;
3776 char *name;
3778 if ((entry = wine_rb_get(&device->so_descs, so_desc)))
3780 gs->so_desc = &WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry)->desc;
3781 return WINED3D_OK;
3784 size = FIELD_OFFSET(struct wined3d_so_desc_entry, elements[so_desc->element_count]);
3785 for (i = 0; i < so_desc->element_count; ++i)
3787 const char *n = so_desc->elements[i].semantic_name;
3789 if (n)
3790 size += strlen(n) + 1;
3792 if (!(s = heap_alloc(size)))
3793 return E_OUTOFMEMORY;
3795 s->desc = *so_desc;
3797 memcpy(s->elements, so_desc->elements, so_desc->element_count * sizeof(*s->elements));
3798 s->desc.elements = s->elements;
3800 name = (char *)&s->elements[s->desc.element_count];
3801 for (i = 0; i < so_desc->element_count; ++i)
3803 struct wined3d_stream_output_element *e = &s->elements[i];
3805 if (!e->semantic_name)
3806 continue;
3808 size = strlen(e->semantic_name) + 1;
3809 memcpy(name, e->semantic_name, size);
3810 e->semantic_name = name;
3811 name += size;
3814 if (wine_rb_put(&device->so_descs, &s->desc, &s->entry) == -1)
3816 heap_free(s);
3817 return E_FAIL;
3819 gs->so_desc = &s->desc;
3821 return WINED3D_OK;
3824 static HRESULT geometry_shader_init_stream_output(struct wined3d_shader *shader,
3825 const struct wined3d_stream_output_desc *so_desc)
3827 const struct wined3d_shader_frontend *fe = shader->frontend;
3828 const struct wined3d_shader_signature_element *output;
3829 unsigned int i, component_idx, register_idx, mask;
3830 struct wined3d_shader_version shader_version;
3831 const DWORD *ptr;
3832 void *fe_data;
3833 HRESULT hr;
3835 if (!so_desc)
3836 return WINED3D_OK;
3838 if (!(fe_data = fe->shader_init(shader->function, shader->functionLength, &shader->output_signature)))
3840 WARN("Failed to initialise frontend data.\n");
3841 return WINED3DERR_INVALIDCALL;
3843 fe->shader_read_header(fe_data, &ptr, &shader_version);
3844 fe->shader_free(fe_data);
3846 switch (shader_version.type)
3848 case WINED3D_SHADER_TYPE_VERTEX:
3849 case WINED3D_SHADER_TYPE_DOMAIN:
3850 shader->function = NULL;
3851 shader->functionLength = 0;
3852 break;
3853 case WINED3D_SHADER_TYPE_GEOMETRY:
3854 break;
3855 default:
3856 WARN("Wrong shader type %s.\n", debug_shader_type(shader_version.type));
3857 return E_INVALIDARG;
3860 if (!shader->function)
3862 shader->reg_maps.shader_version = shader_version;
3863 shader->reg_maps.shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY;
3864 shader_set_limits(shader);
3865 if (FAILED(hr = shader_scan_output_signature(shader)))
3866 return hr;
3869 for (i = 0; i < so_desc->element_count; ++i)
3871 const struct wined3d_stream_output_element *e = &so_desc->elements[i];
3873 if (!e->semantic_name)
3874 continue;
3875 if (!(output = shader_find_signature_element(&shader->output_signature,
3876 e->stream_idx, e->semantic_name, e->semantic_idx))
3877 || !shader_get_stream_output_register_info(shader, e, &register_idx, &component_idx))
3879 WARN("Failed to find output signature element for stream output entry.\n");
3880 return E_INVALIDARG;
3883 mask = wined3d_mask_from_size(e->component_count) << component_idx;
3884 if ((output->mask & 0xff & mask) != mask)
3886 WARN("Invalid component range %u-%u (mask %#x), output mask %#x.\n",
3887 component_idx, e->component_count, mask, output->mask & 0xff);
3888 return E_INVALIDARG;
3892 if (FAILED(hr = geometry_shader_init_so_desc(&shader->u.gs, shader->device, so_desc)))
3894 WARN("Failed to initialise stream output description, hr %#x.\n", hr);
3895 return hr;
3898 return WINED3D_OK;
3901 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3902 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3903 void *parent, const struct wined3d_parent_ops *parent_ops)
3905 HRESULT hr;
3907 if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
3908 return hr;
3910 if (FAILED(hr = geometry_shader_init_stream_output(shader, so_desc)))
3911 goto fail;
3913 if (shader->function
3914 && FAILED(hr = shader_set_function(shader, device, WINED3D_SHADER_TYPE_GEOMETRY, 0)))
3915 goto fail;
3917 return WINED3D_OK;
3919 fail:
3920 shader_cleanup(shader);
3921 return hr;
3924 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3925 struct ds_compile_args *args, const struct wined3d_context *context)
3927 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3928 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3929 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3931 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3932 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3934 args->output_count = geometry_shader ? geometry_shader->limits->packed_input
3935 : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3936 args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3938 args->render_offscreen = context->render_offscreen;
3940 init_interpolation_compile_args(args->interpolation_mode,
3941 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, context->d3d_info);
3943 args->padding = 0;
3946 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3947 struct gs_compile_args *args, const struct wined3d_context *context)
3949 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3951 args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3953 if (!(args->primitive_type = shader->u.gs.input_type))
3954 args->primitive_type = state->primitive_type;
3956 init_interpolation_compile_args(args->interpolation_mode, pixel_shader, context->d3d_info);
3959 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3960 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3962 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3963 struct wined3d_texture *texture;
3964 unsigned int i;
3966 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3967 if (!d3d_info->srgb_write_control && needs_srgb_write(d3d_info, state, &state->fb))
3969 static unsigned int warned = 0;
3971 args->srgb_correction = 1;
3972 if (state->blend_state && state->blend_state->desc.rt[0].enable && !warned++)
3973 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3974 "support, expect rendering artifacts.\n");
3977 if (shader->reg_maps.shader_version.major == 1
3978 && shader->reg_maps.shader_version.minor <= 3)
3980 for (i = 0; i < shader->limits->sampler; ++i)
3982 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3984 if (flags & WINED3D_TTFF_PROJECTED)
3986 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3988 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3990 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3991 unsigned int j;
3992 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3993 DWORD max_valid = WINED3D_TTFF_COUNT4;
3995 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3997 struct wined3d_vertex_declaration_element *element =
3998 &state->vertex_declaration->elements[j];
4000 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
4001 && element->usage_idx == index)
4003 max_valid = element->format->component_count;
4004 break;
4007 if (!tex_transform || tex_transform > max_valid)
4009 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
4010 tex_transform, max_valid);
4011 tex_transform = max_valid;
4013 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
4014 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
4015 && tex_transform > WINED3D_TTFF_COUNT2)
4016 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
4017 && tex_transform > WINED3D_TTFF_COUNT3))
4018 tex_transform |= WINED3D_PSARGS_PROJECTED;
4019 else
4021 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
4022 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
4023 i, tex_transform, resource_type);
4026 else
4027 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
4029 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
4033 if (shader->reg_maps.shader_version.major == 1
4034 && shader->reg_maps.shader_version.minor <= 4)
4036 for (i = 0; i < shader->limits->sampler; ++i)
4038 if (!shader->reg_maps.resource_info[i].type)
4039 continue;
4041 /* Treat unbound textures as 2D. The dummy texture will provide
4042 * the proper sample value. The tex_types bitmap defaults to
4043 * 2D because of the memset. */
4044 if (!(texture = state->textures[i]))
4045 continue;
4047 switch (wined3d_texture_gl(texture)->target)
4049 /* RECT textures are distinguished from 2D textures via np2_fixup */
4050 default:
4051 break;
4053 case GL_TEXTURE_3D:
4054 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
4055 break;
4057 case GL_TEXTURE_CUBE_MAP_ARB:
4058 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
4059 break;
4063 else if (shader->reg_maps.shader_version.major <= 3)
4065 for (i = 0; i < shader->limits->sampler; ++i)
4067 enum wined3d_shader_resource_type resource_type;
4068 enum wined3d_shader_tex_types tex_type;
4070 if (!(resource_type = shader->reg_maps.resource_info[i].type))
4071 continue;
4073 switch (resource_type)
4075 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
4076 tex_type = WINED3D_SHADER_TEX_3D;
4077 break;
4078 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
4079 tex_type = WINED3D_SHADER_TEX_CUBE;
4080 break;
4081 default:
4082 tex_type = WINED3D_SHADER_TEX_2D;
4083 break;
4086 if ((texture = state->textures[i]))
4088 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
4089 && resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
4090 && !(texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP))
4091 tex_type = WINED3D_SHADER_TEX_2D;
4092 else if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D
4093 && resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D)
4094 tex_type = WINED3D_SHADER_TEX_3D;
4096 args->tex_types |= tex_type << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
4100 if (shader->reg_maps.shader_version.major >= 4)
4102 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
4103 args->shadow = 0;
4104 for (i = 0 ; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
4105 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
4106 args->np2_fixup = 0;
4108 else
4110 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
4112 if (!shader->reg_maps.resource_info[i].type)
4113 continue;
4115 texture = state->textures[i];
4116 if (!texture)
4118 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
4119 continue;
4121 if (can_use_texture_swizzle(d3d_info, texture->resource.format))
4122 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
4123 else
4124 args->color_fixup[i] = texture->resource.format->color_fixup;
4126 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
4127 args->shadow |= 1u << i;
4129 /* Flag samplers that need NP2 texcoord fixup. */
4130 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
4131 args->np2_fixup |= (1u << i);
4135 if (shader->reg_maps.shader_version.major >= 3)
4137 if (position_transformed)
4138 args->vp_mode = WINED3D_VP_MODE_NONE;
4139 else if (use_vs(state))
4140 args->vp_mode = WINED3D_VP_MODE_SHADER;
4141 else
4142 args->vp_mode = WINED3D_VP_MODE_FF;
4143 args->fog = WINED3D_FFP_PS_FOG_OFF;
4145 else
4147 args->vp_mode = WINED3D_VP_MODE_SHADER;
4148 if (state->render_states[WINED3D_RS_FOGENABLE])
4150 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4152 case WINED3D_FOG_NONE:
4153 if (position_transformed || use_vs(state))
4155 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
4156 break;
4159 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4161 case WINED3D_FOG_NONE: /* Fall through. */
4162 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
4163 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
4164 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
4166 break;
4168 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
4169 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
4170 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
4173 else
4175 args->fog = WINED3D_FFP_PS_FOG_OFF;
4179 if (!d3d_info->full_ffp_varyings)
4181 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4183 args->texcoords_initialized = 0;
4184 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
4186 if (vs)
4188 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
4189 args->texcoords_initialized |= 1u << i;
4191 else
4193 const struct wined3d_stream_info *si = &context->stream_info;
4194 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4196 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4197 & WINED3D_FFP_TCI_MASK
4198 || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
4199 args->texcoords_initialized |= 1u << i;
4203 else
4205 args->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_TEXTURES);
4208 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4209 && state->primitive_type == WINED3D_PT_POINTLIST;
4211 if (d3d_info->ffp_alpha_test)
4212 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
4213 else
4214 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
4215 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
4216 : WINED3D_CMP_ALWAYS) - 1;
4218 if (d3d_info->emulated_flatshading)
4219 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4221 args->y_correction = (shader->reg_maps.vpos && d3d_info->frag_coord_correction)
4222 || (shader->reg_maps.usesdsy && wined3d_settings.offscreen_rendering_mode != ORM_FBO)
4223 ? !context->render_offscreen : 0;
4225 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
4227 struct wined3d_rendertarget_view *rtv = state->fb.render_targets[i];
4228 if (rtv && rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
4229 args->rt_alpha_swizzle |= 1u << i;
4232 args->dual_source_blend = state->blend_state && state->blend_state->dual_source;
4235 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4236 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4238 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4239 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
4240 HRESULT hr;
4242 if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
4243 return hr;
4245 if (FAILED(hr = shader_set_function(shader, device,
4246 WINED3D_SHADER_TYPE_PIXEL, device->adapter->d3d_info.limits.ps_uniform_count)))
4248 shader_cleanup(shader);
4249 return hr;
4252 for (i = 0; i < MAX_REG_INPUT; ++i)
4254 if (shader->u.ps.input_reg_used & (1u << i))
4256 ++num_regs_used;
4257 highest_reg_used = i;
4261 /* Don't do any register mapping magic if it is not needed, or if we can't
4262 * achieve anything anyway */
4263 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
4264 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
4265 || shader->reg_maps.shader_version.major >= 4)
4267 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
4269 /* This happens with relative addressing. The input mapper function
4270 * warns about this if the higher registers are declared too, so
4271 * don't write a FIXME here */
4272 WARN("More varying registers used than supported\n");
4275 for (i = 0; i < MAX_REG_INPUT; ++i)
4277 shader->u.ps.input_reg_map[i] = i;
4280 shader->u.ps.declared_in_count = highest_reg_used + 1;
4282 else
4284 shader->u.ps.declared_in_count = 0;
4285 for (i = 0; i < MAX_REG_INPUT; ++i)
4287 if (shader->u.ps.input_reg_used & (1u << i))
4288 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
4289 else shader->u.ps.input_reg_map[i] = ~0U;
4293 return WINED3D_OK;
4296 enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct wined3d_shader_reg_maps *reg_maps,
4297 unsigned int resource_idx, DWORD tex_types)
4299 static enum wined3d_shader_resource_type shader_resource_type_from_shader_tex_types[] =
4301 WINED3D_SHADER_RESOURCE_TEXTURE_2D, /* WINED3D_SHADER_TEX_2D */
4302 WINED3D_SHADER_RESOURCE_TEXTURE_3D, /* WINED3D_SHADER_TEX_3D */
4303 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, /* WINED3D_SHADER_TEX_CUBE */
4306 unsigned int idx;
4308 if (reg_maps->shader_version.major > 3)
4309 return reg_maps->resource_info[resource_idx].type;
4311 if (!reg_maps->resource_info[resource_idx].type)
4312 return 0;
4314 idx = (tex_types >> resource_idx * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK;
4315 assert(idx < ARRAY_SIZE(shader_resource_type_from_shader_tex_types));
4316 return shader_resource_type_from_shader_tex_types[idx];
4319 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4320 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4322 struct wined3d_shader *object;
4323 HRESULT hr;
4325 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4326 device, desc, parent, parent_ops, shader);
4328 if (!(object = heap_alloc_zero(sizeof(*object))))
4329 return E_OUTOFMEMORY;
4331 if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
4333 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4334 heap_free(object);
4335 return hr;
4338 if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_COMPUTE, 0)))
4340 shader_cleanup(object);
4341 heap_free(object);
4342 return hr;
4345 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4347 TRACE("Created compute shader %p.\n", object);
4348 *shader = object;
4350 return WINED3D_OK;
4353 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4354 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4356 struct wined3d_shader *object;
4357 HRESULT hr;
4359 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4360 device, desc, parent, parent_ops, shader);
4362 if (!(object = heap_alloc_zero(sizeof(*object))))
4363 return E_OUTOFMEMORY;
4365 if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
4367 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4368 heap_free(object);
4369 return hr;
4372 if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_DOMAIN, 0)))
4374 shader_cleanup(object);
4375 heap_free(object);
4376 return hr;
4379 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4381 TRACE("Created domain shader %p.\n", object);
4382 *shader = object;
4384 return WINED3D_OK;
4387 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4388 const struct wined3d_stream_output_desc *so_desc, void *parent,
4389 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4391 struct wined3d_shader *object;
4392 HRESULT hr;
4394 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4395 device, desc, so_desc, parent, parent_ops, shader);
4397 if (!(object = heap_alloc_zero(sizeof(*object))))
4398 return E_OUTOFMEMORY;
4400 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4402 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4403 heap_free(object);
4404 return hr;
4407 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4409 TRACE("Created geometry shader %p.\n", object);
4410 *shader = object;
4412 return WINED3D_OK;
4415 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4416 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4418 struct wined3d_shader *object;
4419 HRESULT hr;
4421 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4422 device, desc, parent, parent_ops, shader);
4424 if (!(object = heap_alloc_zero(sizeof(*object))))
4425 return E_OUTOFMEMORY;
4427 if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
4429 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4430 heap_free(object);
4431 return hr;
4434 if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_HULL, 0)))
4436 shader_cleanup(object);
4437 heap_free(object);
4438 return hr;
4441 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4443 TRACE("Created hull shader %p.\n", object);
4444 *shader = object;
4446 return WINED3D_OK;
4449 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4450 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4452 struct wined3d_shader *object;
4453 HRESULT hr;
4455 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4456 device, desc, parent, parent_ops, shader);
4458 if (!(object = heap_alloc_zero(sizeof(*object))))
4459 return E_OUTOFMEMORY;
4461 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4463 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4464 heap_free(object);
4465 return hr;
4468 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4470 TRACE("Created pixel shader %p.\n", object);
4471 *shader = object;
4473 return WINED3D_OK;
4476 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4477 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4479 struct wined3d_shader *object;
4480 HRESULT hr;
4482 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4483 device, desc, parent, parent_ops, shader);
4485 if (!(object = heap_alloc_zero(sizeof(*object))))
4486 return E_OUTOFMEMORY;
4488 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4490 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4491 heap_free(object);
4492 return hr;
4495 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4497 TRACE("Created vertex shader %p.\n", object);
4498 *shader = object;
4500 return WINED3D_OK;