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
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
},
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",
302 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
303 const char *sysval_name
;
305 shader_input_sysval_semantic_names
[] =
307 {WINED3D_SIV_POSITION
, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
332 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
336 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
339 return shader_opcode_names
[handler_idx
];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
344 if (usage
>= ARRAY_SIZE(semantic_names
))
346 FIXME("Unrecognized usage %#x.\n", usage
);
347 return "UNRECOGNIZED";
350 return semantic_names
[usage
];
353 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
357 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
359 if (!strcmp(name
, semantic_names
[i
]))
366 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
370 case WINED3D_DECL_USAGE_POSITION
:
371 return WINED3D_SV_POSITION
;
377 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
379 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
383 const struct wined3d_shader_semantic
*s
)
385 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
386 e
->semantic_idx
= s
->usage_idx
;
388 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
389 e
->component_type
= WINED3D_TYPE_FLOAT
;
390 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
391 e
->mask
= s
->reg
.write_mask
;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
395 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
397 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
398 e
->semantic_idx
= usage_idx
;
400 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
401 e
->component_type
= WINED3D_TYPE_FLOAT
;
402 e
->register_idx
= reg_idx
;
403 e
->mask
= write_mask
;
406 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
411 return &sm1_shader_frontend
;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
414 return &sm4_shader_frontend
;
417 WARN("Invalid byte code format %#x specified.\n", format
);
422 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");
437 string_buffer_clear(buffer
);
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
)
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';
459 buffer
->buffer
= new_buffer
;
460 buffer
->buffer_size
= new_buffer_size
;
464 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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 */)
474 buffer
->content_size
+= rc
;
478 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
485 va_start(args
, format
);
486 ret
= shader_vaddline(buffer
, format
, args
);
490 if (!string_buffer_resize(buffer
, ret
))
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");
511 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
512 list_remove(&buffer
->entry
);
514 string_buffer_clear(buffer
);
518 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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
, ...)
533 va_start(args
, format
);
534 ret
= string_buffer_vsprintf(buffer
, format
, args
);
538 if (!string_buffer_resize(buffer
, ret
))
543 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
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
);
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
;
578 FIXME("Unsupported register type: %u.\n", register_type
);
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
)
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
;
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
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}},
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}},
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}},
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}},
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}},
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
);
653 switch (shader
->reg_maps
.shader_version
.type
)
656 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
658 case WINED3D_SHADER_TYPE_VERTEX
:
659 limits_array
= vs_limits
;
661 case WINED3D_SHADER_TYPE_HULL
:
662 limits_array
= hs_limits
;
664 case WINED3D_SHADER_TYPE_DOMAIN
:
665 limits_array
= ds_limits
;
667 case WINED3D_SHADER_TYPE_GEOMETRY
:
668 limits_array
= gs_limits
;
670 case WINED3D_SHADER_TYPE_PIXEL
:
671 limits_array
= ps_limits
;
673 case WINED3D_SHADER_TYPE_COMPUTE
:
674 limits_array
= cs_limits
;
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
;
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
)
701 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
702 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
703 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
705 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
708 case WINED3DSPR_TEMP
:
709 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
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;
724 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
728 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
732 case WINED3DSPR_RASTOUT
:
733 if (reg
->idx
[0].offset
== 1)
735 if (reg
->idx
[0].offset
== 2)
736 reg_maps
->point_size
= 1;
739 case WINED3DSPR_MISCTYPE
:
740 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
742 if (!reg
->idx
[0].offset
)
744 else if (reg
->idx
[0].offset
== 1)
745 reg_maps
->usesfacing
= 1;
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
;
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
);
767 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
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
);
780 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
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
);
792 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
796 case WINED3DSPR_COLOROUT
:
797 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
800 case WINED3DSPR_OUTCONTROLPOINT
:
804 case WINED3DSPR_SAMPLEMASK
:
805 reg_maps
->sample_mask
= 1;
809 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
810 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
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
;
823 map
= ®_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
)
833 if (!(entries
= heap_calloc(4, sizeof(*entries
))))
835 ERR("Failed to allocate sampler map entries.\n");
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");
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
)
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;
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
);
891 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
893 FIXME("TGSM declarations are allowed only in compute shaders.\n");
897 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_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
= ®_maps
->tgsm
[register_idx
];
904 tgsm
->stride
= stride
;
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
));
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
;
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
++];
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
++];
953 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
957 phase
->start
= current_instruction_ptr
;
958 *current_phase
= phase
;
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)
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
);
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
;
997 for (i
= 0; i
< output_signature
->element_count
; ++i
)
999 const struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
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
)))
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
)))
1013 reg_maps
->cull_distance_mask
|= mask
;
1015 else if (e
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
)
1017 reg_maps
->viewport_array
= 1;
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
;
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(®_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
;
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
);
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
);
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
);
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
)
1109 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1110 reg_maps
->point_size
= 1;
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
);
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
);
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
);
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
;
1135 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1139 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
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
);
1152 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1153 wined3d_bitmap_set(®_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
;
1163 FIXME("Invalid instruction %#x for shader type %#x.\n",
1164 ins
.handler_idx
, shader_version
.type
);
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
;
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
)
1183 phase
->instance_count
= ins
.declaration
.count
;
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
)
1191 FIXME("Multiple immediate constant buffers.\n");
1192 reg_maps
->icb
= ins
.declaration
.icb
;
1194 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1198 FIXME("Indexable temporary registers not supported.\n");
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(®_maps
->indexable_temps
, ®
->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
;
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
);
1227 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1228 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
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
;
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
;
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
;
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
);
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
);
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
)
1296 phase
->temporary_count
= ins
.declaration
.count
;
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
;
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
;
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)))
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
)))
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
;
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
);
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
);
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
;
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
;
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
)))
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. */
1459 BOOL color0_mov
= FALSE
;
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)
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
);
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
);
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
);
1505 case WINED3DSPR_ATTROUT
:
1506 if (shader_version
.major
>= 3)
1511 if (reg_maps
->output_registers
& (1u << idx
))
1513 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
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
);
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
);
1532 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1535 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1537 WARN("Invalid texcoord index %u.\n", idx
);
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
;
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
);
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. */
1577 /* Also drop the MOV marker if the source register is overwritten prior to the shader
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
);
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
);
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
;
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
);
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
)
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
)
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
);
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
;
1760 ++reg
.idx
[0].offset
;
1761 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1762 shader_version
.type
, constf_size
))
1763 return WINED3DERR_INVALIDCALL
;
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
;
1785 phase
->end
= prev_ins
;
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
)
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
;
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
)))
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
)))
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
)))
1855 *e
++ = output_signature_elements
[i
];
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
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1871 list_init(®_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
;
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
;
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
;
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
;
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
;
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
))
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
;
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
)
1974 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1975 shader_addline(buffer
, "line");
1977 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1978 shader_addline(buffer
, "triangle");
1980 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1981 shader_addline(buffer
, "quad");
1984 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
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");
1997 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1998 shader_addline(buffer
, "line");
2000 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
2001 shader_addline(buffer
, "triangle_cw");
2003 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
2004 shader_addline(buffer
, "triangle_ccw");
2007 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
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");
2020 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
2021 shader_addline(buffer
, "pow2");
2023 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
2024 shader_addline(buffer
, "fractional_odd");
2026 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
2027 shader_addline(buffer
, "fractional_even");
2030 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
2035 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
2036 enum wined3d_shader_input_sysval_semantic semantic
)
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
);
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
]);
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
]);
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");
2110 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2111 shader_addline(buffer
, "_3d");
2114 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2115 shader_addline(buffer
, "_cube");
2119 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
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_");
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
);
2136 /* Pixel shaders 3.0 don't have usage semantics. */
2137 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2140 shader_addline(buffer
, "_");
2142 switch (semantic
->usage
)
2144 case WINED3D_DECL_USAGE_POSITION
:
2145 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2148 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2149 shader_addline(buffer
, "blend");
2152 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2153 shader_addline(buffer
, "weight");
2156 case WINED3D_DECL_USAGE_NORMAL
:
2157 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2160 case WINED3D_DECL_USAGE_PSIZE
:
2161 shader_addline(buffer
, "psize");
2164 case WINED3D_DECL_USAGE_COLOR
:
2165 if (!semantic
->usage_idx
)
2166 shader_addline(buffer
, "color");
2168 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2171 case WINED3D_DECL_USAGE_TEXCOORD
:
2172 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2175 case WINED3D_DECL_USAGE_TANGENT
:
2176 shader_addline(buffer
, "tangent");
2179 case WINED3D_DECL_USAGE_BINORMAL
:
2180 shader_addline(buffer
, "binormal");
2183 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2184 shader_addline(buffer
, "tessfactor");
2187 case WINED3D_DECL_USAGE_POSITIONT
:
2188 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2191 case WINED3D_DECL_USAGE_FOG
:
2192 shader_addline(buffer
, "fog");
2195 case WINED3D_DECL_USAGE_DEPTH
:
2196 shader_addline(buffer
, "depth");
2199 case WINED3D_DECL_USAGE_SAMPLE
:
2200 shader_addline(buffer
, "sample");
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
;
2219 case WINED3DSPR_TEMP
:
2220 shader_addline(buffer
, "r");
2223 case WINED3DSPR_INPUT
:
2224 shader_addline(buffer
, "v");
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
);
2235 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2236 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2239 case WINED3DSPR_RASTOUT
:
2240 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2243 case WINED3DSPR_COLOROUT
:
2244 shader_addline(buffer
, "oC");
2247 case WINED3DSPR_DEPTHOUT
:
2248 shader_addline(buffer
, "oDepth");
2251 case WINED3DSPR_DEPTHOUTGE
:
2252 shader_addline(buffer
, "oDepthGE");
2255 case WINED3DSPR_DEPTHOUTLE
:
2256 shader_addline(buffer
, "oDepthLE");
2259 case WINED3DSPR_ATTROUT
:
2260 shader_addline(buffer
, "oD");
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");
2269 shader_addline(buffer
, "oT");
2272 case WINED3DSPR_CONSTINT
:
2273 shader_addline(buffer
, "i");
2276 case WINED3DSPR_CONSTBOOL
:
2277 shader_addline(buffer
, "b");
2280 case WINED3DSPR_LABEL
:
2281 shader_addline(buffer
, "l");
2284 case WINED3DSPR_LOOP
:
2285 shader_addline(buffer
, "aL");
2288 case WINED3DSPR_SAMPLER
:
2289 shader_addline(buffer
, "s");
2292 case WINED3DSPR_MISCTYPE
:
2295 FIXME("Unhandled misctype register %u.\n", offset
);
2296 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2300 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2304 case WINED3DSPR_PREDICATE
:
2305 shader_addline(buffer
, "p");
2308 case WINED3DSPR_IMMCONST
:
2309 shader_addline(buffer
, "l");
2312 case WINED3DSPR_CONSTBUFFER
:
2313 shader_addline(buffer
, "cb");
2316 case WINED3DSPR_IMMCONSTBUFFER
:
2317 shader_addline(buffer
, "icb");
2320 case WINED3DSPR_PRIMID
:
2321 shader_addline(buffer
, "primID");
2324 case WINED3DSPR_NULL
:
2325 shader_addline(buffer
, "null");
2328 case WINED3DSPR_RASTERIZER
:
2329 shader_addline(buffer
, "rasterizer");
2332 case WINED3DSPR_RESOURCE
:
2333 shader_addline(buffer
, "t");
2336 case WINED3DSPR_UAV
:
2337 shader_addline(buffer
, "u");
2340 case WINED3DSPR_OUTPOINTID
:
2341 shader_addline(buffer
, "vOutputControlPointID");
2344 case WINED3DSPR_FORKINSTID
:
2345 shader_addline(buffer
, "vForkInstanceId");
2348 case WINED3DSPR_JOININSTID
:
2349 shader_addline(buffer
, "vJoinInstanceId");
2352 case WINED3DSPR_INCONTROLPOINT
:
2353 shader_addline(buffer
, "vicp");
2356 case WINED3DSPR_OUTCONTROLPOINT
:
2357 shader_addline(buffer
, "vocp");
2360 case WINED3DSPR_PATCHCONST
:
2361 shader_addline(buffer
, "vpc");
2364 case WINED3DSPR_TESSCOORD
:
2365 shader_addline(buffer
, "vDomainLocation");
2368 case WINED3DSPR_GROUPSHAREDMEM
:
2369 shader_addline(buffer
, "g");
2372 case WINED3DSPR_THREADID
:
2373 shader_addline(buffer
, "vThreadID");
2376 case WINED3DSPR_THREADGROUPID
:
2377 shader_addline(buffer
, "vThreadGroupID");
2380 case WINED3DSPR_LOCALTHREADID
:
2381 shader_addline(buffer
, "vThreadIDInGroup");
2384 case WINED3DSPR_LOCALTHREADINDEX
:
2385 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2388 case WINED3DSPR_IDXTEMP
:
2389 shader_addline(buffer
, "x");
2392 case WINED3DSPR_STREAM
:
2393 shader_addline(buffer
, "m");
2396 case WINED3DSPR_FUNCTIONBODY
:
2397 shader_addline(buffer
, "fb");
2400 case WINED3DSPR_FUNCTIONPOINTER
:
2401 shader_addline(buffer
, "fp");
2404 case WINED3DSPR_COVERAGE
:
2405 shader_addline(buffer
, "vCoverage");
2408 case WINED3DSPR_SAMPLEMASK
:
2409 shader_addline(buffer
, "oMask");
2412 case WINED3DSPR_GSINSTID
:
2413 shader_addline(buffer
, "vGSInstanceID");
2417 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
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
);
2432 case WINED3D_DATA_INT
:
2433 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
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]);
2441 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
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 *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2452 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
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]);
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]);
2467 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2473 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2476 shader_addline(buffer
, ")");
2478 else if (reg
->type
!= WINED3DSPR_RASTOUT
2479 && reg
->type
!= WINED3DSPR_MISCTYPE
2480 && reg
->type
!= WINED3DSPR_NULL
)
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
, ¶m
->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
, ¶m
->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
]);
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
;
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
;
2621 ctx
.backend_data
= backend_ctx
;
2624 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2628 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
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
;
2641 FIXME("Predicates not implemented.\n");
2643 /* Call appropriate function for output target */
2644 device
->shader_backend
->shader_handle_instruction(&ins
);
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
;
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");
2683 case WINED3D_PT_POINTLIST
:
2684 shader_addline(buffer
, "pointlist");
2686 case WINED3D_PT_LINELIST
:
2687 shader_addline(buffer
, "linelist");
2689 case WINED3D_PT_LINESTRIP
:
2690 shader_addline(buffer
, "linestrip");
2692 case WINED3D_PT_TRIANGLELIST
:
2693 shader_addline(buffer
, "trianglelist");
2695 case WINED3D_PT_TRIANGLESTRIP
:
2696 shader_addline(buffer
, "trianglestrip");
2698 case WINED3D_PT_TRIANGLEFAN
:
2699 shader_addline(buffer
, "trianglefan");
2701 case WINED3D_PT_LINELIST_ADJ
:
2702 shader_addline(buffer
, "linelist_adj");
2704 case WINED3D_PT_LINESTRIP_ADJ
:
2705 shader_addline(buffer
, "linestrip_adj");
2707 case WINED3D_PT_TRIANGLELIST_ADJ
:
2708 shader_addline(buffer
, "trianglelist_adj");
2710 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2711 shader_addline(buffer
, "trianglestrip_adj");
2713 case WINED3D_PT_PATCH
:
2714 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2717 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
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");
2730 case WINED3DSIM_LINEAR
:
2731 shader_addline(buffer
, "linear");
2733 case WINED3DSIM_LINEAR_CENTROID
:
2734 shader_addline(buffer
, "linear centroid");
2736 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2737 shader_addline(buffer
, "linear noperspective");
2739 case WINED3DSIM_LINEAR_SAMPLE
:
2740 shader_addline(buffer
, "linear sample");
2742 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2743 shader_addline(buffer
, "linear noperspective centroid");
2745 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2746 shader_addline(buffer
, "linear noperspective sample");
2749 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
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
;
2763 if (!string_buffer_init(&buffer
))
2765 ERR("Failed to initialize string buffer.\n");
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
:
2779 case WINED3D_SHADER_TYPE_HULL
:
2783 case WINED3D_SHADER_TYPE_DOMAIN
:
2787 case WINED3D_SHADER_TYPE_GEOMETRY
:
2791 case WINED3D_SHADER_TYPE_PIXEL
:
2795 case WINED3D_SHADER_TYPE_COMPUTE
:
2800 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2801 type_prefix
= "unknown";
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");
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");
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 '+' */
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
)
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
)
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
)
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
)
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
);
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")))
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");
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
);
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
;
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
);
3254 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
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. */
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
)
3285 const struct wined3d_shader_backend_ops none_shader_backend
=
3287 shader_none_handle_instruction
,
3288 shader_none_precompile
,
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
,
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
)
3311 case WINED3D_FEATURE_LEVEL_11_1
:
3312 case WINED3D_FEATURE_LEVEL_11
:
3314 case WINED3D_FEATURE_LEVEL_10_1
:
3315 case WINED3D_FEATURE_LEVEL_10
:
3317 case WINED3D_FEATURE_LEVEL_9_3
:
3319 case WINED3D_FEATURE_LEVEL_9_2
:
3320 case WINED3D_FEATURE_LEVEL_9_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
= ®_maps
->shader_version
;
3333 const struct wined3d_shader_frontend
*fe
;
3334 unsigned int backend_version
;
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
)))
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
;
3368 case WINED3D_SHADER_TYPE_VERTEX
:
3369 backend_version
= d3d_info
->limits
.vs_version
;
3371 case WINED3D_SHADER_TYPE_HULL
:
3372 backend_version
= d3d_info
->limits
.hs_version
;
3374 case WINED3D_SHADER_TYPE_DOMAIN
:
3375 backend_version
= d3d_info
->limits
.ds_version
;
3377 case WINED3D_SHADER_TYPE_GEOMETRY
:
3378 backend_version
= d3d_info
->limits
.gs_version
;
3380 case WINED3D_SHADER_TYPE_PIXEL
:
3381 backend_version
= d3d_info
->limits
.ps_version
;
3383 case WINED3D_SHADER_TYPE_COMPUTE
:
3384 backend_version
= d3d_info
->limits
.cs_version
;
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
;
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
);
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
);
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
);
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();
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
);
3462 *byte_code_size
= shader
->byte_code_size
;
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
);
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
;
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
;
3500 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
3501 return E_OUTOFMEMORY
;
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
;
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
));
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;
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
;
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
)
3569 if (usage1
== usage2
)
3571 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3573 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
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;
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
))
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
)
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
;
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
;
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
;
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
;
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
)))
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
;
3665 enum wined3d_shader_byte_code_format format
;
3666 unsigned int max_version
;
3668 if (!(shader
->byte_code
= heap_alloc(desc
->byte_code_size
)))
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
)))
3680 if (!(shader
->frontend
= shader_select_frontend(format
)))
3682 FIXME("Unable to find frontend for shader.\n");
3683 hr
= WINED3DERR_INVALIDCALL
;
3691 shader_cleanup(shader
);
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
;
3702 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
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
);
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
)
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
;
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
;
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
)
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
;
3753 if (!(output
= shader_find_signature_element(&shader
->output_signature
,
3754 so_element
->stream_idx
, so_element
->semantic_name
, so_element
->semantic_idx
)))
3757 for (idx
= 0; idx
< 4; ++idx
)
3759 if (output
->mask
& (1u << idx
))
3762 idx
+= so_element
->component_idx
;
3764 *register_idx
= output
->register_idx
;
3765 *component_idx
= idx
;
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
;
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
;
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
;
3790 size
+= strlen(n
) + 1;
3792 if (!(s
= heap_alloc(size
)))
3793 return E_OUTOFMEMORY
;
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
)
3808 size
= strlen(e
->semantic_name
) + 1;
3809 memcpy(name
, e
->semantic_name
, size
);
3810 e
->semantic_name
= name
;
3814 if (wine_rb_put(&device
->so_descs
, &s
->desc
, &s
->entry
) == -1)
3819 gs
->so_desc
= &s
->desc
;
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
;
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;
3853 case WINED3D_SHADER_TYPE_GEOMETRY
:
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
)))
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
)
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
, ®ister_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
);
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
)
3907 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
3910 if (FAILED(hr
= geometry_shader_init_stream_output(shader
, so_desc
)))
3913 if (shader
->function
3914 && FAILED(hr
= shader_set_function(shader
, device
, WINED3D_SHADER_TYPE_GEOMETRY
, 0)))
3920 shader_cleanup(shader
);
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
);
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
;
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
;
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
;
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
;
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
);
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
)
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
]))
4047 switch (wined3d_texture_gl(texture
)->target
)
4049 /* RECT textures are distinguished from 2D textures via np2_fixup */
4054 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
4057 case GL_TEXTURE_CUBE_MAP_ARB
:
4058 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
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
))
4073 switch (resource_type
)
4075 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
4076 tex_type
= WINED3D_SHADER_TEX_3D
;
4078 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
4079 tex_type
= WINED3D_SHADER_TEX_CUBE
;
4082 tex_type
= WINED3D_SHADER_TEX_2D
;
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. */
4104 for (i
= 0 ; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
4105 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4106 args
->np2_fixup
= 0;
4110 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
4112 if (!shader
->reg_maps
.resource_info
[i
].type
)
4115 texture
= state
->textures
[i
];
4118 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4121 if (can_use_texture_swizzle(d3d_info
, texture
->resource
.format
))
4122 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
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
;
4142 args
->vp_mode
= WINED3D_VP_MODE_FF
;
4143 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
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
;
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;
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;
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
)
4188 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
4189 args
->texcoords_initialized
|= 1u << i
;
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
;
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;
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;
4242 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
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
);
4252 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4254 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
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;
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;
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 */
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
)
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
;
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
);
4338 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_COMPUTE
, 0)))
4340 shader_cleanup(object
);
4345 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4347 TRACE("Created compute shader %p.\n", object
);
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
;
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
);
4372 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_DOMAIN
, 0)))
4374 shader_cleanup(object
);
4379 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4381 TRACE("Created domain shader %p.\n", object
);
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
;
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
);
4407 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4409 TRACE("Created geometry shader %p.\n", object
);
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
;
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
);
4434 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_HULL
, 0)))
4436 shader_cleanup(object
);
4441 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4443 TRACE("Created hull shader %p.\n", object
);
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
;
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
);
4468 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4470 TRACE("Created pixel shader %p.\n", object
);
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
;
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
);
4495 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4497 TRACE("Created vertex shader %p.\n", object
);