include/roapi.h: Add further typedefs.
[wine.git] / dlls / wined3d / shader.c
blobc20c1da14bcfb8073f047a98edbac9310af4d25e
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_EVAL_SAMPLE_INDEX */ "eval_sample_index",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
300 static const struct
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
305 shader_input_sysval_semantic_names[] =
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
339 return shader_opcode_names[handler_idx];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
344 if (usage >= ARRAY_SIZE(semantic_names))
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
350 return semantic_names[usage];
353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
355 unsigned int i;
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
359 if (!strcmp(name, semantic_names[i]))
360 return i;
363 return ~0U;
366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
368 switch (usage)
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
408 switch (format)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
422 void string_buffer_clear(struct wined3d_string_buffer *buffer)
424 buffer->buffer[0] = '\0';
425 buffer->content_size = 0;
428 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
430 buffer->buffer_size = 32;
431 if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
433 ERR("Failed to allocate shader buffer memory.\n");
434 return FALSE;
437 string_buffer_clear(buffer);
438 return TRUE;
441 void string_buffer_free(struct wined3d_string_buffer *buffer)
443 heap_free(buffer->buffer);
446 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
448 char *new_buffer;
449 unsigned int new_buffer_size = buffer->buffer_size * 2;
451 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
452 new_buffer_size *= 2;
453 if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
455 ERR("Failed to grow buffer.\n");
456 buffer->buffer[buffer->content_size] = '\0';
457 return FALSE;
459 buffer->buffer = new_buffer;
460 buffer->buffer_size = new_buffer_size;
461 return TRUE;
464 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
466 unsigned int rem;
467 int rc;
469 rem = buffer->buffer_size - buffer->content_size;
470 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
471 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
472 return rc;
474 buffer->content_size += rc;
475 return 0;
478 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
480 va_list args;
481 int ret;
483 for (;;)
485 va_start(args, format);
486 ret = shader_vaddline(buffer, format, args);
487 va_end(args);
488 if (!ret)
489 return ret;
490 if (!string_buffer_resize(buffer, ret))
491 return -1;
495 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
497 struct wined3d_string_buffer *buffer;
499 if (list_empty(&list->list))
501 buffer = heap_alloc(sizeof(*buffer));
502 if (!buffer || !string_buffer_init(buffer))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 heap_free(buffer);
506 return NULL;
509 else
511 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
512 list_remove(&buffer->entry);
514 string_buffer_clear(buffer);
515 return buffer;
518 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
520 if (!buffer)
521 return 0;
522 string_buffer_clear(buffer);
523 return shader_vaddline(buffer, format, args);
526 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
528 va_list args;
529 int ret;
531 for (;;)
533 va_start(args, format);
534 ret = string_buffer_vsprintf(buffer, format, args);
535 va_end(args);
536 if (!ret)
537 return;
538 if (!string_buffer_resize(buffer, ret))
539 return;
543 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
545 if (!buffer)
546 return;
547 list_add_head(&list->list, &buffer->entry);
550 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
552 list_init(&list->list);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
557 struct wined3d_string_buffer *buffer, *buffer_next;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
561 string_buffer_free(buffer);
562 heap_free(buffer);
564 list_init(&list->list);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
571 switch (register_type)
573 case WINED3DSPR_CONST: return register_idx;
574 case WINED3DSPR_CONST2: return 2048 + register_idx;
575 case WINED3DSPR_CONST3: return 4096 + register_idx;
576 case WINED3DSPR_CONST4: return 6144 + register_idx;
577 default:
578 FIXME("Unsupported register type: %u.\n", register_type);
579 return register_idx;
583 static void shader_delete_constant_list(struct list *clist)
585 struct wined3d_shader_lconst *constant, *constant_next;
587 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
588 heap_free(constant);
589 list_init(clist);
592 static void shader_set_limits(struct wined3d_shader *shader)
594 static const struct limits_entry
596 unsigned int min_version;
597 unsigned int max_version;
598 struct wined3d_shader_limits limits;
600 vs_limits[] =
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
609 * shaders to 256. */
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
615 hs_limits[] =
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
620 ds_limits[] =
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
625 gs_limits[] =
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
632 ps_limits[] =
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
643 cs_limits[] =
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry *limits_array;
649 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
650 shader->reg_maps.shader_version.minor);
651 int i = 0;
653 switch (shader->reg_maps.shader_version.type)
655 default:
656 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
657 /* Fall-through. */
658 case WINED3D_SHADER_TYPE_VERTEX:
659 limits_array = vs_limits;
660 break;
661 case WINED3D_SHADER_TYPE_HULL:
662 limits_array = hs_limits;
663 break;
664 case WINED3D_SHADER_TYPE_DOMAIN:
665 limits_array = ds_limits;
666 break;
667 case WINED3D_SHADER_TYPE_GEOMETRY:
668 limits_array = gs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_PIXEL:
671 limits_array = ps_limits;
672 break;
673 case WINED3D_SHADER_TYPE_COMPUTE:
674 limits_array = cs_limits;
675 break;
678 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
680 if (shader_version <= limits_array[i].max_version)
682 shader->limits = &limits_array[i].limits;
683 break;
685 ++i;
687 if (!shader->limits)
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader->reg_maps.shader_version.major,
691 shader->reg_maps.shader_version.minor);
692 shader->limits = &limits_array[max(0, i - 1)].limits;
696 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
697 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
699 switch (reg->type)
701 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
702 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
703 reg_maps->texcoord |= 1u << reg->idx[0].offset;
704 else
705 reg_maps->address |= 1u << reg->idx[0].offset;
706 break;
708 case WINED3DSPR_TEMP:
709 reg_maps->temporary |= 1u << reg->idx[0].offset;
710 break;
712 case WINED3DSPR_INPUT:
713 if (reg->idx[0].rel_addr)
714 reg_maps->input_rel_addressing = 1;
715 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
717 /* If relative addressing is used, we must assume that all
718 * registers are used. Even if it is a construct like v3[aL],
719 * we can't assume that v0, v1 and v2 aren't read because aL
720 * can be negative. */
721 if (reg->idx[0].rel_addr)
722 shader->u.ps.input_reg_used = ~0u;
723 else
724 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
726 else
728 reg_maps->input_registers |= 1u << reg->idx[0].offset;
730 break;
732 case WINED3DSPR_RASTOUT:
733 if (reg->idx[0].offset == 1)
734 reg_maps->fog = 1;
735 if (reg->idx[0].offset == 2)
736 reg_maps->point_size = 1;
737 break;
739 case WINED3DSPR_MISCTYPE:
740 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
742 if (!reg->idx[0].offset)
743 reg_maps->vpos = 1;
744 else if (reg->idx[0].offset == 1)
745 reg_maps->usesfacing = 1;
747 break;
749 case WINED3DSPR_CONST:
750 if (reg->idx[0].rel_addr)
752 if (reg->idx[0].offset < reg_maps->min_rel_offset)
753 reg_maps->min_rel_offset = reg->idx[0].offset;
754 if (reg->idx[0].offset > reg_maps->max_rel_offset)
755 reg_maps->max_rel_offset = reg->idx[0].offset;
756 reg_maps->usesrelconstF = TRUE;
758 else
760 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
762 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
763 return FALSE;
765 else
767 wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
770 break;
772 case WINED3DSPR_CONSTINT:
773 if (reg->idx[0].offset >= shader->limits->constant_int)
775 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
776 return FALSE;
778 else
780 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
782 break;
784 case WINED3DSPR_CONSTBOOL:
785 if (reg->idx[0].offset >= shader->limits->constant_bool)
787 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
788 return FALSE;
790 else
792 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
794 break;
796 case WINED3DSPR_COLOROUT:
797 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
798 break;
800 case WINED3DSPR_OUTCONTROLPOINT:
801 reg_maps->vocp = 1;
802 break;
804 default:
805 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
806 reg->type, reg->idx[0].offset, reg->idx[1].offset);
807 break;
809 return TRUE;
812 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
813 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
815 struct wined3d_shader_sampler_map_entry *entries, *entry;
816 struct wined3d_shader_sampler_map *map;
817 unsigned int i;
819 map = &reg_maps->sampler_map;
820 entries = map->entries;
821 for (i = 0; i < map->count; ++i)
823 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
824 return;
827 if (!map->size)
829 if (!(entries = heap_calloc(4, sizeof(*entries))))
831 ERR("Failed to allocate sampler map entries.\n");
832 return;
834 map->size = 4;
835 map->entries = entries;
837 else if (map->count == map->size)
839 size_t new_size = map->size * 2;
841 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
842 || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
844 ERR("Failed to resize sampler map entries.\n");
845 return;
847 map->size = new_size;
848 map->entries = entries;
851 entry = &entries[map->count++];
852 entry->resource_idx = resource_idx;
853 entry->sampler_idx = sampler_idx;
854 entry->bind_idx = bind_idx;
857 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
859 switch (instr)
861 case WINED3DSIH_M4x4:
862 case WINED3DSIH_M3x4:
863 return param == 1 ? 3 : 0;
865 case WINED3DSIH_M4x3:
866 case WINED3DSIH_M3x3:
867 return param == 1 ? 2 : 0;
869 case WINED3DSIH_M3x2:
870 return param == 1 ? 1 : 0;
872 default:
873 return 0;
877 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
878 unsigned int register_idx, unsigned int size, unsigned int stride)
880 struct wined3d_shader_tgsm *tgsm;
882 if (register_idx >= MAX_TGSM_REGISTERS)
884 ERR("Invalid TGSM register index %u.\n", register_idx);
885 return S_OK;
887 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
889 FIXME("TGSM declarations are allowed only in compute shaders.\n");
890 return S_OK;
893 if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
894 register_idx + 1, sizeof(*reg_maps->tgsm)))
895 return E_OUTOFMEMORY;
897 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
898 tgsm = &reg_maps->tgsm[register_idx];
899 tgsm->size = size;
900 tgsm->stride = stride;
901 return S_OK;
904 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
905 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
906 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
908 struct wined3d_shader_phase *phase;
910 if ((phase = *current_phase))
912 phase->end = previous_instruction_ptr;
913 *current_phase = NULL;
916 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
918 ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
919 return E_FAIL;
922 switch (ins->handler_idx)
924 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
925 if (shader->u.hs.phases.control_point)
927 FIXME("Multiple control point phases.\n");
928 heap_free(shader->u.hs.phases.control_point);
930 if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
931 return E_OUTOFMEMORY;
932 phase = shader->u.hs.phases.control_point;
933 break;
934 case WINED3DSIH_HS_FORK_PHASE:
935 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
936 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
937 sizeof(*shader->u.hs.phases.fork)))
938 return E_OUTOFMEMORY;
939 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
940 break;
941 case WINED3DSIH_HS_JOIN_PHASE:
942 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
943 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
944 sizeof(*shader->u.hs.phases.join)))
945 return E_OUTOFMEMORY;
946 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
947 break;
948 default:
949 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
950 return E_FAIL;
953 phase->start = current_instruction_ptr;
954 *current_phase = phase;
956 return WINED3D_OK;
959 static HRESULT shader_calculate_clip_or_cull_distance_mask(
960 const struct wined3d_shader_signature_element *e, unsigned int *mask)
962 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
963 * the only allowed semantic indices.
965 if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
967 *mask = 0;
968 WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
969 return WINED3DERR_INVALIDCALL;
972 *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
973 return WINED3D_OK;
976 static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
977 unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
979 if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
980 FIXME("Unexpected interpolation mode %#x.\n", mode);
982 wined3d_insert_bits(packed_interpolation_mode,
983 register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
986 /* Note that this does not count the loop register as an address register. */
987 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
988 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
989 struct wined3d_shader_signature *output_signature, DWORD constf_size)
991 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
992 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
993 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
994 struct wined3d_shader_version shader_version;
995 struct wined3d_shader_phase *phase = NULL;
996 const DWORD *ptr, *prev_ins, *current_ins;
997 void *fe_data = shader->frontend_data;
998 unsigned int i;
999 HRESULT hr;
1001 memset(reg_maps, 0, sizeof(*reg_maps));
1002 memset(input_signature_elements, 0, sizeof(input_signature_elements));
1003 memset(output_signature_elements, 0, sizeof(output_signature_elements));
1004 reg_maps->min_rel_offset = ~0U;
1005 list_init(&reg_maps->indexable_temps);
1007 fe->shader_read_header(fe_data, &ptr, &shader_version);
1008 prev_ins = current_ins = ptr;
1009 reg_maps->shader_version = shader_version;
1011 shader_set_limits(shader);
1013 if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
1014 sizeof(*reg_maps->constf))))
1016 ERR("Failed to allocate constant map memory.\n");
1017 return E_OUTOFMEMORY;
1020 while (!fe->shader_is_end(fe_data, &ptr))
1022 struct wined3d_shader_instruction ins;
1024 current_ins = ptr;
1025 /* Fetch opcode. */
1026 fe->shader_read_instruction(fe_data, &ptr, &ins);
1028 /* Unhandled opcode, and its parameters. */
1029 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1031 WARN("Encountered unrecognised or invalid instruction.\n");
1032 return WINED3DERR_INVALIDCALL;
1035 /* Handle declarations. */
1036 if (ins.handler_idx == WINED3DSIH_DCL
1037 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1039 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1040 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1042 switch (semantic->reg.reg.type)
1044 /* Mark input registers used. */
1045 case WINED3DSPR_INPUT:
1046 if (reg_idx >= MAX_REG_INPUT)
1048 ERR("Invalid input register index %u.\n", reg_idx);
1049 break;
1051 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1052 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1053 return WINED3DERR_INVALIDCALL;
1054 reg_maps->input_registers |= 1u << reg_idx;
1055 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1056 break;
1058 /* Vertex shader: mark 3.0 output registers used, save token. */
1059 case WINED3DSPR_OUTPUT:
1060 if (reg_idx >= MAX_REG_OUTPUT)
1062 ERR("Invalid output register index %u.\n", reg_idx);
1063 break;
1065 reg_maps->output_registers |= 1u << reg_idx;
1066 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1067 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1068 reg_maps->fog = 1;
1069 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1070 reg_maps->point_size = 1;
1071 break;
1073 case WINED3DSPR_SAMPLER:
1074 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1075 case WINED3DSPR_RESOURCE:
1076 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1078 ERR("Invalid resource index %u.\n", reg_idx);
1079 break;
1081 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1082 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1083 break;
1085 case WINED3DSPR_UAV:
1086 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1088 ERR("Invalid UAV resource index %u.\n", reg_idx);
1089 break;
1091 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1092 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1093 if (ins.flags)
1094 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1095 break;
1097 default:
1098 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1099 break;
1102 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1104 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1105 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1106 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1107 else
1108 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1110 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1112 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1114 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1115 shader->u.ps.force_early_depth_stencil = TRUE;
1116 else
1117 FIXME("Invalid instruction %#x for shader type %#x.\n",
1118 ins.handler_idx, shader_version.type);
1120 else
1122 WARN("Ignoring global flags %#x.\n", ins.flags);
1125 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1127 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1128 shader->u.gs.instance_count = ins.declaration.count;
1129 else
1130 FIXME("Invalid instruction %#x for shader type %#x.\n",
1131 ins.handler_idx, shader_version.type);
1133 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1134 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1136 if (phase)
1137 phase->instance_count = ins.declaration.count;
1138 else
1139 FIXME("Instruction %s outside of shader phase.\n",
1140 debug_d3dshaderinstructionhandler(ins.handler_idx));
1142 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1144 if (reg_maps->icb)
1145 FIXME("Multiple immediate constant buffers.\n");
1146 reg_maps->icb = ins.declaration.icb;
1148 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1150 if (phase)
1152 FIXME("Indexable temporary registers not supported.\n");
1154 else
1156 struct wined3d_shader_indexable_temp *reg;
1158 if (!(reg = heap_alloc(sizeof(*reg))))
1159 return E_OUTOFMEMORY;
1161 *reg = ins.declaration.indexable_temp;
1162 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
1165 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1167 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1168 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1169 else
1170 FIXME("Invalid instruction %#x for shader type %#x.\n",
1171 ins.handler_idx, shader_version.type);
1173 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
1175 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1176 if (reg_idx >= MAX_REG_INPUT)
1178 ERR("Invalid register index %u.\n", reg_idx);
1179 break;
1181 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1182 wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
1183 else
1184 FIXME("Invalid instruction %#x for shader type %#x.\n",
1185 ins.handler_idx, shader_version.type);
1187 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1189 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1190 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1191 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1193 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1194 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1195 else
1196 FIXME("Invalid instruction %#x for shader type %#x.\n",
1197 ins.handler_idx, shader_version.type);
1200 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1202 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1203 shader->u.hs.output_vertex_count = ins.declaration.count;
1204 else
1205 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1207 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1209 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1210 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1211 else
1212 FIXME("Invalid instruction %#x for shader type %#x.\n",
1213 ins.handler_idx, shader_version.type);
1215 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1217 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1218 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1220 ERR("Invalid resource index %u.\n", reg_idx);
1221 break;
1223 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1224 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1225 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1227 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1229 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1230 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1232 ERR("Invalid resource index %u.\n", reg_idx);
1233 break;
1235 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1236 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1237 reg_maps->resource_info[reg_idx].flags = 0;
1238 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1240 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1242 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1243 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1245 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1247 if (phase)
1248 phase->temporary_count = ins.declaration.count;
1249 else
1250 reg_maps->temporary_count = ins.declaration.count;
1252 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1254 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1255 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1256 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1257 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1259 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1261 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1262 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1263 else
1264 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1266 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1268 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1269 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1270 else
1271 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1273 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1275 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1276 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1277 return hr;
1279 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1281 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1282 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1283 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1284 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1285 return hr;
1287 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1289 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1291 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1293 else
1295 FIXME("Invalid instruction %#x for shader type %#x.\n",
1296 ins.handler_idx, shader_version.type);
1299 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1301 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1302 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1304 ERR("Invalid UAV resource index %u.\n", reg_idx);
1305 break;
1307 if (ins.flags)
1308 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1309 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1310 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1311 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1313 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1315 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1316 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1318 ERR("Invalid UAV resource index %u.\n", reg_idx);
1319 break;
1321 if (ins.flags)
1322 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1323 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1324 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1325 reg_maps->uav_resource_info[reg_idx].flags = 0;
1326 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1328 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1330 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1331 shader->u.gs.vertices_out = ins.declaration.count;
1332 else
1333 FIXME("Invalid instruction %#x for shader type %#x.\n",
1334 ins.handler_idx, shader_version.type);
1336 else if (ins.handler_idx == WINED3DSIH_DEF)
1338 struct wined3d_shader_lconst *lconst;
1339 float *value;
1341 if (!(lconst = heap_alloc(sizeof(*lconst))))
1342 return E_OUTOFMEMORY;
1344 lconst->idx = ins.dst[0].reg.idx[0].offset;
1345 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1346 value = (float *)lconst->value;
1348 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1349 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1351 if (value[0] < -1.0f) value[0] = -1.0f;
1352 else if (value[0] > 1.0f) value[0] = 1.0f;
1353 if (value[1] < -1.0f) value[1] = -1.0f;
1354 else if (value[1] > 1.0f) value[1] = 1.0f;
1355 if (value[2] < -1.0f) value[2] = -1.0f;
1356 else if (value[2] > 1.0f) value[2] = 1.0f;
1357 if (value[3] < -1.0f) value[3] = -1.0f;
1358 else if (value[3] > 1.0f) value[3] = 1.0f;
1361 list_add_head(&shader->constantsF, &lconst->entry);
1363 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1364 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1366 shader->lconst_inf_or_nan = TRUE;
1369 else if (ins.handler_idx == WINED3DSIH_DEFI)
1371 struct wined3d_shader_lconst *lconst;
1373 if (!(lconst = heap_alloc(sizeof(*lconst))))
1374 return E_OUTOFMEMORY;
1376 lconst->idx = ins.dst[0].reg.idx[0].offset;
1377 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1379 list_add_head(&shader->constantsI, &lconst->entry);
1380 reg_maps->local_int_consts |= (1u << lconst->idx);
1382 else if (ins.handler_idx == WINED3DSIH_DEFB)
1384 struct wined3d_shader_lconst *lconst;
1386 if (!(lconst = heap_alloc(sizeof(*lconst))))
1387 return E_OUTOFMEMORY;
1389 lconst->idx = ins.dst[0].reg.idx[0].offset;
1390 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1392 list_add_head(&shader->constantsB, &lconst->entry);
1393 reg_maps->local_bool_consts |= (1u << lconst->idx);
1395 /* Handle shader phases. */
1396 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1397 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1398 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1400 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1401 return hr;
1403 /* For subroutine prototypes. */
1404 else if (ins.handler_idx == WINED3DSIH_LABEL)
1406 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1408 /* Set texture, address, temporary registers. */
1409 else
1411 BOOL color0_mov = FALSE;
1412 unsigned int i;
1414 /* This will loop over all the registers and try to
1415 * make a bitmask of the ones we're interested in.
1417 * Relative addressing tokens are ignored, but that's
1418 * okay, since we'll catch any address registers when
1419 * they are initialized (required by spec). */
1420 for (i = 0; i < ins.dst_count; ++i)
1422 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1423 shader_version.type, constf_size))
1424 return WINED3DERR_INVALIDCALL;
1426 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1428 UINT idx = ins.dst[i].reg.idx[0].offset;
1430 switch (ins.dst[i].reg.type)
1432 case WINED3DSPR_RASTOUT:
1433 if (shader_version.major >= 3)
1434 break;
1435 switch (idx)
1437 case 0: /* oPos */
1438 reg_maps->output_registers |= 1u << 10;
1439 shader_signature_from_usage(&output_signature_elements[10],
1440 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1441 break;
1443 case 1: /* oFog */
1444 reg_maps->output_registers |= 1u << 11;
1445 shader_signature_from_usage(&output_signature_elements[11],
1446 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1447 break;
1449 case 2: /* oPts */
1450 reg_maps->output_registers |= 1u << 11;
1451 shader_signature_from_usage(&output_signature_elements[11],
1452 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1453 break;
1455 break;
1457 case WINED3DSPR_ATTROUT:
1458 if (shader_version.major >= 3)
1459 break;
1460 if (idx < 2)
1462 idx += 8;
1463 if (reg_maps->output_registers & (1u << idx))
1465 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1467 else
1469 reg_maps->output_registers |= 1u << idx;
1470 shader_signature_from_usage(&output_signature_elements[idx],
1471 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1474 break;
1476 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1477 if (shader_version.major >= 3)
1479 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1481 WARN("Invalid output register index %u.\n", idx);
1482 break;
1484 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1485 break;
1487 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1489 WARN("Invalid texcoord index %u.\n", idx);
1490 break;
1492 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1493 if (reg_maps->output_registers & (1u << idx))
1495 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1497 else
1499 reg_maps->output_registers |= 1u << idx;
1500 shader_signature_from_usage(&output_signature_elements[idx],
1501 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1503 break;
1505 default:
1506 break;
1510 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1512 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1514 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1515 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1516 * the mov and perform the sRGB write correction from the source register.
1518 * However, if the mov is only partial, we can't do this, and if the write
1519 * comes from an instruction other than MOV it is hard to do as well. If
1520 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1521 shader->u.ps.color0_mov = FALSE;
1522 if (ins.handler_idx == WINED3DSIH_MOV
1523 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1525 /* Used later when the source register is read. */
1526 color0_mov = TRUE;
1529 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1530 * end
1532 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1533 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1535 shader->u.ps.color0_mov = FALSE;
1539 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1540 if (shader_version.major == 1
1541 && (ins.handler_idx == WINED3DSIH_TEX
1542 || ins.handler_idx == WINED3DSIH_TEXBEM
1543 || ins.handler_idx == WINED3DSIH_TEXBEML
1544 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1545 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1546 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1547 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1548 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1549 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1550 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1551 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1553 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1555 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1557 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1558 continue;
1561 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1562 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1563 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1564 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1566 /* texbem is only valid with < 1.4 pixel shaders */
1567 if (ins.handler_idx == WINED3DSIH_TEXBEM
1568 || ins.handler_idx == WINED3DSIH_TEXBEML)
1570 reg_maps->bumpmat |= 1u << reg_idx;
1571 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1573 reg_maps->luminanceparams |= 1u << reg_idx;
1577 else if (ins.handler_idx == WINED3DSIH_BEM)
1579 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1583 if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
1585 unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
1586 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1588 ERR("Invalid UAV index %u.\n", reg_idx);
1589 break;
1591 reg_maps->uav_counter_mask |= (1u << reg_idx);
1593 else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1594 || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
1595 || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
1596 || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
1597 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
1598 || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
1600 unsigned int reg_idx;
1601 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1602 reg_idx = ins.src[1].reg.idx[0].offset;
1603 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1604 reg_idx = ins.src[2].reg.idx[0].offset;
1605 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1606 reg_idx = ins.dst[0].reg.idx[0].offset;
1607 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1608 reg_idx = ins.src[0].reg.idx[0].offset;
1609 else
1610 reg_idx = ins.dst[1].reg.idx[0].offset;
1611 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1613 ERR("Invalid UAV index %u.\n", reg_idx);
1614 break;
1616 reg_maps->uav_read_mask |= (1u << reg_idx);
1618 else if (ins.handler_idx == WINED3DSIH_NRM)
1620 reg_maps->usesnrm = 1;
1622 else if (ins.handler_idx == WINED3DSIH_DSY
1623 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1624 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1626 reg_maps->usesdsy = 1;
1628 else if (ins.handler_idx == WINED3DSIH_DSX
1629 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1630 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1632 reg_maps->usesdsx = 1;
1634 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1635 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1636 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1637 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1638 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1639 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1640 else if (ins.handler_idx == WINED3DSIH_LOOP
1641 || ins.handler_idx == WINED3DSIH_REP)
1643 ++cur_loop_depth;
1644 if (cur_loop_depth > max_loop_depth)
1645 max_loop_depth = cur_loop_depth;
1647 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1648 || ins.handler_idx == WINED3DSIH_ENDREP)
1650 --cur_loop_depth;
1652 else if (ins.handler_idx == WINED3DSIH_GATHER4
1653 || ins.handler_idx == WINED3DSIH_GATHER4_C
1654 || ins.handler_idx == WINED3DSIH_SAMPLE
1655 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1656 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1657 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1658 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1659 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1661 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1662 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1664 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1665 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1667 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1668 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1670 else if (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1672 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1673 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1675 else if (ins.handler_idx == WINED3DSIH_LD
1676 || ins.handler_idx == WINED3DSIH_LD2DMS
1677 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1678 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1680 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1681 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1683 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1684 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1686 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1687 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1690 if (ins.predicate)
1691 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1692 shader_version.type, constf_size))
1693 return WINED3DERR_INVALIDCALL;
1695 for (i = 0; i < ins.src_count; ++i)
1697 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1698 struct wined3d_shader_register reg = ins.src[i].reg;
1700 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1701 shader_version.type, constf_size))
1702 return WINED3DERR_INVALIDCALL;
1703 while (count)
1705 ++reg.idx[0].offset;
1706 if (!shader_record_register_usage(shader, reg_maps, &reg,
1707 shader_version.type, constf_size))
1708 return WINED3DERR_INVALIDCALL;
1709 --count;
1712 if (color0_mov)
1714 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1715 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1717 shader->u.ps.color0_mov = TRUE;
1718 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1724 prev_ins = current_ins;
1726 reg_maps->loop_depth = max_loop_depth;
1728 if (phase)
1730 phase->end = prev_ins;
1731 phase = NULL;
1734 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1735 * R0 is written to the render target. */
1736 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1737 reg_maps->rt_mask |= (1u << 0);
1739 if (input_signature->elements)
1741 for (i = 0; i < input_signature->element_count; ++i)
1743 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1745 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1747 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1748 return WINED3DERR_INVALIDCALL;
1751 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1753 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1754 reg_maps->vpos = 1;
1755 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1756 reg_maps->usesfacing = 1;
1758 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1761 else if (!input_signature->elements && reg_maps->input_registers)
1763 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1764 struct wined3d_shader_signature_element *e;
1765 unsigned int i;
1767 if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
1768 return E_OUTOFMEMORY;
1769 input_signature->element_count = count;
1771 e = input_signature->elements;
1772 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1774 if (!(reg_maps->input_registers & (1u << i)))
1775 continue;
1776 input_signature_elements[i].register_idx = i;
1777 *e++ = input_signature_elements[i];
1781 if (output_signature->elements)
1783 for (i = 0; i < output_signature->element_count; ++i)
1785 const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1786 unsigned int mask;
1788 reg_maps->output_registers |= 1u << e->register_idx;
1789 if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
1791 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1792 return hr;
1793 reg_maps->clip_distance_mask |= mask;
1795 else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
1797 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1798 return hr;
1799 reg_maps->cull_distance_mask |= mask;
1803 else if (reg_maps->output_registers)
1805 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1806 struct wined3d_shader_signature_element *e;
1808 if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
1809 return E_OUTOFMEMORY;
1810 output_signature->element_count = count;
1812 e = output_signature->elements;
1813 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1815 if (!(reg_maps->output_registers & (1u << i)))
1816 continue;
1817 *e++ = output_signature_elements[i];
1821 return WINED3D_OK;
1824 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1826 struct wined3d_shader_indexable_temp *reg, *reg_next;
1828 heap_free(reg_maps->constf);
1829 heap_free(reg_maps->sampler_map.entries);
1831 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1832 heap_free(reg);
1833 list_init(&reg_maps->indexable_temps);
1835 heap_free(reg_maps->tgsm);
1838 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1840 DWORD map = 1u << max;
1841 map |= map - 1;
1842 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1844 return wined3d_log2i(map);
1847 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1849 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1851 shader_addline(buffer, "refactoringAllowed");
1852 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1853 if (global_flags)
1854 shader_addline(buffer, " | ");
1857 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1859 shader_addline(buffer, "forceEarlyDepthStencil");
1860 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1861 if (global_flags)
1862 shader_addline(buffer, " | ");
1865 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1867 shader_addline(buffer, "enableRawAndStructuredBuffers");
1868 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1871 if (global_flags)
1872 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1875 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1877 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1879 shader_addline(buffer, "_g");
1880 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1882 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1884 shader_addline(buffer, "_t");
1885 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1888 if (sync_flags)
1889 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1892 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1894 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1896 shader_addline(buffer, "_glc");
1897 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1899 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1901 shader_addline(buffer, "_opc");
1902 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1905 if (uav_flags)
1906 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1909 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1910 enum wined3d_tessellator_domain domain)
1912 switch (domain)
1914 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1915 shader_addline(buffer, "line");
1916 break;
1917 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1918 shader_addline(buffer, "triangle");
1919 break;
1920 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1921 shader_addline(buffer, "quad");
1922 break;
1923 default:
1924 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1925 break;
1929 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1930 enum wined3d_tessellator_output_primitive output_primitive)
1932 switch (output_primitive)
1934 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1935 shader_addline(buffer, "point");
1936 break;
1937 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1938 shader_addline(buffer, "line");
1939 break;
1940 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1941 shader_addline(buffer, "triangle_cw");
1942 break;
1943 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1944 shader_addline(buffer, "triangle_ccw");
1945 break;
1946 default:
1947 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1948 break;
1952 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
1953 enum wined3d_tessellator_partitioning partitioning)
1955 switch (partitioning)
1957 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
1958 shader_addline(buffer, "integer");
1959 break;
1960 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
1961 shader_addline(buffer, "pow2");
1962 break;
1963 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
1964 shader_addline(buffer, "fractional_odd");
1965 break;
1966 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
1967 shader_addline(buffer, "fractional_even");
1968 break;
1969 default:
1970 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
1971 break;
1975 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
1976 enum wined3d_shader_input_sysval_semantic semantic)
1978 unsigned int i;
1980 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
1982 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
1984 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
1985 return;
1989 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
1992 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
1993 const struct wined3d_shader_semantic *semantic, unsigned int flags,
1994 const struct wined3d_shader_version *shader_version)
1996 shader_addline(buffer, "dcl");
1998 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
2000 switch (semantic->resource_type)
2002 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2003 shader_addline(buffer, "_2d");
2004 break;
2006 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2007 shader_addline(buffer, "_3d");
2008 break;
2010 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2011 shader_addline(buffer, "_cube");
2012 break;
2014 default:
2015 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
2016 break;
2019 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
2021 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
2022 shader_addline(buffer, "_resource_");
2023 else
2024 shader_addline(buffer, "_uav_");
2025 switch (semantic->resource_type)
2027 case WINED3D_SHADER_RESOURCE_BUFFER:
2028 shader_addline(buffer, "buffer");
2029 break;
2031 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2032 shader_addline(buffer, "texture1d");
2033 break;
2035 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2036 shader_addline(buffer, "texture2d");
2037 break;
2039 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2040 shader_addline(buffer, "texture2dms");
2041 break;
2043 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2044 shader_addline(buffer, "texture3d");
2045 break;
2047 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2048 shader_addline(buffer, "texturecube");
2049 break;
2051 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2052 shader_addline(buffer, "texture1darray");
2053 break;
2055 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2056 shader_addline(buffer, "texture2darray");
2057 break;
2059 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2060 shader_addline(buffer, "texture2dmsarray");
2061 break;
2063 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2064 shader_addline(buffer, "texturecubearray");
2065 break;
2067 default:
2068 shader_addline(buffer, "unknown");
2069 break;
2071 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2072 shader_dump_uav_flags(buffer, flags);
2073 switch (semantic->resource_data_type)
2075 case WINED3D_DATA_FLOAT:
2076 shader_addline(buffer, " (float)");
2077 break;
2079 case WINED3D_DATA_INT:
2080 shader_addline(buffer, " (int)");
2081 break;
2083 case WINED3D_DATA_UINT:
2084 shader_addline(buffer, " (uint)");
2085 break;
2087 case WINED3D_DATA_UNORM:
2088 shader_addline(buffer, " (unorm)");
2089 break;
2091 case WINED3D_DATA_SNORM:
2092 shader_addline(buffer, " (snorm)");
2093 break;
2095 default:
2096 shader_addline(buffer, " (unknown)");
2097 break;
2100 else
2102 /* Pixel shaders 3.0 don't have usage semantics. */
2103 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2104 return;
2105 else
2106 shader_addline(buffer, "_");
2108 switch (semantic->usage)
2110 case WINED3D_DECL_USAGE_POSITION:
2111 shader_addline(buffer, "position%u", semantic->usage_idx);
2112 break;
2114 case WINED3D_DECL_USAGE_BLEND_INDICES:
2115 shader_addline(buffer, "blend");
2116 break;
2118 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2119 shader_addline(buffer, "weight");
2120 break;
2122 case WINED3D_DECL_USAGE_NORMAL:
2123 shader_addline(buffer, "normal%u", semantic->usage_idx);
2124 break;
2126 case WINED3D_DECL_USAGE_PSIZE:
2127 shader_addline(buffer, "psize");
2128 break;
2130 case WINED3D_DECL_USAGE_COLOR:
2131 if (!semantic->usage_idx)
2132 shader_addline(buffer, "color");
2133 else
2134 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2135 break;
2137 case WINED3D_DECL_USAGE_TEXCOORD:
2138 shader_addline(buffer, "texture%u", semantic->usage_idx);
2139 break;
2141 case WINED3D_DECL_USAGE_TANGENT:
2142 shader_addline(buffer, "tangent");
2143 break;
2145 case WINED3D_DECL_USAGE_BINORMAL:
2146 shader_addline(buffer, "binormal");
2147 break;
2149 case WINED3D_DECL_USAGE_TESS_FACTOR:
2150 shader_addline(buffer, "tessfactor");
2151 break;
2153 case WINED3D_DECL_USAGE_POSITIONT:
2154 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2155 break;
2157 case WINED3D_DECL_USAGE_FOG:
2158 shader_addline(buffer, "fog");
2159 break;
2161 case WINED3D_DECL_USAGE_DEPTH:
2162 shader_addline(buffer, "depth");
2163 break;
2165 case WINED3D_DECL_USAGE_SAMPLE:
2166 shader_addline(buffer, "sample");
2167 break;
2169 default:
2170 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2171 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2176 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2177 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2179 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2180 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2181 UINT offset = reg->idx[0].offset;
2183 switch (reg->type)
2185 case WINED3DSPR_TEMP:
2186 shader_addline(buffer, "r");
2187 break;
2189 case WINED3DSPR_INPUT:
2190 shader_addline(buffer, "v");
2191 break;
2193 case WINED3DSPR_CONST:
2194 case WINED3DSPR_CONST2:
2195 case WINED3DSPR_CONST3:
2196 case WINED3DSPR_CONST4:
2197 shader_addline(buffer, "c");
2198 offset = shader_get_float_offset(reg->type, offset);
2199 break;
2201 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2202 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2203 break;
2205 case WINED3DSPR_RASTOUT:
2206 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2207 break;
2209 case WINED3DSPR_COLOROUT:
2210 shader_addline(buffer, "oC");
2211 break;
2213 case WINED3DSPR_DEPTHOUT:
2214 shader_addline(buffer, "oDepth");
2215 break;
2217 case WINED3DSPR_DEPTHOUTGE:
2218 shader_addline(buffer, "oDepthGE");
2219 break;
2221 case WINED3DSPR_DEPTHOUTLE:
2222 shader_addline(buffer, "oDepthLE");
2223 break;
2225 case WINED3DSPR_ATTROUT:
2226 shader_addline(buffer, "oD");
2227 break;
2229 case WINED3DSPR_TEXCRDOUT:
2230 /* Vertex shaders >= 3.0 use general purpose output registers
2231 * (WINED3DSPR_OUTPUT), which can include an address token. */
2232 if (shader_version->major >= 3)
2233 shader_addline(buffer, "o");
2234 else
2235 shader_addline(buffer, "oT");
2236 break;
2238 case WINED3DSPR_CONSTINT:
2239 shader_addline(buffer, "i");
2240 break;
2242 case WINED3DSPR_CONSTBOOL:
2243 shader_addline(buffer, "b");
2244 break;
2246 case WINED3DSPR_LABEL:
2247 shader_addline(buffer, "l");
2248 break;
2250 case WINED3DSPR_LOOP:
2251 shader_addline(buffer, "aL");
2252 break;
2254 case WINED3DSPR_SAMPLER:
2255 shader_addline(buffer, "s");
2256 break;
2258 case WINED3DSPR_MISCTYPE:
2259 if (offset > 1)
2261 FIXME("Unhandled misctype register %u.\n", offset);
2262 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2264 else
2266 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2268 break;
2270 case WINED3DSPR_PREDICATE:
2271 shader_addline(buffer, "p");
2272 break;
2274 case WINED3DSPR_IMMCONST:
2275 shader_addline(buffer, "l");
2276 break;
2278 case WINED3DSPR_CONSTBUFFER:
2279 shader_addline(buffer, "cb");
2280 break;
2282 case WINED3DSPR_IMMCONSTBUFFER:
2283 shader_addline(buffer, "icb");
2284 break;
2286 case WINED3DSPR_PRIMID:
2287 shader_addline(buffer, "primID");
2288 break;
2290 case WINED3DSPR_NULL:
2291 shader_addline(buffer, "null");
2292 break;
2294 case WINED3DSPR_RESOURCE:
2295 shader_addline(buffer, "t");
2296 break;
2298 case WINED3DSPR_UAV:
2299 shader_addline(buffer, "u");
2300 break;
2302 case WINED3DSPR_OUTPOINTID:
2303 shader_addline(buffer, "vOutputControlPointID");
2304 break;
2306 case WINED3DSPR_FORKINSTID:
2307 shader_addline(buffer, "vForkInstanceId");
2308 break;
2310 case WINED3DSPR_JOININSTID:
2311 shader_addline(buffer, "vJoinInstanceId");
2312 break;
2314 case WINED3DSPR_INCONTROLPOINT:
2315 shader_addline(buffer, "vicp");
2316 break;
2318 case WINED3DSPR_OUTCONTROLPOINT:
2319 shader_addline(buffer, "vocp");
2320 break;
2322 case WINED3DSPR_PATCHCONST:
2323 shader_addline(buffer, "vpc");
2324 break;
2326 case WINED3DSPR_TESSCOORD:
2327 shader_addline(buffer, "vDomainLocation");
2328 break;
2330 case WINED3DSPR_GROUPSHAREDMEM:
2331 shader_addline(buffer, "g");
2332 break;
2334 case WINED3DSPR_THREADID:
2335 shader_addline(buffer, "vThreadID");
2336 break;
2338 case WINED3DSPR_THREADGROUPID:
2339 shader_addline(buffer, "vThreadGroupID");
2340 break;
2342 case WINED3DSPR_LOCALTHREADID:
2343 shader_addline(buffer, "vThreadIDInGroup");
2344 break;
2346 case WINED3DSPR_LOCALTHREADINDEX:
2347 shader_addline(buffer, "vThreadIDInGroupFlattened");
2348 break;
2350 case WINED3DSPR_IDXTEMP:
2351 shader_addline(buffer, "x");
2352 break;
2354 case WINED3DSPR_STREAM:
2355 shader_addline(buffer, "m");
2356 break;
2358 case WINED3DSPR_FUNCTIONBODY:
2359 shader_addline(buffer, "fb");
2360 break;
2362 case WINED3DSPR_FUNCTIONPOINTER:
2363 shader_addline(buffer, "fp");
2364 break;
2366 case WINED3DSPR_COVERAGE:
2367 shader_addline(buffer, "vCoverage");
2368 break;
2370 case WINED3DSPR_SAMPLEMASK:
2371 shader_addline(buffer, "oMask");
2372 break;
2374 case WINED3DSPR_GSINSTID:
2375 shader_addline(buffer, "vGSInstanceID");
2376 break;
2378 default:
2379 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2380 break;
2383 if (reg->type == WINED3DSPR_IMMCONST)
2385 shader_addline(buffer, "(");
2386 switch (reg->immconst_type)
2388 case WINED3D_IMMCONST_SCALAR:
2389 switch (reg->data_type)
2391 case WINED3D_DATA_FLOAT:
2392 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2393 break;
2394 case WINED3D_DATA_INT:
2395 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2396 break;
2397 case WINED3D_DATA_RESOURCE:
2398 case WINED3D_DATA_SAMPLER:
2399 case WINED3D_DATA_UINT:
2400 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2401 break;
2402 default:
2403 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2404 break;
2406 break;
2408 case WINED3D_IMMCONST_VEC4:
2409 switch (reg->data_type)
2411 case WINED3D_DATA_FLOAT:
2412 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2413 *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
2414 *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
2415 break;
2416 case WINED3D_DATA_INT:
2417 shader_addline(buffer, "%d, %d, %d, %d",
2418 reg->u.immconst_data[0], reg->u.immconst_data[1],
2419 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2420 break;
2421 case WINED3D_DATA_RESOURCE:
2422 case WINED3D_DATA_SAMPLER:
2423 case WINED3D_DATA_UINT:
2424 shader_addline(buffer, "%u, %u, %u, %u",
2425 reg->u.immconst_data[0], reg->u.immconst_data[1],
2426 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2427 break;
2428 default:
2429 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2430 break;
2432 break;
2434 default:
2435 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2436 break;
2438 shader_addline(buffer, ")");
2440 else if (reg->type != WINED3DSPR_RASTOUT
2441 && reg->type != WINED3DSPR_MISCTYPE
2442 && reg->type != WINED3DSPR_NULL)
2444 if (offset != ~0u)
2446 shader_addline(buffer, "[");
2447 if (reg->idx[0].rel_addr)
2449 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2450 shader_addline(buffer, " + ");
2452 shader_addline(buffer, "%u]", offset);
2454 if (reg->idx[1].offset != ~0u)
2456 shader_addline(buffer, "[");
2457 if (reg->idx[1].rel_addr)
2459 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2460 shader_addline(buffer, " + ");
2462 shader_addline(buffer, "%u]", reg->idx[1].offset);
2466 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2467 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2471 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2472 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2474 DWORD write_mask = param->write_mask;
2476 shader_dump_register(buffer, &param->reg, shader_version);
2478 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2480 static const char write_mask_chars[] = "xyzw";
2482 shader_addline(buffer, ".");
2483 if (write_mask & WINED3DSP_WRITEMASK_0)
2484 shader_addline(buffer, "%c", write_mask_chars[0]);
2485 if (write_mask & WINED3DSP_WRITEMASK_1)
2486 shader_addline(buffer, "%c", write_mask_chars[1]);
2487 if (write_mask & WINED3DSP_WRITEMASK_2)
2488 shader_addline(buffer, "%c", write_mask_chars[2]);
2489 if (write_mask & WINED3DSP_WRITEMASK_3)
2490 shader_addline(buffer, "%c", write_mask_chars[3]);
2494 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2495 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2497 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2498 DWORD swizzle = param->swizzle;
2500 if (src_modifier == WINED3DSPSM_NEG
2501 || src_modifier == WINED3DSPSM_BIASNEG
2502 || src_modifier == WINED3DSPSM_SIGNNEG
2503 || src_modifier == WINED3DSPSM_X2NEG
2504 || src_modifier == WINED3DSPSM_ABSNEG)
2505 shader_addline(buffer, "-");
2506 else if (src_modifier == WINED3DSPSM_COMP)
2507 shader_addline(buffer, "1-");
2508 else if (src_modifier == WINED3DSPSM_NOT)
2509 shader_addline(buffer, "!");
2511 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2512 shader_addline(buffer, "abs(");
2514 shader_dump_register(buffer, &param->reg, shader_version);
2516 switch (src_modifier)
2518 case WINED3DSPSM_NONE: break;
2519 case WINED3DSPSM_NEG: break;
2520 case WINED3DSPSM_NOT: break;
2521 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2522 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2523 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2524 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2525 case WINED3DSPSM_COMP: break;
2526 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2527 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2528 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2529 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2530 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2531 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2532 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2535 if (swizzle != WINED3DSP_NOSWIZZLE)
2537 static const char swizzle_chars[] = "xyzw";
2538 DWORD swizzle_x = swizzle & 0x03;
2539 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2540 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2541 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2543 if (swizzle_x == swizzle_y
2544 && swizzle_x == swizzle_z
2545 && swizzle_x == swizzle_w)
2547 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2549 else
2551 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2552 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2557 /* Shared code in order to generate the bulk of the shader string. */
2558 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2559 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2560 const DWORD *start, const DWORD *end)
2562 struct wined3d_device *device = shader->device;
2563 const struct wined3d_shader_frontend *fe = shader->frontend;
2564 void *fe_data = shader->frontend_data;
2565 struct wined3d_shader_version shader_version;
2566 struct wined3d_shader_parser_state state;
2567 struct wined3d_shader_instruction ins;
2568 struct wined3d_shader_tex_mx tex_mx;
2569 struct wined3d_shader_context ctx;
2570 const DWORD *ptr;
2572 /* Initialize current parsing state. */
2573 tex_mx.current_row = 0;
2574 state.current_loop_depth = 0;
2575 state.current_loop_reg = 0;
2576 state.in_subroutine = FALSE;
2578 ctx.shader = shader;
2579 ctx.gl_info = &device->adapter->gl_info;
2580 ctx.reg_maps = reg_maps;
2581 ctx.buffer = buffer;
2582 ctx.tex_mx = &tex_mx;
2583 ctx.state = &state;
2584 ctx.backend_data = backend_ctx;
2585 ins.ctx = &ctx;
2587 fe->shader_read_header(fe_data, &ptr, &shader_version);
2588 if (start)
2589 ptr = start;
2591 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2593 /* Read opcode. */
2594 fe->shader_read_instruction(fe_data, &ptr, &ins);
2596 /* Unknown opcode and its parameters. */
2597 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2599 WARN("Encountered unrecognised or invalid instruction.\n");
2600 return WINED3DERR_INVALIDCALL;
2603 if (ins.predicate)
2604 FIXME("Predicates not implemented.\n");
2606 /* Call appropriate function for output target */
2607 device->shader_backend->shader_handle_instruction(&ins);
2610 return WINED3D_OK;
2613 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2614 const struct wined3d_shader_dst_param *dst)
2616 DWORD mmask = dst->modifiers;
2618 switch (dst->shift)
2620 case 0: break;
2621 case 13: shader_addline(buffer, "_d8"); break;
2622 case 14: shader_addline(buffer, "_d4"); break;
2623 case 15: shader_addline(buffer, "_d2"); break;
2624 case 1: shader_addline(buffer, "_x2"); break;
2625 case 2: shader_addline(buffer, "_x4"); break;
2626 case 3: shader_addline(buffer, "_x8"); break;
2627 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2630 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2631 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2632 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2634 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2635 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2638 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2639 const struct wined3d_shader_primitive_type *primitive_type)
2641 switch (primitive_type->type)
2643 case WINED3D_PT_UNDEFINED:
2644 shader_addline(buffer, "undefined");
2645 break;
2646 case WINED3D_PT_POINTLIST:
2647 shader_addline(buffer, "pointlist");
2648 break;
2649 case WINED3D_PT_LINELIST:
2650 shader_addline(buffer, "linelist");
2651 break;
2652 case WINED3D_PT_LINESTRIP:
2653 shader_addline(buffer, "linestrip");
2654 break;
2655 case WINED3D_PT_TRIANGLELIST:
2656 shader_addline(buffer, "trianglelist");
2657 break;
2658 case WINED3D_PT_TRIANGLESTRIP:
2659 shader_addline(buffer, "trianglestrip");
2660 break;
2661 case WINED3D_PT_TRIANGLEFAN:
2662 shader_addline(buffer, "trianglefan");
2663 break;
2664 case WINED3D_PT_LINELIST_ADJ:
2665 shader_addline(buffer, "linelist_adj");
2666 break;
2667 case WINED3D_PT_LINESTRIP_ADJ:
2668 shader_addline(buffer, "linestrip_adj");
2669 break;
2670 case WINED3D_PT_TRIANGLELIST_ADJ:
2671 shader_addline(buffer, "trianglelist_adj");
2672 break;
2673 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2674 shader_addline(buffer, "trianglestrip_adj");
2675 break;
2676 case WINED3D_PT_PATCH:
2677 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2678 break;
2679 default:
2680 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2681 break;
2685 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2686 enum wined3d_shader_interpolation_mode interpolation_mode)
2688 switch (interpolation_mode)
2690 case WINED3DSIM_CONSTANT:
2691 shader_addline(buffer, "constant");
2692 break;
2693 case WINED3DSIM_LINEAR:
2694 shader_addline(buffer, "linear");
2695 break;
2696 case WINED3DSIM_LINEAR_CENTROID:
2697 shader_addline(buffer, "linear centroid");
2698 break;
2699 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2700 shader_addline(buffer, "linear noperspective");
2701 break;
2702 case WINED3DSIM_LINEAR_SAMPLE:
2703 shader_addline(buffer, "linear sample");
2704 break;
2705 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2706 shader_addline(buffer, "linear noperspective centroid");
2707 break;
2708 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2709 shader_addline(buffer, "linear noperspective sample");
2710 break;
2711 default:
2712 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2713 break;
2717 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2719 struct wined3d_shader_version shader_version;
2720 struct wined3d_string_buffer buffer;
2721 const char *type_prefix;
2722 const char *p, *q;
2723 const DWORD *ptr;
2724 DWORD i;
2726 if (!string_buffer_init(&buffer))
2728 ERR("Failed to initialize string buffer.\n");
2729 return;
2732 fe->shader_read_header(fe_data, &ptr, &shader_version);
2734 TRACE("Parsing %p.\n", ptr);
2736 switch (shader_version.type)
2738 case WINED3D_SHADER_TYPE_VERTEX:
2739 type_prefix = "vs";
2740 break;
2742 case WINED3D_SHADER_TYPE_HULL:
2743 type_prefix = "hs";
2744 break;
2746 case WINED3D_SHADER_TYPE_DOMAIN:
2747 type_prefix = "ds";
2748 break;
2750 case WINED3D_SHADER_TYPE_GEOMETRY:
2751 type_prefix = "gs";
2752 break;
2754 case WINED3D_SHADER_TYPE_PIXEL:
2755 type_prefix = "ps";
2756 break;
2758 case WINED3D_SHADER_TYPE_COMPUTE:
2759 type_prefix = "cs";
2760 break;
2762 default:
2763 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2764 type_prefix = "unknown";
2765 break;
2768 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2770 while (!fe->shader_is_end(fe_data, &ptr))
2772 struct wined3d_shader_instruction ins;
2774 fe->shader_read_instruction(fe_data, &ptr, &ins);
2775 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2777 WARN("Skipping unrecognized instruction.\n");
2778 shader_addline(&buffer, "<unrecognized instruction>\n");
2779 continue;
2782 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2784 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2785 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2786 shader_addline(&buffer, " ");
2787 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2789 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2791 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2792 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2793 shader_addline(&buffer, ", %s",
2794 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2796 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2798 shader_addline(&buffer, "%s fb%u",
2799 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2801 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2803 shader_addline(&buffer, "%s ft%u = {...}",
2804 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2806 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2808 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2809 shader_dump_global_flags(&buffer, ins.flags);
2811 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2813 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2814 ins.declaration.max_tessellation_factor);
2816 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2818 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2819 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2821 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2822 ins.declaration.icb->data[4 * i + 0],
2823 ins.declaration.icb->data[4 * i + 1],
2824 ins.declaration.icb->data[4 * i + 2],
2825 ins.declaration.icb->data[4 * i + 3]);
2827 shader_addline(&buffer, "}");
2829 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2831 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2832 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2833 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2835 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2837 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2838 ins.declaration.indexable_temp.register_idx,
2839 ins.declaration.indexable_temp.register_size,
2840 ins.declaration.indexable_temp.component_count);
2842 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2844 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2845 shader_dump_interpolation_mode(&buffer, ins.flags);
2846 shader_addline(&buffer, " ");
2847 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2849 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2850 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2851 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2852 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2854 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2855 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2856 shader_addline(&buffer, ", ");
2857 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2859 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2861 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2862 shader_dump_interpolation_mode(&buffer, ins.flags);
2863 shader_addline(&buffer, " ");
2864 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2865 shader_addline(&buffer, ", ");
2866 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2868 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2869 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2871 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2872 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2874 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2875 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2877 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2878 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2880 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2882 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2883 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2884 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2886 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
2888 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2889 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2891 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2893 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2894 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2895 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2897 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2899 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2900 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2901 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2902 shader_addline(&buffer, ", comparisonMode");
2904 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2905 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2906 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2907 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2908 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2909 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2910 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2912 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2914 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2916 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2917 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2919 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2921 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2922 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2924 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2926 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2927 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2929 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2931 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2932 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2933 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2935 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2937 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2938 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2939 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2940 ins.declaration.tgsm_structured.structure_count);
2942 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2944 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2945 ins.declaration.thread_group_size.x,
2946 ins.declaration.thread_group_size.y,
2947 ins.declaration.thread_group_size.z);
2949 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
2951 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2952 shader_dump_uav_flags(&buffer, ins.flags);
2953 shader_addline(&buffer, " ");
2954 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2956 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
2958 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2959 shader_dump_uav_flags(&buffer, ins.flags);
2960 shader_addline(&buffer, " ");
2961 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2962 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2964 else if (ins.handler_idx == WINED3DSIH_DEF)
2966 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
2967 ins.dst[0].reg.idx[0].offset),
2968 *(const float *)&ins.src[0].reg.u.immconst_data[0],
2969 *(const float *)&ins.src[0].reg.u.immconst_data[1],
2970 *(const float *)&ins.src[0].reg.u.immconst_data[2],
2971 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
2973 else if (ins.handler_idx == WINED3DSIH_DEFI)
2975 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
2976 ins.src[0].reg.u.immconst_data[0],
2977 ins.src[0].reg.u.immconst_data[1],
2978 ins.src[0].reg.u.immconst_data[2],
2979 ins.src[0].reg.u.immconst_data[3]);
2981 else if (ins.handler_idx == WINED3DSIH_DEFB)
2983 shader_addline(&buffer, "defb b%u = %s",
2984 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
2986 else
2988 if (ins.predicate)
2990 shader_addline(&buffer, "(");
2991 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
2992 shader_addline(&buffer, ") ");
2995 /* PixWin marks instructions with the coissue flag with a '+' */
2996 if (ins.coissue)
2997 shader_addline(&buffer, "+");
2999 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3001 if (ins.handler_idx == WINED3DSIH_BREAKP
3002 || ins.handler_idx == WINED3DSIH_CONTINUEP
3003 || ins.handler_idx == WINED3DSIH_IF
3004 || ins.handler_idx == WINED3DSIH_RETP
3005 || ins.handler_idx == WINED3DSIH_TEXKILL)
3007 switch (ins.flags)
3009 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
3010 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
3011 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
3014 else if (ins.handler_idx == WINED3DSIH_IFC
3015 || ins.handler_idx == WINED3DSIH_BREAKC)
3017 switch (ins.flags)
3019 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
3020 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
3021 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
3022 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
3023 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
3024 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
3025 default: shader_addline(&buffer, "_(%u)", ins.flags);
3028 else if (ins.handler_idx == WINED3DSIH_TEX
3029 && shader_version.major >= 2
3030 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
3032 shader_addline(&buffer, "p");
3034 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
3036 switch (ins.flags)
3038 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
3039 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
3040 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3043 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
3045 switch (ins.flags)
3047 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
3048 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3051 else if (ins.handler_idx == WINED3DSIH_SYNC)
3053 shader_dump_sync_flags(&buffer, ins.flags);
3056 if (wined3d_shader_instruction_has_texel_offset(&ins))
3057 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3059 for (i = 0; i < ins.dst_count; ++i)
3061 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3062 shader_addline(&buffer, !i ? " " : ", ");
3063 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3066 /* Other source tokens */
3067 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3069 shader_addline(&buffer, !i ? " " : ", ");
3070 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3073 shader_addline(&buffer, "\n");
3076 for (p = buffer.buffer; *p; p = q)
3078 if (!(q = strstr(p, "\n")))
3079 q = p + strlen(p);
3080 else
3081 ++q;
3082 TRACE(" %.*s", (int)(q - p), p);
3085 string_buffer_free(&buffer);
3088 static void shader_cleanup(struct wined3d_shader *shader)
3090 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3092 heap_free(shader->u.hs.phases.control_point);
3093 heap_free(shader->u.hs.phases.fork);
3094 heap_free(shader->u.hs.phases.join);
3096 else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
3098 heap_free(shader->u.gs.so_desc.elements);
3101 heap_free(shader->patch_constant_signature.elements);
3102 heap_free(shader->output_signature.elements);
3103 heap_free(shader->input_signature.elements);
3104 heap_free(shader->signature_strings);
3105 shader->device->shader_backend->shader_destroy(shader);
3106 shader_cleanup_reg_maps(&shader->reg_maps);
3107 heap_free(shader->function);
3108 shader_delete_constant_list(&shader->constantsF);
3109 shader_delete_constant_list(&shader->constantsB);
3110 shader_delete_constant_list(&shader->constantsI);
3111 list_remove(&shader->shader_list_entry);
3113 if (shader->frontend && shader->frontend_data)
3114 shader->frontend->shader_free(shader->frontend_data);
3117 struct shader_none_priv
3119 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3120 const struct fragment_pipeline *fragment_pipe;
3121 BOOL ffp_proj_control;
3124 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
3125 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
3126 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3127 const struct wined3d_state *state) {}
3128 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
3129 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
3130 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3131 const struct wined3d_state *state) {}
3132 static void shader_none_destroy(struct wined3d_shader *shader) {}
3133 static void shader_none_free_context_data(struct wined3d_context *context) {}
3134 static void shader_none_init_context_state(struct wined3d_context *context) {}
3136 /* Context activation is done by the caller. */
3137 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3138 const struct wined3d_state *state)
3140 const struct wined3d_gl_info *gl_info = context->gl_info;
3141 struct shader_none_priv *priv = shader_priv;
3143 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
3144 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
3147 /* Context activation is done by the caller. */
3148 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3150 struct shader_none_priv *priv = shader_priv;
3151 const struct wined3d_gl_info *gl_info = context->gl_info;
3153 priv->vertex_pipe->vp_enable(gl_info, FALSE);
3154 priv->fragment_pipe->enable_extension(gl_info, FALSE);
3156 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3157 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3158 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3159 | (1u << WINED3D_SHADER_TYPE_HULL)
3160 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3161 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3164 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3165 const struct fragment_pipeline *fragment_pipe)
3167 struct fragment_caps fragment_caps;
3168 void *vertex_priv, *fragment_priv;
3169 struct shader_none_priv *priv;
3171 if (!(priv = heap_alloc(sizeof(*priv))))
3172 return E_OUTOFMEMORY;
3174 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3176 ERR("Failed to initialize vertex pipe.\n");
3177 heap_free(priv);
3178 return E_FAIL;
3181 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3183 ERR("Failed to initialize fragment pipe.\n");
3184 vertex_pipe->vp_free(device);
3185 heap_free(priv);
3186 return E_FAIL;
3189 priv->vertex_pipe = vertex_pipe;
3190 priv->fragment_pipe = fragment_pipe;
3191 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
3192 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3194 device->vertex_priv = vertex_priv;
3195 device->fragment_priv = fragment_priv;
3196 device->shader_priv = priv;
3198 return WINED3D_OK;
3201 static void shader_none_free(struct wined3d_device *device)
3203 struct shader_none_priv *priv = device->shader_priv;
3205 priv->fragment_pipe->free_private(device);
3206 priv->vertex_pipe->vp_free(device);
3207 heap_free(priv);
3210 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3212 return TRUE;
3215 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
3217 /* Set the shader caps to 0 for the none shader backend */
3218 caps->vs_version = 0;
3219 caps->hs_version = 0;
3220 caps->ds_version = 0;
3221 caps->gs_version = 0;
3222 caps->ps_version = 0;
3223 caps->cs_version = 0;
3224 caps->vs_uniform_count = 0;
3225 caps->ps_uniform_count = 0;
3226 caps->ps_1x_max_value = 0.0f;
3227 caps->varying_count = 0;
3228 caps->wined3d_caps = 0;
3231 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3233 /* We "support" every possible fixup, since we don't support any shader
3234 * model, and will never have to actually sample a texture. */
3235 return TRUE;
3238 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3240 struct shader_none_priv *priv = shader_priv;
3242 return priv->ffp_proj_control;
3245 const struct wined3d_shader_backend_ops none_shader_backend =
3247 shader_none_handle_instruction,
3248 shader_none_precompile,
3249 shader_none_select,
3250 shader_none_select_compute,
3251 shader_none_disable,
3252 shader_none_update_float_vertex_constants,
3253 shader_none_update_float_pixel_constants,
3254 shader_none_load_constants,
3255 shader_none_destroy,
3256 shader_none_alloc,
3257 shader_none_free,
3258 shader_none_allocate_context_data,
3259 shader_none_free_context_data,
3260 shader_none_init_context_state,
3261 shader_none_get_caps,
3262 shader_none_color_fixup_supported,
3263 shader_none_has_ffp_proj_control,
3266 static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
3267 enum wined3d_shader_type type, unsigned int max_version)
3269 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3270 const struct wined3d_shader_frontend *fe;
3271 HRESULT hr;
3272 unsigned int backend_version;
3273 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3275 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3276 shader, float_const_count, type, max_version);
3278 fe = shader->frontend;
3279 if (!(shader->frontend_data = fe->shader_init(shader->function,
3280 shader->functionLength, &shader->output_signature)))
3282 FIXME("Failed to initialize frontend.\n");
3283 return WINED3DERR_INVALIDCALL;
3286 /* First pass: trace shader. */
3287 if (TRACE_ON(d3d_shader))
3288 shader_trace_init(fe, shader->frontend_data);
3290 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3291 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
3292 &shader->output_signature, float_const_count)))
3293 return hr;
3295 if (reg_maps->shader_version.type != type)
3297 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
3298 return WINED3DERR_INVALIDCALL;
3300 if (reg_maps->shader_version.major > max_version)
3302 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
3303 return WINED3DERR_INVALIDCALL;
3305 switch (type)
3307 case WINED3D_SHADER_TYPE_VERTEX:
3308 backend_version = d3d_info->limits.vs_version;
3309 break;
3310 case WINED3D_SHADER_TYPE_HULL:
3311 backend_version = d3d_info->limits.hs_version;
3312 break;
3313 case WINED3D_SHADER_TYPE_DOMAIN:
3314 backend_version = d3d_info->limits.ds_version;
3315 break;
3316 case WINED3D_SHADER_TYPE_GEOMETRY:
3317 backend_version = d3d_info->limits.gs_version;
3318 break;
3319 case WINED3D_SHADER_TYPE_PIXEL:
3320 backend_version = d3d_info->limits.ps_version;
3321 break;
3322 case WINED3D_SHADER_TYPE_COMPUTE:
3323 backend_version = d3d_info->limits.cs_version;
3324 break;
3325 default:
3326 FIXME("No backend version-checking for this shader type.\n");
3327 backend_version = 0;
3329 if (reg_maps->shader_version.major > backend_version)
3331 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3332 reg_maps->shader_version.major, reg_maps->shader_version.minor);
3333 return WINED3DERR_INVALIDCALL;
3336 return WINED3D_OK;
3339 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3341 ULONG refcount = InterlockedIncrement(&shader->ref);
3343 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3345 return refcount;
3348 static void wined3d_shader_init_object(void *object)
3350 struct wined3d_shader *shader = object;
3351 struct wined3d_device *device = shader->device;
3353 list_add_head(&device->shaders, &shader->shader_list_entry);
3355 device->shader_backend->shader_precompile(device->shader_priv, shader);
3358 static void wined3d_shader_destroy_object(void *object)
3360 shader_cleanup(object);
3361 heap_free(object);
3364 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3366 ULONG refcount = InterlockedDecrement(&shader->ref);
3368 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3370 if (!refcount)
3372 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3373 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3376 return refcount;
3379 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3381 TRACE("shader %p.\n", shader);
3383 return shader->parent;
3386 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3387 void *byte_code, UINT *byte_code_size)
3389 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3391 if (!byte_code)
3393 *byte_code_size = shader->functionLength;
3394 return WINED3D_OK;
3397 if (*byte_code_size < shader->functionLength)
3399 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3400 * than the required size we should write the required size and
3401 * return D3DERR_MOREDATA. That's not actually true. */
3402 return WINED3DERR_INVALIDCALL;
3405 memcpy(byte_code, shader->function, shader->functionLength);
3407 return WINED3D_OK;
3410 /* Set local constants for d3d8 shaders. */
3411 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3412 UINT start_idx, const float *src_data, UINT count)
3414 UINT end_idx = start_idx + count;
3415 UINT i;
3417 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3419 if (end_idx > shader->limits->constant_float)
3421 WARN("end_idx %u > float constants limit %u.\n",
3422 end_idx, shader->limits->constant_float);
3423 end_idx = shader->limits->constant_float;
3426 for (i = start_idx; i < end_idx; ++i)
3428 struct wined3d_shader_lconst *lconst;
3429 float *value;
3431 if (!(lconst = heap_alloc(sizeof(*lconst))))
3432 return E_OUTOFMEMORY;
3434 lconst->idx = i;
3435 value = (float *)lconst->value;
3436 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3437 list_add_head(&shader->constantsF, &lconst->entry);
3439 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3440 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3442 shader->lconst_inf_or_nan = TRUE;
3446 return WINED3D_OK;
3449 static void init_interpolation_compile_args(DWORD *interpolation_args,
3450 const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
3452 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
3453 || !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
3455 memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
3456 return;
3459 memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
3460 sizeof(pixel_shader->u.ps.interpolation_mode));
3463 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3464 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
3466 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3467 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3468 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3469 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3470 const struct wined3d_gl_info *gl_info = context->gl_info;
3472 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3473 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3474 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3475 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3476 args->point_size = state->gl_primitive_type == GL_POINTS;
3477 args->per_vertex_point_size = shader->reg_maps.point_size;
3478 args->next_shader_type = hull_shader? WINED3D_SHADER_TYPE_HULL
3479 : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3480 if (shader->reg_maps.shader_version.major >= 4)
3481 args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
3482 : geometry_shader ? geometry_shader->limits->packed_input
3483 : pixel_shader ? pixel_shader->limits->packed_input : 0;
3484 else
3485 args->next_shader_input_count = 0;
3486 args->swizzle_map = swizzle_map;
3487 if (d3d_info->emulated_flatshading)
3488 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3489 else
3490 args->flatshading = 0;
3492 init_interpolation_compile_args(args->interpolation_mode,
3493 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3496 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3498 if (usage_idx1 != usage_idx2)
3499 return FALSE;
3500 if (usage1 == usage2)
3501 return TRUE;
3502 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3503 return TRUE;
3504 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3505 return TRUE;
3507 return FALSE;
3510 BOOL vshader_get_input(const struct wined3d_shader *shader,
3511 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
3513 WORD map = shader->reg_maps.input_registers;
3514 unsigned int i;
3516 for (i = 0; map; map >>= 1, ++i)
3518 if (!(map & 1)) continue;
3520 if (match_usage(shader->u.vs.attributes[i].usage,
3521 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3523 *regnum = i;
3524 return TRUE;
3527 return FALSE;
3530 static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
3531 SIZE_T *total)
3533 struct wined3d_shader_signature_element *e;
3534 unsigned int i;
3535 SIZE_T len;
3537 for (i = 0; i < signature->element_count; ++i)
3539 e = &signature->elements[i];
3540 len = strlen(e->semantic_name);
3541 if (len >= ~(SIZE_T)0 - *total)
3542 return E_OUTOFMEMORY;
3544 *total += len + 1;
3546 return WINED3D_OK;
3549 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
3550 const struct wined3d_shader_signature *src, char **signature_strings)
3552 struct wined3d_shader_signature_element *e;
3553 unsigned int i;
3554 SIZE_T len;
3555 char *ptr;
3557 if (!src->element_count)
3558 return WINED3D_OK;
3560 ptr = *signature_strings;
3562 dst->element_count = src->element_count;
3563 if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
3564 return E_OUTOFMEMORY;
3566 for (i = 0; i < src->element_count; ++i)
3568 e = &src->elements[i];
3569 dst->elements[i] = *e;
3571 len = strlen(e->semantic_name);
3572 memcpy(ptr, e->semantic_name, len + 1);
3573 dst->elements[i].semantic_name = ptr;
3574 ptr += len + 1;
3577 *signature_strings = ptr;
3579 return WINED3D_OK;
3582 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3583 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
3584 void *parent, const struct wined3d_parent_ops *parent_ops)
3586 size_t byte_code_size;
3587 SIZE_T total;
3588 HRESULT hr;
3589 char *ptr;
3591 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3592 desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
3594 if (!desc->byte_code)
3595 return WINED3DERR_INVALIDCALL;
3597 if (!(shader->frontend = shader_select_frontend(desc->format)))
3599 FIXME("Unable to find frontend for shader.\n");
3600 return WINED3DERR_INVALIDCALL;
3603 shader->ref = 1;
3604 shader->device = device;
3605 shader->parent = parent;
3606 shader->parent_ops = parent_ops;
3608 total = 0;
3609 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
3610 return hr;
3611 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
3612 return hr;
3613 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
3614 return hr;
3615 if (total && !(shader->signature_strings = heap_alloc(total)))
3616 return E_OUTOFMEMORY;
3617 ptr = shader->signature_strings;
3619 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
3621 heap_free(shader->signature_strings);
3622 return hr;
3624 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
3626 heap_free(shader->input_signature.elements);
3627 heap_free(shader->signature_strings);
3628 return hr;
3630 if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
3632 heap_free(shader->output_signature.elements);
3633 heap_free(shader->input_signature.elements);
3634 heap_free(shader->signature_strings);
3635 return hr;
3638 list_init(&shader->linked_programs);
3639 list_init(&shader->constantsF);
3640 list_init(&shader->constantsB);
3641 list_init(&shader->constantsI);
3642 shader->lconst_inf_or_nan = FALSE;
3643 list_init(&shader->reg_maps.indexable_temps);
3644 list_init(&shader->shader_list_entry);
3646 byte_code_size = desc->byte_code_size;
3647 if (byte_code_size == ~(size_t)0)
3649 const struct wined3d_shader_frontend *fe = shader->frontend;
3650 struct wined3d_shader_version shader_version;
3651 struct wined3d_shader_instruction ins;
3652 const DWORD *ptr;
3653 void *fe_data;
3655 if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
3657 WARN("Failed to initialise frontend data.\n");
3658 shader_cleanup(shader);
3659 return WINED3DERR_INVALIDCALL;
3662 fe->shader_read_header(fe_data, &ptr, &shader_version);
3663 while (!fe->shader_is_end(fe_data, &ptr))
3664 fe->shader_read_instruction(fe_data, &ptr, &ins);
3666 fe->shader_free(fe_data);
3668 byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3671 if (!(shader->function = heap_alloc(byte_code_size)))
3673 shader_cleanup(shader);
3674 return E_OUTOFMEMORY;
3676 memcpy(shader->function, desc->byte_code, byte_code_size);
3677 shader->functionLength = byte_code_size;
3679 if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
3681 WARN("Failed to set function, hr %#x.\n", hr);
3682 shader_cleanup(shader);
3683 return hr;
3686 shader->load_local_constsF = shader->lconst_inf_or_nan;
3688 return hr;
3691 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3692 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3694 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3695 unsigned int i;
3696 HRESULT hr;
3698 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3699 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3700 return hr;
3702 for (i = 0; i < shader->input_signature.element_count; ++i)
3704 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3706 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3707 continue;
3709 shader->u.vs.attributes[input->register_idx].usage =
3710 shader_usage_from_semantic_name(input->semantic_name);
3711 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3714 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3715 shader->load_local_constsF = TRUE;
3717 return WINED3D_OK;
3720 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3721 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3722 void *parent, const struct wined3d_parent_ops *parent_ops)
3724 struct wined3d_stream_output_element *elements = NULL;
3725 HRESULT hr;
3727 if (so_desc && !(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
3728 return E_OUTOFMEMORY;
3730 if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
3732 heap_free(elements);
3733 return hr;
3736 if (so_desc)
3738 shader->u.gs.so_desc = *so_desc;
3739 shader->u.gs.so_desc.elements = elements;
3740 memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
3743 return WINED3D_OK;
3746 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3747 struct ds_compile_args *args, const struct wined3d_context *context)
3749 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3750 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3751 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3752 const struct wined3d_gl_info *gl_info = context->gl_info;
3754 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3755 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3757 args->output_count = geometry_shader ? geometry_shader->limits->packed_input
3758 : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3759 args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3761 args->render_offscreen = context->render_offscreen;
3763 init_interpolation_compile_args(args->interpolation_mode,
3764 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3766 args->padding = 0;
3769 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3770 struct gs_compile_args *args, const struct wined3d_context *context)
3772 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3773 const struct wined3d_gl_info *gl_info = context->gl_info;
3775 args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3777 init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
3780 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3781 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3783 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3784 const struct wined3d_gl_info *gl_info = context->gl_info;
3785 const struct wined3d_texture *texture;
3786 unsigned int i;
3788 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3789 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3791 static unsigned int warned = 0;
3793 args->srgb_correction = 1;
3794 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3795 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3796 "support, expect rendering artifacts.\n");
3799 if (shader->reg_maps.shader_version.major == 1
3800 && shader->reg_maps.shader_version.minor <= 3)
3802 for (i = 0; i < shader->limits->sampler; ++i)
3804 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3806 if (flags & WINED3D_TTFF_PROJECTED)
3808 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3810 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3812 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3813 unsigned int j;
3814 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3815 DWORD max_valid = WINED3D_TTFF_COUNT4;
3817 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3819 struct wined3d_vertex_declaration_element *element =
3820 &state->vertex_declaration->elements[j];
3822 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3823 && element->usage_idx == index)
3825 max_valid = element->format->component_count;
3826 break;
3829 if (!tex_transform || tex_transform > max_valid)
3831 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3832 tex_transform, max_valid);
3833 tex_transform = max_valid;
3835 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3836 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3837 && tex_transform > WINED3D_TTFF_COUNT2)
3838 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3839 && tex_transform > WINED3D_TTFF_COUNT3))
3840 tex_transform |= WINED3D_PSARGS_PROJECTED;
3841 else
3843 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3844 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3845 i, tex_transform, resource_type);
3848 else
3849 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3851 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3855 if (shader->reg_maps.shader_version.major == 1
3856 && shader->reg_maps.shader_version.minor <= 4)
3858 for (i = 0; i < shader->limits->sampler; ++i)
3860 const struct wined3d_texture *texture = state->textures[i];
3862 if (!shader->reg_maps.resource_info[i].type)
3863 continue;
3865 /* Treat unbound textures as 2D. The dummy texture will provide
3866 * the proper sample value. The tex_types bitmap defaults to
3867 * 2D because of the memset. */
3868 if (!texture)
3869 continue;
3871 switch (texture->target)
3873 /* RECT textures are distinguished from 2D textures via np2_fixup */
3874 default:
3875 break;
3877 case GL_TEXTURE_3D:
3878 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3879 break;
3881 case GL_TEXTURE_CUBE_MAP_ARB:
3882 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3883 break;
3888 if (shader->reg_maps.shader_version.major >= 4)
3890 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3891 args->shadow = 0;
3892 for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
3893 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3894 args->np2_fixup = 0;
3896 else
3898 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3900 if (!shader->reg_maps.resource_info[i].type)
3901 continue;
3903 texture = state->textures[i];
3904 if (!texture)
3906 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3907 continue;
3909 if (can_use_texture_swizzle(gl_info, texture->resource.format))
3910 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3911 else
3912 args->color_fixup[i] = texture->resource.format->color_fixup;
3914 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
3915 args->shadow |= 1u << i;
3917 /* Flag samplers that need NP2 texcoord fixup. */
3918 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3919 args->np2_fixup |= (1u << i);
3923 if (shader->reg_maps.shader_version.major >= 3)
3925 if (position_transformed)
3926 args->vp_mode = WINED3D_VP_MODE_NONE;
3927 else if (use_vs(state))
3928 args->vp_mode = WINED3D_VP_MODE_SHADER;
3929 else
3930 args->vp_mode = WINED3D_VP_MODE_FF;
3931 args->fog = WINED3D_FFP_PS_FOG_OFF;
3933 else
3935 args->vp_mode = WINED3D_VP_MODE_SHADER;
3936 if (state->render_states[WINED3D_RS_FOGENABLE])
3938 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3940 case WINED3D_FOG_NONE:
3941 if (position_transformed || use_vs(state))
3943 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
3944 break;
3947 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3949 case WINED3D_FOG_NONE: /* Fall through. */
3950 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3951 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3952 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3954 break;
3956 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3957 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3958 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3961 else
3963 args->fog = WINED3D_FFP_PS_FOG_OFF;
3967 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
3969 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3971 args->texcoords_initialized = 0;
3972 for (i = 0; i < MAX_TEXTURES; ++i)
3974 if (vs)
3976 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
3977 args->texcoords_initialized |= 1u << i;
3979 else
3981 const struct wined3d_stream_info *si = &context->stream_info;
3982 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3984 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3985 & WINED3D_FFP_TCI_MASK
3986 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
3987 args->texcoords_initialized |= 1u << i;
3991 else
3993 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
3996 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
3997 && state->gl_primitive_type == GL_POINTS;
3999 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
4000 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
4001 else
4002 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
4003 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
4004 : WINED3D_CMP_ALWAYS) - 1;
4006 if (d3d_info->emulated_flatshading)
4007 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4009 args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
4010 ? context->render_offscreen : 0;
4013 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4014 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4016 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4017 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
4018 HRESULT hr;
4020 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
4021 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
4022 return hr;
4024 for (i = 0; i < MAX_REG_INPUT; ++i)
4026 if (shader->u.ps.input_reg_used & (1u << i))
4028 ++num_regs_used;
4029 highest_reg_used = i;
4033 /* Don't do any register mapping magic if it is not needed, or if we can't
4034 * achieve anything anyway */
4035 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
4036 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
4037 || shader->reg_maps.shader_version.major >= 4)
4039 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
4041 /* This happens with relative addressing. The input mapper function
4042 * warns about this if the higher registers are declared too, so
4043 * don't write a FIXME here */
4044 WARN("More varying registers used than supported\n");
4047 for (i = 0; i < MAX_REG_INPUT; ++i)
4049 shader->u.ps.input_reg_map[i] = i;
4052 shader->u.ps.declared_in_count = highest_reg_used + 1;
4054 else
4056 shader->u.ps.declared_in_count = 0;
4057 for (i = 0; i < MAX_REG_INPUT; ++i)
4059 if (shader->u.ps.input_reg_used & (1u << i))
4060 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
4061 else shader->u.ps.input_reg_map[i] = ~0U;
4065 return WINED3D_OK;
4068 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
4070 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4071 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
4072 unsigned int i;
4074 if (reg_maps->shader_version.major != 1) return;
4076 for (i = 0; i < shader->limits->sampler; ++i)
4078 /* We don't sample from this sampler. */
4079 if (!resource_info[i].type)
4080 continue;
4082 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
4084 case WINED3D_SHADER_TEX_2D:
4085 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4086 break;
4088 case WINED3D_SHADER_TEX_3D:
4089 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
4090 break;
4092 case WINED3D_SHADER_TEX_CUBE:
4093 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
4094 break;
4099 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4100 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4102 struct wined3d_shader *object;
4103 HRESULT hr;
4105 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4106 device, desc, parent, parent_ops, shader);
4108 if (!(object = heap_alloc_zero(sizeof(*object))))
4109 return E_OUTOFMEMORY;
4111 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops)))
4113 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4114 heap_free(object);
4115 return hr;
4118 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4120 TRACE("Created compute shader %p.\n", object);
4121 *shader = object;
4123 return WINED3D_OK;
4126 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4127 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4129 struct wined3d_shader *object;
4130 HRESULT hr;
4132 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4133 device, desc, parent, parent_ops, shader);
4135 if (!(object = heap_alloc_zero(sizeof(*object))))
4136 return E_OUTOFMEMORY;
4138 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops)))
4140 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4141 heap_free(object);
4142 return hr;
4145 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4147 TRACE("Created domain shader %p.\n", object);
4148 *shader = object;
4150 return WINED3D_OK;
4153 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4154 const struct wined3d_stream_output_desc *so_desc, void *parent,
4155 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4157 struct wined3d_shader *object;
4158 HRESULT hr;
4160 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4161 device, desc, so_desc, parent, parent_ops, shader);
4163 if (!(object = heap_alloc_zero(sizeof(*object))))
4164 return E_OUTOFMEMORY;
4166 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4168 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4169 heap_free(object);
4170 return hr;
4173 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4175 TRACE("Created geometry shader %p.\n", object);
4176 *shader = object;
4178 return WINED3D_OK;
4181 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4182 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4184 struct wined3d_shader *object;
4185 HRESULT hr;
4187 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4188 device, desc, parent, parent_ops, shader);
4190 if (!(object = heap_alloc_zero(sizeof(*object))))
4191 return E_OUTOFMEMORY;
4193 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops)))
4195 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4196 heap_free(object);
4197 return hr;
4200 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4202 TRACE("Created hull shader %p.\n", object);
4203 *shader = object;
4205 return WINED3D_OK;
4208 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4209 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4211 struct wined3d_shader *object;
4212 HRESULT hr;
4214 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4215 device, desc, parent, parent_ops, shader);
4217 if (!(object = heap_alloc_zero(sizeof(*object))))
4218 return E_OUTOFMEMORY;
4220 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4222 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4223 heap_free(object);
4224 return hr;
4227 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4229 TRACE("Created pixel shader %p.\n", object);
4230 *shader = object;
4232 return WINED3D_OK;
4235 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4236 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4238 struct wined3d_shader *object;
4239 HRESULT hr;
4241 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4242 device, desc, parent, parent_ops, shader);
4244 if (!(object = heap_alloc_zero(sizeof(*object))))
4245 return E_OUTOFMEMORY;
4247 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4249 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4250 heap_free(object);
4251 return hr;
4254 wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
4256 TRACE("Created vertex shader %p.\n", object);
4257 *shader = object;
4259 return WINED3D_OK;