vbscript: Added support for title and type arguments of MsgBox.
[wine.git] / dlls / wined3d / shader.c
blob06ed09aef7fc52a04da35514aeda4f2fc5135a2d
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 <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
38 /* cmp */
39 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
41 static const char * const shader_opcode_names[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BREAK */ "break",
48 /* WINED3DSIH_BREAKC */ "breakc",
49 /* WINED3DSIH_BREAKP */ "breakp",
50 /* WINED3DSIH_CALL */ "call",
51 /* WINED3DSIH_CALLNZ */ "callnz",
52 /* WINED3DSIH_CMP */ "cmp",
53 /* WINED3DSIH_CND */ "cnd",
54 /* WINED3DSIH_CRS */ "crs",
55 /* WINED3DSIH_CUT */ "cut",
56 /* WINED3DSIH_DCL */ "dcl",
57 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
58 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
59 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
60 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
61 /* WINED3DSIH_DEF */ "def",
62 /* WINED3DSIH_DEFB */ "defb",
63 /* WINED3DSIH_DEFI */ "defi",
64 /* WINED3DSIH_DIV */ "div",
65 /* WINED3DSIH_DP2 */ "dp2",
66 /* WINED3DSIH_DP2ADD */ "dp2add",
67 /* WINED3DSIH_DP3 */ "dp3",
68 /* WINED3DSIH_DP4 */ "dp4",
69 /* WINED3DSIH_DST */ "dst",
70 /* WINED3DSIH_DSX */ "dsx",
71 /* WINED3DSIH_DSY */ "dsy",
72 /* WINED3DSIH_ELSE */ "else",
73 /* WINED3DSIH_EMIT */ "emit",
74 /* WINED3DSIH_ENDIF */ "endif",
75 /* WINED3DSIH_ENDLOOP */ "endloop",
76 /* WINED3DSIH_ENDREP */ "endrep",
77 /* WINED3DSIH_EQ */ "eq",
78 /* WINED3DSIH_EXP */ "exp",
79 /* WINED3DSIH_EXPP */ "expp",
80 /* WINED3DSIH_FRC */ "frc",
81 /* WINED3DSIH_FTOI */ "ftoi",
82 /* WINED3DSIH_GE */ "ge",
83 /* WINED3DSIH_IADD */ "iadd",
84 /* WINED3DSIH_IEQ */ "ieq",
85 /* WINED3DSIH_IF */ "if",
86 /* WINED3DSIH_IFC */ "ifc",
87 /* WINED3DSIH_IGE */ "ige",
88 /* WINED3DSIH_IMUL */ "imul",
89 /* WINED3DSIH_ISHL */ "ishl",
90 /* WINED3DSIH_ITOF */ "itof",
91 /* WINED3DSIH_LABEL */ "label",
92 /* WINED3DSIH_LD */ "ld",
93 /* WINED3DSIH_LIT */ "lit",
94 /* WINED3DSIH_LOG */ "log",
95 /* WINED3DSIH_LOGP */ "logp",
96 /* WINED3DSIH_LOOP */ "loop",
97 /* WINED3DSIH_LRP */ "lrp",
98 /* WINED3DSIH_LT */ "lt",
99 /* WINED3DSIH_M3x2 */ "m3x2",
100 /* WINED3DSIH_M3x3 */ "m3x3",
101 /* WINED3DSIH_M3x4 */ "m3x4",
102 /* WINED3DSIH_M4x3 */ "m4x3",
103 /* WINED3DSIH_M4x4 */ "m4x4",
104 /* WINED3DSIH_MAD */ "mad",
105 /* WINED3DSIH_MAX */ "max",
106 /* WINED3DSIH_MIN */ "min",
107 /* WINED3DSIH_MOV */ "mov",
108 /* WINED3DSIH_MOVA */ "mova",
109 /* WINED3DSIH_MOVC */ "movc",
110 /* WINED3DSIH_MUL */ "mul",
111 /* WINED3DSIH_NOP */ "nop",
112 /* WINED3DSIH_NRM */ "nrm",
113 /* WINED3DSIH_PHASE */ "phase",
114 /* WINED3DSIH_POW */ "pow",
115 /* WINED3DSIH_RCP */ "rcp",
116 /* WINED3DSIH_REP */ "rep",
117 /* WINED3DSIH_RET */ "ret",
118 /* WINED3DSIH_ROUND_NI */ "round_ni",
119 /* WINED3DSIH_RSQ */ "rsq",
120 /* WINED3DSIH_SAMPLE */ "sample",
121 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
122 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
123 /* WINED3DSIH_SETP */ "setp",
124 /* WINED3DSIH_SGE */ "sge",
125 /* WINED3DSIH_SGN */ "sgn",
126 /* WINED3DSIH_SINCOS */ "sincos",
127 /* WINED3DSIH_SLT */ "slt",
128 /* WINED3DSIH_SQRT */ "sqrt",
129 /* WINED3DSIH_SUB */ "sub",
130 /* WINED3DSIH_TEX */ "texld",
131 /* WINED3DSIH_TEXBEM */ "texbem",
132 /* WINED3DSIH_TEXBEML */ "texbeml",
133 /* WINED3DSIH_TEXCOORD */ "texcrd",
134 /* WINED3DSIH_TEXDEPTH */ "texdepth",
135 /* WINED3DSIH_TEXDP3 */ "texdp3",
136 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
137 /* WINED3DSIH_TEXKILL */ "texkill",
138 /* WINED3DSIH_TEXLDD */ "texldd",
139 /* WINED3DSIH_TEXLDL */ "texldl",
140 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
141 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
142 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
143 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
144 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
145 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
146 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
147 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
148 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
149 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
150 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
151 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
152 /* WINED3DSIH_UDIV */ "udiv",
153 /* WINED3DSIH_USHR */ "ushr",
154 /* WINED3DSIH_UTOF */ "utof",
155 /* WINED3DSIH_XOR */ "xor",
158 static const char * const semantic_names[] =
160 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
161 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
162 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
163 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
164 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
165 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
166 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
167 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
168 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
169 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
170 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
171 /* WINED3D_DECL_USAGE_FOG */ "FOG",
172 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
173 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
176 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
178 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
180 FIXME("Unrecognized usage %#x.\n", usage);
181 return "UNRECOGNIZED";
184 return semantic_names[usage];
187 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
189 unsigned int i;
191 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
193 if (!strcmp(name, semantic_names[i])) return i;
196 return ~0U;
199 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
201 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
204 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
205 const struct wined3d_shader_semantic *s)
207 e->semantic_name = shader_semantic_name_from_usage(s->usage);
208 e->semantic_idx = s->usage_idx;
209 e->sysval_semantic = 0;
210 e->component_type = 0;
211 e->register_idx = s->reg.reg.idx[0].offset;
212 e->mask = s->reg.write_mask;
215 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
216 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
218 e->semantic_name = shader_semantic_name_from_usage(usage);
219 e->semantic_idx = usage_idx;
220 e->sysval_semantic = 0;
221 e->component_type = 0;
222 e->register_idx = reg_idx;
223 e->mask = write_mask;
226 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
228 switch (version_token >> 16)
230 case WINED3D_SM1_VS:
231 case WINED3D_SM1_PS:
232 return &sm1_shader_frontend;
234 case WINED3D_SM4_PS:
235 case WINED3D_SM4_VS:
236 case WINED3D_SM4_GS:
237 return &sm4_shader_frontend;
239 default:
240 FIXME("Unrecognised version token %#x\n", version_token);
241 return NULL;
245 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
247 buffer->buffer[0] = '\0';
248 buffer->content_size = 0;
249 buffer->lineNo = 0;
250 buffer->newline = TRUE;
253 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
255 buffer->buffer_size = 16384;
256 if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
258 ERR("Failed to allocate shader buffer memory.\n");
259 return FALSE;
262 shader_buffer_clear(buffer);
263 return TRUE;
266 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
268 HeapFree(GetProcessHeap(), 0, buffer->buffer);
271 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
273 char *base = buffer->buffer + buffer->content_size;
274 int rc;
275 char *new_buffer;
277 while(1)
279 rc = vsnprintf(base, buffer->buffer_size - buffer->content_size, format, args);
280 if (rc < 0 /* C89 */ || (unsigned int)rc >= buffer->buffer_size - buffer->content_size /* C99 */)
282 new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, buffer->buffer_size * 2);
283 if (!new_buffer)
285 ERR("The buffer allocated for the shader program string is too small at %d bytes.\n", buffer->buffer_size);
286 buffer->content_size = buffer->buffer_size - 1;
287 return -1;
289 buffer->buffer = new_buffer;
290 buffer->buffer_size = buffer->buffer_size * 2;
291 base = buffer->buffer + buffer->content_size;
293 else
295 break;
299 if (buffer->newline)
301 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->content_size, base);
302 buffer->newline = FALSE;
304 else
306 TRACE("%s", base);
309 buffer->content_size += rc;
310 if (buffer->buffer[buffer->content_size-1] == '\n')
312 ++buffer->lineNo;
313 buffer->newline = TRUE;
316 return 0;
319 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
321 va_list args;
322 int ret;
324 va_start(args, format);
325 ret = shader_vaddline(buffer, format, args);
326 va_end(args);
328 return ret;
331 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
332 void *parent, const struct wined3d_parent_ops *parent_ops)
334 shader->ref = 1;
335 shader->device = device;
336 shader->parent = parent;
337 shader->parent_ops = parent_ops;
338 list_init(&shader->linked_programs);
339 list_add_head(&device->shaders, &shader->shader_list_entry);
342 /* Convert floating point offset relative to a register file to an absolute
343 * offset for float constants. */
344 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
346 switch (register_type)
348 case WINED3DSPR_CONST: return register_idx;
349 case WINED3DSPR_CONST2: return 2048 + register_idx;
350 case WINED3DSPR_CONST3: return 4096 + register_idx;
351 case WINED3DSPR_CONST4: return 6144 + register_idx;
352 default:
353 FIXME("Unsupported register type: %u.\n", register_type);
354 return register_idx;
358 static void shader_delete_constant_list(struct list *clist)
360 struct wined3d_shader_lconst *constant;
361 struct list *ptr;
363 ptr = list_head(clist);
364 while (ptr)
366 constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
367 ptr = list_next(clist, ptr);
368 HeapFree(GetProcessHeap(), 0, constant);
370 list_init(clist);
373 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
375 DWORD idx, shift;
376 idx = bit >> 5;
377 shift = bit & 0x1f;
378 bitmap[idx] |= (1 << shift);
381 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
382 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
384 switch (reg->type)
386 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
387 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
388 reg_maps->texcoord |= 1 << reg->idx[0].offset;
389 else
390 reg_maps->address |= 1 << reg->idx[0].offset;
391 break;
393 case WINED3DSPR_TEMP:
394 reg_maps->temporary |= 1 << reg->idx[0].offset;
395 break;
397 case WINED3DSPR_INPUT:
398 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
400 if (reg->idx[0].rel_addr)
402 /* If relative addressing is used, we must assume that all registers
403 * are used. Even if it is a construct like v3[aL], we can't assume
404 * that v0, v1 and v2 aren't read because aL can be negative */
405 unsigned int i;
406 for (i = 0; i < MAX_REG_INPUT; ++i)
408 shader->u.ps.input_reg_used[i] = TRUE;
411 else
413 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
416 else
417 reg_maps->input_registers |= 1 << reg->idx[0].offset;
418 break;
420 case WINED3DSPR_RASTOUT:
421 if (reg->idx[0].offset == 1)
422 reg_maps->fog = 1;
423 break;
425 case WINED3DSPR_MISCTYPE:
426 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
428 if (!reg->idx[0].offset)
429 reg_maps->vpos = 1;
430 else if (reg->idx[0].offset == 1)
431 reg_maps->usesfacing = 1;
433 break;
435 case WINED3DSPR_CONST:
436 if (reg->idx[0].rel_addr)
438 if (reg->idx[0].offset < reg_maps->min_rel_offset)
439 reg_maps->min_rel_offset = reg->idx[0].offset;
440 if (reg->idx[0].offset > reg_maps->max_rel_offset)
441 reg_maps->max_rel_offset = reg->idx[0].offset;
442 reg_maps->usesrelconstF = TRUE;
444 else
446 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
448 break;
450 case WINED3DSPR_CONSTINT:
451 reg_maps->integer_constants |= (1 << reg->idx[0].offset);
452 break;
454 case WINED3DSPR_CONSTBOOL:
455 reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
456 break;
458 case WINED3DSPR_COLOROUT:
459 reg_maps->rt_mask |= (1 << reg->idx[0].offset);
460 break;
462 default:
463 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
464 reg->type, reg->idx[0].offset, reg->idx[1].offset);
465 break;
469 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
471 switch (instr)
473 case WINED3DSIH_M4x4:
474 case WINED3DSIH_M3x4:
475 return param == 1 ? 3 : 0;
477 case WINED3DSIH_M4x3:
478 case WINED3DSIH_M3x3:
479 return param == 1 ? 2 : 0;
481 case WINED3DSIH_M3x2:
482 return param == 1 ? 1 : 0;
484 default:
485 return 0;
489 /* Note that this does not count the loop register as an address register. */
490 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
491 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
492 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
494 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
495 void *fe_data = shader->frontend_data;
496 struct wined3d_shader_version shader_version;
497 const DWORD *ptr = byte_code;
499 memset(reg_maps, 0, sizeof(*reg_maps));
500 reg_maps->min_rel_offset = ~0U;
502 fe->shader_read_header(fe_data, &ptr, &shader_version);
503 reg_maps->shader_version = shader_version;
505 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
506 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
507 if (!reg_maps->constf)
509 ERR("Failed to allocate constant map memory.\n");
510 return E_OUTOFMEMORY;
513 while (!fe->shader_is_end(fe_data, &ptr))
515 struct wined3d_shader_instruction ins;
517 /* Fetch opcode. */
518 fe->shader_read_instruction(fe_data, &ptr, &ins);
520 /* Unhandled opcode, and its parameters. */
521 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
523 TRACE("Skipping unrecognized instruction.\n");
524 continue;
527 /* Handle declarations. */
528 if (ins.handler_idx == WINED3DSIH_DCL)
530 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
532 switch (semantic->reg.reg.type)
534 /* Mark input registers used. */
535 case WINED3DSPR_INPUT:
536 reg_maps->input_registers |= 1 << semantic->reg.reg.idx[0].offset;
537 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
538 break;
540 /* Vertex shader: mark 3.0 output registers used, save token. */
541 case WINED3DSPR_OUTPUT:
542 reg_maps->output_registers |= 1 << semantic->reg.reg.idx[0].offset;
543 shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx[0].offset], semantic);
544 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
545 reg_maps->fog = 1;
546 break;
548 /* Save sampler usage token. */
549 case WINED3DSPR_SAMPLER:
550 reg_maps->sampler_type[semantic->reg.reg.idx[0].offset] = semantic->sampler_type;
551 break;
553 default:
554 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
555 break;
558 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
560 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
561 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
562 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
563 else
564 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
566 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
568 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
569 shader->u.gs.input_type = ins.declaration.primitive_type;
570 else
571 FIXME("Invalid instruction %#x for shader type %#x.\n",
572 ins.handler_idx, shader_version.type);
574 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
576 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
577 shader->u.gs.output_type = ins.declaration.primitive_type;
578 else
579 FIXME("Invalid instruction %#x for shader type %#x.\n",
580 ins.handler_idx, shader_version.type);
582 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
584 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
585 shader->u.gs.vertices_out = ins.declaration.count;
586 else
587 FIXME("Invalid instruction %#x for shader type %#x.\n",
588 ins.handler_idx, shader_version.type);
590 else if (ins.handler_idx == WINED3DSIH_DEF)
592 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
593 float *value;
594 if (!lconst) return E_OUTOFMEMORY;
596 lconst->idx = ins.dst[0].reg.idx[0].offset;
597 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
598 value = (float *)lconst->value;
600 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
601 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
603 if (value[0] < -1.0f) value[0] = -1.0f;
604 else if (value[0] > 1.0f) value[0] = 1.0f;
605 if (value[1] < -1.0f) value[1] = -1.0f;
606 else if (value[1] > 1.0f) value[1] = 1.0f;
607 if (value[2] < -1.0f) value[2] = -1.0f;
608 else if (value[2] > 1.0f) value[2] = 1.0f;
609 if (value[3] < -1.0f) value[3] = -1.0f;
610 else if (value[3] > 1.0f) value[3] = 1.0f;
613 list_add_head(&shader->constantsF, &lconst->entry);
615 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
616 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
618 shader->lconst_inf_or_nan = TRUE;
621 else if (ins.handler_idx == WINED3DSIH_DEFI)
623 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
624 if (!lconst) return E_OUTOFMEMORY;
626 lconst->idx = ins.dst[0].reg.idx[0].offset;
627 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
629 list_add_head(&shader->constantsI, &lconst->entry);
630 reg_maps->local_int_consts |= (1 << lconst->idx);
632 else if (ins.handler_idx == WINED3DSIH_DEFB)
634 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
635 if (!lconst) return E_OUTOFMEMORY;
637 lconst->idx = ins.dst[0].reg.idx[0].offset;
638 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
640 list_add_head(&shader->constantsB, &lconst->entry);
641 reg_maps->local_bool_consts |= (1 << lconst->idx);
643 /* For subroutine prototypes. */
644 else if (ins.handler_idx == WINED3DSIH_LABEL)
646 reg_maps->labels |= 1 << ins.src[0].reg.idx[0].offset;
648 /* Set texture, address, temporary registers. */
649 else
651 BOOL color0_mov = FALSE;
652 unsigned int i;
654 /* This will loop over all the registers and try to
655 * make a bitmask of the ones we're interested in.
657 * Relative addressing tokens are ignored, but that's
658 * okay, since we'll catch any address registers when
659 * they are initialized (required by spec). */
660 for (i = 0; i < ins.dst_count; ++i)
662 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
664 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
665 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
666 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
667 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
669 UINT idx = ins.dst[i].reg.idx[0].offset;
671 switch (ins.dst[i].reg.type)
673 case WINED3DSPR_RASTOUT:
674 switch (idx)
676 case 0: /* oPos */
677 reg_maps->output_registers |= 1 << 10;
678 shader_signature_from_usage(&output_signature[10],
679 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
680 break;
682 case 1: /* oFog */
683 reg_maps->output_registers |= 1 << 11;
684 shader_signature_from_usage(&output_signature[11],
685 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
686 break;
688 case 2: /* oPts */
689 reg_maps->output_registers |= 1 << 11;
690 shader_signature_from_usage(&output_signature[11],
691 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
692 break;
694 break;
696 case WINED3DSPR_ATTROUT:
697 if (idx < 2)
699 idx += 8;
700 if (reg_maps->output_registers & (1 << idx))
702 output_signature[idx].mask |= ins.dst[i].write_mask;
704 else
706 reg_maps->output_registers |= 1 << idx;
707 shader_signature_from_usage(&output_signature[idx],
708 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
711 break;
713 case WINED3DSPR_TEXCRDOUT:
715 reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
716 if (reg_maps->output_registers & (1 << idx))
718 output_signature[idx].mask |= ins.dst[i].write_mask;
720 else
722 reg_maps->output_registers |= 1 << idx;
723 shader_signature_from_usage(&output_signature[idx],
724 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
726 break;
728 default:
729 break;
733 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
735 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
737 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
738 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
739 * the mov and perform the sRGB write correction from the source register.
741 * However, if the mov is only partial, we can't do this, and if the write
742 * comes from an instruction other than MOV it is hard to do as well. If
743 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
744 shader->u.ps.color0_mov = FALSE;
745 if (ins.handler_idx == WINED3DSIH_MOV
746 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
748 /* Used later when the source register is read. */
749 color0_mov = TRUE;
752 /* Also drop the MOV marker if the source register is overwritten prior to the shader
753 * end
755 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
756 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
758 shader->u.ps.color0_mov = FALSE;
762 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
763 if (shader_version.major == 1
764 && (ins.handler_idx == WINED3DSIH_TEX
765 || ins.handler_idx == WINED3DSIH_TEXBEM
766 || ins.handler_idx == WINED3DSIH_TEXBEML
767 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
768 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
769 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
770 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
771 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
772 || ins.handler_idx == WINED3DSIH_TEXREG2AR
773 || ins.handler_idx == WINED3DSIH_TEXREG2GB
774 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
776 /* Fake sampler usage, only set reserved bit and type. */
777 DWORD sampler_code = ins.dst[i].reg.idx[0].offset;
779 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
780 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
782 /* texbem is only valid with < 1.4 pixel shaders */
783 if (ins.handler_idx == WINED3DSIH_TEXBEM
784 || ins.handler_idx == WINED3DSIH_TEXBEML)
786 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
787 if (ins.handler_idx == WINED3DSIH_TEXBEML)
789 reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx[0].offset;
793 else if (ins.handler_idx == WINED3DSIH_BEM)
795 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
799 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
800 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
801 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
802 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
803 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
804 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
805 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
806 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
807 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
808 else if (ins.handler_idx == WINED3DSIH_LOOP
809 || ins.handler_idx == WINED3DSIH_REP)
811 ++cur_loop_depth;
812 if (cur_loop_depth > max_loop_depth)
813 max_loop_depth = cur_loop_depth;
815 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
816 || ins.handler_idx == WINED3DSIH_ENDREP)
817 --cur_loop_depth;
819 if (ins.predicate)
820 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
822 for (i = 0; i < ins.src_count; ++i)
824 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
825 struct wined3d_shader_register reg = ins.src[i].reg;
827 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
828 while (count)
830 ++reg.idx[0].offset;
831 shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
832 --count;
835 if (color0_mov)
837 if (ins.src[i].reg.type == WINED3DSPR_TEMP
838 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
840 shader->u.ps.color0_mov = TRUE;
841 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
847 reg_maps->loop_depth = max_loop_depth;
849 /* PS before 2.0 don't have explicit color outputs. Instead the value of
850 * R0 is written to the render target. */
851 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
852 reg_maps->rt_mask |= (1 << 0);
854 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
856 return WINED3D_OK;
859 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
861 DWORD map = 1 << max;
862 map |= map - 1;
863 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
865 return wined3d_log2i(map);
868 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
869 const struct wined3d_shader_version *shader_version)
871 TRACE("dcl");
873 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
875 switch (semantic->sampler_type)
877 case WINED3DSTT_2D: TRACE("_2d"); break;
878 case WINED3DSTT_CUBE: TRACE("_cube"); break;
879 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
880 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
883 else
885 /* Pixel shaders 3.0 don't have usage semantics. */
886 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
887 else TRACE("_");
889 switch (semantic->usage)
891 case WINED3D_DECL_USAGE_POSITION:
892 TRACE("position%u", semantic->usage_idx);
893 break;
895 case WINED3D_DECL_USAGE_BLEND_INDICES:
896 TRACE("blend");
897 break;
899 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
900 TRACE("weight");
901 break;
903 case WINED3D_DECL_USAGE_NORMAL:
904 TRACE("normal%u", semantic->usage_idx);
905 break;
907 case WINED3D_DECL_USAGE_PSIZE:
908 TRACE("psize");
909 break;
911 case WINED3D_DECL_USAGE_COLOR:
912 if (!semantic->usage_idx) TRACE("color");
913 else TRACE("specular%u", (semantic->usage_idx - 1));
914 break;
916 case WINED3D_DECL_USAGE_TEXCOORD:
917 TRACE("texture%u", semantic->usage_idx);
918 break;
920 case WINED3D_DECL_USAGE_TANGENT:
921 TRACE("tangent");
922 break;
924 case WINED3D_DECL_USAGE_BINORMAL:
925 TRACE("binormal");
926 break;
928 case WINED3D_DECL_USAGE_TESS_FACTOR:
929 TRACE("tessfactor");
930 break;
932 case WINED3D_DECL_USAGE_POSITIONT:
933 TRACE("positionT%u", semantic->usage_idx);
934 break;
936 case WINED3D_DECL_USAGE_FOG:
937 TRACE("fog");
938 break;
940 case WINED3D_DECL_USAGE_DEPTH:
941 TRACE("depth");
942 break;
944 case WINED3D_DECL_USAGE_SAMPLE:
945 TRACE("sample");
946 break;
948 default:
949 FIXME("unknown_semantics(0x%08x)", semantic->usage);
954 static void shader_dump_register(const struct wined3d_shader_register *reg,
955 const struct wined3d_shader_version *shader_version)
957 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
958 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
959 UINT offset = reg->idx[0].offset;
961 switch (reg->type)
963 case WINED3DSPR_TEMP:
964 TRACE("r");
965 break;
967 case WINED3DSPR_INPUT:
968 TRACE("v");
969 break;
971 case WINED3DSPR_CONST:
972 case WINED3DSPR_CONST2:
973 case WINED3DSPR_CONST3:
974 case WINED3DSPR_CONST4:
975 TRACE("c");
976 offset = shader_get_float_offset(reg->type, offset);
977 break;
979 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
980 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
981 break;
983 case WINED3DSPR_RASTOUT:
984 TRACE("%s", rastout_reg_names[offset]);
985 break;
987 case WINED3DSPR_COLOROUT:
988 TRACE("oC");
989 break;
991 case WINED3DSPR_DEPTHOUT:
992 TRACE("oDepth");
993 break;
995 case WINED3DSPR_ATTROUT:
996 TRACE("oD");
997 break;
999 case WINED3DSPR_TEXCRDOUT:
1000 /* Vertex shaders >= 3.0 use general purpose output registers
1001 * (WINED3DSPR_OUTPUT), which can include an address token. */
1002 if (shader_version->major >= 3) TRACE("o");
1003 else TRACE("oT");
1004 break;
1006 case WINED3DSPR_CONSTINT:
1007 TRACE("i");
1008 break;
1010 case WINED3DSPR_CONSTBOOL:
1011 TRACE("b");
1012 break;
1014 case WINED3DSPR_LABEL:
1015 TRACE("l");
1016 break;
1018 case WINED3DSPR_LOOP:
1019 TRACE("aL");
1020 break;
1022 case WINED3DSPR_SAMPLER:
1023 TRACE("s");
1024 break;
1026 case WINED3DSPR_MISCTYPE:
1027 if (offset > 1)
1028 FIXME("Unhandled misctype register %u.\n", offset);
1029 else
1030 TRACE("%s", misctype_reg_names[offset]);
1031 break;
1033 case WINED3DSPR_PREDICATE:
1034 TRACE("p");
1035 break;
1037 case WINED3DSPR_IMMCONST:
1038 TRACE("l");
1039 break;
1041 case WINED3DSPR_CONSTBUFFER:
1042 TRACE("cb");
1043 break;
1045 case WINED3DSPR_PRIMID:
1046 TRACE("primID");
1047 break;
1049 case WINED3DSPR_NULL:
1050 TRACE("null");
1051 break;
1053 case WINED3DSPR_RESOURCE:
1054 TRACE("t");
1055 break;
1057 default:
1058 TRACE("unhandled_rtype(%#x)", reg->type);
1059 break;
1062 if (reg->type == WINED3DSPR_IMMCONST)
1064 TRACE("(");
1065 switch (reg->immconst_type)
1067 case WINED3D_IMMCONST_SCALAR:
1068 switch (reg->data_type)
1070 case WINED3D_DATA_FLOAT:
1071 TRACE("%.8e", *(const float *)reg->immconst_data);
1072 break;
1073 case WINED3D_DATA_INT:
1074 TRACE("%d", reg->immconst_data[0]);
1075 break;
1076 case WINED3D_DATA_RESOURCE:
1077 case WINED3D_DATA_SAMPLER:
1078 case WINED3D_DATA_UINT:
1079 TRACE("%u", reg->immconst_data[0]);
1080 break;
1081 default:
1082 TRACE("<unhandled data type %#x>", reg->data_type);
1083 break;
1085 break;
1087 case WINED3D_IMMCONST_VEC4:
1088 switch (reg->data_type)
1090 case WINED3D_DATA_FLOAT:
1091 TRACE("%.8e, %.8e, %.8e, %.8e",
1092 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1093 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1094 break;
1095 case WINED3D_DATA_INT:
1096 TRACE("%d, %d, %d, %d",
1097 reg->immconst_data[0], reg->immconst_data[1],
1098 reg->immconst_data[2], reg->immconst_data[3]);
1099 break;
1100 case WINED3D_DATA_RESOURCE:
1101 case WINED3D_DATA_SAMPLER:
1102 case WINED3D_DATA_UINT:
1103 TRACE("%u, %u, %u, %u",
1104 reg->immconst_data[0], reg->immconst_data[1],
1105 reg->immconst_data[2], reg->immconst_data[3]);
1106 break;
1107 default:
1108 TRACE("<unhandled data type %#x>", reg->data_type);
1109 break;
1111 break;
1113 default:
1114 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1115 break;
1117 TRACE(")");
1119 else if (reg->type != WINED3DSPR_RASTOUT
1120 && reg->type != WINED3DSPR_MISCTYPE
1121 && reg->type != WINED3DSPR_NULL)
1123 if (offset != ~0U)
1125 TRACE("[");
1126 if (reg->idx[0].rel_addr)
1128 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1129 TRACE(" + ");
1131 TRACE("%u]", offset);
1133 if (reg->idx[1].offset != ~0U)
1135 TRACE("[");
1136 if (reg->idx[1].rel_addr)
1138 shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1139 TRACE(" + ");
1141 TRACE("%u]", reg->idx[1].offset);
1147 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1148 const struct wined3d_shader_version *shader_version)
1150 DWORD write_mask = param->write_mask;
1152 shader_dump_register(&param->reg, shader_version);
1154 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1156 static const char write_mask_chars[] = "xyzw";
1158 TRACE(".");
1159 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1160 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1161 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1162 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1166 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1167 const struct wined3d_shader_version *shader_version)
1169 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1170 DWORD swizzle = param->swizzle;
1172 if (src_modifier == WINED3DSPSM_NEG
1173 || src_modifier == WINED3DSPSM_BIASNEG
1174 || src_modifier == WINED3DSPSM_SIGNNEG
1175 || src_modifier == WINED3DSPSM_X2NEG
1176 || src_modifier == WINED3DSPSM_ABSNEG)
1177 TRACE("-");
1178 else if (src_modifier == WINED3DSPSM_COMP)
1179 TRACE("1-");
1180 else if (src_modifier == WINED3DSPSM_NOT)
1181 TRACE("!");
1183 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1184 TRACE("abs(");
1186 shader_dump_register(&param->reg, shader_version);
1188 if (src_modifier)
1190 switch (src_modifier)
1192 case WINED3DSPSM_NONE: break;
1193 case WINED3DSPSM_NEG: break;
1194 case WINED3DSPSM_NOT: break;
1195 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1196 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1197 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1198 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1199 case WINED3DSPSM_COMP: break;
1200 case WINED3DSPSM_X2: TRACE("_x2"); break;
1201 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1202 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1203 case WINED3DSPSM_DW: TRACE("_dw"); break;
1204 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1205 case WINED3DSPSM_ABS: TRACE(")"); break;
1206 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1210 if (swizzle != WINED3DSP_NOSWIZZLE)
1212 static const char swizzle_chars[] = "xyzw";
1213 DWORD swizzle_x = swizzle & 0x03;
1214 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1215 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1216 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1218 if (swizzle_x == swizzle_y
1219 && swizzle_x == swizzle_z
1220 && swizzle_x == swizzle_w)
1222 TRACE(".%c", swizzle_chars[swizzle_x]);
1224 else
1226 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1227 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1232 /* Shared code in order to generate the bulk of the shader string.
1233 * NOTE: A description of how to parse tokens can be found on MSDN. */
1234 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1235 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1237 struct wined3d_device *device = shader->device;
1238 const struct wined3d_shader_frontend *fe = shader->frontend;
1239 void *fe_data = shader->frontend_data;
1240 struct wined3d_shader_version shader_version;
1241 struct wined3d_shader_loop_state loop_state;
1242 struct wined3d_shader_instruction ins;
1243 struct wined3d_shader_tex_mx tex_mx;
1244 struct wined3d_shader_context ctx;
1245 const DWORD *ptr = byte_code;
1247 /* Initialize current parsing state. */
1248 tex_mx.current_row = 0;
1249 loop_state.current_depth = 0;
1250 loop_state.current_reg = 0;
1252 ctx.shader = shader;
1253 ctx.gl_info = &device->adapter->gl_info;
1254 ctx.reg_maps = reg_maps;
1255 ctx.buffer = buffer;
1256 ctx.tex_mx = &tex_mx;
1257 ctx.loop_state = &loop_state;
1258 ctx.backend_data = backend_ctx;
1259 ins.ctx = &ctx;
1261 fe->shader_read_header(fe_data, &ptr, &shader_version);
1263 while (!fe->shader_is_end(fe_data, &ptr))
1265 /* Read opcode. */
1266 fe->shader_read_instruction(fe_data, &ptr, &ins);
1268 /* Unknown opcode and its parameters. */
1269 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1271 TRACE("Skipping unrecognized instruction.\n");
1272 continue;
1275 if (ins.predicate)
1276 FIXME("Predicates not implemented.\n");
1278 /* Call appropriate function for output target */
1279 device->shader_backend->shader_handle_instruction(&ins);
1283 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1285 DWORD mmask = dst->modifiers;
1287 switch (dst->shift)
1289 case 0: break;
1290 case 13: TRACE("_d8"); break;
1291 case 14: TRACE("_d4"); break;
1292 case 15: TRACE("_d2"); break;
1293 case 1: TRACE("_x2"); break;
1294 case 2: TRACE("_x4"); break;
1295 case 3: TRACE("_x8"); break;
1296 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1299 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1300 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1301 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1303 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1304 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1307 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1309 switch (primitive_type)
1311 case WINED3D_PT_UNDEFINED:
1312 TRACE("undefined");
1313 break;
1314 case WINED3D_PT_POINTLIST:
1315 TRACE("pointlist");
1316 break;
1317 case WINED3D_PT_LINELIST:
1318 TRACE("linelist");
1319 break;
1320 case WINED3D_PT_LINESTRIP:
1321 TRACE("linestrip");
1322 break;
1323 case WINED3D_PT_TRIANGLELIST:
1324 TRACE("trianglelist");
1325 break;
1326 case WINED3D_PT_TRIANGLESTRIP:
1327 TRACE("trianglestrip");
1328 break;
1329 case WINED3D_PT_TRIANGLEFAN:
1330 TRACE("trianglefan");
1331 break;
1332 case WINED3D_PT_LINELIST_ADJ:
1333 TRACE("linelist_adj");
1334 break;
1335 case WINED3D_PT_LINESTRIP_ADJ:
1336 TRACE("linestrip_adj");
1337 break;
1338 case WINED3D_PT_TRIANGLELIST_ADJ:
1339 TRACE("trianglelist_adj");
1340 break;
1341 case WINED3D_PT_TRIANGLESTRIP_ADJ:
1342 TRACE("trianglestrip_adj");
1343 break;
1344 default:
1345 TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1346 break;
1350 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1352 struct wined3d_shader_version shader_version;
1353 const DWORD *ptr = byte_code;
1354 const char *type_prefix;
1355 DWORD i;
1357 TRACE("Parsing %p.\n", byte_code);
1359 fe->shader_read_header(fe_data, &ptr, &shader_version);
1361 switch (shader_version.type)
1363 case WINED3D_SHADER_TYPE_VERTEX:
1364 type_prefix = "vs";
1365 break;
1367 case WINED3D_SHADER_TYPE_GEOMETRY:
1368 type_prefix = "gs";
1369 break;
1371 case WINED3D_SHADER_TYPE_PIXEL:
1372 type_prefix = "ps";
1373 break;
1375 default:
1376 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1377 type_prefix = "unknown";
1378 break;
1381 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1383 while (!fe->shader_is_end(fe_data, &ptr))
1385 struct wined3d_shader_instruction ins;
1387 fe->shader_read_instruction(fe_data, &ptr, &ins);
1388 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1390 TRACE("Skipping unrecognized instruction.\n");
1391 continue;
1394 if (ins.handler_idx == WINED3DSIH_DCL)
1396 shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1397 shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1398 TRACE(" ");
1399 shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1401 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1403 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1404 shader_dump_src_param(&ins.declaration.src, &shader_version);
1405 TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1407 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1408 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1410 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1411 shader_dump_primitive_type(ins.declaration.primitive_type);
1413 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1415 TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1417 else if (ins.handler_idx == WINED3DSIH_DEF)
1419 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1420 ins.dst[0].reg.idx[0].offset),
1421 *(const float *)&ins.src[0].reg.immconst_data[0],
1422 *(const float *)&ins.src[0].reg.immconst_data[1],
1423 *(const float *)&ins.src[0].reg.immconst_data[2],
1424 *(const float *)&ins.src[0].reg.immconst_data[3]);
1426 else if (ins.handler_idx == WINED3DSIH_DEFI)
1428 TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1429 ins.src[0].reg.immconst_data[0],
1430 ins.src[0].reg.immconst_data[1],
1431 ins.src[0].reg.immconst_data[2],
1432 ins.src[0].reg.immconst_data[3]);
1434 else if (ins.handler_idx == WINED3DSIH_DEFB)
1436 TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1438 else
1440 if (ins.predicate)
1442 TRACE("(");
1443 shader_dump_src_param(ins.predicate, &shader_version);
1444 TRACE(") ");
1447 /* PixWin marks instructions with the coissue flag with a '+' */
1448 if (ins.coissue) TRACE("+");
1450 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1452 if (ins.handler_idx == WINED3DSIH_IFC
1453 || ins.handler_idx == WINED3DSIH_BREAKC)
1455 switch (ins.flags)
1457 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1458 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1459 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1460 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1461 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1462 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1463 default: TRACE("_(%u)", ins.flags);
1466 else if (ins.handler_idx == WINED3DSIH_TEX
1467 && shader_version.major >= 2
1468 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1470 TRACE("p");
1473 for (i = 0; i < ins.dst_count; ++i)
1475 shader_dump_ins_modifiers(&ins.dst[i]);
1476 TRACE(!i ? " " : ", ");
1477 shader_dump_dst_param(&ins.dst[i], &shader_version);
1480 /* Other source tokens */
1481 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1483 TRACE(!i ? " " : ", ");
1484 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1487 TRACE("\n");
1491 static void shader_cleanup(struct wined3d_shader *shader)
1493 shader->device->shader_backend->shader_destroy(shader);
1494 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1495 HeapFree(GetProcessHeap(), 0, shader->function);
1496 shader_delete_constant_list(&shader->constantsF);
1497 shader_delete_constant_list(&shader->constantsB);
1498 shader_delete_constant_list(&shader->constantsI);
1499 list_remove(&shader->shader_list_entry);
1501 if (shader->frontend && shader->frontend_data)
1502 shader->frontend->shader_free(shader->frontend_data);
1505 struct shader_none_priv
1507 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1508 const struct fragment_pipeline *fragment_pipe;
1509 BOOL ffp_proj_control;
1512 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1513 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1514 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1515 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1516 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1517 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1518 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
1519 const struct wined3d_state *state) {}
1520 static void shader_none_destroy(struct wined3d_shader *shader) {}
1521 static void shader_none_free_context_data(struct wined3d_context *context) {}
1523 /* Context activation is done by the caller. */
1524 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
1525 const struct wined3d_state *state)
1527 const struct wined3d_gl_info *gl_info = context->gl_info;
1528 struct shader_none_priv *priv = shader_priv;
1530 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
1531 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
1534 /* Context activation is done by the caller. */
1535 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
1537 struct shader_none_priv *priv = shader_priv;
1538 const struct wined3d_gl_info *gl_info = context->gl_info;
1540 priv->vertex_pipe->vp_enable(gl_info, FALSE);
1541 priv->fragment_pipe->enable_extension(gl_info, FALSE);
1543 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1544 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1545 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1548 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1549 const struct fragment_pipeline *fragment_pipe)
1551 struct fragment_caps fragment_caps;
1552 void *vertex_priv, *fragment_priv;
1553 struct shader_none_priv *priv;
1555 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1556 return E_OUTOFMEMORY;
1558 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
1560 ERR("Failed to initialize vertex pipe.\n");
1561 HeapFree(GetProcessHeap(), 0, priv);
1562 return E_FAIL;
1565 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1567 ERR("Failed to initialize fragment pipe.\n");
1568 vertex_pipe->vp_free(device);
1569 HeapFree(GetProcessHeap(), 0, priv);
1570 return E_FAIL;
1573 priv->vertex_pipe = vertex_pipe;
1574 priv->fragment_pipe = fragment_pipe;
1575 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1576 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1578 device->vertex_priv = vertex_priv;
1579 device->fragment_priv = fragment_priv;
1580 device->shader_priv = priv;
1582 return WINED3D_OK;
1585 static void shader_none_free(struct wined3d_device *device)
1587 struct shader_none_priv *priv = device->shader_priv;
1589 priv->fragment_pipe->free_private(device);
1590 priv->vertex_pipe->vp_free(device);
1591 HeapFree(GetProcessHeap(), 0, priv);
1594 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
1596 return TRUE;
1599 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1601 /* Set the shader caps to 0 for the none shader backend */
1602 caps->vs_version = 0;
1603 caps->gs_version = 0;
1604 caps->ps_version = 0;
1605 caps->vs_uniform_count = 0;
1606 caps->ps_uniform_count = 0;
1607 caps->ps_1x_max_value = 0.0f;
1608 caps->wined3d_caps = 0;
1611 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1613 /* We "support" every possible fixup, since we don't support any shader
1614 * model, and will never have to actually sample a texture. */
1615 return TRUE;
1618 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
1620 struct shader_none_priv *priv = shader_priv;
1622 return priv->ffp_proj_control;
1625 const struct wined3d_shader_backend_ops none_shader_backend =
1627 shader_none_handle_instruction,
1628 shader_none_select,
1629 shader_none_disable,
1630 shader_none_select_depth_blt,
1631 shader_none_deselect_depth_blt,
1632 shader_none_update_float_vertex_constants,
1633 shader_none_update_float_pixel_constants,
1634 shader_none_load_constants,
1635 shader_none_destroy,
1636 shader_none_alloc,
1637 shader_none_free,
1638 shader_none_allocate_context_data,
1639 shader_none_free_context_data,
1640 shader_none_get_caps,
1641 shader_none_color_fixup_supported,
1642 shader_none_has_ffp_proj_control,
1645 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1646 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1647 enum wined3d_shader_type type, unsigned int max_version)
1649 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1650 const struct wined3d_shader_frontend *fe;
1651 HRESULT hr;
1652 unsigned int backend_version;
1653 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
1655 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1656 shader, byte_code, output_signature, float_const_count);
1658 fe = shader_select_frontend(*byte_code);
1659 if (!fe)
1661 FIXME("Unable to find frontend for shader.\n");
1662 return WINED3DERR_INVALIDCALL;
1664 shader->frontend = fe;
1665 shader->frontend_data = fe->shader_init(byte_code, output_signature);
1666 if (!shader->frontend_data)
1668 FIXME("Failed to initialize frontend.\n");
1669 return WINED3DERR_INVALIDCALL;
1672 /* First pass: trace shader. */
1673 if (TRACE_ON(d3d_shader))
1674 shader_trace_init(fe, shader->frontend_data, byte_code);
1676 /* Initialize immediate constant lists. */
1677 list_init(&shader->constantsF);
1678 list_init(&shader->constantsB);
1679 list_init(&shader->constantsI);
1680 shader->lconst_inf_or_nan = FALSE;
1682 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1683 hr = shader_get_registers_used(shader, fe,
1684 reg_maps, shader->input_signature, shader->output_signature,
1685 byte_code, float_const_count);
1686 if (FAILED(hr)) return hr;
1688 if (reg_maps->shader_version.type != type)
1690 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1691 return WINED3DERR_INVALIDCALL;
1693 if (reg_maps->shader_version.major > max_version)
1695 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1696 return WINED3DERR_INVALIDCALL;
1698 switch (type)
1700 case WINED3D_SHADER_TYPE_VERTEX:
1701 backend_version = d3d_info->limits.vs_version;
1702 break;
1703 case WINED3D_SHADER_TYPE_GEOMETRY:
1704 backend_version = d3d_info->limits.gs_version;
1705 break;
1706 case WINED3D_SHADER_TYPE_PIXEL:
1707 backend_version = d3d_info->limits.ps_version;
1708 break;
1709 default:
1710 FIXME("No backend version-checking for this shader type\n");
1711 backend_version = 0;
1713 if (reg_maps->shader_version.major > backend_version)
1715 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1716 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1717 return WINED3DERR_INVALIDCALL;
1720 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1721 if (!shader->function)
1722 return E_OUTOFMEMORY;
1723 memcpy(shader->function, byte_code, shader->functionLength);
1725 return WINED3D_OK;
1728 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1730 ULONG refcount = InterlockedIncrement(&shader->ref);
1732 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1734 return refcount;
1737 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1739 ULONG refcount = InterlockedDecrement(&shader->ref);
1741 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1743 if (!refcount)
1745 shader_cleanup(shader);
1746 shader->parent_ops->wined3d_object_destroyed(shader->parent);
1747 HeapFree(GetProcessHeap(), 0, shader);
1750 return refcount;
1753 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1755 TRACE("shader %p.\n", shader);
1757 return shader->parent;
1760 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1761 void *byte_code, UINT *byte_code_size)
1763 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1765 if (!byte_code)
1767 *byte_code_size = shader->functionLength;
1768 return WINED3D_OK;
1771 if (*byte_code_size < shader->functionLength)
1773 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1774 * than the required size we should write the required size and
1775 * return D3DERR_MOREDATA. That's not actually true. */
1776 return WINED3DERR_INVALIDCALL;
1779 memcpy(byte_code, shader->function, shader->functionLength);
1781 return WINED3D_OK;
1784 /* Set local constants for d3d8 shaders. */
1785 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1786 UINT start_idx, const float *src_data, UINT count)
1788 UINT end_idx = start_idx + count;
1789 UINT i;
1791 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1793 if (end_idx > shader->limits.constant_float)
1795 WARN("end_idx %u > float constants limit %u.\n",
1796 end_idx, shader->limits.constant_float);
1797 end_idx = shader->limits.constant_float;
1800 for (i = start_idx; i < end_idx; ++i)
1802 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1803 float *value;
1804 if (!lconst)
1805 return E_OUTOFMEMORY;
1807 lconst->idx = i;
1808 value = (float *)lconst->value;
1809 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1810 list_add_head(&shader->constantsF, &lconst->entry);
1812 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1813 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1815 shader->lconst_inf_or_nan = TRUE;
1819 return WINED3D_OK;
1822 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
1823 WORD swizzle_map, struct vs_compile_args *args)
1825 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1826 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1827 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1828 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1829 args->swizzle_map = swizzle_map;
1832 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1834 if (usage_idx1 != usage_idx2)
1835 return FALSE;
1836 if (usage1 == usage2)
1837 return TRUE;
1838 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1839 return TRUE;
1840 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1841 return TRUE;
1843 return FALSE;
1846 BOOL vshader_get_input(const struct wined3d_shader *shader,
1847 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1849 WORD map = shader->reg_maps.input_registers;
1850 unsigned int i;
1852 for (i = 0; map; map >>= 1, ++i)
1854 if (!(map & 1)) continue;
1856 if (match_usage(shader->u.vs.attributes[i].usage,
1857 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1859 *regnum = i;
1860 return TRUE;
1863 return FALSE;
1866 static void vertexshader_set_limits(struct wined3d_shader *shader)
1868 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1869 shader->reg_maps.shader_version.minor);
1870 struct wined3d_device *device = shader->device;
1871 const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
1873 shader->limits.packed_input = 0;
1875 switch (shader_version)
1877 case WINED3D_SHADER_VERSION(1, 0):
1878 case WINED3D_SHADER_VERSION(1, 1):
1879 shader->limits.constant_bool = 0;
1880 shader->limits.constant_int = 0;
1881 shader->limits.packed_output = 12;
1882 shader->limits.sampler = 0;
1883 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1884 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1885 * constants? */
1886 shader->limits.constant_float = min(256, vs_uniform_count);
1887 break;
1889 case WINED3D_SHADER_VERSION(2, 0):
1890 case WINED3D_SHADER_VERSION(2, 1):
1891 shader->limits.constant_bool = 16;
1892 shader->limits.constant_int = 16;
1893 shader->limits.packed_output = 12;
1894 shader->limits.sampler = 0;
1895 shader->limits.constant_float = min(256, vs_uniform_count);
1896 break;
1898 case WINED3D_SHADER_VERSION(3, 0):
1899 shader->limits.constant_bool = 16;
1900 shader->limits.constant_int = 16;
1901 shader->limits.packed_output = 12;
1902 shader->limits.sampler = 4;
1903 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1904 * even though they are capable of supporting much more (GL
1905 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1906 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1907 * shaders to 256. */
1908 shader->limits.constant_float = min(256, vs_uniform_count);
1909 break;
1911 case WINED3D_SHADER_VERSION(4, 0):
1912 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1913 shader->limits.constant_int = 0;
1914 shader->limits.constant_float = 0;
1915 shader->limits.constant_bool = 0;
1916 shader->limits.packed_output = 16;
1917 shader->limits.packed_input = 0;
1918 break;
1920 default:
1921 shader->limits.constant_bool = 16;
1922 shader->limits.constant_int = 16;
1923 shader->limits.packed_output = 12;
1924 shader->limits.sampler = 0;
1925 shader->limits.constant_float = min(256, vs_uniform_count);
1926 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1927 shader->reg_maps.shader_version.major,
1928 shader->reg_maps.shader_version.minor);
1932 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1933 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1934 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1936 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1937 unsigned int i;
1938 HRESULT hr;
1939 WORD map;
1940 const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
1942 if (!byte_code) return WINED3DERR_INVALIDCALL;
1944 shader_init(shader, device, parent, parent_ops);
1945 hr = shader_set_function(shader, byte_code, output_signature, vs_uniform_count,
1946 WINED3D_SHADER_TYPE_VERTEX, max_version);
1947 if (FAILED(hr))
1949 WARN("Failed to set function, hr %#x.\n", hr);
1950 shader_cleanup(shader);
1951 return hr;
1954 map = reg_maps->input_registers;
1955 for (i = 0; map; map >>= 1, ++i)
1957 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1958 continue;
1960 shader->u.vs.attributes[i].usage =
1961 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1962 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1965 if (output_signature)
1967 for (i = 0; i < output_signature->element_count; ++i)
1969 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1970 reg_maps->output_registers |= 1 << e->register_idx;
1971 shader->output_signature[e->register_idx] = *e;
1975 vertexshader_set_limits(shader);
1977 shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
1978 shader->lconst_inf_or_nan;
1980 return WINED3D_OK;
1983 static void geometryshader_set_limits(struct wined3d_shader *shader)
1985 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1986 shader->reg_maps.shader_version.minor);
1988 switch (shader_version)
1990 case WINED3D_SHADER_VERSION(4, 0):
1991 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1992 shader->limits.constant_int = 0;
1993 shader->limits.constant_float = 0;
1994 shader->limits.constant_bool = 0;
1995 shader->limits.packed_output = 32;
1996 shader->limits.packed_input = 16;
1997 break;
1999 default:
2000 memset(&shader->limits, 0, sizeof(shader->limits));
2001 FIXME("Unhandled geometry shader version \"%u.%u\".\n",
2002 shader->reg_maps.shader_version.major,
2003 shader->reg_maps.shader_version.minor);
2007 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2008 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2009 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2011 HRESULT hr;
2013 shader_init(shader, device, parent, parent_ops);
2014 hr = shader_set_function(shader, byte_code, output_signature, 0,
2015 WINED3D_SHADER_TYPE_GEOMETRY, max_version);
2016 if (FAILED(hr))
2018 WARN("Failed to set function, hr %#x.\n", hr);
2019 shader_cleanup(shader);
2020 return hr;
2023 geometryshader_set_limits(shader);
2025 shader->load_local_constsF = shader->lconst_inf_or_nan;
2027 return WINED3D_OK;
2030 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2031 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
2033 const struct wined3d_texture *texture;
2034 UINT i;
2036 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2037 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
2039 const struct wined3d_surface *rt = state->fb->render_targets[0];
2040 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
2042 static unsigned int warned = 0;
2044 args->srgb_correction = 1;
2045 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
2046 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2047 "support, expect rendering artifacts.\n");
2051 if (shader->reg_maps.shader_version.major == 1
2052 && shader->reg_maps.shader_version.minor <= 3)
2054 for (i = 0; i < shader->limits.sampler; ++i)
2056 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
2058 if (flags & WINED3D_TTFF_PROJECTED)
2060 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
2062 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
2064 unsigned int j;
2065 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
2066 DWORD max_valid = WINED3D_TTFF_COUNT4;
2067 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
2069 for (j = 0; j < state->vertex_declaration->element_count; ++j)
2071 struct wined3d_vertex_declaration_element *element =
2072 &state->vertex_declaration->elements[j];
2074 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2075 && element->usage_idx == index)
2077 max_valid = element->format->component_count;
2078 break;
2081 if (!tex_transform || tex_transform > max_valid)
2083 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2084 tex_transform, max_valid);
2085 tex_transform = max_valid;
2087 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
2088 || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
2089 || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
2090 tex_transform |= WINED3D_PSARGS_PROJECTED;
2091 else
2093 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2094 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2095 i, tex_transform, sampler_type);
2098 else
2099 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2101 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2105 if (shader->reg_maps.shader_version.major == 1
2106 && shader->reg_maps.shader_version.minor <= 4)
2108 for (i = 0; i < shader->limits.sampler; ++i)
2110 const struct wined3d_texture *texture = state->textures[i];
2112 if (!shader->reg_maps.sampler_type[i])
2113 continue;
2115 /* Treat unbound textures as 2D. The dummy texture will provide
2116 * the proper sample value. The tex_types bitmap defaults to
2117 * 2D because of the memset. */
2118 if (!texture)
2119 continue;
2121 switch (texture->target)
2123 /* RECT textures are distinguished from 2D textures via np2_fixup */
2124 case GL_TEXTURE_RECTANGLE_ARB:
2125 case GL_TEXTURE_2D:
2126 break;
2128 case GL_TEXTURE_3D:
2129 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2130 break;
2132 case GL_TEXTURE_CUBE_MAP_ARB:
2133 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2134 break;
2139 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2141 if (!shader->reg_maps.sampler_type[i])
2142 continue;
2144 texture = state->textures[i];
2145 if (!texture)
2147 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2148 continue;
2150 args->color_fixup[i] = texture->resource.format->color_fixup;
2152 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2153 args->shadow |= 1 << i;
2155 /* Flag samplers that need NP2 texcoord fixup. */
2156 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2157 args->np2_fixup |= (1 << i);
2159 if (shader->reg_maps.shader_version.major >= 3)
2161 if (position_transformed)
2162 args->vp_mode = pretransformed;
2163 else if (use_vs(state))
2164 args->vp_mode = vertexshader;
2165 else
2166 args->vp_mode = fixedfunction;
2167 args->fog = WINED3D_FFP_PS_FOG_OFF;
2169 else
2171 args->vp_mode = vertexshader;
2172 if (state->render_states[WINED3D_RS_FOGENABLE])
2174 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2176 case WINED3D_FOG_NONE:
2177 if (position_transformed || use_vs(state))
2179 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
2180 break;
2183 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2185 case WINED3D_FOG_NONE: /* Fall through. */
2186 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2187 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2188 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2190 break;
2192 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2193 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2194 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2197 else
2199 args->fog = WINED3D_FFP_PS_FOG_OFF;
2204 static void pixelshader_set_limits(struct wined3d_shader *shader)
2206 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2207 shader->reg_maps.shader_version.minor);
2209 shader->limits.packed_output = 0;
2211 switch (shader_version)
2213 case WINED3D_SHADER_VERSION(1, 0):
2214 case WINED3D_SHADER_VERSION(1, 1):
2215 case WINED3D_SHADER_VERSION(1, 2):
2216 case WINED3D_SHADER_VERSION(1, 3):
2217 shader->limits.constant_float = 8;
2218 shader->limits.constant_int = 0;
2219 shader->limits.constant_bool = 0;
2220 shader->limits.sampler = 4;
2221 shader->limits.packed_input = 0;
2222 break;
2224 case WINED3D_SHADER_VERSION(1, 4):
2225 shader->limits.constant_float = 8;
2226 shader->limits.constant_int = 0;
2227 shader->limits.constant_bool = 0;
2228 shader->limits.sampler = 6;
2229 shader->limits.packed_input = 0;
2230 break;
2232 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2233 case WINED3D_SHADER_VERSION(2, 0):
2234 shader->limits.constant_float = 32;
2235 shader->limits.constant_int = 16;
2236 shader->limits.constant_bool = 16;
2237 shader->limits.sampler = 16;
2238 shader->limits.packed_input = 0;
2239 break;
2241 case WINED3D_SHADER_VERSION(2, 1):
2242 shader->limits.constant_float = 32;
2243 shader->limits.constant_int = 16;
2244 shader->limits.constant_bool = 16;
2245 shader->limits.sampler = 16;
2246 shader->limits.packed_input = 0;
2247 break;
2249 case WINED3D_SHADER_VERSION(3, 0):
2250 shader->limits.constant_float = 224;
2251 shader->limits.constant_int = 16;
2252 shader->limits.constant_bool = 16;
2253 shader->limits.sampler = 16;
2254 shader->limits.packed_input = 12;
2255 break;
2257 case WINED3D_SHADER_VERSION(4, 0):
2258 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2259 shader->limits.constant_int = 0;
2260 shader->limits.constant_float = 0;
2261 shader->limits.constant_bool = 0;
2262 shader->limits.packed_input = 32;
2263 break;
2265 default:
2266 shader->limits.constant_float = 32;
2267 shader->limits.constant_int = 16;
2268 shader->limits.constant_bool = 16;
2269 shader->limits.sampler = 16;
2270 shader->limits.packed_input = 0;
2271 FIXME("Unrecognized pixel shader version %u.%u\n",
2272 shader->reg_maps.shader_version.major,
2273 shader->reg_maps.shader_version.minor);
2277 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2278 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2279 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2281 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2282 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2283 HRESULT hr;
2284 const DWORD ps_uniform_count = device->adapter->d3d_info.limits.ps_uniform_count;
2286 if (!byte_code) return WINED3DERR_INVALIDCALL;
2288 shader_init(shader, device, parent, parent_ops);
2289 hr = shader_set_function(shader, byte_code, output_signature, ps_uniform_count,
2290 WINED3D_SHADER_TYPE_PIXEL, max_version);
2291 if (FAILED(hr))
2293 WARN("Failed to set function, hr %#x.\n", hr);
2294 shader_cleanup(shader);
2295 return hr;
2298 pixelshader_set_limits(shader);
2300 for (i = 0; i < MAX_REG_INPUT; ++i)
2302 if (shader->u.ps.input_reg_used[i])
2304 ++num_regs_used;
2305 highest_reg_used = i;
2309 /* Don't do any register mapping magic if it is not needed, or if we can't
2310 * achieve anything anyway */
2311 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2312 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2314 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2316 /* This happens with relative addressing. The input mapper function
2317 * warns about this if the higher registers are declared too, so
2318 * don't write a FIXME here */
2319 WARN("More varying registers used than supported\n");
2322 for (i = 0; i < MAX_REG_INPUT; ++i)
2324 shader->u.ps.input_reg_map[i] = i;
2327 shader->u.ps.declared_in_count = highest_reg_used + 1;
2329 else
2331 shader->u.ps.declared_in_count = 0;
2332 for (i = 0; i < MAX_REG_INPUT; ++i)
2334 if (shader->u.ps.input_reg_used[i])
2335 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2336 else shader->u.ps.input_reg_map[i] = ~0U;
2340 shader->load_local_constsF = shader->lconst_inf_or_nan;
2342 return WINED3D_OK;
2345 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
2347 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2348 enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2349 unsigned int i;
2351 if (reg_maps->shader_version.major != 1) return;
2353 for (i = 0; i < shader->limits.sampler; ++i)
2355 /* We don't sample from this sampler. */
2356 if (!sampler_type[i]) continue;
2358 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
2360 case WINED3D_SHADER_TEX_2D:
2361 sampler_type[i] = WINED3DSTT_2D;
2362 break;
2364 case WINED3D_SHADER_TEX_3D:
2365 sampler_type[i] = WINED3DSTT_VOLUME;
2366 break;
2368 case WINED3D_SHADER_TEX_CUBE:
2369 sampler_type[i] = WINED3DSTT_CUBE;
2370 break;
2375 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2376 const struct wined3d_shader_signature *output_signature, void *parent,
2377 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2379 struct wined3d_shader *object;
2380 HRESULT hr;
2382 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2383 device, byte_code, output_signature, parent, parent_ops, shader);
2385 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2386 if (!object)
2387 return E_OUTOFMEMORY;
2389 hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2390 if (FAILED(hr))
2392 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2393 HeapFree(GetProcessHeap(), 0, object);
2394 return hr;
2397 TRACE("Created geometry shader %p.\n", object);
2398 *shader = object;
2400 return WINED3D_OK;
2403 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2404 const struct wined3d_shader_signature *output_signature, void *parent,
2405 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2407 struct wined3d_shader *object;
2408 HRESULT hr;
2410 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2411 device, byte_code, output_signature, parent, parent_ops, shader);
2413 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2414 if (!object)
2415 return E_OUTOFMEMORY;
2417 hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2418 if (FAILED(hr))
2420 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2421 HeapFree(GetProcessHeap(), 0, object);
2422 return hr;
2425 TRACE("Created pixel shader %p.\n", object);
2426 *shader = object;
2428 return WINED3D_OK;
2431 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2432 const struct wined3d_shader_signature *output_signature, void *parent,
2433 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2435 struct wined3d_shader *object;
2436 HRESULT hr;
2438 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2439 device, byte_code, output_signature, parent, parent_ops, shader);
2441 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2442 if (!object)
2443 return E_OUTOFMEMORY;
2445 hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2446 if (FAILED(hr))
2448 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2449 HeapFree(GetProcessHeap(), 0, object);
2450 return hr;
2453 TRACE("Created vertex shader %p.\n", object);
2454 *shader = object;
2456 return WINED3D_OK;