wined3d: SM4 immediate constants are typeless.
[wine.git] / dlls / wined3d / shader.c
blobbc39b3b2aa8ea635ec9415299cbebce6f58e5780
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 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 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"
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char * const shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DEF */ "def",
53 /* WINED3DSIH_DEFB */ "defb",
54 /* WINED3DSIH_DEFI */ "defi",
55 /* WINED3DSIH_DP2ADD */ "dp2add",
56 /* WINED3DSIH_DP3 */ "dp3",
57 /* WINED3DSIH_DP4 */ "dp4",
58 /* WINED3DSIH_DST */ "dst",
59 /* WINED3DSIH_DSX */ "dsx",
60 /* WINED3DSIH_DSY */ "dsy",
61 /* WINED3DSIH_ELSE */ "else",
62 /* WINED3DSIH_EMIT */ "emit",
63 /* WINED3DSIH_ENDIF */ "endif",
64 /* WINED3DSIH_ENDLOOP */ "endloop",
65 /* WINED3DSIH_ENDREP */ "endrep",
66 /* WINED3DSIH_EXP */ "exp",
67 /* WINED3DSIH_EXPP */ "expp",
68 /* WINED3DSIH_FRC */ "frc",
69 /* WINED3DSIH_IADD */ "iadd",
70 /* WINED3DSIH_IF */ "if",
71 /* WINED3DSIH_IFC */ "ifc",
72 /* WINED3DSIH_IGE */ "ige",
73 /* WINED3DSIH_IMUL */ "imul",
74 /* WINED3DSIH_LABEL */ "label",
75 /* WINED3DSIH_LIT */ "lit",
76 /* WINED3DSIH_LOG */ "log",
77 /* WINED3DSIH_LOGP */ "logp",
78 /* WINED3DSIH_LOOP */ "loop",
79 /* WINED3DSIH_LRP */ "lrp",
80 /* WINED3DSIH_LT */ "lt",
81 /* WINED3DSIH_M3x2 */ "m3x2",
82 /* WINED3DSIH_M3x3 */ "m3x3",
83 /* WINED3DSIH_M3x4 */ "m3x4",
84 /* WINED3DSIH_M4x3 */ "m4x3",
85 /* WINED3DSIH_M4x4 */ "m4x4",
86 /* WINED3DSIH_MAD */ "mad",
87 /* WINED3DSIH_MAX */ "max",
88 /* WINED3DSIH_MIN */ "min",
89 /* WINED3DSIH_MOV */ "mov",
90 /* WINED3DSIH_MOVA */ "mova",
91 /* WINED3DSIH_MOVC */ "movc",
92 /* WINED3DSIH_MUL */ "mul",
93 /* WINED3DSIH_NOP */ "nop",
94 /* WINED3DSIH_NRM */ "nrm",
95 /* WINED3DSIH_PHASE */ "phase",
96 /* WINED3DSIH_POW */ "pow",
97 /* WINED3DSIH_RCP */ "rcp",
98 /* WINED3DSIH_REP */ "rep",
99 /* WINED3DSIH_RET */ "ret",
100 /* WINED3DSIH_RSQ */ "rsq",
101 /* WINED3DSIH_SETP */ "setp",
102 /* WINED3DSIH_SGE */ "sge",
103 /* WINED3DSIH_SGN */ "sgn",
104 /* WINED3DSIH_SINCOS */ "sincos",
105 /* WINED3DSIH_SLT */ "slt",
106 /* WINED3DSIH_SUB */ "sub",
107 /* WINED3DSIH_TEX */ "texld",
108 /* WINED3DSIH_TEXBEM */ "texbem",
109 /* WINED3DSIH_TEXBEML */ "texbeml",
110 /* WINED3DSIH_TEXCOORD */ "texcrd",
111 /* WINED3DSIH_TEXDEPTH */ "texdepth",
112 /* WINED3DSIH_TEXDP3 */ "texdp3",
113 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
114 /* WINED3DSIH_TEXKILL */ "texkill",
115 /* WINED3DSIH_TEXLDD */ "texldd",
116 /* WINED3DSIH_TEXLDL */ "texldl",
117 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
118 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
119 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
120 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
121 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
122 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
123 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
124 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
125 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
126 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
127 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
128 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
131 static const char * const semantic_names[] =
133 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
134 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
135 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
136 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
137 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
138 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
139 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
140 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
141 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
142 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
143 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
144 /* WINED3DDECLUSAGE_FOG */ "FOG",
145 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
146 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
149 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
151 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
153 FIXME("Unrecognized usage %#x.\n", usage);
154 return "UNRECOGNIZED";
157 return semantic_names[usage];
160 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
162 unsigned int i;
164 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
166 if (!strcmp(name, semantic_names[i])) return i;
169 return ~0U;
172 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
174 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
177 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
178 const struct wined3d_shader_semantic *s)
180 e->semantic_name = shader_semantic_name_from_usage(s->usage);
181 e->semantic_idx = s->usage_idx;
182 e->sysval_semantic = 0;
183 e->component_type = 0;
184 e->register_idx = s->reg.reg.idx;
185 e->mask = s->reg.write_mask;
188 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
189 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
191 e->semantic_name = shader_semantic_name_from_usage(usage);
192 e->semantic_idx = usage_idx;
193 e->sysval_semantic = 0;
194 e->component_type = 0;
195 e->register_idx = reg_idx;
196 e->mask = write_mask;
199 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
201 switch (version_token >> 16)
203 case WINED3D_SM1_VS:
204 case WINED3D_SM1_PS:
205 return &sm1_shader_frontend;
207 case WINED3D_SM4_PS:
208 case WINED3D_SM4_VS:
209 case WINED3D_SM4_GS:
210 return &sm4_shader_frontend;
212 default:
213 FIXME("Unrecognised version token %#x\n", version_token);
214 return NULL;
218 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
220 buffer->buffer[0] = '\0';
221 buffer->bsize = 0;
222 buffer->lineNo = 0;
223 buffer->newline = TRUE;
226 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
228 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
229 if (!buffer->buffer)
231 ERR("Failed to allocate shader buffer memory.\n");
232 return FALSE;
235 shader_buffer_clear(buffer);
236 return TRUE;
239 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
241 HeapFree(GetProcessHeap(), 0, buffer->buffer);
244 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
246 char *base = buffer->buffer + buffer->bsize;
247 int rc;
249 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
251 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
253 ERR("The buffer allocated for the shader program string "
254 "is too small at %d bytes.\n", SHADER_PGMSIZE);
255 buffer->bsize = SHADER_PGMSIZE - 1;
256 return -1;
259 if (buffer->newline)
261 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
262 buffer->newline = FALSE;
264 else
266 TRACE("%s", base);
269 buffer->bsize += rc;
270 if (buffer->buffer[buffer->bsize-1] == '\n')
272 ++buffer->lineNo;
273 buffer->newline = TRUE;
276 return 0;
279 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
281 va_list args;
282 int ret;
284 va_start(args, format);
285 ret = shader_vaddline(buffer, format, args);
286 va_end(args);
288 return ret;
291 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
292 void *parent, const struct wined3d_parent_ops *parent_ops)
294 shader->ref = 1;
295 shader->device = (IWineD3DDevice *)device;
296 shader->parent = parent;
297 shader->parent_ops = parent_ops;
298 list_init(&shader->linked_programs);
299 list_add_head(&device->shaders, &shader->shader_list_entry);
302 /* Convert floating point offset relative to a register file to an absolute
303 * offset for float constants. */
304 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
306 switch (register_type)
308 case WINED3DSPR_CONST: return register_idx;
309 case WINED3DSPR_CONST2: return 2048 + register_idx;
310 case WINED3DSPR_CONST3: return 4096 + register_idx;
311 case WINED3DSPR_CONST4: return 6144 + register_idx;
312 default:
313 FIXME("Unsupported register type: %u.\n", register_type);
314 return register_idx;
318 static void shader_delete_constant_list(struct list *clist)
320 struct local_constant *constant;
321 struct list *ptr;
323 ptr = list_head(clist);
324 while (ptr)
326 constant = LIST_ENTRY(ptr, struct local_constant, entry);
327 ptr = list_next(clist, ptr);
328 HeapFree(GetProcessHeap(), 0, constant);
330 list_init(clist);
333 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
335 DWORD idx, shift;
336 idx = bit >> 5;
337 shift = bit & 0x1f;
338 bitmap[idx] |= (1 << shift);
341 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
342 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
344 switch (reg->type)
346 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
347 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
348 else reg_maps->address |= 1 << reg->idx;
349 break;
351 case WINED3DSPR_TEMP:
352 reg_maps->temporary |= 1 << reg->idx;
353 break;
355 case WINED3DSPR_INPUT:
356 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
358 if (reg->rel_addr)
360 /* If relative addressing is used, we must assume that all registers
361 * are used. Even if it is a construct like v3[aL], we can't assume
362 * that v0, v1 and v2 aren't read because aL can be negative */
363 unsigned int i;
364 for (i = 0; i < MAX_REG_INPUT; ++i)
366 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
369 else
371 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
374 else reg_maps->input_registers |= 1 << reg->idx;
375 break;
377 case WINED3DSPR_RASTOUT:
378 if (reg->idx == 1) reg_maps->fog = 1;
379 break;
381 case WINED3DSPR_MISCTYPE:
382 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
384 if (!reg->idx) reg_maps->vpos = 1;
385 else if (reg->idx == 1) reg_maps->usesfacing = 1;
387 break;
389 case WINED3DSPR_CONST:
390 if (reg->rel_addr)
392 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
394 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
396 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
398 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
400 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
403 reg_maps->usesrelconstF = TRUE;
405 else
407 set_bitmap_bit(reg_maps->constf, reg->idx);
409 break;
411 case WINED3DSPR_CONSTINT:
412 reg_maps->integer_constants |= (1 << reg->idx);
413 break;
415 case WINED3DSPR_CONSTBOOL:
416 reg_maps->boolean_constants |= (1 << reg->idx);
417 break;
419 case WINED3DSPR_COLOROUT:
420 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
421 break;
423 default:
424 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
425 break;
429 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
431 switch (instr)
433 case WINED3DSIH_M4x4:
434 case WINED3DSIH_M3x4:
435 return param == 1 ? 3 : 0;
437 case WINED3DSIH_M4x3:
438 case WINED3DSIH_M3x3:
439 return param == 1 ? 2 : 0;
441 case WINED3DSIH_M3x2:
442 return param == 1 ? 1 : 0;
444 default:
445 return 0;
449 /* Note that this does not count the loop register as an address register. */
450 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
451 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
452 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
454 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
455 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
456 void *fe_data = shader->baseShader.frontend_data;
457 struct wined3d_shader_version shader_version;
458 const DWORD *ptr = byte_code;
460 memset(reg_maps, 0, sizeof(*reg_maps));
462 /* get_registers_used() is called on every compile on some 1.x shaders,
463 * which can result in stacking up a collection of local constants.
464 * Delete the old constants if existing. */
465 shader_delete_constant_list(&shader->baseShader.constantsF);
466 shader_delete_constant_list(&shader->baseShader.constantsB);
467 shader_delete_constant_list(&shader->baseShader.constantsI);
469 fe->shader_read_header(fe_data, &ptr, &shader_version);
470 reg_maps->shader_version = shader_version;
472 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
473 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
474 if (!reg_maps->constf)
476 ERR("Failed to allocate constant map memory.\n");
477 return E_OUTOFMEMORY;
480 while (!fe->shader_is_end(fe_data, &ptr))
482 struct wined3d_shader_instruction ins;
483 const char *comment;
484 UINT comment_size;
485 UINT param_size;
487 /* Skip comments. */
488 fe->shader_read_comment(&ptr, &comment, &comment_size);
489 if (comment) continue;
491 /* Fetch opcode. */
492 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
494 /* Unhandled opcode, and its parameters. */
495 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
497 TRACE("Skipping unrecognized instruction.\n");
498 ptr += param_size;
499 continue;
502 /* Handle declarations. */
503 if (ins.handler_idx == WINED3DSIH_DCL)
505 struct wined3d_shader_semantic semantic;
507 fe->shader_read_semantic(&ptr, &semantic);
509 switch (semantic.reg.reg.type)
511 /* Mark input registers used. */
512 case WINED3DSPR_INPUT:
513 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
514 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
515 break;
517 /* Vertex shader: mark 3.0 output registers used, save token. */
518 case WINED3DSPR_OUTPUT:
519 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
520 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
521 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
522 break;
524 /* Save sampler usage token. */
525 case WINED3DSPR_SAMPLER:
526 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
527 break;
529 default:
530 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
531 break;
534 else if (ins.handler_idx == WINED3DSIH_DEF)
536 struct wined3d_shader_src_param rel_addr;
537 struct wined3d_shader_dst_param dst;
539 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
540 if (!lconst) return E_OUTOFMEMORY;
542 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
543 lconst->idx = dst.reg.idx;
545 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
546 ptr += 4;
548 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
549 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
551 float *value = (float *)lconst->value;
552 if (value[0] < -1.0f) value[0] = -1.0f;
553 else if (value[0] > 1.0f) value[0] = 1.0f;
554 if (value[1] < -1.0f) value[1] = -1.0f;
555 else if (value[1] > 1.0f) value[1] = 1.0f;
556 if (value[2] < -1.0f) value[2] = -1.0f;
557 else if (value[2] > 1.0f) value[2] = 1.0f;
558 if (value[3] < -1.0f) value[3] = -1.0f;
559 else if (value[3] > 1.0f) value[3] = 1.0f;
562 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
564 else if (ins.handler_idx == WINED3DSIH_DEFI)
566 struct wined3d_shader_src_param rel_addr;
567 struct wined3d_shader_dst_param dst;
569 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
570 if (!lconst) return E_OUTOFMEMORY;
572 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
573 lconst->idx = dst.reg.idx;
575 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
576 ptr += 4;
578 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
579 reg_maps->local_int_consts |= (1 << dst.reg.idx);
581 else if (ins.handler_idx == WINED3DSIH_DEFB)
583 struct wined3d_shader_src_param rel_addr;
584 struct wined3d_shader_dst_param dst;
586 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
587 if (!lconst) return E_OUTOFMEMORY;
589 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
590 lconst->idx = dst.reg.idx;
592 memcpy(lconst->value, ptr, sizeof(DWORD));
593 ++ptr;
595 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
596 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
598 /* If there's a loop in the shader. */
599 else if (ins.handler_idx == WINED3DSIH_LOOP
600 || ins.handler_idx == WINED3DSIH_REP)
602 struct wined3d_shader_src_param src, rel_addr;
604 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
606 /* Rep and Loop always use an integer constant for the control parameters. */
607 if (ins.handler_idx == WINED3DSIH_REP)
609 reg_maps->integer_constants |= 1 << src.reg.idx;
611 else
613 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
614 reg_maps->integer_constants |= 1 << src.reg.idx;
617 cur_loop_depth++;
618 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
620 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
621 || ins.handler_idx == WINED3DSIH_ENDREP)
623 cur_loop_depth--;
625 /* For subroutine prototypes. */
626 else if (ins.handler_idx == WINED3DSIH_LABEL)
628 struct wined3d_shader_src_param src, rel_addr;
630 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
631 reg_maps->labels |= 1 << src.reg.idx;
633 /* Set texture, address, temporary registers. */
634 else
636 BOOL color0_mov = FALSE;
637 int i, limit;
639 /* This will loop over all the registers and try to
640 * make a bitmask of the ones we're interested in.
642 * Relative addressing tokens are ignored, but that's
643 * okay, since we'll catch any address registers when
644 * they are initialized (required by spec). */
645 for (i = 0; i < ins.dst_count; ++i)
647 struct wined3d_shader_src_param dst_rel_addr;
648 struct wined3d_shader_dst_param dst_param;
650 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
652 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
654 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
655 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
656 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
657 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
659 UINT idx = dst_param.reg.idx;
661 switch (dst_param.reg.type)
663 case WINED3DSPR_RASTOUT:
664 switch (idx)
666 case 0: /* oPos */
667 reg_maps->output_registers |= 1 << 10;
668 shader_signature_from_usage(&output_signature[10],
669 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
670 break;
672 case 1: /* oFog */
673 reg_maps->output_registers |= 1 << 11;
674 shader_signature_from_usage(&output_signature[11],
675 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
676 break;
678 case 2: /* oPts */
679 reg_maps->output_registers |= 1 << 11;
680 shader_signature_from_usage(&output_signature[11],
681 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
682 break;
684 break;
686 case WINED3DSPR_ATTROUT:
687 if (idx < 2)
689 idx += 8;
690 if (reg_maps->output_registers & (1 << idx))
692 output_signature[idx].mask |= dst_param.write_mask;
694 else
696 reg_maps->output_registers |= 1 << idx;
697 shader_signature_from_usage(&output_signature[idx],
698 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
701 break;
703 case WINED3DSPR_TEXCRDOUT:
705 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
706 if (reg_maps->output_registers & (1 << idx))
708 output_signature[idx].mask |= dst_param.write_mask;
710 else
712 reg_maps->output_registers |= 1 << idx;
713 shader_signature_from_usage(&output_signature[idx],
714 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
716 break;
718 default:
719 break;
723 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
725 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
727 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
729 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
730 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
731 * the mov and perform the sRGB write correction from the source register.
733 * However, if the mov is only partial, we can't do this, and if the write
734 * comes from an instruction other than MOV it is hard to do as well. If
735 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
737 ps->color0_mov = FALSE;
738 if (ins.handler_idx == WINED3DSIH_MOV
739 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
741 /* Used later when the source register is read. */
742 color0_mov = TRUE;
745 /* Also drop the MOV marker if the source register is overwritten prior to the shader
746 * end
748 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
750 ps->color0_mov = FALSE;
754 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
755 if (shader_version.major == 1
756 && (ins.handler_idx == WINED3DSIH_TEX
757 || ins.handler_idx == WINED3DSIH_TEXBEM
758 || ins.handler_idx == WINED3DSIH_TEXBEML
759 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
760 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
761 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
762 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
763 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
764 || ins.handler_idx == WINED3DSIH_TEXREG2AR
765 || ins.handler_idx == WINED3DSIH_TEXREG2GB
766 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
768 /* Fake sampler usage, only set reserved bit and type. */
769 DWORD sampler_code = dst_param.reg.idx;
771 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
772 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
774 /* texbem is only valid with < 1.4 pixel shaders */
775 if (ins.handler_idx == WINED3DSIH_TEXBEM
776 || ins.handler_idx == WINED3DSIH_TEXBEML)
778 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
779 if (ins.handler_idx == WINED3DSIH_TEXBEML)
781 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
785 else if (ins.handler_idx == WINED3DSIH_BEM)
787 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
791 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
792 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
793 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
794 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
795 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
796 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
797 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
798 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
799 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
801 limit = ins.src_count + (ins.predicate ? 1 : 0);
802 for (i = 0; i < limit; ++i)
804 struct wined3d_shader_src_param src_param, src_rel_addr;
805 unsigned int count;
807 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
808 count = get_instr_extra_regcount(ins.handler_idx, i);
810 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
811 while (count)
813 ++src_param.reg.idx;
814 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
815 --count;
818 if (color0_mov)
820 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
821 if (src_param.reg.type == WINED3DSPR_TEMP
822 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
824 ps->color0_mov = TRUE;
825 ps->color0_reg = src_param.reg.idx;
831 reg_maps->loop_depth = max_loop_depth;
833 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
835 return WINED3D_OK;
838 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
840 DWORD map = 1 << max;
841 map |= map - 1;
842 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
844 return wined3d_log2i(map);
847 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
848 const struct wined3d_shader_version *shader_version)
850 TRACE("dcl");
852 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
854 switch (semantic->sampler_type)
856 case WINED3DSTT_2D: TRACE("_2d"); break;
857 case WINED3DSTT_CUBE: TRACE("_cube"); break;
858 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
859 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
862 else
864 /* Pixel shaders 3.0 don't have usage semantics. */
865 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
866 else TRACE("_");
868 switch (semantic->usage)
870 case WINED3DDECLUSAGE_POSITION:
871 TRACE("position%u", semantic->usage_idx);
872 break;
874 case WINED3DDECLUSAGE_BLENDINDICES:
875 TRACE("blend");
876 break;
878 case WINED3DDECLUSAGE_BLENDWEIGHT:
879 TRACE("weight");
880 break;
882 case WINED3DDECLUSAGE_NORMAL:
883 TRACE("normal%u", semantic->usage_idx);
884 break;
886 case WINED3DDECLUSAGE_PSIZE:
887 TRACE("psize");
888 break;
890 case WINED3DDECLUSAGE_COLOR:
891 if (!semantic->usage_idx) TRACE("color");
892 else TRACE("specular%u", (semantic->usage_idx - 1));
893 break;
895 case WINED3DDECLUSAGE_TEXCOORD:
896 TRACE("texture%u", semantic->usage_idx);
897 break;
899 case WINED3DDECLUSAGE_TANGENT:
900 TRACE("tangent");
901 break;
903 case WINED3DDECLUSAGE_BINORMAL:
904 TRACE("binormal");
905 break;
907 case WINED3DDECLUSAGE_TESSFACTOR:
908 TRACE("tessfactor");
909 break;
911 case WINED3DDECLUSAGE_POSITIONT:
912 TRACE("positionT%u", semantic->usage_idx);
913 break;
915 case WINED3DDECLUSAGE_FOG:
916 TRACE("fog");
917 break;
919 case WINED3DDECLUSAGE_DEPTH:
920 TRACE("depth");
921 break;
923 case WINED3DDECLUSAGE_SAMPLE:
924 TRACE("sample");
925 break;
927 default:
928 FIXME("unknown_semantics(0x%08x)", semantic->usage);
933 static void shader_dump_register(const struct wined3d_shader_register *reg,
934 const struct wined3d_shader_version *shader_version)
936 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
937 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
938 UINT offset = reg->idx;
940 switch (reg->type)
942 case WINED3DSPR_TEMP:
943 TRACE("r");
944 break;
946 case WINED3DSPR_INPUT:
947 TRACE("v");
948 break;
950 case WINED3DSPR_CONST:
951 case WINED3DSPR_CONST2:
952 case WINED3DSPR_CONST3:
953 case WINED3DSPR_CONST4:
954 TRACE("c");
955 offset = shader_get_float_offset(reg->type, reg->idx);
956 break;
958 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
959 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
960 break;
962 case WINED3DSPR_RASTOUT:
963 TRACE("%s", rastout_reg_names[reg->idx]);
964 break;
966 case WINED3DSPR_COLOROUT:
967 TRACE("oC");
968 break;
970 case WINED3DSPR_DEPTHOUT:
971 TRACE("oDepth");
972 break;
974 case WINED3DSPR_ATTROUT:
975 TRACE("oD");
976 break;
978 case WINED3DSPR_TEXCRDOUT:
979 /* Vertex shaders >= 3.0 use general purpose output registers
980 * (WINED3DSPR_OUTPUT), which can include an address token. */
981 if (shader_version->major >= 3) TRACE("o");
982 else TRACE("oT");
983 break;
985 case WINED3DSPR_CONSTINT:
986 TRACE("i");
987 break;
989 case WINED3DSPR_CONSTBOOL:
990 TRACE("b");
991 break;
993 case WINED3DSPR_LABEL:
994 TRACE("l");
995 break;
997 case WINED3DSPR_LOOP:
998 TRACE("aL");
999 break;
1001 case WINED3DSPR_SAMPLER:
1002 TRACE("s");
1003 break;
1005 case WINED3DSPR_MISCTYPE:
1006 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1007 else TRACE("%s", misctype_reg_names[reg->idx]);
1008 break;
1010 case WINED3DSPR_PREDICATE:
1011 TRACE("p");
1012 break;
1014 case WINED3DSPR_IMMCONST:
1015 TRACE("l");
1016 break;
1018 case WINED3DSPR_CONSTBUFFER:
1019 TRACE("cb");
1020 break;
1022 case WINED3DSPR_NULL:
1023 TRACE("null");
1024 break;
1026 default:
1027 TRACE("unhandled_rtype(%#x)", reg->type);
1028 break;
1031 if (reg->type == WINED3DSPR_IMMCONST)
1033 TRACE("(");
1034 switch (reg->immconst_type)
1036 case WINED3D_IMMCONST_SCALAR:
1037 TRACE("%.8e", *(const float *)reg->immconst_data);
1038 break;
1040 case WINED3D_IMMCONST_VEC4:
1041 TRACE("%.8e, %.8e, %.8e, %.8e",
1042 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1043 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1044 break;
1046 default:
1047 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1048 break;
1050 TRACE(")");
1052 else if (reg->type != WINED3DSPR_RASTOUT
1053 && reg->type != WINED3DSPR_MISCTYPE
1054 && reg->type != WINED3DSPR_NULL)
1056 if (reg->array_idx != ~0U)
1058 TRACE("%u[%u", offset, reg->array_idx);
1059 if (reg->rel_addr)
1061 TRACE(" + ");
1062 shader_dump_src_param(reg->rel_addr, shader_version);
1064 TRACE("]");
1066 else
1068 if (reg->rel_addr)
1070 TRACE("[");
1071 shader_dump_src_param(reg->rel_addr, shader_version);
1072 TRACE(" + ");
1074 TRACE("%u", offset);
1075 if (reg->rel_addr) TRACE("]");
1080 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1081 const struct wined3d_shader_version *shader_version)
1083 DWORD write_mask = param->write_mask;
1085 shader_dump_register(&param->reg, shader_version);
1087 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1089 static const char *write_mask_chars = "xyzw";
1091 TRACE(".");
1092 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1093 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1094 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1095 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1099 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1100 const struct wined3d_shader_version *shader_version)
1102 DWORD src_modifier = param->modifiers;
1103 DWORD swizzle = param->swizzle;
1105 if (src_modifier == WINED3DSPSM_NEG
1106 || src_modifier == WINED3DSPSM_BIASNEG
1107 || src_modifier == WINED3DSPSM_SIGNNEG
1108 || src_modifier == WINED3DSPSM_X2NEG
1109 || src_modifier == WINED3DSPSM_ABSNEG)
1110 TRACE("-");
1111 else if (src_modifier == WINED3DSPSM_COMP)
1112 TRACE("1-");
1113 else if (src_modifier == WINED3DSPSM_NOT)
1114 TRACE("!");
1116 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1117 TRACE("abs(");
1119 shader_dump_register(&param->reg, shader_version);
1121 if (src_modifier)
1123 switch (src_modifier)
1125 case WINED3DSPSM_NONE: break;
1126 case WINED3DSPSM_NEG: break;
1127 case WINED3DSPSM_NOT: break;
1128 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1129 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1130 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1131 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1132 case WINED3DSPSM_COMP: break;
1133 case WINED3DSPSM_X2: TRACE("_x2"); break;
1134 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1135 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1136 case WINED3DSPSM_DW: TRACE("_dw"); break;
1137 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1138 case WINED3DSPSM_ABS: TRACE(")"); break;
1139 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1143 if (swizzle != WINED3DSP_NOSWIZZLE)
1145 static const char *swizzle_chars = "xyzw";
1146 DWORD swizzle_x = swizzle & 0x03;
1147 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1148 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1149 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1151 if (swizzle_x == swizzle_y
1152 && swizzle_x == swizzle_z
1153 && swizzle_x == swizzle_w)
1155 TRACE(".%c", swizzle_chars[swizzle_x]);
1157 else
1159 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1160 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1165 /* Shared code in order to generate the bulk of the shader string.
1166 * NOTE: A description of how to parse tokens can be found on MSDN. */
1167 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1168 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1170 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1171 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1172 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1173 void *fe_data = shader->baseShader.frontend_data;
1174 struct wined3d_shader_src_param dst_rel_addr[2];
1175 struct wined3d_shader_src_param src_rel_addr[4];
1176 struct wined3d_shader_dst_param dst_param[2];
1177 struct wined3d_shader_src_param src_param[4];
1178 struct wined3d_shader_version shader_version;
1179 struct wined3d_shader_instruction ins;
1180 struct wined3d_shader_context ctx;
1181 const DWORD *ptr = byte_code;
1182 DWORD i;
1184 /* Initialize current parsing state. */
1185 ctx.shader = iface;
1186 ctx.gl_info = &device->adapter->gl_info;
1187 ctx.reg_maps = reg_maps;
1188 ctx.buffer = buffer;
1189 ctx.backend_data = backend_ctx;
1191 ins.ctx = &ctx;
1192 ins.dst = dst_param;
1193 ins.src = src_param;
1194 shader->baseShader.parse_state.current_row = 0;
1196 fe->shader_read_header(fe_data, &ptr, &shader_version);
1198 while (!fe->shader_is_end(fe_data, &ptr))
1200 const char *comment;
1201 UINT comment_size;
1202 UINT param_size;
1204 /* Skip comment tokens. */
1205 fe->shader_read_comment(&ptr, &comment, &comment_size);
1206 if (comment) continue;
1208 /* Read opcode. */
1209 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1211 /* Unknown opcode and its parameters. */
1212 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1214 TRACE("Skipping unrecognized instruction.\n");
1215 ptr += param_size;
1216 continue;
1219 /* Nothing to do. */
1220 if (ins.handler_idx == WINED3DSIH_DCL
1221 || ins.handler_idx == WINED3DSIH_NOP
1222 || ins.handler_idx == WINED3DSIH_DEF
1223 || ins.handler_idx == WINED3DSIH_DEFI
1224 || ins.handler_idx == WINED3DSIH_DEFB
1225 || ins.handler_idx == WINED3DSIH_PHASE)
1227 ptr += param_size;
1228 continue;
1231 /* Destination tokens */
1232 for (i = 0; i < ins.dst_count; ++i)
1234 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1237 /* Predication token */
1238 if (ins.predicate)
1240 FIXME("Predicates not implemented.\n");
1241 ins.predicate = *ptr++;
1244 /* Other source tokens */
1245 for (i = 0; i < ins.src_count; ++i)
1247 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1250 /* Call appropriate function for output target */
1251 device->shader_backend->shader_handle_instruction(&ins);
1255 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1257 DWORD mmask = dst->modifiers;
1259 switch (dst->shift)
1261 case 0: break;
1262 case 13: TRACE("_d8"); break;
1263 case 14: TRACE("_d4"); break;
1264 case 15: TRACE("_d2"); break;
1265 case 1: TRACE("_x2"); break;
1266 case 2: TRACE("_x4"); break;
1267 case 3: TRACE("_x8"); break;
1268 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1271 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1272 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1273 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1275 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1276 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1279 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1281 struct wined3d_shader_version shader_version;
1282 const DWORD *ptr = byte_code;
1283 const char *type_prefix;
1284 DWORD i;
1286 TRACE("Parsing %p.\n", byte_code);
1288 fe->shader_read_header(fe_data, &ptr, &shader_version);
1290 switch (shader_version.type)
1292 case WINED3D_SHADER_TYPE_VERTEX:
1293 type_prefix = "vs";
1294 break;
1296 case WINED3D_SHADER_TYPE_GEOMETRY:
1297 type_prefix = "gs";
1298 break;
1300 case WINED3D_SHADER_TYPE_PIXEL:
1301 type_prefix = "ps";
1302 break;
1304 default:
1305 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1306 type_prefix = "unknown";
1307 break;
1310 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1312 while (!fe->shader_is_end(fe_data, &ptr))
1314 struct wined3d_shader_instruction ins;
1315 const char *comment;
1316 UINT comment_size;
1317 UINT param_size;
1319 /* comment */
1320 fe->shader_read_comment(&ptr, &comment, &comment_size);
1321 if (comment)
1323 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1325 const char *end = comment + comment_size;
1326 const char *ptr = comment + 4;
1327 const char *line = ptr;
1329 TRACE("// TEXT\n");
1330 while (ptr != end)
1332 if (*ptr == '\n')
1334 UINT len = ptr - line;
1335 if (len && *(ptr - 1) == '\r') --len;
1336 TRACE("// %s\n", debugstr_an(line, len));
1337 line = ++ptr;
1339 else ++ptr;
1341 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1343 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1344 continue;
1347 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1348 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1350 TRACE("Skipping unrecognized instruction.\n");
1351 ptr += param_size;
1352 continue;
1355 if (ins.handler_idx == WINED3DSIH_DCL)
1357 struct wined3d_shader_semantic semantic;
1359 fe->shader_read_semantic(&ptr, &semantic);
1361 shader_dump_decl_usage(&semantic, &shader_version);
1362 shader_dump_ins_modifiers(&semantic.reg);
1363 TRACE(" ");
1364 shader_dump_dst_param(&semantic.reg, &shader_version);
1366 else if (ins.handler_idx == WINED3DSIH_DEF)
1368 struct wined3d_shader_src_param rel_addr;
1369 struct wined3d_shader_dst_param dst;
1371 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1373 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1374 *(const float *)(ptr),
1375 *(const float *)(ptr + 1),
1376 *(const float *)(ptr + 2),
1377 *(const float *)(ptr + 3));
1378 ptr += 4;
1380 else if (ins.handler_idx == WINED3DSIH_DEFI)
1382 struct wined3d_shader_src_param rel_addr;
1383 struct wined3d_shader_dst_param dst;
1385 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1387 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1388 *(ptr),
1389 *(ptr + 1),
1390 *(ptr + 2),
1391 *(ptr + 3));
1392 ptr += 4;
1394 else if (ins.handler_idx == WINED3DSIH_DEFB)
1396 struct wined3d_shader_src_param rel_addr;
1397 struct wined3d_shader_dst_param dst;
1399 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1401 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1402 ++ptr;
1404 else
1406 struct wined3d_shader_src_param dst_rel_addr[2];
1407 struct wined3d_shader_src_param src_rel_addr;
1408 struct wined3d_shader_dst_param dst_param[2];
1409 struct wined3d_shader_src_param src_param;
1411 for (i = 0; i < ins.dst_count; ++i)
1413 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1416 /* Print out predication source token first - it follows
1417 * the destination token. */
1418 if (ins.predicate)
1420 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1421 TRACE("(");
1422 shader_dump_src_param(&src_param, &shader_version);
1423 TRACE(") ");
1426 /* PixWin marks instructions with the coissue flag with a '+' */
1427 if (ins.coissue) TRACE("+");
1429 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1431 if (ins.handler_idx == WINED3DSIH_IFC
1432 || ins.handler_idx == WINED3DSIH_BREAKC)
1434 switch (ins.flags)
1436 case COMPARISON_GT: TRACE("_gt"); break;
1437 case COMPARISON_EQ: TRACE("_eq"); break;
1438 case COMPARISON_GE: TRACE("_ge"); break;
1439 case COMPARISON_LT: TRACE("_lt"); break;
1440 case COMPARISON_NE: TRACE("_ne"); break;
1441 case COMPARISON_LE: TRACE("_le"); break;
1442 default: TRACE("_(%u)", ins.flags);
1445 else if (ins.handler_idx == WINED3DSIH_TEX
1446 && shader_version.major >= 2
1447 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1449 TRACE("p");
1452 /* We already read the destination tokens, print them. */
1453 for (i = 0; i < ins.dst_count; ++i)
1455 shader_dump_ins_modifiers(&dst_param[i]);
1456 TRACE(!i ? " " : ", ");
1457 shader_dump_dst_param(&dst_param[i], &shader_version);
1460 /* Other source tokens */
1461 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1463 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1464 TRACE(!i ? " " : ", ");
1465 shader_dump_src_param(&src_param, &shader_version);
1468 TRACE("\n");
1472 static void shader_cleanup(IWineD3DBaseShader *iface)
1474 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1476 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1477 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1478 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1479 shader_delete_constant_list(&shader->baseShader.constantsF);
1480 shader_delete_constant_list(&shader->baseShader.constantsB);
1481 shader_delete_constant_list(&shader->baseShader.constantsI);
1482 list_remove(&shader->baseShader.shader_list_entry);
1484 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1486 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1490 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1491 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1492 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1493 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1494 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1495 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1496 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1497 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1498 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1499 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1500 static void shader_none_free(IWineD3DDevice *iface) {}
1501 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1503 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1505 /* Set the shader caps to 0 for the none shader backend */
1506 caps->VertexShaderVersion = 0;
1507 caps->MaxVertexShaderConst = 0;
1508 caps->PixelShaderVersion = 0;
1509 caps->PixelShader1xMaxValue = 0.0f;
1510 caps->MaxPixelShaderConst = 0;
1511 caps->VSClipping = FALSE;
1514 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1516 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1518 TRACE("Checking support for fixup:\n");
1519 dump_color_fixup_desc(fixup);
1522 /* Faked to make some apps happy. */
1523 if (!is_complex_fixup(fixup))
1525 TRACE("[OK]\n");
1526 return TRUE;
1529 TRACE("[FAILED]\n");
1530 return FALSE;
1533 const shader_backend_t none_shader_backend = {
1534 shader_none_handle_instruction,
1535 shader_none_select,
1536 shader_none_select_depth_blt,
1537 shader_none_deselect_depth_blt,
1538 shader_none_update_float_vertex_constants,
1539 shader_none_update_float_pixel_constants,
1540 shader_none_load_constants,
1541 shader_none_load_np2fixup_constants,
1542 shader_none_destroy,
1543 shader_none_alloc,
1544 shader_none_free,
1545 shader_none_dirty_const,
1546 shader_none_get_caps,
1547 shader_none_color_fixup_supported,
1550 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1552 if (!data)
1554 *data_size = shader->baseShader.functionLength;
1555 return WINED3D_OK;
1558 if (*data_size < shader->baseShader.functionLength)
1560 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1561 * than the required size we should write the required size and
1562 * return D3DERR_MOREDATA. That's not actually true. */
1563 return WINED3DERR_INVALIDCALL;
1566 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1568 return WINED3D_OK;
1571 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1572 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1574 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1575 const struct wined3d_shader_frontend *fe;
1576 HRESULT hr;
1578 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1579 shader, byte_code, output_signature, float_const_count);
1581 fe = shader_select_frontend(*byte_code);
1582 if (!fe)
1584 FIXME("Unable to find frontend for shader.\n");
1585 return WINED3DERR_INVALIDCALL;
1587 shader->baseShader.frontend = fe;
1588 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1589 if (!shader->baseShader.frontend_data)
1591 FIXME("Failed to initialize frontend.\n");
1592 return WINED3DERR_INVALIDCALL;
1595 /* First pass: trace shader. */
1596 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1598 /* Initialize immediate constant lists. */
1599 list_init(&shader->baseShader.constantsF);
1600 list_init(&shader->baseShader.constantsB);
1601 list_init(&shader->baseShader.constantsI);
1603 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1604 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1605 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1606 byte_code, float_const_count);
1607 if (FAILED(hr)) return hr;
1609 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1610 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1611 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1613 return WINED3D_OK;
1616 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1618 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1620 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1621 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1622 || IsEqualGUID(riid, &IID_IWineD3DBase)
1623 || IsEqualGUID(riid, &IID_IUnknown))
1625 IUnknown_AddRef(iface);
1626 *object = iface;
1627 return S_OK;
1630 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1632 *object = NULL;
1633 return E_NOINTERFACE;
1636 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1638 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1639 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1641 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1643 return refcount;
1646 /* Do not call while under the GL lock. */
1647 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1649 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1650 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1652 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1654 if (!refcount)
1656 shader_cleanup((IWineD3DBaseShader *)iface);
1657 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1658 HeapFree(GetProcessHeap(), 0, shader);
1661 return refcount;
1664 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1666 TRACE("iface %p.\n", iface);
1668 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1671 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1673 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1675 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1678 /* Set local constants for d3d8 shaders. */
1679 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1680 UINT start_idx, const float *src_data, UINT count)
1682 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1683 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1684 UINT i, end_idx;
1686 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1688 end_idx = start_idx + count;
1689 if (end_idx > device->d3d_vshader_constantF)
1691 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1692 end_idx = device->d3d_vshader_constantF;
1695 for (i = start_idx; i < end_idx; ++i)
1697 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1698 if (!lconst) return E_OUTOFMEMORY;
1700 lconst->idx = i;
1701 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1702 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1705 return WINED3D_OK;
1708 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1710 /* IUnknown methods */
1711 vertexshader_QueryInterface,
1712 vertexshader_AddRef,
1713 vertexshader_Release,
1714 /* IWineD3DBase methods */
1715 vertexshader_GetParent,
1716 /* IWineD3DBaseShader methods */
1717 vertexshader_GetFunction,
1718 /* IWineD3DVertexShader methods */
1719 vertexshader_SetLocalConstantsF,
1722 void find_vs_compile_args(const struct wined3d_state *state,
1723 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1725 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1726 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1727 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1728 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1729 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1732 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1734 if (usage_idx1 != usage_idx2) return FALSE;
1735 if (usage1 == usage2) return TRUE;
1736 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1737 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1739 return FALSE;
1742 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1743 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1745 WORD map = shader->baseShader.reg_maps.input_registers;
1746 unsigned int i;
1748 for (i = 0; map; map >>= 1, ++i)
1750 if (!(map & 1)) continue;
1752 if (match_usage(shader->attributes[i].usage,
1753 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1755 *regnum = i;
1756 return TRUE;
1759 return FALSE;
1762 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1764 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1765 shader->baseShader.reg_maps.shader_version.minor);
1766 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1768 shader->baseShader.limits.texcoord = 0;
1769 shader->baseShader.limits.attributes = 16;
1770 shader->baseShader.limits.packed_input = 0;
1772 switch (shader_version)
1774 case WINED3D_SHADER_VERSION(1, 0):
1775 case WINED3D_SHADER_VERSION(1, 1):
1776 shader->baseShader.limits.temporary = 12;
1777 shader->baseShader.limits.constant_bool = 0;
1778 shader->baseShader.limits.constant_int = 0;
1779 shader->baseShader.limits.address = 1;
1780 shader->baseShader.limits.packed_output = 12;
1781 shader->baseShader.limits.sampler = 0;
1782 shader->baseShader.limits.label = 0;
1783 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1784 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1785 * constants? */
1786 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1787 break;
1789 case WINED3D_SHADER_VERSION(2, 0):
1790 case WINED3D_SHADER_VERSION(2, 1):
1791 shader->baseShader.limits.temporary = 12;
1792 shader->baseShader.limits.constant_bool = 16;
1793 shader->baseShader.limits.constant_int = 16;
1794 shader->baseShader.limits.address = 1;
1795 shader->baseShader.limits.packed_output = 12;
1796 shader->baseShader.limits.sampler = 0;
1797 shader->baseShader.limits.label = 16;
1798 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1799 break;
1801 case WINED3D_SHADER_VERSION(4, 0):
1802 FIXME("Using 3.0 limits for 4.0 shader.\n");
1803 /* Fall through. */
1805 case WINED3D_SHADER_VERSION(3, 0):
1806 shader->baseShader.limits.temporary = 32;
1807 shader->baseShader.limits.constant_bool = 32;
1808 shader->baseShader.limits.constant_int = 32;
1809 shader->baseShader.limits.address = 1;
1810 shader->baseShader.limits.packed_output = 12;
1811 shader->baseShader.limits.sampler = 4;
1812 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1813 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1814 * even though they are capable of supporting much more (GL
1815 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1816 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1817 * shaders to 256. */
1818 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1819 break;
1821 default:
1822 shader->baseShader.limits.temporary = 12;
1823 shader->baseShader.limits.constant_bool = 16;
1824 shader->baseShader.limits.constant_int = 16;
1825 shader->baseShader.limits.address = 1;
1826 shader->baseShader.limits.packed_output = 12;
1827 shader->baseShader.limits.sampler = 0;
1828 shader->baseShader.limits.label = 16;
1829 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1830 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1831 shader->baseShader.reg_maps.shader_version.major,
1832 shader->baseShader.reg_maps.shader_version.minor);
1836 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1837 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1838 void *parent, const struct wined3d_parent_ops *parent_ops)
1840 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1841 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1842 unsigned int i;
1843 HRESULT hr;
1844 WORD map;
1846 if (!byte_code) return WINED3DERR_INVALIDCALL;
1848 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1849 shader_init(&shader->baseShader, device, parent, parent_ops);
1851 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1852 output_signature, device->d3d_vshader_constantF);
1853 if (FAILED(hr))
1855 WARN("Failed to set function, hr %#x.\n", hr);
1856 shader_cleanup((IWineD3DBaseShader *)shader);
1857 return hr;
1860 map = shader->baseShader.reg_maps.input_registers;
1861 for (i = 0; map; map >>= 1, ++i)
1863 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1865 shader->attributes[i].usage =
1866 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1867 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1870 if (output_signature)
1872 for (i = 0; i < output_signature->element_count; ++i)
1874 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1875 reg_maps->output_registers |= 1 << e->register_idx;
1876 shader->baseShader.output_signature[e->register_idx] = *e;
1880 vertexshader_set_limits(shader);
1882 if (device->vs_selected_mode == SHADER_ARB
1883 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1884 && shader->min_rel_offset <= shader->max_rel_offset)
1886 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1888 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1889 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1890 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1892 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1894 shader->rel_offset = shader->min_rel_offset + 63;
1896 else if (shader->max_rel_offset > 63)
1898 shader->rel_offset = shader->min_rel_offset;
1900 else
1902 shader->rel_offset = 0;
1906 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1907 && !list_empty(&shader->baseShader.constantsF);
1909 return WINED3D_OK;
1912 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1913 REFIID riid, void **object)
1915 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1917 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1918 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1919 || IsEqualGUID(riid, &IID_IWineD3DBase)
1920 || IsEqualGUID(riid, &IID_IUnknown))
1922 IUnknown_AddRef(iface);
1923 *object = iface;
1924 return S_OK;
1927 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1929 *object = NULL;
1930 return E_NOINTERFACE;
1933 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1935 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1936 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1938 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1940 return refcount;
1943 /* Do not call while under the GL lock. */
1944 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1946 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1947 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1949 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1951 if (!refcount)
1953 shader_cleanup((IWineD3DBaseShader *)iface);
1954 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1955 HeapFree(GetProcessHeap(), 0, shader);
1958 return refcount;
1961 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1963 TRACE("iface %p.\n", iface);
1965 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1968 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1970 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1972 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1975 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1977 /* IUnknown methods */
1978 geometryshader_QueryInterface,
1979 geometryshader_AddRef,
1980 geometryshader_Release,
1981 /* IWineD3DBase methods */
1982 geometryshader_GetParent,
1983 /* IWineD3DBaseShader methods */
1984 geometryshader_GetFunction,
1987 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1988 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1989 void *parent, const struct wined3d_parent_ops *parent_ops)
1991 HRESULT hr;
1993 shader->vtbl = &wined3d_geometryshader_vtbl;
1994 shader_init(&shader->base_shader, device, parent, parent_ops);
1996 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1997 if (FAILED(hr))
1999 WARN("Failed to set function, hr %#x.\n", hr);
2000 shader_cleanup((IWineD3DBaseShader *)shader);
2001 return hr;
2004 shader->base_shader.load_local_constsF = FALSE;
2006 return WINED3D_OK;
2009 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
2011 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2013 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2014 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2015 || IsEqualGUID(riid, &IID_IWineD3DBase)
2016 || IsEqualGUID(riid, &IID_IUnknown))
2018 IUnknown_AddRef(iface);
2019 *object = iface;
2020 return S_OK;
2023 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2025 *object = NULL;
2026 return E_NOINTERFACE;
2029 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2031 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2032 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2034 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2036 return refcount;
2039 /* Do not call while under the GL lock. */
2040 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2042 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2043 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2045 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2047 if (!refcount)
2049 shader_cleanup((IWineD3DBaseShader *)iface);
2050 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2051 HeapFree(GetProcessHeap(), 0, shader);
2054 return refcount;
2057 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2059 TRACE("iface %p.\n", iface);
2061 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2064 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2066 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2068 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2071 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2073 /* IUnknown methods */
2074 pixelshader_QueryInterface,
2075 pixelshader_AddRef,
2076 pixelshader_Release,
2077 /* IWineD3DBase methods */
2078 pixelshader_GetParent,
2079 /* IWineD3DBaseShader methods */
2080 pixelshader_GetFunction
2083 void find_ps_compile_args(const struct wined3d_state *state,
2084 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2086 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2087 IWineD3DBaseTextureImpl *texture;
2088 UINT i;
2090 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2091 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2093 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2094 if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2097 if (shader->baseShader.reg_maps.shader_version.major == 1
2098 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2100 for (i = 0; i < 4; ++i)
2102 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2103 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2104 if (flags & WINED3DTTFF_PROJECTED)
2105 tex_transform |= WINED3D_PSARGS_PROJECTED;
2106 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2110 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2112 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2113 texture = state->textures[i];
2114 if (!texture)
2116 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2117 continue;
2119 args->color_fixup[i] = texture->resource.format->color_fixup;
2121 if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2122 args->shadow |= 1 << i;
2124 /* Flag samplers that need NP2 texcoord fixup. */
2125 if (!texture->baseTexture.pow2Matrix_identity)
2127 args->np2_fixup |= (1 << i);
2130 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2132 if (device->strided_streams.position_transformed)
2134 args->vp_mode = pretransformed;
2136 else if (use_vs(state))
2138 args->vp_mode = vertexshader;
2140 else
2142 args->vp_mode = fixedfunction;
2144 args->fog = FOG_OFF;
2146 else
2148 args->vp_mode = vertexshader;
2149 if (state->render_states[WINED3DRS_FOGENABLE])
2151 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2153 case WINED3DFOG_NONE:
2154 if (device->strided_streams.position_transformed || use_vs(state))
2156 args->fog = FOG_LINEAR;
2157 break;
2160 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2162 case WINED3DFOG_NONE: /* Fall through. */
2163 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2164 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2165 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2167 break;
2169 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2170 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2171 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2174 else
2176 args->fog = FOG_OFF;
2181 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2183 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2184 shader->baseShader.reg_maps.shader_version.minor);
2186 shader->baseShader.limits.attributes = 0;
2187 shader->baseShader.limits.address = 0;
2188 shader->baseShader.limits.packed_output = 0;
2190 switch (shader_version)
2192 case WINED3D_SHADER_VERSION(1, 0):
2193 case WINED3D_SHADER_VERSION(1, 1):
2194 case WINED3D_SHADER_VERSION(1, 2):
2195 case WINED3D_SHADER_VERSION(1, 3):
2196 shader->baseShader.limits.temporary = 2;
2197 shader->baseShader.limits.constant_float = 8;
2198 shader->baseShader.limits.constant_int = 0;
2199 shader->baseShader.limits.constant_bool = 0;
2200 shader->baseShader.limits.texcoord = 4;
2201 shader->baseShader.limits.sampler = 4;
2202 shader->baseShader.limits.packed_input = 0;
2203 shader->baseShader.limits.label = 0;
2204 break;
2206 case WINED3D_SHADER_VERSION(1, 4):
2207 shader->baseShader.limits.temporary = 6;
2208 shader->baseShader.limits.constant_float = 8;
2209 shader->baseShader.limits.constant_int = 0;
2210 shader->baseShader.limits.constant_bool = 0;
2211 shader->baseShader.limits.texcoord = 6;
2212 shader->baseShader.limits.sampler = 6;
2213 shader->baseShader.limits.packed_input = 0;
2214 shader->baseShader.limits.label = 0;
2215 break;
2217 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2218 case WINED3D_SHADER_VERSION(2, 0):
2219 shader->baseShader.limits.temporary = 32;
2220 shader->baseShader.limits.constant_float = 32;
2221 shader->baseShader.limits.constant_int = 16;
2222 shader->baseShader.limits.constant_bool = 16;
2223 shader->baseShader.limits.texcoord = 8;
2224 shader->baseShader.limits.sampler = 16;
2225 shader->baseShader.limits.packed_input = 0;
2226 break;
2228 case WINED3D_SHADER_VERSION(2, 1):
2229 shader->baseShader.limits.temporary = 32;
2230 shader->baseShader.limits.constant_float = 32;
2231 shader->baseShader.limits.constant_int = 16;
2232 shader->baseShader.limits.constant_bool = 16;
2233 shader->baseShader.limits.texcoord = 8;
2234 shader->baseShader.limits.sampler = 16;
2235 shader->baseShader.limits.packed_input = 0;
2236 shader->baseShader.limits.label = 16;
2237 break;
2239 case WINED3D_SHADER_VERSION(4, 0):
2240 FIXME("Using 3.0 limits for 4.0 shader.\n");
2241 /* Fall through. */
2243 case WINED3D_SHADER_VERSION(3, 0):
2244 shader->baseShader.limits.temporary = 32;
2245 shader->baseShader.limits.constant_float = 224;
2246 shader->baseShader.limits.constant_int = 16;
2247 shader->baseShader.limits.constant_bool = 16;
2248 shader->baseShader.limits.texcoord = 0;
2249 shader->baseShader.limits.sampler = 16;
2250 shader->baseShader.limits.packed_input = 12;
2251 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2252 break;
2254 default:
2255 shader->baseShader.limits.temporary = 32;
2256 shader->baseShader.limits.constant_float = 32;
2257 shader->baseShader.limits.constant_int = 16;
2258 shader->baseShader.limits.constant_bool = 16;
2259 shader->baseShader.limits.texcoord = 8;
2260 shader->baseShader.limits.sampler = 16;
2261 shader->baseShader.limits.packed_input = 0;
2262 shader->baseShader.limits.label = 0;
2263 FIXME("Unrecognized pixel shader version %u.%u\n",
2264 shader->baseShader.reg_maps.shader_version.major,
2265 shader->baseShader.reg_maps.shader_version.minor);
2269 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2270 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2271 void *parent, const struct wined3d_parent_ops *parent_ops)
2273 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2274 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2275 HRESULT hr;
2277 if (!byte_code) return WINED3DERR_INVALIDCALL;
2279 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2280 shader_init(&shader->baseShader, device, parent, parent_ops);
2282 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2283 output_signature, device->d3d_pshader_constantF);
2284 if (FAILED(hr))
2286 WARN("Failed to set function, hr %#x.\n", hr);
2287 shader_cleanup((IWineD3DBaseShader *)shader);
2288 return hr;
2291 pixelshader_set_limits(shader);
2293 for (i = 0; i < MAX_REG_INPUT; ++i)
2295 if (shader->input_reg_used[i])
2297 ++num_regs_used;
2298 highest_reg_used = i;
2302 /* Don't do any register mapping magic if it is not needed, or if we can't
2303 * achieve anything anyway */
2304 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2305 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2307 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2309 /* This happens with relative addressing. The input mapper function
2310 * warns about this if the higher registers are declared too, so
2311 * don't write a FIXME here */
2312 WARN("More varying registers used than supported\n");
2315 for (i = 0; i < MAX_REG_INPUT; ++i)
2317 shader->input_reg_map[i] = i;
2320 shader->declared_in_count = highest_reg_used + 1;
2322 else
2324 shader->declared_in_count = 0;
2325 for (i = 0; i < MAX_REG_INPUT; ++i)
2327 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2328 else shader->input_reg_map[i] = ~0U;
2332 shader->baseShader.load_local_constsF = FALSE;
2334 return WINED3D_OK;
2337 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2339 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2340 unsigned int i;
2342 if (reg_maps->shader_version.major != 1) return;
2344 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2346 /* We don't sample from this sampler. */
2347 if (!sampler_type[i]) continue;
2349 if (!textures[i])
2351 WARN("No texture bound to sampler %u, using 2D.\n", i);
2352 sampler_type[i] = WINED3DSTT_2D;
2353 continue;
2356 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2358 case GL_TEXTURE_RECTANGLE_ARB:
2359 case GL_TEXTURE_2D:
2360 /* We have to select between texture rectangles and 2D
2361 * textures later because 2.0 and 3.0 shaders only have
2362 * WINED3DSTT_2D as well. */
2363 sampler_type[i] = WINED3DSTT_2D;
2364 break;
2366 case GL_TEXTURE_3D:
2367 sampler_type[i] = WINED3DSTT_VOLUME;
2368 break;
2370 case GL_TEXTURE_CUBE_MAP_ARB:
2371 sampler_type[i] = WINED3DSTT_CUBE;
2372 break;
2374 default:
2375 FIXME("Unrecognized texture type %#x, using 2D.\n",
2376 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2377 sampler_type[i] = WINED3DSTT_2D;