oleaut32: Remove unnecessary consts.
[wine.git] / dlls / wined3d / shader.c
blob20d4f0773dd76cfa0dc3c609ac7c9e4c8cb525b9
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 /* pow, mul_high, sub_high, mul_low */
36 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
37 /* cmp */
38 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
40 static const char * const shader_opcode_names[] =
42 /* WINED3DSIH_ABS */ "abs",
43 /* WINED3DSIH_ADD */ "add",
44 /* WINED3DSIH_AND */ "and",
45 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
46 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
47 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
48 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
49 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
50 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
51 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
52 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
53 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
54 /* WINED3DSIH_BEM */ "bem",
55 /* WINED3DSIH_BFI */ "bfi",
56 /* WINED3DSIH_BFREV */ "bfrev",
57 /* WINED3DSIH_BREAK */ "break",
58 /* WINED3DSIH_BREAKC */ "breakc",
59 /* WINED3DSIH_BREAKP */ "breakp",
60 /* WINED3DSIH_BUFINFO */ "bufinfo",
61 /* WINED3DSIH_CALL */ "call",
62 /* WINED3DSIH_CALLNZ */ "callnz",
63 /* WINED3DSIH_CASE */ "case",
64 /* WINED3DSIH_CMP */ "cmp",
65 /* WINED3DSIH_CND */ "cnd",
66 /* WINED3DSIH_CONTINUE */ "continue",
67 /* WINED3DSIH_CONTINUEP */ "continuec",
68 /* WINED3DSIH_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
78 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
81 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
82 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
83 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
84 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
85 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
86 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
87 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
88 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
89 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
90 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
91 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
92 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
93 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
94 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
95 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
96 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
97 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
98 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
99 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
100 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
101 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
102 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
103 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
104 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
105 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
106 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
107 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
108 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
109 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
110 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
111 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
112 /* WINED3DSIH_DEF */ "def",
113 /* WINED3DSIH_DEFAULT */ "default",
114 /* WINED3DSIH_DEFB */ "defb",
115 /* WINED3DSIH_DEFI */ "defi",
116 /* WINED3DSIH_DIV */ "div",
117 /* WINED3DSIH_DP2 */ "dp2",
118 /* WINED3DSIH_DP2ADD */ "dp2add",
119 /* WINED3DSIH_DP3 */ "dp3",
120 /* WINED3DSIH_DP4 */ "dp4",
121 /* WINED3DSIH_DST */ "dst",
122 /* WINED3DSIH_DSX */ "dsx",
123 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
124 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
125 /* WINED3DSIH_DSY */ "dsy",
126 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
127 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
128 /* WINED3DSIH_ELSE */ "else",
129 /* WINED3DSIH_EMIT */ "emit",
130 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
131 /* WINED3DSIH_ENDIF */ "endif",
132 /* WINED3DSIH_ENDLOOP */ "endloop",
133 /* WINED3DSIH_ENDREP */ "endrep",
134 /* WINED3DSIH_ENDSWITCH */ "endswitch",
135 /* WINED3DSIH_EQ */ "eq",
136 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
300 static const struct
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
305 shader_input_sysval_semantic_names[] =
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
339 return shader_opcode_names[handler_idx];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
344 if (usage >= ARRAY_SIZE(semantic_names))
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
350 return semantic_names[usage];
353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
355 unsigned int i;
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
359 if (!strcmp(name, semantic_names[i]))
360 return i;
363 return ~0U;
366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
368 switch (usage)
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
408 switch (format)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
422 static enum wined3d_shader_type shader_get_shader_type(const struct wined3d_shader_desc *desc)
424 if (desc->format == WINED3D_SHADER_BYTE_CODE_FORMAT_SM4)
425 return wined3d_get_sm4_shader_type(desc->byte_code, desc->byte_code_size);
427 FIXME("Could not get shader type for byte code format %#x.\n", desc->format);
428 return WINED3D_SHADER_TYPE_INVALID;
431 void string_buffer_clear(struct wined3d_string_buffer *buffer)
433 buffer->buffer[0] = '\0';
434 buffer->content_size = 0;
437 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
439 buffer->buffer_size = 32;
440 if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
442 ERR("Failed to allocate shader buffer memory.\n");
443 return FALSE;
446 string_buffer_clear(buffer);
447 return TRUE;
450 void string_buffer_free(struct wined3d_string_buffer *buffer)
452 heap_free(buffer->buffer);
455 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
457 char *new_buffer;
458 unsigned int new_buffer_size = buffer->buffer_size * 2;
460 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
461 new_buffer_size *= 2;
462 if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
464 ERR("Failed to grow buffer.\n");
465 buffer->buffer[buffer->content_size] = '\0';
466 return FALSE;
468 buffer->buffer = new_buffer;
469 buffer->buffer_size = new_buffer_size;
470 return TRUE;
473 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
475 unsigned int rem;
476 int rc;
478 rem = buffer->buffer_size - buffer->content_size;
479 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
480 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
481 return rc;
483 buffer->content_size += rc;
484 return 0;
487 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
489 va_list args;
490 int ret;
492 for (;;)
494 va_start(args, format);
495 ret = shader_vaddline(buffer, format, args);
496 va_end(args);
497 if (!ret)
498 return ret;
499 if (!string_buffer_resize(buffer, ret))
500 return -1;
504 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
506 struct wined3d_string_buffer *buffer;
508 if (list_empty(&list->list))
510 buffer = heap_alloc(sizeof(*buffer));
511 if (!buffer || !string_buffer_init(buffer))
513 ERR("Couldn't allocate buffer for temporary string.\n");
514 heap_free(buffer);
515 return NULL;
518 else
520 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
521 list_remove(&buffer->entry);
523 string_buffer_clear(buffer);
524 return buffer;
527 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
529 if (!buffer)
530 return 0;
531 string_buffer_clear(buffer);
532 return shader_vaddline(buffer, format, args);
535 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
537 va_list args;
538 int ret;
540 for (;;)
542 va_start(args, format);
543 ret = string_buffer_vsprintf(buffer, format, args);
544 va_end(args);
545 if (!ret)
546 return;
547 if (!string_buffer_resize(buffer, ret))
548 return;
552 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
554 if (!buffer)
555 return;
556 list_add_head(&list->list, &buffer->entry);
559 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
561 list_init(&list->list);
564 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
566 struct wined3d_string_buffer *buffer, *buffer_next;
568 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
570 string_buffer_free(buffer);
571 heap_free(buffer);
573 list_init(&list->list);
576 /* Convert floating point offset relative to a register file to an absolute
577 * offset for float constants. */
578 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
580 switch (register_type)
582 case WINED3DSPR_CONST: return register_idx;
583 case WINED3DSPR_CONST2: return 2048 + register_idx;
584 case WINED3DSPR_CONST3: return 4096 + register_idx;
585 case WINED3DSPR_CONST4: return 6144 + register_idx;
586 default:
587 FIXME("Unsupported register type: %u.\n", register_type);
588 return register_idx;
592 static void shader_delete_constant_list(struct list *clist)
594 struct wined3d_shader_lconst *constant, *constant_next;
596 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
597 heap_free(constant);
598 list_init(clist);
601 static void shader_set_limits(struct wined3d_shader *shader)
603 static const struct limits_entry
605 unsigned int min_version;
606 unsigned int max_version;
607 struct wined3d_shader_limits limits;
609 vs_limits[] =
611 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
612 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
613 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
614 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
615 * even though they are capable of supporting much more (GL
616 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
617 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
618 * shaders to 256. */
619 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
620 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
621 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
624 hs_limits[] =
626 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
627 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
629 ds_limits[] =
631 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
632 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
634 gs_limits[] =
636 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
637 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
638 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
641 ps_limits[] =
643 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
644 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
645 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
646 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
647 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
648 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
649 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
652 cs_limits[] =
654 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
655 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
657 const struct limits_entry *limits_array;
658 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
659 shader->reg_maps.shader_version.minor);
660 int i = 0;
662 switch (shader->reg_maps.shader_version.type)
664 default:
665 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
666 /* Fall-through. */
667 case WINED3D_SHADER_TYPE_VERTEX:
668 limits_array = vs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_HULL:
671 limits_array = hs_limits;
672 break;
673 case WINED3D_SHADER_TYPE_DOMAIN:
674 limits_array = ds_limits;
675 break;
676 case WINED3D_SHADER_TYPE_GEOMETRY:
677 limits_array = gs_limits;
678 break;
679 case WINED3D_SHADER_TYPE_PIXEL:
680 limits_array = ps_limits;
681 break;
682 case WINED3D_SHADER_TYPE_COMPUTE:
683 limits_array = cs_limits;
684 break;
687 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
689 if (shader_version <= limits_array[i].max_version)
691 shader->limits = &limits_array[i].limits;
692 break;
694 ++i;
696 if (!shader->limits)
698 FIXME("Unexpected shader version \"%u.%u\".\n",
699 shader->reg_maps.shader_version.major,
700 shader->reg_maps.shader_version.minor);
701 shader->limits = &limits_array[max(0, i - 1)].limits;
705 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
706 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
708 switch (reg->type)
710 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
711 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
712 reg_maps->texcoord |= 1u << reg->idx[0].offset;
713 else
714 reg_maps->address |= 1u << reg->idx[0].offset;
715 break;
717 case WINED3DSPR_TEMP:
718 reg_maps->temporary |= 1u << reg->idx[0].offset;
719 break;
721 case WINED3DSPR_INPUT:
722 if (reg->idx[0].rel_addr)
723 reg_maps->input_rel_addressing = 1;
724 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
726 /* If relative addressing is used, we must assume that all
727 * registers are used. Even if it is a construct like v3[aL],
728 * we can't assume that v0, v1 and v2 aren't read because aL
729 * can be negative. */
730 if (reg->idx[0].rel_addr)
731 shader->u.ps.input_reg_used = ~0u;
732 else
733 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
735 else
737 reg_maps->input_registers |= 1u << reg->idx[0].offset;
739 break;
741 case WINED3DSPR_RASTOUT:
742 if (reg->idx[0].offset == 1)
743 reg_maps->fog = 1;
744 if (reg->idx[0].offset == 2)
745 reg_maps->point_size = 1;
746 break;
748 case WINED3DSPR_MISCTYPE:
749 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
751 if (!reg->idx[0].offset)
752 reg_maps->vpos = 1;
753 else if (reg->idx[0].offset == 1)
754 reg_maps->usesfacing = 1;
756 break;
758 case WINED3DSPR_CONST:
759 if (reg->idx[0].rel_addr)
761 if (reg->idx[0].offset < reg_maps->min_rel_offset)
762 reg_maps->min_rel_offset = reg->idx[0].offset;
763 if (reg->idx[0].offset > reg_maps->max_rel_offset)
764 reg_maps->max_rel_offset = reg->idx[0].offset;
765 reg_maps->usesrelconstF = TRUE;
767 else
769 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
771 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
772 return FALSE;
774 else
776 wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
779 break;
781 case WINED3DSPR_CONSTINT:
782 if (reg->idx[0].offset >= shader->limits->constant_int)
784 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
785 return FALSE;
787 else
789 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
791 break;
793 case WINED3DSPR_CONSTBOOL:
794 if (reg->idx[0].offset >= shader->limits->constant_bool)
796 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
797 return FALSE;
799 else
801 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
803 break;
805 case WINED3DSPR_COLOROUT:
806 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
807 break;
809 case WINED3DSPR_OUTCONTROLPOINT:
810 reg_maps->vocp = 1;
811 break;
813 case WINED3DSPR_SAMPLEMASK:
814 reg_maps->sample_mask = 1;
815 break;
817 default:
818 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
819 reg->type, reg->idx[0].offset, reg->idx[1].offset);
820 break;
822 return TRUE;
825 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
826 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
828 struct wined3d_shader_sampler_map_entry *entries, *entry;
829 struct wined3d_shader_sampler_map *map;
830 unsigned int i;
832 map = &reg_maps->sampler_map;
833 entries = map->entries;
834 for (i = 0; i < map->count; ++i)
836 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
837 return;
840 if (!map->size)
842 if (!(entries = heap_calloc(4, sizeof(*entries))))
844 ERR("Failed to allocate sampler map entries.\n");
845 return;
847 map->size = 4;
848 map->entries = entries;
850 else if (map->count == map->size)
852 size_t new_size = map->size * 2;
854 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
855 || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
857 ERR("Failed to resize sampler map entries.\n");
858 return;
860 map->size = new_size;
861 map->entries = entries;
864 entry = &entries[map->count++];
865 entry->resource_idx = resource_idx;
866 entry->sampler_idx = sampler_idx;
867 entry->bind_idx = bind_idx;
870 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
872 switch (instr)
874 case WINED3DSIH_M4x4:
875 case WINED3DSIH_M3x4:
876 return param == 1 ? 3 : 0;
878 case WINED3DSIH_M4x3:
879 case WINED3DSIH_M3x3:
880 return param == 1 ? 2 : 0;
882 case WINED3DSIH_M3x2:
883 return param == 1 ? 1 : 0;
885 default:
886 return 0;
890 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
891 unsigned int register_idx, unsigned int size, unsigned int stride)
893 struct wined3d_shader_tgsm *tgsm;
895 if (register_idx >= MAX_TGSM_REGISTERS)
897 ERR("Invalid TGSM register index %u.\n", register_idx);
898 return S_OK;
900 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
902 FIXME("TGSM declarations are allowed only in compute shaders.\n");
903 return S_OK;
906 if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
907 register_idx + 1, sizeof(*reg_maps->tgsm)))
908 return E_OUTOFMEMORY;
910 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
911 tgsm = &reg_maps->tgsm[register_idx];
912 tgsm->size = size;
913 tgsm->stride = stride;
914 return S_OK;
917 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
918 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
919 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
921 struct wined3d_shader_phase *phase;
923 if ((phase = *current_phase))
925 phase->end = previous_instruction_ptr;
926 *current_phase = NULL;
929 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
931 ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
932 return E_FAIL;
935 switch (ins->handler_idx)
937 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
938 if (shader->u.hs.phases.control_point)
940 FIXME("Multiple control point phases.\n");
941 heap_free(shader->u.hs.phases.control_point);
943 if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
944 return E_OUTOFMEMORY;
945 phase = shader->u.hs.phases.control_point;
946 break;
947 case WINED3DSIH_HS_FORK_PHASE:
948 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
949 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
950 sizeof(*shader->u.hs.phases.fork)))
951 return E_OUTOFMEMORY;
952 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
953 break;
954 case WINED3DSIH_HS_JOIN_PHASE:
955 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
956 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
957 sizeof(*shader->u.hs.phases.join)))
958 return E_OUTOFMEMORY;
959 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
960 break;
961 default:
962 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
963 return E_FAIL;
966 phase->start = current_instruction_ptr;
967 *current_phase = phase;
969 return WINED3D_OK;
972 static HRESULT shader_calculate_clip_or_cull_distance_mask(
973 const struct wined3d_shader_signature_element *e, unsigned int *mask)
975 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
976 * the only allowed semantic indices.
978 if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
980 *mask = 0;
981 WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
982 return WINED3DERR_INVALIDCALL;
985 *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
986 return WINED3D_OK;
989 static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
990 unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
992 if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
993 FIXME("Unexpected interpolation mode %#x.\n", mode);
995 wined3d_insert_bits(packed_interpolation_mode,
996 register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
999 static HRESULT shader_scan_output_signature(struct wined3d_shader *shader)
1001 const struct wined3d_shader_signature *output_signature = &shader->output_signature;
1002 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1003 unsigned int i;
1004 HRESULT hr;
1006 for (i = 0; i < output_signature->element_count; ++i)
1008 const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1009 unsigned int mask;
1011 reg_maps->output_registers |= 1u << e->register_idx;
1012 if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
1014 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1015 return hr;
1016 reg_maps->clip_distance_mask |= mask;
1018 else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
1020 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1021 return hr;
1022 reg_maps->cull_distance_mask |= mask;
1024 else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
1026 reg_maps->viewport_array = 1;
1030 return WINED3D_OK;
1033 /* Note that this does not count the loop register as an address register. */
1034 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD constf_size)
1036 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
1037 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
1038 struct wined3d_shader_signature *output_signature = &shader->output_signature;
1039 struct wined3d_shader_signature *input_signature = &shader->input_signature;
1040 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1041 const struct wined3d_shader_frontend *fe = shader->frontend;
1042 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
1043 struct wined3d_shader_version shader_version;
1044 struct wined3d_shader_phase *phase = NULL;
1045 const DWORD *ptr, *prev_ins, *current_ins;
1046 void *fe_data = shader->frontend_data;
1047 unsigned int i;
1048 HRESULT hr;
1050 memset(reg_maps, 0, sizeof(*reg_maps));
1051 memset(input_signature_elements, 0, sizeof(input_signature_elements));
1052 memset(output_signature_elements, 0, sizeof(output_signature_elements));
1053 reg_maps->min_rel_offset = ~0U;
1054 list_init(&reg_maps->indexable_temps);
1056 fe->shader_read_header(fe_data, &ptr, &shader_version);
1057 prev_ins = current_ins = ptr;
1058 reg_maps->shader_version = shader_version;
1060 shader_set_limits(shader);
1062 if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
1063 sizeof(*reg_maps->constf))))
1065 ERR("Failed to allocate constant map memory.\n");
1066 return E_OUTOFMEMORY;
1069 while (!fe->shader_is_end(fe_data, &ptr))
1071 struct wined3d_shader_instruction ins;
1073 current_ins = ptr;
1074 /* Fetch opcode. */
1075 fe->shader_read_instruction(fe_data, &ptr, &ins);
1077 /* Unhandled opcode, and its parameters. */
1078 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1080 WARN("Encountered unrecognised or invalid instruction.\n");
1081 return WINED3DERR_INVALIDCALL;
1084 /* Handle declarations. */
1085 if (ins.handler_idx == WINED3DSIH_DCL
1086 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1088 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1089 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1091 switch (semantic->reg.reg.type)
1093 /* Mark input registers used. */
1094 case WINED3DSPR_INPUT:
1095 if (reg_idx >= MAX_REG_INPUT)
1097 ERR("Invalid input register index %u.\n", reg_idx);
1098 break;
1100 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1101 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1102 return WINED3DERR_INVALIDCALL;
1103 reg_maps->input_registers |= 1u << reg_idx;
1104 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1105 break;
1107 /* Vertex shader: mark 3.0 output registers used, save token. */
1108 case WINED3DSPR_OUTPUT:
1109 if (reg_idx >= MAX_REG_OUTPUT)
1111 ERR("Invalid output register index %u.\n", reg_idx);
1112 break;
1114 reg_maps->output_registers |= 1u << reg_idx;
1115 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1116 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1117 reg_maps->fog = 1;
1118 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1119 reg_maps->point_size = 1;
1120 break;
1122 case WINED3DSPR_SAMPLER:
1123 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1124 case WINED3DSPR_RESOURCE:
1125 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1127 ERR("Invalid resource index %u.\n", reg_idx);
1128 break;
1130 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1131 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1132 break;
1134 case WINED3DSPR_UAV:
1135 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1137 ERR("Invalid UAV resource index %u.\n", reg_idx);
1138 break;
1140 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1141 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1142 if (ins.flags)
1143 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1144 break;
1146 default:
1147 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1148 break;
1151 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1153 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1154 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1155 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1156 else
1157 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1159 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1161 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1163 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1164 shader->u.ps.force_early_depth_stencil = TRUE;
1165 else
1166 FIXME("Invalid instruction %#x for shader type %#x.\n",
1167 ins.handler_idx, shader_version.type);
1169 else
1171 WARN("Ignoring global flags %#x.\n", ins.flags);
1174 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1176 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1177 shader->u.gs.instance_count = ins.declaration.count;
1178 else
1179 FIXME("Invalid instruction %#x for shader type %#x.\n",
1180 ins.handler_idx, shader_version.type);
1182 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1183 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1185 if (phase)
1186 phase->instance_count = ins.declaration.count;
1187 else
1188 FIXME("Instruction %s outside of shader phase.\n",
1189 debug_d3dshaderinstructionhandler(ins.handler_idx));
1191 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1193 if (reg_maps->icb)
1194 FIXME("Multiple immediate constant buffers.\n");
1195 reg_maps->icb = ins.declaration.icb;
1197 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1199 if (phase)
1201 FIXME("Indexable temporary registers not supported.\n");
1203 else
1205 struct wined3d_shader_indexable_temp *reg;
1207 if (!(reg = heap_alloc(sizeof(*reg))))
1208 return E_OUTOFMEMORY;
1210 *reg = ins.declaration.indexable_temp;
1211 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
1214 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1216 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1217 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1218 else
1219 FIXME("Invalid instruction %#x for shader type %#x.\n",
1220 ins.handler_idx, shader_version.type);
1222 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
1224 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1225 if (reg_idx >= MAX_REG_INPUT)
1227 ERR("Invalid register index %u.\n", reg_idx);
1228 break;
1230 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1231 wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
1232 else
1233 FIXME("Invalid instruction %#x for shader type %#x.\n",
1234 ins.handler_idx, shader_version.type);
1236 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1238 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1239 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1240 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1242 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1243 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1244 else
1245 FIXME("Invalid instruction %#x for shader type %#x.\n",
1246 ins.handler_idx, shader_version.type);
1249 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1251 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1252 shader->u.hs.output_vertex_count = ins.declaration.count;
1253 else
1254 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1256 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1258 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1259 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1260 else
1261 FIXME("Invalid instruction %#x for shader type %#x.\n",
1262 ins.handler_idx, shader_version.type);
1264 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1266 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1267 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1269 ERR("Invalid resource index %u.\n", reg_idx);
1270 break;
1272 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1273 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1274 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1276 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1278 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1279 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1281 ERR("Invalid resource index %u.\n", reg_idx);
1282 break;
1284 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1285 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1286 reg_maps->resource_info[reg_idx].flags = 0;
1287 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1289 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1291 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1292 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1294 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1296 if (phase)
1297 phase->temporary_count = ins.declaration.count;
1298 else
1299 reg_maps->temporary_count = ins.declaration.count;
1301 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1303 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1304 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1305 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1306 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1308 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1310 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1311 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1312 else
1313 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1315 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1317 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1318 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1319 else
1320 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1322 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1324 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1325 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1326 return hr;
1328 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1330 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1331 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1332 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1333 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1334 return hr;
1336 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1338 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1340 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1342 else
1344 FIXME("Invalid instruction %#x for shader type %#x.\n",
1345 ins.handler_idx, shader_version.type);
1348 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1350 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1351 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1353 ERR("Invalid UAV resource index %u.\n", reg_idx);
1354 break;
1356 if (ins.flags)
1357 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1358 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1359 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1360 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1362 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1364 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1365 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1367 ERR("Invalid UAV resource index %u.\n", reg_idx);
1368 break;
1370 if (ins.flags)
1371 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1372 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1373 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1374 reg_maps->uav_resource_info[reg_idx].flags = 0;
1375 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1377 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1379 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1380 shader->u.gs.vertices_out = ins.declaration.count;
1381 else
1382 FIXME("Invalid instruction %#x for shader type %#x.\n",
1383 ins.handler_idx, shader_version.type);
1385 else if (ins.handler_idx == WINED3DSIH_DEF)
1387 struct wined3d_shader_lconst *lconst;
1388 float *value;
1390 if (!(lconst = heap_alloc(sizeof(*lconst))))
1391 return E_OUTOFMEMORY;
1393 lconst->idx = ins.dst[0].reg.idx[0].offset;
1394 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1395 value = (float *)lconst->value;
1397 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1398 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1400 if (value[0] < -1.0f) value[0] = -1.0f;
1401 else if (value[0] > 1.0f) value[0] = 1.0f;
1402 if (value[1] < -1.0f) value[1] = -1.0f;
1403 else if (value[1] > 1.0f) value[1] = 1.0f;
1404 if (value[2] < -1.0f) value[2] = -1.0f;
1405 else if (value[2] > 1.0f) value[2] = 1.0f;
1406 if (value[3] < -1.0f) value[3] = -1.0f;
1407 else if (value[3] > 1.0f) value[3] = 1.0f;
1410 list_add_head(&shader->constantsF, &lconst->entry);
1412 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1413 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1415 shader->lconst_inf_or_nan = TRUE;
1418 else if (ins.handler_idx == WINED3DSIH_DEFI)
1420 struct wined3d_shader_lconst *lconst;
1422 if (!(lconst = heap_alloc(sizeof(*lconst))))
1423 return E_OUTOFMEMORY;
1425 lconst->idx = ins.dst[0].reg.idx[0].offset;
1426 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1428 list_add_head(&shader->constantsI, &lconst->entry);
1429 reg_maps->local_int_consts |= (1u << lconst->idx);
1431 else if (ins.handler_idx == WINED3DSIH_DEFB)
1433 struct wined3d_shader_lconst *lconst;
1435 if (!(lconst = heap_alloc(sizeof(*lconst))))
1436 return E_OUTOFMEMORY;
1438 lconst->idx = ins.dst[0].reg.idx[0].offset;
1439 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1441 list_add_head(&shader->constantsB, &lconst->entry);
1442 reg_maps->local_bool_consts |= (1u << lconst->idx);
1444 /* Handle shader phases. */
1445 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1446 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1447 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1449 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1450 return hr;
1452 /* For subroutine prototypes. */
1453 else if (ins.handler_idx == WINED3DSIH_LABEL)
1455 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1457 /* Set texture, address, temporary registers. */
1458 else
1460 BOOL color0_mov = FALSE;
1461 unsigned int i;
1463 /* This will loop over all the registers and try to
1464 * make a bitmask of the ones we're interested in.
1466 * Relative addressing tokens are ignored, but that's
1467 * okay, since we'll catch any address registers when
1468 * they are initialized (required by spec). */
1469 for (i = 0; i < ins.dst_count; ++i)
1471 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1472 shader_version.type, constf_size))
1473 return WINED3DERR_INVALIDCALL;
1475 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1477 UINT idx = ins.dst[i].reg.idx[0].offset;
1479 switch (ins.dst[i].reg.type)
1481 case WINED3DSPR_RASTOUT:
1482 if (shader_version.major >= 3)
1483 break;
1484 switch (idx)
1486 case 0: /* oPos */
1487 reg_maps->output_registers |= 1u << 10;
1488 shader_signature_from_usage(&output_signature_elements[10],
1489 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1490 break;
1492 case 1: /* oFog */
1493 reg_maps->output_registers |= 1u << 11;
1494 shader_signature_from_usage(&output_signature_elements[11],
1495 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1496 break;
1498 case 2: /* oPts */
1499 reg_maps->output_registers |= 1u << 11;
1500 shader_signature_from_usage(&output_signature_elements[11],
1501 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1502 break;
1504 break;
1506 case WINED3DSPR_ATTROUT:
1507 if (shader_version.major >= 3)
1508 break;
1509 if (idx < 2)
1511 idx += 8;
1512 if (reg_maps->output_registers & (1u << idx))
1514 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1516 else
1518 reg_maps->output_registers |= 1u << idx;
1519 shader_signature_from_usage(&output_signature_elements[idx],
1520 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1523 break;
1525 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1526 if (shader_version.major >= 3)
1528 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1530 WARN("Invalid output register index %u.\n", idx);
1531 break;
1533 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1534 break;
1536 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1538 WARN("Invalid texcoord index %u.\n", idx);
1539 break;
1541 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1542 if (reg_maps->output_registers & (1u << idx))
1544 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1546 else
1548 reg_maps->output_registers |= 1u << idx;
1549 shader_signature_from_usage(&output_signature_elements[idx],
1550 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1552 break;
1554 default:
1555 break;
1559 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1561 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1563 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1564 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1565 * the mov and perform the sRGB write correction from the source register.
1567 * However, if the mov is only partial, we can't do this, and if the write
1568 * comes from an instruction other than MOV it is hard to do as well. If
1569 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1570 shader->u.ps.color0_mov = FALSE;
1571 if (ins.handler_idx == WINED3DSIH_MOV
1572 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1574 /* Used later when the source register is read. */
1575 color0_mov = TRUE;
1578 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1579 * end
1581 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1582 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1584 shader->u.ps.color0_mov = FALSE;
1588 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1589 if (shader_version.major == 1
1590 && (ins.handler_idx == WINED3DSIH_TEX
1591 || ins.handler_idx == WINED3DSIH_TEXBEM
1592 || ins.handler_idx == WINED3DSIH_TEXBEML
1593 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1594 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1595 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1596 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1597 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1598 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1599 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1600 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1602 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1604 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1606 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1607 continue;
1610 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1611 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1612 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1613 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1615 /* texbem is only valid with < 1.4 pixel shaders */
1616 if (ins.handler_idx == WINED3DSIH_TEXBEM
1617 || ins.handler_idx == WINED3DSIH_TEXBEML)
1619 reg_maps->bumpmat |= 1u << reg_idx;
1620 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1622 reg_maps->luminanceparams |= 1u << reg_idx;
1626 else if (ins.handler_idx == WINED3DSIH_BEM)
1628 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1632 if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
1634 unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
1635 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1637 ERR("Invalid UAV index %u.\n", reg_idx);
1638 break;
1640 reg_maps->uav_counter_mask |= (1u << reg_idx);
1642 else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1643 || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
1644 || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
1645 || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
1646 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
1647 || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
1649 unsigned int reg_idx;
1650 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1651 reg_idx = ins.src[1].reg.idx[0].offset;
1652 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1653 reg_idx = ins.src[2].reg.idx[0].offset;
1654 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1655 reg_idx = ins.dst[0].reg.idx[0].offset;
1656 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1657 reg_idx = ins.src[0].reg.idx[0].offset;
1658 else
1659 reg_idx = ins.dst[1].reg.idx[0].offset;
1660 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1662 ERR("Invalid UAV index %u.\n", reg_idx);
1663 break;
1665 reg_maps->uav_read_mask |= (1u << reg_idx);
1667 else if (ins.handler_idx == WINED3DSIH_NRM)
1669 reg_maps->usesnrm = 1;
1671 else if (ins.handler_idx == WINED3DSIH_DSY
1672 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1673 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1675 reg_maps->usesdsy = 1;
1677 else if (ins.handler_idx == WINED3DSIH_DSX
1678 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1679 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1681 reg_maps->usesdsx = 1;
1683 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1684 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1685 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1686 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1687 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1688 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1689 else if (ins.handler_idx == WINED3DSIH_LOOP
1690 || ins.handler_idx == WINED3DSIH_REP)
1692 ++cur_loop_depth;
1693 if (cur_loop_depth > max_loop_depth)
1694 max_loop_depth = cur_loop_depth;
1696 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1697 || ins.handler_idx == WINED3DSIH_ENDREP)
1699 --cur_loop_depth;
1701 else if (ins.handler_idx == WINED3DSIH_GATHER4
1702 || ins.handler_idx == WINED3DSIH_GATHER4_C
1703 || ins.handler_idx == WINED3DSIH_SAMPLE
1704 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1705 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1706 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1707 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1708 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1710 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1711 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1713 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1714 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1716 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1717 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1719 else if ((ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1720 || (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE))
1722 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1723 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1725 else if (ins.handler_idx == WINED3DSIH_LD
1726 || ins.handler_idx == WINED3DSIH_LD2DMS
1727 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1728 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1730 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1731 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1733 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1734 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1736 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1737 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1740 if (ins.predicate)
1741 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1742 shader_version.type, constf_size))
1743 return WINED3DERR_INVALIDCALL;
1745 for (i = 0; i < ins.src_count; ++i)
1747 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1748 struct wined3d_shader_register reg = ins.src[i].reg;
1750 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1751 shader_version.type, constf_size))
1752 return WINED3DERR_INVALIDCALL;
1753 while (count)
1755 ++reg.idx[0].offset;
1756 if (!shader_record_register_usage(shader, reg_maps, &reg,
1757 shader_version.type, constf_size))
1758 return WINED3DERR_INVALIDCALL;
1759 --count;
1762 if (color0_mov)
1764 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1765 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1767 shader->u.ps.color0_mov = TRUE;
1768 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1774 prev_ins = current_ins;
1776 reg_maps->loop_depth = max_loop_depth;
1778 if (phase)
1780 phase->end = prev_ins;
1781 phase = NULL;
1784 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1785 * R0 is written to the render target. */
1786 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1787 reg_maps->rt_mask |= (1u << 0);
1789 if (input_signature->elements)
1791 for (i = 0; i < input_signature->element_count; ++i)
1793 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1795 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1797 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1798 return WINED3DERR_INVALIDCALL;
1801 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1803 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1804 reg_maps->vpos = 1;
1805 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1806 reg_maps->usesfacing = 1;
1808 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1811 else if (!input_signature->elements && reg_maps->input_registers)
1813 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1814 struct wined3d_shader_signature_element *e;
1815 unsigned int i;
1817 if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
1818 return E_OUTOFMEMORY;
1819 input_signature->element_count = count;
1821 e = input_signature->elements;
1822 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1824 if (!(reg_maps->input_registers & (1u << i)))
1825 continue;
1826 input_signature_elements[i].register_idx = i;
1827 *e++ = input_signature_elements[i];
1831 if (output_signature->elements)
1833 if (FAILED(hr = shader_scan_output_signature(shader)))
1834 return hr;
1836 else if (reg_maps->output_registers)
1838 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1839 struct wined3d_shader_signature_element *e;
1841 if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
1842 return E_OUTOFMEMORY;
1843 output_signature->element_count = count;
1845 e = output_signature->elements;
1846 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1848 if (!(reg_maps->output_registers & (1u << i)))
1849 continue;
1850 *e++ = output_signature_elements[i];
1854 return WINED3D_OK;
1857 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1859 struct wined3d_shader_indexable_temp *reg, *reg_next;
1861 heap_free(reg_maps->constf);
1862 heap_free(reg_maps->sampler_map.entries);
1864 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1865 heap_free(reg);
1866 list_init(&reg_maps->indexable_temps);
1868 heap_free(reg_maps->tgsm);
1871 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1873 DWORD map = 1u << max;
1874 map |= map - 1;
1875 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1877 return wined3d_log2i(map);
1880 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1882 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1884 shader_addline(buffer, "refactoringAllowed");
1885 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1886 if (global_flags)
1887 shader_addline(buffer, " | ");
1890 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1892 shader_addline(buffer, "forceEarlyDepthStencil");
1893 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1894 if (global_flags)
1895 shader_addline(buffer, " | ");
1898 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1900 shader_addline(buffer, "enableRawAndStructuredBuffers");
1901 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1904 if (global_flags)
1905 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1908 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1910 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1912 shader_addline(buffer, "_g");
1913 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1915 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1917 shader_addline(buffer, "_t");
1918 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1921 if (sync_flags)
1922 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1925 static void shader_dump_precise_flags(struct wined3d_string_buffer *buffer, DWORD flags)
1927 if (!(flags & WINED3DSI_PRECISE_XYZW))
1928 return;
1930 shader_addline(buffer, " [precise");
1931 if (flags != WINED3DSI_PRECISE_XYZW)
1933 shader_addline(buffer, "(%s%s%s%s)",
1934 flags & WINED3DSI_PRECISE_X ? "x" : "",
1935 flags & WINED3DSI_PRECISE_Y ? "y" : "",
1936 flags & WINED3DSI_PRECISE_Z ? "z" : "",
1937 flags & WINED3DSI_PRECISE_W ? "w" : "");
1939 shader_addline(buffer, "]");
1942 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1944 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1946 shader_addline(buffer, "_glc");
1947 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1949 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1951 shader_addline(buffer, "_opc");
1952 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1955 if (uav_flags)
1956 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1959 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1960 enum wined3d_tessellator_domain domain)
1962 switch (domain)
1964 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1965 shader_addline(buffer, "line");
1966 break;
1967 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1968 shader_addline(buffer, "triangle");
1969 break;
1970 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1971 shader_addline(buffer, "quad");
1972 break;
1973 default:
1974 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1975 break;
1979 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1980 enum wined3d_tessellator_output_primitive output_primitive)
1982 switch (output_primitive)
1984 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1985 shader_addline(buffer, "point");
1986 break;
1987 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1988 shader_addline(buffer, "line");
1989 break;
1990 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1991 shader_addline(buffer, "triangle_cw");
1992 break;
1993 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1994 shader_addline(buffer, "triangle_ccw");
1995 break;
1996 default:
1997 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1998 break;
2002 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
2003 enum wined3d_tessellator_partitioning partitioning)
2005 switch (partitioning)
2007 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
2008 shader_addline(buffer, "integer");
2009 break;
2010 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
2011 shader_addline(buffer, "pow2");
2012 break;
2013 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
2014 shader_addline(buffer, "fractional_odd");
2015 break;
2016 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
2017 shader_addline(buffer, "fractional_even");
2018 break;
2019 default:
2020 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
2021 break;
2025 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
2026 enum wined3d_shader_input_sysval_semantic semantic)
2028 unsigned int i;
2030 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
2032 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
2034 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
2035 return;
2039 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
2042 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
2043 const struct wined3d_shader_semantic *semantic, unsigned int flags,
2044 const struct wined3d_shader_version *shader_version)
2046 shader_addline(buffer, "dcl");
2048 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
2050 switch (semantic->resource_type)
2052 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2053 shader_addline(buffer, "_2d");
2054 break;
2056 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2057 shader_addline(buffer, "_3d");
2058 break;
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2061 shader_addline(buffer, "_cube");
2062 break;
2064 default:
2065 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
2066 break;
2069 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
2071 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
2072 shader_addline(buffer, "_resource_");
2073 else
2074 shader_addline(buffer, "_uav_");
2075 switch (semantic->resource_type)
2077 case WINED3D_SHADER_RESOURCE_BUFFER:
2078 shader_addline(buffer, "buffer");
2079 break;
2081 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2082 shader_addline(buffer, "texture1d");
2083 break;
2085 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2086 shader_addline(buffer, "texture2d");
2087 break;
2089 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2090 shader_addline(buffer, "texture2dms");
2091 break;
2093 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2094 shader_addline(buffer, "texture3d");
2095 break;
2097 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2098 shader_addline(buffer, "texturecube");
2099 break;
2101 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2102 shader_addline(buffer, "texture1darray");
2103 break;
2105 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2106 shader_addline(buffer, "texture2darray");
2107 break;
2109 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2110 shader_addline(buffer, "texture2dmsarray");
2111 break;
2113 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2114 shader_addline(buffer, "texturecubearray");
2115 break;
2117 default:
2118 shader_addline(buffer, "unknown");
2119 break;
2121 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2122 shader_dump_uav_flags(buffer, flags);
2123 switch (semantic->resource_data_type)
2125 case WINED3D_DATA_FLOAT:
2126 shader_addline(buffer, " (float)");
2127 break;
2129 case WINED3D_DATA_INT:
2130 shader_addline(buffer, " (int)");
2131 break;
2133 case WINED3D_DATA_UINT:
2134 shader_addline(buffer, " (uint)");
2135 break;
2137 case WINED3D_DATA_UNORM:
2138 shader_addline(buffer, " (unorm)");
2139 break;
2141 case WINED3D_DATA_SNORM:
2142 shader_addline(buffer, " (snorm)");
2143 break;
2145 default:
2146 shader_addline(buffer, " (unknown)");
2147 break;
2150 else
2152 /* Pixel shaders 3.0 don't have usage semantics. */
2153 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2154 return;
2155 else
2156 shader_addline(buffer, "_");
2158 switch (semantic->usage)
2160 case WINED3D_DECL_USAGE_POSITION:
2161 shader_addline(buffer, "position%u", semantic->usage_idx);
2162 break;
2164 case WINED3D_DECL_USAGE_BLEND_INDICES:
2165 shader_addline(buffer, "blend");
2166 break;
2168 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2169 shader_addline(buffer, "weight");
2170 break;
2172 case WINED3D_DECL_USAGE_NORMAL:
2173 shader_addline(buffer, "normal%u", semantic->usage_idx);
2174 break;
2176 case WINED3D_DECL_USAGE_PSIZE:
2177 shader_addline(buffer, "psize");
2178 break;
2180 case WINED3D_DECL_USAGE_COLOR:
2181 if (!semantic->usage_idx)
2182 shader_addline(buffer, "color");
2183 else
2184 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2185 break;
2187 case WINED3D_DECL_USAGE_TEXCOORD:
2188 shader_addline(buffer, "texture%u", semantic->usage_idx);
2189 break;
2191 case WINED3D_DECL_USAGE_TANGENT:
2192 shader_addline(buffer, "tangent");
2193 break;
2195 case WINED3D_DECL_USAGE_BINORMAL:
2196 shader_addline(buffer, "binormal");
2197 break;
2199 case WINED3D_DECL_USAGE_TESS_FACTOR:
2200 shader_addline(buffer, "tessfactor");
2201 break;
2203 case WINED3D_DECL_USAGE_POSITIONT:
2204 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2205 break;
2207 case WINED3D_DECL_USAGE_FOG:
2208 shader_addline(buffer, "fog");
2209 break;
2211 case WINED3D_DECL_USAGE_DEPTH:
2212 shader_addline(buffer, "depth");
2213 break;
2215 case WINED3D_DECL_USAGE_SAMPLE:
2216 shader_addline(buffer, "sample");
2217 break;
2219 default:
2220 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2221 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2226 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2227 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2229 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2230 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2231 UINT offset = reg->idx[0].offset;
2233 switch (reg->type)
2235 case WINED3DSPR_TEMP:
2236 shader_addline(buffer, "r");
2237 break;
2239 case WINED3DSPR_INPUT:
2240 shader_addline(buffer, "v");
2241 break;
2243 case WINED3DSPR_CONST:
2244 case WINED3DSPR_CONST2:
2245 case WINED3DSPR_CONST3:
2246 case WINED3DSPR_CONST4:
2247 shader_addline(buffer, "c");
2248 offset = shader_get_float_offset(reg->type, offset);
2249 break;
2251 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2252 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2253 break;
2255 case WINED3DSPR_RASTOUT:
2256 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2257 break;
2259 case WINED3DSPR_COLOROUT:
2260 shader_addline(buffer, "oC");
2261 break;
2263 case WINED3DSPR_DEPTHOUT:
2264 shader_addline(buffer, "oDepth");
2265 break;
2267 case WINED3DSPR_DEPTHOUTGE:
2268 shader_addline(buffer, "oDepthGE");
2269 break;
2271 case WINED3DSPR_DEPTHOUTLE:
2272 shader_addline(buffer, "oDepthLE");
2273 break;
2275 case WINED3DSPR_ATTROUT:
2276 shader_addline(buffer, "oD");
2277 break;
2279 case WINED3DSPR_TEXCRDOUT:
2280 /* Vertex shaders >= 3.0 use general purpose output registers
2281 * (WINED3DSPR_OUTPUT), which can include an address token. */
2282 if (shader_version->major >= 3)
2283 shader_addline(buffer, "o");
2284 else
2285 shader_addline(buffer, "oT");
2286 break;
2288 case WINED3DSPR_CONSTINT:
2289 shader_addline(buffer, "i");
2290 break;
2292 case WINED3DSPR_CONSTBOOL:
2293 shader_addline(buffer, "b");
2294 break;
2296 case WINED3DSPR_LABEL:
2297 shader_addline(buffer, "l");
2298 break;
2300 case WINED3DSPR_LOOP:
2301 shader_addline(buffer, "aL");
2302 break;
2304 case WINED3DSPR_SAMPLER:
2305 shader_addline(buffer, "s");
2306 break;
2308 case WINED3DSPR_MISCTYPE:
2309 if (offset > 1)
2311 FIXME("Unhandled misctype register %u.\n", offset);
2312 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2314 else
2316 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2318 break;
2320 case WINED3DSPR_PREDICATE:
2321 shader_addline(buffer, "p");
2322 break;
2324 case WINED3DSPR_IMMCONST:
2325 shader_addline(buffer, "l");
2326 break;
2328 case WINED3DSPR_CONSTBUFFER:
2329 shader_addline(buffer, "cb");
2330 break;
2332 case WINED3DSPR_IMMCONSTBUFFER:
2333 shader_addline(buffer, "icb");
2334 break;
2336 case WINED3DSPR_PRIMID:
2337 shader_addline(buffer, "primID");
2338 break;
2340 case WINED3DSPR_NULL:
2341 shader_addline(buffer, "null");
2342 break;
2344 case WINED3DSPR_RASTERIZER:
2345 shader_addline(buffer, "rasterizer");
2346 break;
2348 case WINED3DSPR_RESOURCE:
2349 shader_addline(buffer, "t");
2350 break;
2352 case WINED3DSPR_UAV:
2353 shader_addline(buffer, "u");
2354 break;
2356 case WINED3DSPR_OUTPOINTID:
2357 shader_addline(buffer, "vOutputControlPointID");
2358 break;
2360 case WINED3DSPR_FORKINSTID:
2361 shader_addline(buffer, "vForkInstanceId");
2362 break;
2364 case WINED3DSPR_JOININSTID:
2365 shader_addline(buffer, "vJoinInstanceId");
2366 break;
2368 case WINED3DSPR_INCONTROLPOINT:
2369 shader_addline(buffer, "vicp");
2370 break;
2372 case WINED3DSPR_OUTCONTROLPOINT:
2373 shader_addline(buffer, "vocp");
2374 break;
2376 case WINED3DSPR_PATCHCONST:
2377 shader_addline(buffer, "vpc");
2378 break;
2380 case WINED3DSPR_TESSCOORD:
2381 shader_addline(buffer, "vDomainLocation");
2382 break;
2384 case WINED3DSPR_GROUPSHAREDMEM:
2385 shader_addline(buffer, "g");
2386 break;
2388 case WINED3DSPR_THREADID:
2389 shader_addline(buffer, "vThreadID");
2390 break;
2392 case WINED3DSPR_THREADGROUPID:
2393 shader_addline(buffer, "vThreadGroupID");
2394 break;
2396 case WINED3DSPR_LOCALTHREADID:
2397 shader_addline(buffer, "vThreadIDInGroup");
2398 break;
2400 case WINED3DSPR_LOCALTHREADINDEX:
2401 shader_addline(buffer, "vThreadIDInGroupFlattened");
2402 break;
2404 case WINED3DSPR_IDXTEMP:
2405 shader_addline(buffer, "x");
2406 break;
2408 case WINED3DSPR_STREAM:
2409 shader_addline(buffer, "m");
2410 break;
2412 case WINED3DSPR_FUNCTIONBODY:
2413 shader_addline(buffer, "fb");
2414 break;
2416 case WINED3DSPR_FUNCTIONPOINTER:
2417 shader_addline(buffer, "fp");
2418 break;
2420 case WINED3DSPR_COVERAGE:
2421 shader_addline(buffer, "vCoverage");
2422 break;
2424 case WINED3DSPR_SAMPLEMASK:
2425 shader_addline(buffer, "oMask");
2426 break;
2428 case WINED3DSPR_GSINSTID:
2429 shader_addline(buffer, "vGSInstanceID");
2430 break;
2432 default:
2433 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2434 break;
2437 if (reg->type == WINED3DSPR_IMMCONST)
2439 shader_addline(buffer, "(");
2440 switch (reg->immconst_type)
2442 case WINED3D_IMMCONST_SCALAR:
2443 switch (reg->data_type)
2445 case WINED3D_DATA_FLOAT:
2446 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2447 break;
2448 case WINED3D_DATA_INT:
2449 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2450 break;
2451 case WINED3D_DATA_RESOURCE:
2452 case WINED3D_DATA_SAMPLER:
2453 case WINED3D_DATA_UINT:
2454 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2455 break;
2456 default:
2457 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2458 break;
2460 break;
2462 case WINED3D_IMMCONST_VEC4:
2463 switch (reg->data_type)
2465 case WINED3D_DATA_FLOAT:
2466 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2467 *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
2468 *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
2469 break;
2470 case WINED3D_DATA_INT:
2471 shader_addline(buffer, "%d, %d, %d, %d",
2472 reg->u.immconst_data[0], reg->u.immconst_data[1],
2473 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2474 break;
2475 case WINED3D_DATA_RESOURCE:
2476 case WINED3D_DATA_SAMPLER:
2477 case WINED3D_DATA_UINT:
2478 shader_addline(buffer, "%u, %u, %u, %u",
2479 reg->u.immconst_data[0], reg->u.immconst_data[1],
2480 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2481 break;
2482 default:
2483 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2484 break;
2486 break;
2488 default:
2489 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2490 break;
2492 shader_addline(buffer, ")");
2494 else if (reg->type != WINED3DSPR_RASTOUT
2495 && reg->type != WINED3DSPR_MISCTYPE
2496 && reg->type != WINED3DSPR_NULL)
2498 if (offset != ~0u)
2500 shader_addline(buffer, "[");
2501 if (reg->idx[0].rel_addr)
2503 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2504 shader_addline(buffer, " + ");
2506 shader_addline(buffer, "%u]", offset);
2508 if (reg->idx[1].offset != ~0u)
2510 shader_addline(buffer, "[");
2511 if (reg->idx[1].rel_addr)
2513 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2514 shader_addline(buffer, " + ");
2516 shader_addline(buffer, "%u]", reg->idx[1].offset);
2520 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2521 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2525 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2526 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2528 DWORD write_mask = param->write_mask;
2530 shader_dump_register(buffer, &param->reg, shader_version);
2532 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2534 static const char write_mask_chars[] = "xyzw";
2536 shader_addline(buffer, ".");
2537 if (write_mask & WINED3DSP_WRITEMASK_0)
2538 shader_addline(buffer, "%c", write_mask_chars[0]);
2539 if (write_mask & WINED3DSP_WRITEMASK_1)
2540 shader_addline(buffer, "%c", write_mask_chars[1]);
2541 if (write_mask & WINED3DSP_WRITEMASK_2)
2542 shader_addline(buffer, "%c", write_mask_chars[2]);
2543 if (write_mask & WINED3DSP_WRITEMASK_3)
2544 shader_addline(buffer, "%c", write_mask_chars[3]);
2548 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2549 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2551 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2552 DWORD swizzle = param->swizzle;
2554 if (src_modifier == WINED3DSPSM_NEG
2555 || src_modifier == WINED3DSPSM_BIASNEG
2556 || src_modifier == WINED3DSPSM_SIGNNEG
2557 || src_modifier == WINED3DSPSM_X2NEG
2558 || src_modifier == WINED3DSPSM_ABSNEG)
2559 shader_addline(buffer, "-");
2560 else if (src_modifier == WINED3DSPSM_COMP)
2561 shader_addline(buffer, "1-");
2562 else if (src_modifier == WINED3DSPSM_NOT)
2563 shader_addline(buffer, "!");
2565 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2566 shader_addline(buffer, "abs(");
2568 shader_dump_register(buffer, &param->reg, shader_version);
2570 switch (src_modifier)
2572 case WINED3DSPSM_NONE: break;
2573 case WINED3DSPSM_NEG: break;
2574 case WINED3DSPSM_NOT: break;
2575 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2576 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2577 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2578 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2579 case WINED3DSPSM_COMP: break;
2580 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2581 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2582 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2583 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2584 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2585 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2586 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2589 if (swizzle != WINED3DSP_NOSWIZZLE)
2591 static const char swizzle_chars[] = "xyzw";
2592 DWORD swizzle_x = swizzle & 0x03;
2593 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2594 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2595 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2597 if (swizzle_x == swizzle_y
2598 && swizzle_x == swizzle_z
2599 && swizzle_x == swizzle_w)
2601 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2603 else
2605 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2606 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2611 /* Shared code in order to generate the bulk of the shader string. */
2612 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2613 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2614 const DWORD *start, const DWORD *end)
2616 struct wined3d_device *device = shader->device;
2617 const struct wined3d_shader_frontend *fe = shader->frontend;
2618 void *fe_data = shader->frontend_data;
2619 struct wined3d_shader_version shader_version;
2620 struct wined3d_shader_parser_state state;
2621 struct wined3d_shader_instruction ins;
2622 struct wined3d_shader_tex_mx tex_mx;
2623 struct wined3d_shader_context ctx;
2624 const DWORD *ptr;
2626 /* Initialize current parsing state. */
2627 tex_mx.current_row = 0;
2628 state.current_loop_depth = 0;
2629 state.current_loop_reg = 0;
2630 state.in_subroutine = FALSE;
2632 ctx.shader = shader;
2633 ctx.gl_info = &device->adapter->gl_info;
2634 ctx.reg_maps = reg_maps;
2635 ctx.buffer = buffer;
2636 ctx.tex_mx = &tex_mx;
2637 ctx.state = &state;
2638 ctx.backend_data = backend_ctx;
2639 ins.ctx = &ctx;
2641 fe->shader_read_header(fe_data, &ptr, &shader_version);
2642 if (start)
2643 ptr = start;
2645 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2647 /* Read opcode. */
2648 fe->shader_read_instruction(fe_data, &ptr, &ins);
2650 /* Unknown opcode and its parameters. */
2651 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2653 WARN("Encountered unrecognised or invalid instruction.\n");
2654 return WINED3DERR_INVALIDCALL;
2657 if (ins.predicate)
2658 FIXME("Predicates not implemented.\n");
2660 /* Call appropriate function for output target */
2661 device->shader_backend->shader_handle_instruction(&ins);
2664 return WINED3D_OK;
2667 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2668 const struct wined3d_shader_dst_param *dst)
2670 DWORD mmask = dst->modifiers;
2672 switch (dst->shift)
2674 case 0: break;
2675 case 13: shader_addline(buffer, "_d8"); break;
2676 case 14: shader_addline(buffer, "_d4"); break;
2677 case 15: shader_addline(buffer, "_d2"); break;
2678 case 1: shader_addline(buffer, "_x2"); break;
2679 case 2: shader_addline(buffer, "_x4"); break;
2680 case 3: shader_addline(buffer, "_x8"); break;
2681 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2684 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2685 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2686 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2688 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2689 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2692 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2693 const struct wined3d_shader_primitive_type *primitive_type)
2695 switch (primitive_type->type)
2697 case WINED3D_PT_UNDEFINED:
2698 shader_addline(buffer, "undefined");
2699 break;
2700 case WINED3D_PT_POINTLIST:
2701 shader_addline(buffer, "pointlist");
2702 break;
2703 case WINED3D_PT_LINELIST:
2704 shader_addline(buffer, "linelist");
2705 break;
2706 case WINED3D_PT_LINESTRIP:
2707 shader_addline(buffer, "linestrip");
2708 break;
2709 case WINED3D_PT_TRIANGLELIST:
2710 shader_addline(buffer, "trianglelist");
2711 break;
2712 case WINED3D_PT_TRIANGLESTRIP:
2713 shader_addline(buffer, "trianglestrip");
2714 break;
2715 case WINED3D_PT_TRIANGLEFAN:
2716 shader_addline(buffer, "trianglefan");
2717 break;
2718 case WINED3D_PT_LINELIST_ADJ:
2719 shader_addline(buffer, "linelist_adj");
2720 break;
2721 case WINED3D_PT_LINESTRIP_ADJ:
2722 shader_addline(buffer, "linestrip_adj");
2723 break;
2724 case WINED3D_PT_TRIANGLELIST_ADJ:
2725 shader_addline(buffer, "trianglelist_adj");
2726 break;
2727 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2728 shader_addline(buffer, "trianglestrip_adj");
2729 break;
2730 case WINED3D_PT_PATCH:
2731 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2732 break;
2733 default:
2734 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2735 break;
2739 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2740 enum wined3d_shader_interpolation_mode interpolation_mode)
2742 switch (interpolation_mode)
2744 case WINED3DSIM_CONSTANT:
2745 shader_addline(buffer, "constant");
2746 break;
2747 case WINED3DSIM_LINEAR:
2748 shader_addline(buffer, "linear");
2749 break;
2750 case WINED3DSIM_LINEAR_CENTROID:
2751 shader_addline(buffer, "linear centroid");
2752 break;
2753 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2754 shader_addline(buffer, "linear noperspective");
2755 break;
2756 case WINED3DSIM_LINEAR_SAMPLE:
2757 shader_addline(buffer, "linear sample");
2758 break;
2759 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2760 shader_addline(buffer, "linear noperspective centroid");
2761 break;
2762 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2763 shader_addline(buffer, "linear noperspective sample");
2764 break;
2765 default:
2766 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2767 break;
2771 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2773 struct wined3d_shader_version shader_version;
2774 struct wined3d_string_buffer buffer;
2775 const char *type_prefix;
2776 const char *p, *q;
2777 const DWORD *ptr;
2778 DWORD i;
2780 if (!string_buffer_init(&buffer))
2782 ERR("Failed to initialize string buffer.\n");
2783 return;
2786 fe->shader_read_header(fe_data, &ptr, &shader_version);
2788 TRACE("Parsing %p.\n", ptr);
2790 switch (shader_version.type)
2792 case WINED3D_SHADER_TYPE_VERTEX:
2793 type_prefix = "vs";
2794 break;
2796 case WINED3D_SHADER_TYPE_HULL:
2797 type_prefix = "hs";
2798 break;
2800 case WINED3D_SHADER_TYPE_DOMAIN:
2801 type_prefix = "ds";
2802 break;
2804 case WINED3D_SHADER_TYPE_GEOMETRY:
2805 type_prefix = "gs";
2806 break;
2808 case WINED3D_SHADER_TYPE_PIXEL:
2809 type_prefix = "ps";
2810 break;
2812 case WINED3D_SHADER_TYPE_COMPUTE:
2813 type_prefix = "cs";
2814 break;
2816 default:
2817 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2818 type_prefix = "unknown";
2819 break;
2822 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2824 while (!fe->shader_is_end(fe_data, &ptr))
2826 struct wined3d_shader_instruction ins;
2828 fe->shader_read_instruction(fe_data, &ptr, &ins);
2829 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2831 WARN("Skipping unrecognized instruction.\n");
2832 shader_addline(&buffer, "<unrecognized instruction>\n");
2833 continue;
2836 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2838 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2839 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2840 shader_addline(&buffer, " ");
2841 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2843 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2845 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2846 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2847 shader_addline(&buffer, ", %s",
2848 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2850 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2852 shader_addline(&buffer, "%s fb%u",
2853 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2855 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2857 shader_addline(&buffer, "%s ft%u = {...}",
2858 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2860 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2862 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2863 shader_dump_global_flags(&buffer, ins.flags);
2865 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2867 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2868 ins.declaration.max_tessellation_factor);
2870 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2872 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2873 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2875 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2876 ins.declaration.icb->data[4 * i + 0],
2877 ins.declaration.icb->data[4 * i + 1],
2878 ins.declaration.icb->data[4 * i + 2],
2879 ins.declaration.icb->data[4 * i + 3]);
2881 shader_addline(&buffer, "}");
2883 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2885 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2886 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2887 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2889 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2891 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2892 ins.declaration.indexable_temp.register_idx,
2893 ins.declaration.indexable_temp.register_size,
2894 ins.declaration.indexable_temp.component_count);
2896 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2898 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2899 shader_dump_interpolation_mode(&buffer, ins.flags);
2900 shader_addline(&buffer, " ");
2901 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2903 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2904 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2905 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2906 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2908 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2909 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2910 shader_addline(&buffer, ", ");
2911 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2913 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2915 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2916 shader_dump_interpolation_mode(&buffer, ins.flags);
2917 shader_addline(&buffer, " ");
2918 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2919 shader_addline(&buffer, ", ");
2920 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2922 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2923 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2925 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2926 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2928 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2929 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2931 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2932 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2934 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2936 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2937 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2938 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2940 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
2942 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2943 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2945 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2947 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2948 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2949 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2951 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2953 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2954 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2955 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2956 shader_addline(&buffer, ", comparisonMode");
2958 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2959 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2960 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2961 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2962 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2963 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2964 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2966 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2968 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2970 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2971 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2973 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2975 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2976 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2978 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2980 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2981 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2983 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2985 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2986 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2987 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2989 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2991 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2992 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2993 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2994 ins.declaration.tgsm_structured.structure_count);
2996 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2998 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2999 ins.declaration.thread_group_size.x,
3000 ins.declaration.thread_group_size.y,
3001 ins.declaration.thread_group_size.z);
3003 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
3005 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3006 shader_dump_uav_flags(&buffer, ins.flags);
3007 shader_addline(&buffer, " ");
3008 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
3010 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
3012 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3013 shader_dump_uav_flags(&buffer, ins.flags);
3014 shader_addline(&buffer, " ");
3015 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
3016 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
3018 else if (ins.handler_idx == WINED3DSIH_DEF)
3020 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
3021 ins.dst[0].reg.idx[0].offset),
3022 *(const float *)&ins.src[0].reg.u.immconst_data[0],
3023 *(const float *)&ins.src[0].reg.u.immconst_data[1],
3024 *(const float *)&ins.src[0].reg.u.immconst_data[2],
3025 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
3027 else if (ins.handler_idx == WINED3DSIH_DEFI)
3029 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
3030 ins.src[0].reg.u.immconst_data[0],
3031 ins.src[0].reg.u.immconst_data[1],
3032 ins.src[0].reg.u.immconst_data[2],
3033 ins.src[0].reg.u.immconst_data[3]);
3035 else if (ins.handler_idx == WINED3DSIH_DEFB)
3037 shader_addline(&buffer, "defb b%u = %s",
3038 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
3040 else
3042 if (ins.predicate)
3044 shader_addline(&buffer, "(");
3045 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
3046 shader_addline(&buffer, ") ");
3049 /* PixWin marks instructions with the coissue flag with a '+' */
3050 if (ins.coissue)
3051 shader_addline(&buffer, "+");
3053 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3055 if (ins.handler_idx == WINED3DSIH_BREAKP
3056 || ins.handler_idx == WINED3DSIH_CONTINUEP
3057 || ins.handler_idx == WINED3DSIH_IF
3058 || ins.handler_idx == WINED3DSIH_RETP
3059 || ins.handler_idx == WINED3DSIH_TEXKILL)
3061 switch (ins.flags)
3063 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
3064 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
3065 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
3068 else if (ins.handler_idx == WINED3DSIH_IFC
3069 || ins.handler_idx == WINED3DSIH_BREAKC)
3071 switch (ins.flags)
3073 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
3074 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
3075 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
3076 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
3077 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
3078 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
3079 default: shader_addline(&buffer, "_(%u)", ins.flags);
3082 else if (ins.handler_idx == WINED3DSIH_TEX
3083 && shader_version.major >= 2
3084 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
3086 shader_addline(&buffer, "p");
3088 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
3090 switch (ins.flags)
3092 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
3093 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
3094 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3097 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
3099 switch (ins.flags)
3101 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
3102 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3105 else if (ins.handler_idx == WINED3DSIH_SYNC)
3107 shader_dump_sync_flags(&buffer, ins.flags);
3109 else
3111 shader_dump_precise_flags(&buffer, ins.flags);
3114 if (wined3d_shader_instruction_has_texel_offset(&ins))
3115 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3117 for (i = 0; i < ins.dst_count; ++i)
3119 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3120 shader_addline(&buffer, !i ? " " : ", ");
3121 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3124 /* Other source tokens */
3125 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3127 shader_addline(&buffer, !i ? " " : ", ");
3128 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3131 shader_addline(&buffer, "\n");
3134 for (p = buffer.buffer; *p; p = q)
3136 if (!(q = strstr(p, "\n")))
3137 q = p + strlen(p);
3138 else
3139 ++q;
3140 TRACE(" %.*s", (int)(q - p), p);
3143 string_buffer_free(&buffer);
3146 static void shader_cleanup(struct wined3d_shader *shader)
3148 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3150 heap_free(shader->u.hs.phases.control_point);
3151 heap_free(shader->u.hs.phases.fork);
3152 heap_free(shader->u.hs.phases.join);
3154 else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
3156 heap_free(shader->u.gs.so_desc.elements);
3159 heap_free(shader->patch_constant_signature.elements);
3160 heap_free(shader->output_signature.elements);
3161 heap_free(shader->input_signature.elements);
3162 heap_free(shader->signature_strings);
3163 shader->device->shader_backend->shader_destroy(shader);
3164 shader_cleanup_reg_maps(&shader->reg_maps);
3165 heap_free(shader->function);
3166 shader_delete_constant_list(&shader->constantsF);
3167 shader_delete_constant_list(&shader->constantsB);
3168 shader_delete_constant_list(&shader->constantsI);
3169 list_remove(&shader->shader_list_entry);
3171 if (shader->frontend && shader->frontend_data)
3172 shader->frontend->shader_free(shader->frontend_data);
3175 struct shader_none_priv
3177 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3178 const struct fragment_pipeline *fragment_pipe;
3179 BOOL ffp_proj_control;
3182 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
3183 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
3184 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3185 const struct wined3d_state *state) {}
3186 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
3187 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
3188 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3189 const struct wined3d_state *state) {}
3190 static void shader_none_destroy(struct wined3d_shader *shader) {}
3191 static void shader_none_free_context_data(struct wined3d_context *context) {}
3192 static void shader_none_init_context_state(struct wined3d_context *context) {}
3194 /* Context activation is done by the caller. */
3195 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3196 const struct wined3d_state *state)
3198 const struct wined3d_gl_info *gl_info = context->gl_info;
3199 struct shader_none_priv *priv = shader_priv;
3201 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
3202 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
3205 /* Context activation is done by the caller. */
3206 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3208 struct shader_none_priv *priv = shader_priv;
3209 const struct wined3d_gl_info *gl_info = context->gl_info;
3211 priv->vertex_pipe->vp_enable(gl_info, FALSE);
3212 priv->fragment_pipe->enable_extension(gl_info, FALSE);
3214 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3215 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3216 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3217 | (1u << WINED3D_SHADER_TYPE_HULL)
3218 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3219 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3222 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3223 const struct fragment_pipeline *fragment_pipe)
3225 struct fragment_caps fragment_caps;
3226 void *vertex_priv, *fragment_priv;
3227 struct shader_none_priv *priv;
3229 if (!(priv = heap_alloc(sizeof(*priv))))
3230 return E_OUTOFMEMORY;
3232 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3234 ERR("Failed to initialize vertex pipe.\n");
3235 heap_free(priv);
3236 return E_FAIL;
3239 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3241 ERR("Failed to initialize fragment pipe.\n");
3242 vertex_pipe->vp_free(device);
3243 heap_free(priv);
3244 return E_FAIL;
3247 priv->vertex_pipe = vertex_pipe;
3248 priv->fragment_pipe = fragment_pipe;
3249 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
3250 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3252 device->vertex_priv = vertex_priv;
3253 device->fragment_priv = fragment_priv;
3254 device->shader_priv = priv;
3256 return WINED3D_OK;
3259 static void shader_none_free(struct wined3d_device *device)
3261 struct shader_none_priv *priv = device->shader_priv;
3263 priv->fragment_pipe->free_private(device);
3264 priv->vertex_pipe->vp_free(device);
3265 heap_free(priv);
3268 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3270 return TRUE;
3273 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
3275 /* Set the shader caps to 0 for the none shader backend */
3276 caps->vs_version = 0;
3277 caps->hs_version = 0;
3278 caps->ds_version = 0;
3279 caps->gs_version = 0;
3280 caps->ps_version = 0;
3281 caps->cs_version = 0;
3282 caps->vs_uniform_count = 0;
3283 caps->ps_uniform_count = 0;
3284 caps->ps_1x_max_value = 0.0f;
3285 caps->varying_count = 0;
3286 caps->wined3d_caps = 0;
3289 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3291 /* We "support" every possible fixup, since we don't support any shader
3292 * model, and will never have to actually sample a texture. */
3293 return TRUE;
3296 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3298 struct shader_none_priv *priv = shader_priv;
3300 return priv->ffp_proj_control;
3303 const struct wined3d_shader_backend_ops none_shader_backend =
3305 shader_none_handle_instruction,
3306 shader_none_precompile,
3307 shader_none_select,
3308 shader_none_select_compute,
3309 shader_none_disable,
3310 shader_none_update_float_vertex_constants,
3311 shader_none_update_float_pixel_constants,
3312 shader_none_load_constants,
3313 shader_none_destroy,
3314 shader_none_alloc,
3315 shader_none_free,
3316 shader_none_allocate_context_data,
3317 shader_none_free_context_data,
3318 shader_none_init_context_state,
3319 shader_none_get_caps,
3320 shader_none_color_fixup_supported,
3321 shader_none_has_ffp_proj_control,
3324 static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
3325 enum wined3d_shader_type type, unsigned int max_version)
3327 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3328 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3329 const struct wined3d_shader_frontend *fe;
3330 unsigned int backend_version;
3331 HRESULT hr;
3333 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3334 shader, float_const_count, type, max_version);
3336 fe = shader->frontend;
3337 if (!(shader->frontend_data = fe->shader_init(shader->function,
3338 shader->functionLength, &shader->output_signature)))
3340 FIXME("Failed to initialize frontend.\n");
3341 return WINED3DERR_INVALIDCALL;
3344 /* First pass: trace shader. */
3345 if (TRACE_ON(d3d_shader))
3346 shader_trace_init(fe, shader->frontend_data);
3348 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3349 if (FAILED(hr = shader_get_registers_used(shader, float_const_count)))
3350 return hr;
3352 if (reg_maps->shader_version.type != type)
3354 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
3355 return WINED3DERR_INVALIDCALL;
3357 if (reg_maps->shader_version.major > max_version)
3359 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
3360 return WINED3DERR_INVALIDCALL;
3362 switch (type)
3364 case WINED3D_SHADER_TYPE_VERTEX:
3365 backend_version = d3d_info->limits.vs_version;
3366 break;
3367 case WINED3D_SHADER_TYPE_HULL:
3368 backend_version = d3d_info->limits.hs_version;
3369 break;
3370 case WINED3D_SHADER_TYPE_DOMAIN:
3371 backend_version = d3d_info->limits.ds_version;
3372 break;
3373 case WINED3D_SHADER_TYPE_GEOMETRY:
3374 backend_version = d3d_info->limits.gs_version;
3375 break;
3376 case WINED3D_SHADER_TYPE_PIXEL:
3377 backend_version = d3d_info->limits.ps_version;
3378 break;
3379 case WINED3D_SHADER_TYPE_COMPUTE:
3380 backend_version = d3d_info->limits.cs_version;
3381 break;
3382 default:
3383 FIXME("No backend version-checking for this shader type.\n");
3384 backend_version = 0;
3386 if (reg_maps->shader_version.major > backend_version)
3388 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3389 reg_maps->shader_version.major, reg_maps->shader_version.minor);
3390 return WINED3DERR_INVALIDCALL;
3393 return WINED3D_OK;
3396 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3398 ULONG refcount = InterlockedIncrement(&shader->ref);
3400 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3402 return refcount;
3405 static void wined3d_shader_init_object(void *object)
3407 struct wined3d_shader *shader = object;
3408 struct wined3d_device *device = shader->device;
3410 list_add_head(&device->shaders, &shader->shader_list_entry);
3412 device->shader_backend->shader_precompile(device->shader_priv, shader);
3415 static void wined3d_shader_destroy_object(void *object)
3417 shader_cleanup(object);
3418 heap_free(object);
3421 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3423 ULONG refcount = InterlockedDecrement(&shader->ref);
3425 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3427 if (!refcount)
3429 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3430 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3433 return refcount;
3436 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3438 TRACE("shader %p.\n", shader);
3440 return shader->parent;
3443 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3444 void *byte_code, UINT *byte_code_size)
3446 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3448 if (!byte_code)
3450 *byte_code_size = shader->functionLength;
3451 return WINED3D_OK;
3454 if (*byte_code_size < shader->functionLength)
3456 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3457 * than the required size we should write the required size and
3458 * return D3DERR_MOREDATA. That's not actually true. */
3459 return WINED3DERR_INVALIDCALL;
3462 memcpy(byte_code, shader->function, shader->functionLength);
3464 return WINED3D_OK;
3467 /* Set local constants for d3d8 shaders. */
3468 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3469 UINT start_idx, const float *src_data, UINT count)
3471 UINT end_idx = start_idx + count;
3472 UINT i;
3474 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3476 if (end_idx > shader->limits->constant_float)
3478 WARN("end_idx %u > float constants limit %u.\n",
3479 end_idx, shader->limits->constant_float);
3480 end_idx = shader->limits->constant_float;
3483 for (i = start_idx; i < end_idx; ++i)
3485 struct wined3d_shader_lconst *lconst;
3486 float *value;
3488 if (!(lconst = heap_alloc(sizeof(*lconst))))
3489 return E_OUTOFMEMORY;
3491 lconst->idx = i;
3492 value = (float *)lconst->value;
3493 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3494 list_add_head(&shader->constantsF, &lconst->entry);
3496 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3497 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3499 shader->lconst_inf_or_nan = TRUE;
3503 return WINED3D_OK;
3506 static void init_interpolation_compile_args(DWORD *interpolation_args,
3507 const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
3509 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
3510 || !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
3512 memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
3513 return;
3516 memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
3517 sizeof(pixel_shader->u.ps.interpolation_mode));
3520 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3521 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
3523 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3524 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3525 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3526 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3527 const struct wined3d_gl_info *gl_info = context->gl_info;
3529 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3530 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3531 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3532 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3533 args->point_size = state->gl_primitive_type == GL_POINTS;
3534 args->per_vertex_point_size = shader->reg_maps.point_size;
3535 args->next_shader_type = hull_shader ? WINED3D_SHADER_TYPE_HULL
3536 : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3537 if (shader->reg_maps.shader_version.major >= 4)
3538 args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
3539 : geometry_shader ? geometry_shader->limits->packed_input
3540 : pixel_shader ? pixel_shader->limits->packed_input : 0;
3541 else
3542 args->next_shader_input_count = 0;
3543 args->swizzle_map = swizzle_map;
3544 if (d3d_info->emulated_flatshading)
3545 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3546 else
3547 args->flatshading = 0;
3549 init_interpolation_compile_args(args->interpolation_mode,
3550 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3553 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3555 if (usage_idx1 != usage_idx2)
3556 return FALSE;
3557 if (usage1 == usage2)
3558 return TRUE;
3559 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3560 return TRUE;
3561 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3562 return TRUE;
3564 return FALSE;
3567 BOOL vshader_get_input(const struct wined3d_shader *shader,
3568 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
3570 WORD map = shader->reg_maps.input_registers;
3571 unsigned int i;
3573 for (i = 0; map; map >>= 1, ++i)
3575 if (!(map & 1)) continue;
3577 if (match_usage(shader->u.vs.attributes[i].usage,
3578 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3580 *regnum = i;
3581 return TRUE;
3584 return FALSE;
3587 static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
3588 SIZE_T *total)
3590 struct wined3d_shader_signature_element *e;
3591 unsigned int i;
3592 SIZE_T len;
3594 for (i = 0; i < signature->element_count; ++i)
3596 e = &signature->elements[i];
3597 len = strlen(e->semantic_name);
3598 if (len >= ~(SIZE_T)0 - *total)
3599 return E_OUTOFMEMORY;
3601 *total += len + 1;
3603 return WINED3D_OK;
3606 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
3607 const struct wined3d_shader_signature *src, char **signature_strings)
3609 struct wined3d_shader_signature_element *e;
3610 unsigned int i;
3611 SIZE_T len;
3612 char *ptr;
3614 if (!src->element_count)
3615 return WINED3D_OK;
3617 ptr = *signature_strings;
3619 dst->element_count = src->element_count;
3620 if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
3621 return E_OUTOFMEMORY;
3623 for (i = 0; i < src->element_count; ++i)
3625 e = &src->elements[i];
3626 dst->elements[i] = *e;
3628 len = strlen(e->semantic_name);
3629 memcpy(ptr, e->semantic_name, len + 1);
3630 dst->elements[i].semantic_name = ptr;
3631 ptr += len + 1;
3634 *signature_strings = ptr;
3636 return WINED3D_OK;
3639 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3640 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
3641 void *parent, const struct wined3d_parent_ops *parent_ops)
3643 size_t byte_code_size;
3644 SIZE_T total;
3645 HRESULT hr;
3646 char *ptr;
3648 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3649 desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
3651 if (!(shader->frontend = shader_select_frontend(desc->format)))
3653 FIXME("Unable to find frontend for shader.\n");
3654 return WINED3DERR_INVALIDCALL;
3657 shader->ref = 1;
3658 shader->device = device;
3659 shader->parent = parent;
3660 shader->parent_ops = parent_ops;
3662 total = 0;
3663 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
3664 return hr;
3665 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
3666 return hr;
3667 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
3668 return hr;
3669 if (total && !(shader->signature_strings = heap_alloc(total)))
3670 return E_OUTOFMEMORY;
3671 ptr = shader->signature_strings;
3673 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
3675 heap_free(shader->signature_strings);
3676 return hr;
3678 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
3680 heap_free(shader->input_signature.elements);
3681 heap_free(shader->signature_strings);
3682 return hr;
3684 if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
3686 heap_free(shader->output_signature.elements);
3687 heap_free(shader->input_signature.elements);
3688 heap_free(shader->signature_strings);
3689 return hr;
3692 list_init(&shader->linked_programs);
3693 list_init(&shader->constantsF);
3694 list_init(&shader->constantsB);
3695 list_init(&shader->constantsI);
3696 shader->lconst_inf_or_nan = FALSE;
3697 list_init(&shader->reg_maps.indexable_temps);
3698 list_init(&shader->shader_list_entry);
3700 byte_code_size = desc->byte_code_size;
3701 if (byte_code_size == ~(size_t)0)
3703 const struct wined3d_shader_frontend *fe = shader->frontend;
3704 struct wined3d_shader_version shader_version;
3705 struct wined3d_shader_instruction ins;
3706 const DWORD *ptr;
3707 void *fe_data;
3709 if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
3711 WARN("Failed to initialise frontend data.\n");
3712 shader_cleanup(shader);
3713 return WINED3DERR_INVALIDCALL;
3716 fe->shader_read_header(fe_data, &ptr, &shader_version);
3717 while (!fe->shader_is_end(fe_data, &ptr))
3718 fe->shader_read_instruction(fe_data, &ptr, &ins);
3720 fe->shader_free(fe_data);
3722 byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3725 if (desc->byte_code && byte_code_size)
3727 if (!(shader->function = heap_alloc(byte_code_size)))
3729 shader_cleanup(shader);
3730 return E_OUTOFMEMORY;
3732 memcpy(shader->function, desc->byte_code, byte_code_size);
3733 shader->functionLength = byte_code_size;
3735 if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
3737 WARN("Failed to set function, hr %#x.\n", hr);
3738 shader_cleanup(shader);
3739 return hr;
3742 else
3744 shader->reg_maps.shader_version.type = type;
3745 shader->reg_maps.shader_version.major = 4;
3746 shader->reg_maps.shader_version.minor = 0;
3747 shader_set_limits(shader);
3749 if (FAILED(hr = shader_scan_output_signature(shader)))
3751 shader_cleanup(shader);
3752 return hr;
3756 shader->load_local_constsF = shader->lconst_inf_or_nan;
3758 return hr;
3761 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3762 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3764 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3765 unsigned int i;
3766 HRESULT hr;
3768 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3769 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3770 return hr;
3772 for (i = 0; i < shader->input_signature.element_count; ++i)
3774 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3776 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3777 continue;
3779 shader->u.vs.attributes[input->register_idx].usage =
3780 shader_usage_from_semantic_name(input->semantic_name);
3781 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3784 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3785 shader->load_local_constsF = TRUE;
3787 return WINED3D_OK;
3790 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3791 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3792 void *parent, const struct wined3d_parent_ops *parent_ops)
3794 struct wined3d_shader_desc shader_desc = *desc;
3795 struct wined3d_stream_output_element *elements;
3796 enum wined3d_shader_type shader_type;
3797 HRESULT hr;
3799 if (so_desc)
3801 shader_type = shader_get_shader_type(desc);
3802 switch (shader_type)
3804 case WINED3D_SHADER_TYPE_VERTEX:
3805 shader_desc.byte_code = NULL;
3806 shader_desc.byte_code_size = 0;
3807 break;
3808 case WINED3D_SHADER_TYPE_DOMAIN:
3809 FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type));
3810 return E_NOTIMPL;
3811 default:
3812 break;
3816 if (FAILED(hr = shader_init(shader, device, &shader_desc, 0,
3817 WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
3818 return hr;
3820 if (so_desc)
3822 if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
3824 shader_cleanup(shader);
3825 return E_OUTOFMEMORY;
3828 shader->u.gs.so_desc = *so_desc;
3829 shader->u.gs.so_desc.elements = elements;
3830 memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
3833 return WINED3D_OK;
3836 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3837 struct ds_compile_args *args, const struct wined3d_context *context)
3839 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3840 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3841 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3842 const struct wined3d_gl_info *gl_info = context->gl_info;
3844 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3845 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3847 args->output_count = geometry_shader ? geometry_shader->limits->packed_input
3848 : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3849 args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3851 args->render_offscreen = context->render_offscreen;
3853 init_interpolation_compile_args(args->interpolation_mode,
3854 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3856 args->padding = 0;
3859 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3860 struct gs_compile_args *args, const struct wined3d_context *context)
3862 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3863 const struct wined3d_gl_info *gl_info = context->gl_info;
3865 args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3867 if (!(args->primitive_type = shader->u.gs.input_type))
3868 args->primitive_type = d3d_primitive_type_from_gl(state->gl_primitive_type);
3870 init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
3873 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3874 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3876 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3877 const struct wined3d_gl_info *gl_info = context->gl_info;
3878 const struct wined3d_texture *texture;
3879 unsigned int i;
3881 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3882 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3884 static unsigned int warned = 0;
3886 args->srgb_correction = 1;
3887 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3888 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3889 "support, expect rendering artifacts.\n");
3892 if (shader->reg_maps.shader_version.major == 1
3893 && shader->reg_maps.shader_version.minor <= 3)
3895 for (i = 0; i < shader->limits->sampler; ++i)
3897 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3899 if (flags & WINED3D_TTFF_PROJECTED)
3901 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3903 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3905 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3906 unsigned int j;
3907 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3908 DWORD max_valid = WINED3D_TTFF_COUNT4;
3910 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3912 struct wined3d_vertex_declaration_element *element =
3913 &state->vertex_declaration->elements[j];
3915 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3916 && element->usage_idx == index)
3918 max_valid = element->format->component_count;
3919 break;
3922 if (!tex_transform || tex_transform > max_valid)
3924 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3925 tex_transform, max_valid);
3926 tex_transform = max_valid;
3928 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3929 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3930 && tex_transform > WINED3D_TTFF_COUNT2)
3931 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3932 && tex_transform > WINED3D_TTFF_COUNT3))
3933 tex_transform |= WINED3D_PSARGS_PROJECTED;
3934 else
3936 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3937 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3938 i, tex_transform, resource_type);
3941 else
3942 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3944 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3948 if (shader->reg_maps.shader_version.major == 1
3949 && shader->reg_maps.shader_version.minor <= 4)
3951 for (i = 0; i < shader->limits->sampler; ++i)
3953 const struct wined3d_texture *texture = state->textures[i];
3955 if (!shader->reg_maps.resource_info[i].type)
3956 continue;
3958 /* Treat unbound textures as 2D. The dummy texture will provide
3959 * the proper sample value. The tex_types bitmap defaults to
3960 * 2D because of the memset. */
3961 if (!texture)
3962 continue;
3964 switch (texture->target)
3966 /* RECT textures are distinguished from 2D textures via np2_fixup */
3967 default:
3968 break;
3970 case GL_TEXTURE_3D:
3971 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3972 break;
3974 case GL_TEXTURE_CUBE_MAP_ARB:
3975 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3976 break;
3981 if (shader->reg_maps.shader_version.major >= 4)
3983 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3984 args->shadow = 0;
3985 for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
3986 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3987 args->np2_fixup = 0;
3989 else
3991 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3993 if (!shader->reg_maps.resource_info[i].type)
3994 continue;
3996 texture = state->textures[i];
3997 if (!texture)
3999 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
4000 continue;
4002 if (can_use_texture_swizzle(gl_info, texture->resource.format))
4003 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
4004 else
4005 args->color_fixup[i] = texture->resource.format->color_fixup;
4007 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
4008 args->shadow |= 1u << i;
4010 /* Flag samplers that need NP2 texcoord fixup. */
4011 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
4012 args->np2_fixup |= (1u << i);
4016 if (shader->reg_maps.shader_version.major >= 3)
4018 if (position_transformed)
4019 args->vp_mode = WINED3D_VP_MODE_NONE;
4020 else if (use_vs(state))
4021 args->vp_mode = WINED3D_VP_MODE_SHADER;
4022 else
4023 args->vp_mode = WINED3D_VP_MODE_FF;
4024 args->fog = WINED3D_FFP_PS_FOG_OFF;
4026 else
4028 args->vp_mode = WINED3D_VP_MODE_SHADER;
4029 if (state->render_states[WINED3D_RS_FOGENABLE])
4031 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
4033 case WINED3D_FOG_NONE:
4034 if (position_transformed || use_vs(state))
4036 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
4037 break;
4040 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
4042 case WINED3D_FOG_NONE: /* Fall through. */
4043 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
4044 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
4045 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
4047 break;
4049 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
4050 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
4051 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
4054 else
4056 args->fog = WINED3D_FFP_PS_FOG_OFF;
4060 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
4062 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4064 args->texcoords_initialized = 0;
4065 for (i = 0; i < MAX_TEXTURES; ++i)
4067 if (vs)
4069 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
4070 args->texcoords_initialized |= 1u << i;
4072 else
4074 const struct wined3d_stream_info *si = &context->stream_info;
4075 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
4077 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
4078 & WINED3D_FFP_TCI_MASK
4079 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
4080 args->texcoords_initialized |= 1u << i;
4084 else
4086 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
4089 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4090 && state->gl_primitive_type == GL_POINTS;
4092 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
4093 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
4094 else
4095 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
4096 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
4097 : WINED3D_CMP_ALWAYS) - 1;
4099 if (d3d_info->emulated_flatshading)
4100 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4102 args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
4103 ? context->render_offscreen : 0;
4106 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4107 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4109 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4110 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
4111 HRESULT hr;
4113 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
4114 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
4115 return hr;
4117 for (i = 0; i < MAX_REG_INPUT; ++i)
4119 if (shader->u.ps.input_reg_used & (1u << i))
4121 ++num_regs_used;
4122 highest_reg_used = i;
4126 /* Don't do any register mapping magic if it is not needed, or if we can't
4127 * achieve anything anyway */
4128 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
4129 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
4130 || shader->reg_maps.shader_version.major >= 4)
4132 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
4134 /* This happens with relative addressing. The input mapper function
4135 * warns about this if the higher registers are declared too, so
4136 * don't write a FIXME here */
4137 WARN("More varying registers used than supported\n");
4140 for (i = 0; i < MAX_REG_INPUT; ++i)
4142 shader->u.ps.input_reg_map[i] = i;
4145 shader->u.ps.declared_in_count = highest_reg_used + 1;
4147 else
4149 shader->u.ps.declared_in_count = 0;
4150 for (i = 0; i < MAX_REG_INPUT; ++i)
4152 if (shader->u.ps.input_reg_used & (1u << i))
4153 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
4154 else shader->u.ps.input_reg_map[i] = ~0U;
4158 return WINED3D_OK;
4161 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
4163 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4164 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
4165 unsigned int i;
4167 if (reg_maps->shader_version.major != 1) return;
4169 for (i = 0; i < shader->limits->sampler; ++i)
4171 /* We don't sample from this sampler. */
4172 if (!resource_info[i].type)
4173 continue;
4175 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
4177 case WINED3D_SHADER_TEX_2D:
4178 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4179 break;
4181 case WINED3D_SHADER_TEX_3D:
4182 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
4183 break;
4185 case WINED3D_SHADER_TEX_CUBE:
4186 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
4187 break;
4192 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4193 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4195 struct wined3d_shader *object;
4196 HRESULT hr;
4198 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4199 device, desc, parent, parent_ops, shader);
4201 if (!desc->byte_code)
4202 return WINED3DERR_INVALIDCALL;
4204 if (!(object = heap_alloc_zero(sizeof(*object))))
4205 return E_OUTOFMEMORY;
4207 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops)))
4209 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4210 heap_free(object);
4211 return hr;
4214 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4216 TRACE("Created compute shader %p.\n", object);
4217 *shader = object;
4219 return WINED3D_OK;
4222 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4223 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4225 struct wined3d_shader *object;
4226 HRESULT hr;
4228 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4229 device, desc, parent, parent_ops, shader);
4231 if (!desc->byte_code)
4232 return WINED3DERR_INVALIDCALL;
4234 if (!(object = heap_alloc_zero(sizeof(*object))))
4235 return E_OUTOFMEMORY;
4237 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops)))
4239 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4240 heap_free(object);
4241 return hr;
4244 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4246 TRACE("Created domain shader %p.\n", object);
4247 *shader = object;
4249 return WINED3D_OK;
4252 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4253 const struct wined3d_stream_output_desc *so_desc, void *parent,
4254 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4256 struct wined3d_shader *object;
4257 HRESULT hr;
4259 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4260 device, desc, so_desc, parent, parent_ops, shader);
4262 if (!desc->byte_code)
4263 return WINED3DERR_INVALIDCALL;
4265 if (!(object = heap_alloc_zero(sizeof(*object))))
4266 return E_OUTOFMEMORY;
4268 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4270 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4271 heap_free(object);
4272 return hr;
4275 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4277 TRACE("Created geometry shader %p.\n", object);
4278 *shader = object;
4280 return WINED3D_OK;
4283 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4284 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4286 struct wined3d_shader *object;
4287 HRESULT hr;
4289 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4290 device, desc, parent, parent_ops, shader);
4292 if (!desc->byte_code)
4293 return WINED3DERR_INVALIDCALL;
4295 if (!(object = heap_alloc_zero(sizeof(*object))))
4296 return E_OUTOFMEMORY;
4298 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops)))
4300 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4301 heap_free(object);
4302 return hr;
4305 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4307 TRACE("Created hull shader %p.\n", object);
4308 *shader = object;
4310 return WINED3D_OK;
4313 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4314 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4316 struct wined3d_shader *object;
4317 HRESULT hr;
4319 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4320 device, desc, parent, parent_ops, shader);
4322 if (!desc->byte_code)
4323 return WINED3DERR_INVALIDCALL;
4325 if (!(object = heap_alloc_zero(sizeof(*object))))
4326 return E_OUTOFMEMORY;
4328 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4330 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4331 heap_free(object);
4332 return hr;
4335 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4337 TRACE("Created pixel shader %p.\n", object);
4338 *shader = object;
4340 return WINED3D_OK;
4343 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4344 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4346 struct wined3d_shader *object;
4347 HRESULT hr;
4349 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4350 device, desc, parent, parent_ops, shader);
4352 if (!desc->byte_code)
4353 return WINED3DERR_INVALIDCALL;
4355 if (!(object = heap_alloc_zero(sizeof(*object))))
4356 return E_OUTOFMEMORY;
4358 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4360 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4361 heap_free(object);
4362 return hr;
4365 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4367 TRACE("Created vertex shader %p.\n", object);
4368 *shader = object;
4370 return WINED3D_OK;