wined3d: TRACE fixes.
[wine.git] / dlls / wined3d / shader.c
blob2d80877e6f7bed680ecbf78f41542a1444d82124
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_NE */ "ne",
112 /* WINED3DSIH_NOP */ "nop",
113 /* WINED3DSIH_NRM */ "nrm",
114 /* WINED3DSIH_OR */ "or",
115 /* WINED3DSIH_PHASE */ "phase",
116 /* WINED3DSIH_POW */ "pow",
117 /* WINED3DSIH_RCP */ "rcp",
118 /* WINED3DSIH_REP */ "rep",
119 /* WINED3DSIH_RET */ "ret",
120 /* WINED3DSIH_ROUND_NI */ "round_ni",
121 /* WINED3DSIH_RSQ */ "rsq",
122 /* WINED3DSIH_SAMPLE */ "sample",
123 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
124 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
125 /* WINED3DSIH_SETP */ "setp",
126 /* WINED3DSIH_SGE */ "sge",
127 /* WINED3DSIH_SGN */ "sgn",
128 /* WINED3DSIH_SINCOS */ "sincos",
129 /* WINED3DSIH_SLT */ "slt",
130 /* WINED3DSIH_SQRT */ "sqrt",
131 /* WINED3DSIH_SUB */ "sub",
132 /* WINED3DSIH_TEX */ "texld",
133 /* WINED3DSIH_TEXBEM */ "texbem",
134 /* WINED3DSIH_TEXBEML */ "texbeml",
135 /* WINED3DSIH_TEXCOORD */ "texcrd",
136 /* WINED3DSIH_TEXDEPTH */ "texdepth",
137 /* WINED3DSIH_TEXDP3 */ "texdp3",
138 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
139 /* WINED3DSIH_TEXKILL */ "texkill",
140 /* WINED3DSIH_TEXLDD */ "texldd",
141 /* WINED3DSIH_TEXLDL */ "texldl",
142 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
143 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
144 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
145 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
146 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
147 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
148 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
149 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
150 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
151 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
152 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
153 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
154 /* WINED3DSIH_UDIV */ "udiv",
155 /* WINED3DSIH_UGE */ "uge",
156 /* WINED3DSIH_USHR */ "ushr",
157 /* WINED3DSIH_UTOF */ "utof",
158 /* WINED3DSIH_XOR */ "xor",
161 static const char * const semantic_names[] =
163 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
164 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
165 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
166 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
167 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
168 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
169 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
170 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
171 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
172 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
173 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
174 /* WINED3D_DECL_USAGE_FOG */ "FOG",
175 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
176 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
179 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
181 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
183 FIXME("Unrecognized usage %#x.\n", usage);
184 return "UNRECOGNIZED";
187 return semantic_names[usage];
190 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
192 unsigned int i;
194 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
196 if (!strcmp(name, semantic_names[i])) return i;
199 return ~0U;
202 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
204 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
207 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
208 const struct wined3d_shader_semantic *s)
210 e->semantic_name = shader_semantic_name_from_usage(s->usage);
211 e->semantic_idx = s->usage_idx;
212 e->sysval_semantic = 0;
213 e->component_type = 0;
214 e->register_idx = s->reg.reg.idx[0].offset;
215 e->mask = s->reg.write_mask;
218 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
219 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
221 e->semantic_name = shader_semantic_name_from_usage(usage);
222 e->semantic_idx = usage_idx;
223 e->sysval_semantic = 0;
224 e->component_type = 0;
225 e->register_idx = reg_idx;
226 e->mask = write_mask;
229 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
231 switch (version_token >> 16)
233 case WINED3D_SM1_VS:
234 case WINED3D_SM1_PS:
235 return &sm1_shader_frontend;
237 case WINED3D_SM4_PS:
238 case WINED3D_SM4_VS:
239 case WINED3D_SM4_GS:
240 return &sm4_shader_frontend;
242 default:
243 FIXME("Unrecognised version token %#x\n", version_token);
244 return NULL;
248 void string_buffer_clear(struct wined3d_string_buffer *buffer)
250 buffer->buffer[0] = '\0';
251 buffer->content_size = 0;
254 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
256 buffer->buffer_size = 32;
257 if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
259 ERR("Failed to allocate shader buffer memory.\n");
260 return FALSE;
263 string_buffer_clear(buffer);
264 return TRUE;
267 void string_buffer_free(struct wined3d_string_buffer *buffer)
269 HeapFree(GetProcessHeap(), 0, buffer->buffer);
272 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
274 char *new_buffer;
275 unsigned int new_buffer_size = buffer->buffer_size * 2;
277 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
278 new_buffer_size *= 2;
279 if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size)))
281 ERR("Failed to grow buffer.\n");
282 buffer->buffer[buffer->content_size] = '\0';
283 return FALSE;
285 buffer->buffer = new_buffer;
286 buffer->buffer_size = new_buffer_size;
287 return TRUE;
290 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
292 unsigned int rem;
293 int rc;
295 rem = buffer->buffer_size - buffer->content_size;
296 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
297 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
298 return rc;
300 buffer->content_size += rc;
301 return 0;
304 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
306 va_list args;
307 int ret;
309 for (;;)
311 va_start(args, format);
312 ret = shader_vaddline(buffer, format, args);
313 va_end(args);
314 if (!ret)
315 return ret;
316 if (!string_buffer_resize(buffer, ret))
317 return -1;
321 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
323 struct wined3d_string_buffer *buffer;
325 if (list_empty(&list->list))
327 buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer));
328 if (!buffer || !string_buffer_init(buffer))
330 ERR("Couldn't allocate buffer for temporary string.\n");
331 if (buffer)
332 HeapFree(GetProcessHeap(), 0, buffer);
333 return NULL;
336 else
338 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
339 list_remove(&buffer->entry);
341 string_buffer_clear(buffer);
342 return buffer;
345 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
347 if (!buffer)
348 return 0;
349 string_buffer_clear(buffer);
350 return shader_vaddline(buffer, format, args);
353 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
355 va_list args;
356 int ret;
358 for (;;)
360 va_start(args, format);
361 ret = string_buffer_vsprintf(buffer, format, args);
362 va_end(args);
363 if (!ret)
364 return;
365 if (!string_buffer_resize(buffer, ret))
366 return;
370 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
372 if (!buffer)
373 return;
374 list_add_head(&list->list, &buffer->entry);
377 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
379 list_init(&list->list);
382 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
384 struct wined3d_string_buffer *buffer, *buffer_next;
386 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
388 string_buffer_free(buffer);
389 HeapFree(GetProcessHeap(), 0, buffer);
391 list_init(&list->list);
394 /* Convert floating point offset relative to a register file to an absolute
395 * offset for float constants. */
396 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
398 switch (register_type)
400 case WINED3DSPR_CONST: return register_idx;
401 case WINED3DSPR_CONST2: return 2048 + register_idx;
402 case WINED3DSPR_CONST3: return 4096 + register_idx;
403 case WINED3DSPR_CONST4: return 6144 + register_idx;
404 default:
405 FIXME("Unsupported register type: %u.\n", register_type);
406 return register_idx;
410 static void shader_delete_constant_list(struct list *clist)
412 struct wined3d_shader_lconst *constant, *constant_next;
414 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
415 HeapFree(GetProcessHeap(), 0, constant);
416 list_init(clist);
419 static void shader_set_limits(struct wined3d_shader *shader)
421 static const struct limits_entry
423 unsigned int min_version;
424 unsigned int max_version;
425 struct wined3d_shader_limits limits;
427 vs_limits[] =
429 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
430 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
431 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
432 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
433 * even though they are capable of supporting much more (GL
434 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
435 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
436 * shaders to 256. */
437 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
438 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
441 gs_limits[] =
443 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
444 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
447 ps_limits[] =
449 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
450 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
451 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
452 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
453 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
454 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
455 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 0, 32}},
458 const struct limits_entry *limits_array;
459 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
460 shader->reg_maps.shader_version.minor);
461 int i = 0;
463 switch (shader->reg_maps.shader_version.type)
465 default:
466 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
467 /* Fall-through. */
468 case WINED3D_SHADER_TYPE_VERTEX:
469 limits_array = vs_limits;
470 break;
471 case WINED3D_SHADER_TYPE_GEOMETRY:
472 limits_array = gs_limits;
473 break;
474 case WINED3D_SHADER_TYPE_PIXEL:
475 limits_array = ps_limits;
476 break;
479 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
481 if (shader_version <= limits_array[i].max_version)
483 shader->limits = &limits_array[i].limits;
484 break;
486 ++i;
488 if (!shader->limits)
490 FIXME("Unexpected shader version \"%u.%u\".\n",
491 shader->reg_maps.shader_version.major,
492 shader->reg_maps.shader_version.minor);
493 shader->limits = &limits_array[max(0, i - 1)].limits;
497 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
499 DWORD idx, shift;
500 idx = bit >> 5;
501 shift = bit & 0x1f;
502 bitmap[idx] |= (1u << shift);
505 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
506 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
508 switch (reg->type)
510 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
511 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
512 reg_maps->texcoord |= 1u << reg->idx[0].offset;
513 else
514 reg_maps->address |= 1u << reg->idx[0].offset;
515 break;
517 case WINED3DSPR_TEMP:
518 reg_maps->temporary |= 1u << reg->idx[0].offset;
519 break;
521 case WINED3DSPR_INPUT:
522 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
524 if (reg->idx[0].rel_addr)
526 /* If relative addressing is used, we must assume that all registers
527 * are used. Even if it is a construct like v3[aL], we can't assume
528 * that v0, v1 and v2 aren't read because aL can be negative */
529 unsigned int i;
530 for (i = 0; i < MAX_REG_INPUT; ++i)
532 shader->u.ps.input_reg_used[i] = TRUE;
535 else
537 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
540 else
541 reg_maps->input_registers |= 1u << reg->idx[0].offset;
542 break;
544 case WINED3DSPR_RASTOUT:
545 if (reg->idx[0].offset == 1)
546 reg_maps->fog = 1;
547 if (reg->idx[0].offset == 2)
548 reg_maps->point_size = 1;
549 break;
551 case WINED3DSPR_MISCTYPE:
552 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
554 if (!reg->idx[0].offset)
555 reg_maps->vpos = 1;
556 else if (reg->idx[0].offset == 1)
557 reg_maps->usesfacing = 1;
559 break;
561 case WINED3DSPR_CONST:
562 if (reg->idx[0].rel_addr)
564 if (reg->idx[0].offset < reg_maps->min_rel_offset)
565 reg_maps->min_rel_offset = reg->idx[0].offset;
566 if (reg->idx[0].offset > reg_maps->max_rel_offset)
567 reg_maps->max_rel_offset = reg->idx[0].offset;
568 reg_maps->usesrelconstF = TRUE;
570 else
572 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
574 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
575 return FALSE;
577 else
579 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
582 break;
584 case WINED3DSPR_CONSTINT:
585 if (reg->idx[0].offset >= shader->limits->constant_int)
587 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
588 return FALSE;
590 else
592 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
594 break;
596 case WINED3DSPR_CONSTBOOL:
597 if (reg->idx[0].offset >= shader->limits->constant_bool)
599 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
600 return FALSE;
602 else
604 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
606 break;
608 case WINED3DSPR_COLOROUT:
609 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
610 break;
612 default:
613 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
614 reg->type, reg->idx[0].offset, reg->idx[1].offset);
615 break;
617 return TRUE;
620 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
621 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
623 struct wined3d_shader_sampler_map_entry *entries, *entry;
624 struct wined3d_shader_sampler_map *map;
625 unsigned int i;
627 map = &reg_maps->sampler_map;
628 entries = map->entries;
629 for (i = 0; i < map->count; ++i)
631 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
632 return;
635 if (!map->size)
637 if (!(entries = HeapAlloc(GetProcessHeap(), 0, sizeof(*entries) * 4)))
639 ERR("Failed to allocate sampler map entries.\n");
640 return;
642 map->size = 4;
643 map->entries = entries;
645 else if (map->count == map->size)
647 size_t new_size = map->size * 2;
649 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
650 || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size)))
652 ERR("Failed to resize sampler map entries.\n");
653 return;
655 map->size = new_size;
656 map->entries = entries;
659 entry = &entries[map->count++];
660 entry->resource_idx = resource_idx;
661 entry->sampler_idx = sampler_idx;
662 entry->bind_idx = bind_idx;
665 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
667 switch (instr)
669 case WINED3DSIH_M4x4:
670 case WINED3DSIH_M3x4:
671 return param == 1 ? 3 : 0;
673 case WINED3DSIH_M4x3:
674 case WINED3DSIH_M3x3:
675 return param == 1 ? 2 : 0;
677 case WINED3DSIH_M3x2:
678 return param == 1 ? 1 : 0;
680 default:
681 return 0;
685 /* Note that this does not count the loop register as an address register. */
686 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
687 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
688 struct wined3d_shader_signature *output_signature, const DWORD *byte_code, DWORD constf_size)
690 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
691 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
692 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
693 void *fe_data = shader->frontend_data;
694 struct wined3d_shader_version shader_version;
695 const DWORD *ptr = byte_code;
696 unsigned int i;
698 memset(reg_maps, 0, sizeof(*reg_maps));
699 memset(input_signature_elements, 0, sizeof(input_signature_elements));
700 memset(output_signature_elements, 0, sizeof(output_signature_elements));
701 reg_maps->min_rel_offset = ~0U;
703 fe->shader_read_header(fe_data, &ptr, &shader_version);
704 reg_maps->shader_version = shader_version;
706 shader_set_limits(shader);
708 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
709 sizeof(*reg_maps->constf) * ((min(shader->limits->constant_float, constf_size) + 31) / 32));
710 if (!reg_maps->constf)
712 ERR("Failed to allocate constant map memory.\n");
713 return E_OUTOFMEMORY;
716 while (!fe->shader_is_end(fe_data, &ptr))
718 struct wined3d_shader_instruction ins;
720 /* Fetch opcode. */
721 fe->shader_read_instruction(fe_data, &ptr, &ins);
723 /* Unhandled opcode, and its parameters. */
724 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
726 TRACE("Skipping unrecognized instruction.\n");
727 continue;
730 /* Handle declarations. */
731 if (ins.handler_idx == WINED3DSIH_DCL)
733 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
734 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
736 switch (semantic->reg.reg.type)
738 /* Mark input registers used. */
739 case WINED3DSPR_INPUT:
740 if (reg_idx >= MAX_REG_INPUT)
742 ERR("Invalid input register index %u.\n", reg_idx);
743 break;
745 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
746 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
747 return WINED3DERR_INVALIDCALL;
748 reg_maps->input_registers |= 1u << reg_idx;
749 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
750 break;
752 /* Vertex shader: mark 3.0 output registers used, save token. */
753 case WINED3DSPR_OUTPUT:
754 if (reg_idx >= MAX_REG_OUTPUT)
756 ERR("Invalid output register index %u.\n", reg_idx);
757 break;
759 reg_maps->output_registers |= 1u << reg_idx;
760 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
761 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
762 reg_maps->fog = 1;
763 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
764 reg_maps->point_size = 1;
765 break;
767 case WINED3DSPR_SAMPLER:
768 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
769 case WINED3DSPR_RESOURCE:
770 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
772 ERR("Invalid resource index %u.\n", reg_idx);
773 break;
775 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
776 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
777 break;
779 default:
780 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
781 break;
784 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
786 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
787 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
788 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
789 else
790 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
792 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
794 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
795 shader->u.gs.input_type = ins.declaration.primitive_type;
796 else
797 FIXME("Invalid instruction %#x for shader type %#x.\n",
798 ins.handler_idx, shader_version.type);
800 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
802 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
803 shader->u.gs.output_type = ins.declaration.primitive_type;
804 else
805 FIXME("Invalid instruction %#x for shader type %#x.\n",
806 ins.handler_idx, shader_version.type);
808 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
810 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
811 shader->u.gs.vertices_out = ins.declaration.count;
812 else
813 FIXME("Invalid instruction %#x for shader type %#x.\n",
814 ins.handler_idx, shader_version.type);
816 else if (ins.handler_idx == WINED3DSIH_DEF)
818 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
819 float *value;
820 if (!lconst) return E_OUTOFMEMORY;
822 lconst->idx = ins.dst[0].reg.idx[0].offset;
823 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
824 value = (float *)lconst->value;
826 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
827 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
829 if (value[0] < -1.0f) value[0] = -1.0f;
830 else if (value[0] > 1.0f) value[0] = 1.0f;
831 if (value[1] < -1.0f) value[1] = -1.0f;
832 else if (value[1] > 1.0f) value[1] = 1.0f;
833 if (value[2] < -1.0f) value[2] = -1.0f;
834 else if (value[2] > 1.0f) value[2] = 1.0f;
835 if (value[3] < -1.0f) value[3] = -1.0f;
836 else if (value[3] > 1.0f) value[3] = 1.0f;
839 list_add_head(&shader->constantsF, &lconst->entry);
841 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
842 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
844 shader->lconst_inf_or_nan = TRUE;
847 else if (ins.handler_idx == WINED3DSIH_DEFI)
849 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
850 if (!lconst) return E_OUTOFMEMORY;
852 lconst->idx = ins.dst[0].reg.idx[0].offset;
853 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
855 list_add_head(&shader->constantsI, &lconst->entry);
856 reg_maps->local_int_consts |= (1u << lconst->idx);
858 else if (ins.handler_idx == WINED3DSIH_DEFB)
860 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
861 if (!lconst) return E_OUTOFMEMORY;
863 lconst->idx = ins.dst[0].reg.idx[0].offset;
864 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
866 list_add_head(&shader->constantsB, &lconst->entry);
867 reg_maps->local_bool_consts |= (1u << lconst->idx);
869 /* For subroutine prototypes. */
870 else if (ins.handler_idx == WINED3DSIH_LABEL)
872 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
874 /* Set texture, address, temporary registers. */
875 else
877 BOOL color0_mov = FALSE;
878 unsigned int i;
880 /* This will loop over all the registers and try to
881 * make a bitmask of the ones we're interested in.
883 * Relative addressing tokens are ignored, but that's
884 * okay, since we'll catch any address registers when
885 * they are initialized (required by spec). */
886 for (i = 0; i < ins.dst_count; ++i)
888 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
889 shader_version.type, constf_size))
890 return WINED3DERR_INVALIDCALL;
892 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
893 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
894 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
895 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
897 UINT idx = ins.dst[i].reg.idx[0].offset;
899 switch (ins.dst[i].reg.type)
901 case WINED3DSPR_RASTOUT:
902 switch (idx)
904 case 0: /* oPos */
905 reg_maps->output_registers |= 1u << 10;
906 shader_signature_from_usage(&output_signature_elements[10],
907 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
908 break;
910 case 1: /* oFog */
911 reg_maps->output_registers |= 1u << 11;
912 shader_signature_from_usage(&output_signature_elements[11],
913 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
914 break;
916 case 2: /* oPts */
917 reg_maps->output_registers |= 1u << 11;
918 shader_signature_from_usage(&output_signature_elements[11],
919 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
920 break;
922 break;
924 case WINED3DSPR_ATTROUT:
925 if (idx < 2)
927 idx += 8;
928 if (reg_maps->output_registers & (1u << idx))
930 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
932 else
934 reg_maps->output_registers |= 1u << idx;
935 shader_signature_from_usage(&output_signature_elements[idx],
936 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
939 break;
941 case WINED3DSPR_TEXCRDOUT:
943 reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
944 if (reg_maps->output_registers & (1u << idx))
946 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
948 else
950 reg_maps->output_registers |= 1u << idx;
951 shader_signature_from_usage(&output_signature_elements[idx],
952 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
954 break;
956 default:
957 break;
961 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
963 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
965 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
966 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
967 * the mov and perform the sRGB write correction from the source register.
969 * However, if the mov is only partial, we can't do this, and if the write
970 * comes from an instruction other than MOV it is hard to do as well. If
971 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
972 shader->u.ps.color0_mov = FALSE;
973 if (ins.handler_idx == WINED3DSIH_MOV
974 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
976 /* Used later when the source register is read. */
977 color0_mov = TRUE;
980 /* Also drop the MOV marker if the source register is overwritten prior to the shader
981 * end
983 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
984 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
986 shader->u.ps.color0_mov = FALSE;
990 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
991 if (shader_version.major == 1
992 && (ins.handler_idx == WINED3DSIH_TEX
993 || ins.handler_idx == WINED3DSIH_TEXBEM
994 || ins.handler_idx == WINED3DSIH_TEXBEML
995 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
996 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
997 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
998 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
999 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1000 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1001 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1002 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1004 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1006 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1007 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1008 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1009 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1011 /* texbem is only valid with < 1.4 pixel shaders */
1012 if (ins.handler_idx == WINED3DSIH_TEXBEM
1013 || ins.handler_idx == WINED3DSIH_TEXBEML)
1015 reg_maps->bumpmat |= 1u << reg_idx;
1016 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1018 reg_maps->luminanceparams |= 1u << reg_idx;
1022 else if (ins.handler_idx == WINED3DSIH_BEM)
1024 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1028 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
1029 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
1030 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
1031 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1032 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1033 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1034 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1035 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1036 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1037 else if (ins.handler_idx == WINED3DSIH_LOOP
1038 || ins.handler_idx == WINED3DSIH_REP)
1040 ++cur_loop_depth;
1041 if (cur_loop_depth > max_loop_depth)
1042 max_loop_depth = cur_loop_depth;
1044 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1045 || ins.handler_idx == WINED3DSIH_ENDREP)
1047 --cur_loop_depth;
1049 else if (ins.handler_idx == WINED3DSIH_SAMPLE
1050 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1051 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1053 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1054 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1057 if (ins.predicate)
1058 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1059 shader_version.type, constf_size))
1060 return WINED3DERR_INVALIDCALL;
1062 for (i = 0; i < ins.src_count; ++i)
1064 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1065 struct wined3d_shader_register reg = ins.src[i].reg;
1067 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1068 shader_version.type, constf_size))
1069 return WINED3DERR_INVALIDCALL;
1070 while (count)
1072 ++reg.idx[0].offset;
1073 if (!shader_record_register_usage(shader, reg_maps, &reg,
1074 shader_version.type, constf_size))
1075 return WINED3DERR_INVALIDCALL;
1076 --count;
1079 if (color0_mov)
1081 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1082 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1084 shader->u.ps.color0_mov = TRUE;
1085 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1091 reg_maps->loop_depth = max_loop_depth;
1093 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1094 * R0 is written to the render target. */
1095 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1096 reg_maps->rt_mask |= (1u << 0);
1098 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
1100 if (input_signature->elements)
1102 for (i = 0; i < input_signature->element_count; ++i)
1104 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1105 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
1106 && input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1107 reg_maps->vpos = 1;
1110 else if (!input_signature->elements && reg_maps->input_registers)
1112 unsigned int count = count_bits(reg_maps->input_registers);
1113 struct wined3d_shader_signature_element *e;
1114 unsigned int i;
1116 if (!(input_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature->elements) * count)))
1117 return E_OUTOFMEMORY;
1118 input_signature->element_count = count;
1120 e = input_signature->elements;
1121 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1123 if (!(reg_maps->input_registers & (1u << i)))
1124 continue;
1125 input_signature_elements[i].register_idx = i;
1126 *e++ = input_signature_elements[i];
1130 if (output_signature->elements)
1132 for (i = 0; i < output_signature->element_count; ++i)
1134 reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
1137 else if (reg_maps->output_registers)
1139 unsigned int count = count_bits(reg_maps->output_registers);
1140 struct wined3d_shader_signature_element *e;
1142 if (!(output_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature->elements) * count)))
1143 return E_OUTOFMEMORY;
1144 output_signature->element_count = count;
1146 e = output_signature->elements;
1147 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1149 if (!(reg_maps->output_registers & (1u << i)))
1150 continue;
1151 *e++ = output_signature_elements[i];
1155 return WINED3D_OK;
1158 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1160 DWORD map = 1u << max;
1161 map |= map - 1;
1162 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1164 return wined3d_log2i(map);
1167 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
1168 const struct wined3d_shader_version *shader_version)
1170 TRACE("dcl");
1172 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
1174 switch (semantic->resource_type)
1176 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1177 TRACE("_2d");
1178 break;
1180 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1181 TRACE("_3d");
1182 break;
1184 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1185 TRACE("_cube");
1186 break;
1188 default:
1189 TRACE("_unknown_ttype(0x%08x)", semantic->resource_type);
1190 break;
1193 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
1195 TRACE("_resource_");
1196 switch (semantic->resource_type)
1198 case WINED3D_SHADER_RESOURCE_BUFFER:
1199 TRACE("buffer");
1200 break;
1202 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1203 TRACE("texture1d");
1204 break;
1206 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1207 TRACE("texture2d");
1208 break;
1210 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
1211 TRACE("texture2dms");
1212 break;
1214 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1215 TRACE("texture3d");
1216 break;
1218 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1219 TRACE("texturecube");
1220 break;
1222 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
1223 TRACE("texture1darray");
1224 break;
1226 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
1227 TRACE("texture2darray");
1228 break;
1230 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
1231 TRACE("texture2dmsarray");
1232 break;
1234 default:
1235 TRACE("unknown");
1236 break;
1238 switch (semantic->resource_data_type)
1240 case WINED3D_DATA_FLOAT:
1241 TRACE(" (float)");
1242 break;
1244 case WINED3D_DATA_INT:
1245 TRACE(" (int)");
1246 break;
1248 case WINED3D_DATA_UINT:
1249 TRACE(" (uint)");
1250 break;
1252 case WINED3D_DATA_UNORM:
1253 TRACE(" (unorm)");
1254 break;
1256 case WINED3D_DATA_SNORM:
1257 TRACE(" (snorm)");
1258 break;
1260 default:
1261 TRACE(" (unknown)");
1262 break;
1265 else
1267 /* Pixel shaders 3.0 don't have usage semantics. */
1268 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
1269 else TRACE("_");
1271 switch (semantic->usage)
1273 case WINED3D_DECL_USAGE_POSITION:
1274 TRACE("position%u", semantic->usage_idx);
1275 break;
1277 case WINED3D_DECL_USAGE_BLEND_INDICES:
1278 TRACE("blend");
1279 break;
1281 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
1282 TRACE("weight");
1283 break;
1285 case WINED3D_DECL_USAGE_NORMAL:
1286 TRACE("normal%u", semantic->usage_idx);
1287 break;
1289 case WINED3D_DECL_USAGE_PSIZE:
1290 TRACE("psize");
1291 break;
1293 case WINED3D_DECL_USAGE_COLOR:
1294 if (!semantic->usage_idx) TRACE("color");
1295 else TRACE("specular%u", (semantic->usage_idx - 1));
1296 break;
1298 case WINED3D_DECL_USAGE_TEXCOORD:
1299 TRACE("texture%u", semantic->usage_idx);
1300 break;
1302 case WINED3D_DECL_USAGE_TANGENT:
1303 TRACE("tangent");
1304 break;
1306 case WINED3D_DECL_USAGE_BINORMAL:
1307 TRACE("binormal");
1308 break;
1310 case WINED3D_DECL_USAGE_TESS_FACTOR:
1311 TRACE("tessfactor");
1312 break;
1314 case WINED3D_DECL_USAGE_POSITIONT:
1315 TRACE("positionT%u", semantic->usage_idx);
1316 break;
1318 case WINED3D_DECL_USAGE_FOG:
1319 TRACE("fog");
1320 break;
1322 case WINED3D_DECL_USAGE_DEPTH:
1323 TRACE("depth");
1324 break;
1326 case WINED3D_DECL_USAGE_SAMPLE:
1327 TRACE("sample");
1328 break;
1330 default:
1331 FIXME("unknown_semantics(0x%08x)", semantic->usage);
1336 static void shader_dump_register(const struct wined3d_shader_register *reg,
1337 const struct wined3d_shader_version *shader_version)
1339 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
1340 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
1341 UINT offset = reg->idx[0].offset;
1343 switch (reg->type)
1345 case WINED3DSPR_TEMP:
1346 TRACE("r");
1347 break;
1349 case WINED3DSPR_INPUT:
1350 TRACE("v");
1351 break;
1353 case WINED3DSPR_CONST:
1354 case WINED3DSPR_CONST2:
1355 case WINED3DSPR_CONST3:
1356 case WINED3DSPR_CONST4:
1357 TRACE("c");
1358 offset = shader_get_float_offset(reg->type, offset);
1359 break;
1361 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
1362 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
1363 break;
1365 case WINED3DSPR_RASTOUT:
1366 TRACE("%s", rastout_reg_names[offset]);
1367 break;
1369 case WINED3DSPR_COLOROUT:
1370 TRACE("oC");
1371 break;
1373 case WINED3DSPR_DEPTHOUT:
1374 TRACE("oDepth");
1375 break;
1377 case WINED3DSPR_ATTROUT:
1378 TRACE("oD");
1379 break;
1381 case WINED3DSPR_TEXCRDOUT:
1382 /* Vertex shaders >= 3.0 use general purpose output registers
1383 * (WINED3DSPR_OUTPUT), which can include an address token. */
1384 if (shader_version->major >= 3) TRACE("o");
1385 else TRACE("oT");
1386 break;
1388 case WINED3DSPR_CONSTINT:
1389 TRACE("i");
1390 break;
1392 case WINED3DSPR_CONSTBOOL:
1393 TRACE("b");
1394 break;
1396 case WINED3DSPR_LABEL:
1397 TRACE("l");
1398 break;
1400 case WINED3DSPR_LOOP:
1401 TRACE("aL");
1402 break;
1404 case WINED3DSPR_SAMPLER:
1405 TRACE("s");
1406 break;
1408 case WINED3DSPR_MISCTYPE:
1409 if (offset > 1)
1410 FIXME("Unhandled misctype register %u.\n", offset);
1411 else
1412 TRACE("%s", misctype_reg_names[offset]);
1413 break;
1415 case WINED3DSPR_PREDICATE:
1416 TRACE("p");
1417 break;
1419 case WINED3DSPR_IMMCONST:
1420 TRACE("l");
1421 break;
1423 case WINED3DSPR_CONSTBUFFER:
1424 TRACE("cb");
1425 break;
1427 case WINED3DSPR_PRIMID:
1428 TRACE("primID");
1429 break;
1431 case WINED3DSPR_NULL:
1432 TRACE("null");
1433 break;
1435 case WINED3DSPR_RESOURCE:
1436 TRACE("t");
1437 break;
1439 default:
1440 TRACE("unhandled_rtype(%#x)", reg->type);
1441 break;
1444 if (reg->type == WINED3DSPR_IMMCONST)
1446 TRACE("(");
1447 switch (reg->immconst_type)
1449 case WINED3D_IMMCONST_SCALAR:
1450 switch (reg->data_type)
1452 case WINED3D_DATA_FLOAT:
1453 TRACE("%.8e", *(const float *)reg->immconst_data);
1454 break;
1455 case WINED3D_DATA_INT:
1456 TRACE("%d", reg->immconst_data[0]);
1457 break;
1458 case WINED3D_DATA_RESOURCE:
1459 case WINED3D_DATA_SAMPLER:
1460 case WINED3D_DATA_UINT:
1461 TRACE("%u", reg->immconst_data[0]);
1462 break;
1463 default:
1464 TRACE("<unhandled data type %#x>", reg->data_type);
1465 break;
1467 break;
1469 case WINED3D_IMMCONST_VEC4:
1470 switch (reg->data_type)
1472 case WINED3D_DATA_FLOAT:
1473 TRACE("%.8e, %.8e, %.8e, %.8e",
1474 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1475 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1476 break;
1477 case WINED3D_DATA_INT:
1478 TRACE("%d, %d, %d, %d",
1479 reg->immconst_data[0], reg->immconst_data[1],
1480 reg->immconst_data[2], reg->immconst_data[3]);
1481 break;
1482 case WINED3D_DATA_RESOURCE:
1483 case WINED3D_DATA_SAMPLER:
1484 case WINED3D_DATA_UINT:
1485 TRACE("%u, %u, %u, %u",
1486 reg->immconst_data[0], reg->immconst_data[1],
1487 reg->immconst_data[2], reg->immconst_data[3]);
1488 break;
1489 default:
1490 TRACE("<unhandled data type %#x>", reg->data_type);
1491 break;
1493 break;
1495 default:
1496 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1497 break;
1499 TRACE(")");
1501 else if (reg->type != WINED3DSPR_RASTOUT
1502 && reg->type != WINED3DSPR_MISCTYPE
1503 && reg->type != WINED3DSPR_NULL)
1505 if (offset != ~0U)
1507 TRACE("[");
1508 if (reg->idx[0].rel_addr)
1510 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1511 TRACE(" + ");
1513 TRACE("%u]", offset);
1515 if (reg->idx[1].offset != ~0U)
1517 TRACE("[");
1518 if (reg->idx[1].rel_addr)
1520 shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1521 TRACE(" + ");
1523 TRACE("%u]", reg->idx[1].offset);
1529 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1530 const struct wined3d_shader_version *shader_version)
1532 DWORD write_mask = param->write_mask;
1534 shader_dump_register(&param->reg, shader_version);
1536 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1538 static const char write_mask_chars[] = "xyzw";
1540 TRACE(".");
1541 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1542 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1543 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1544 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1548 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1549 const struct wined3d_shader_version *shader_version)
1551 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1552 DWORD swizzle = param->swizzle;
1554 if (src_modifier == WINED3DSPSM_NEG
1555 || src_modifier == WINED3DSPSM_BIASNEG
1556 || src_modifier == WINED3DSPSM_SIGNNEG
1557 || src_modifier == WINED3DSPSM_X2NEG
1558 || src_modifier == WINED3DSPSM_ABSNEG)
1559 TRACE("-");
1560 else if (src_modifier == WINED3DSPSM_COMP)
1561 TRACE("1-");
1562 else if (src_modifier == WINED3DSPSM_NOT)
1563 TRACE("!");
1565 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1566 TRACE("abs(");
1568 shader_dump_register(&param->reg, shader_version);
1570 switch (src_modifier)
1572 case WINED3DSPSM_NONE: break;
1573 case WINED3DSPSM_NEG: break;
1574 case WINED3DSPSM_NOT: break;
1575 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1576 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1577 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1578 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1579 case WINED3DSPSM_COMP: break;
1580 case WINED3DSPSM_X2: TRACE("_x2"); break;
1581 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1582 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1583 case WINED3DSPSM_DW: TRACE("_dw"); break;
1584 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1585 case WINED3DSPSM_ABS: TRACE(")"); break;
1586 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1589 if (swizzle != WINED3DSP_NOSWIZZLE)
1591 static const char swizzle_chars[] = "xyzw";
1592 DWORD swizzle_x = swizzle & 0x03;
1593 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1594 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1595 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1597 if (swizzle_x == swizzle_y
1598 && swizzle_x == swizzle_z
1599 && swizzle_x == swizzle_w)
1601 TRACE(".%c", swizzle_chars[swizzle_x]);
1603 else
1605 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1606 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1611 /* Shared code in order to generate the bulk of the shader string.
1612 * NOTE: A description of how to parse tokens can be found on MSDN. */
1613 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
1614 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1616 struct wined3d_device *device = shader->device;
1617 const struct wined3d_shader_frontend *fe = shader->frontend;
1618 void *fe_data = shader->frontend_data;
1619 struct wined3d_shader_version shader_version;
1620 struct wined3d_shader_loop_state loop_state;
1621 struct wined3d_shader_instruction ins;
1622 struct wined3d_shader_tex_mx tex_mx;
1623 struct wined3d_shader_context ctx;
1624 const DWORD *ptr = byte_code;
1626 /* Initialize current parsing state. */
1627 tex_mx.current_row = 0;
1628 loop_state.current_depth = 0;
1629 loop_state.current_reg = 0;
1631 ctx.shader = shader;
1632 ctx.gl_info = &device->adapter->gl_info;
1633 ctx.reg_maps = reg_maps;
1634 ctx.buffer = buffer;
1635 ctx.tex_mx = &tex_mx;
1636 ctx.loop_state = &loop_state;
1637 ctx.backend_data = backend_ctx;
1638 ins.ctx = &ctx;
1640 fe->shader_read_header(fe_data, &ptr, &shader_version);
1642 while (!fe->shader_is_end(fe_data, &ptr))
1644 /* Read opcode. */
1645 fe->shader_read_instruction(fe_data, &ptr, &ins);
1647 /* Unknown opcode and its parameters. */
1648 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1650 TRACE("Skipping unrecognized instruction.\n");
1651 continue;
1654 if (ins.predicate)
1655 FIXME("Predicates not implemented.\n");
1657 /* Call appropriate function for output target */
1658 device->shader_backend->shader_handle_instruction(&ins);
1662 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1664 DWORD mmask = dst->modifiers;
1666 switch (dst->shift)
1668 case 0: break;
1669 case 13: TRACE("_d8"); break;
1670 case 14: TRACE("_d4"); break;
1671 case 15: TRACE("_d2"); break;
1672 case 1: TRACE("_x2"); break;
1673 case 2: TRACE("_x4"); break;
1674 case 3: TRACE("_x8"); break;
1675 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1678 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1679 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1680 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1682 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1683 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1686 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1688 switch (primitive_type)
1690 case WINED3D_PT_UNDEFINED:
1691 TRACE("undefined");
1692 break;
1693 case WINED3D_PT_POINTLIST:
1694 TRACE("pointlist");
1695 break;
1696 case WINED3D_PT_LINELIST:
1697 TRACE("linelist");
1698 break;
1699 case WINED3D_PT_LINESTRIP:
1700 TRACE("linestrip");
1701 break;
1702 case WINED3D_PT_TRIANGLELIST:
1703 TRACE("trianglelist");
1704 break;
1705 case WINED3D_PT_TRIANGLESTRIP:
1706 TRACE("trianglestrip");
1707 break;
1708 case WINED3D_PT_TRIANGLEFAN:
1709 TRACE("trianglefan");
1710 break;
1711 case WINED3D_PT_LINELIST_ADJ:
1712 TRACE("linelist_adj");
1713 break;
1714 case WINED3D_PT_LINESTRIP_ADJ:
1715 TRACE("linestrip_adj");
1716 break;
1717 case WINED3D_PT_TRIANGLELIST_ADJ:
1718 TRACE("trianglelist_adj");
1719 break;
1720 case WINED3D_PT_TRIANGLESTRIP_ADJ:
1721 TRACE("trianglestrip_adj");
1722 break;
1723 default:
1724 TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1725 break;
1729 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1731 struct wined3d_shader_version shader_version;
1732 const DWORD *ptr = byte_code;
1733 const char *type_prefix;
1734 DWORD i;
1736 TRACE("Parsing %p.\n", byte_code);
1738 fe->shader_read_header(fe_data, &ptr, &shader_version);
1740 switch (shader_version.type)
1742 case WINED3D_SHADER_TYPE_VERTEX:
1743 type_prefix = "vs";
1744 break;
1746 case WINED3D_SHADER_TYPE_GEOMETRY:
1747 type_prefix = "gs";
1748 break;
1750 case WINED3D_SHADER_TYPE_PIXEL:
1751 type_prefix = "ps";
1752 break;
1754 default:
1755 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1756 type_prefix = "unknown";
1757 break;
1760 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1762 while (!fe->shader_is_end(fe_data, &ptr))
1764 struct wined3d_shader_instruction ins;
1766 fe->shader_read_instruction(fe_data, &ptr, &ins);
1767 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1769 TRACE("Skipping unrecognized instruction.\n");
1770 continue;
1773 if (ins.handler_idx == WINED3DSIH_DCL)
1775 shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1776 shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1777 TRACE(" ");
1778 shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1780 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1782 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1783 shader_dump_src_param(&ins.declaration.src, &shader_version);
1784 TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1786 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1787 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1789 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1790 shader_dump_primitive_type(ins.declaration.primitive_type);
1792 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1794 TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1796 else if (ins.handler_idx == WINED3DSIH_DEF)
1798 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1799 ins.dst[0].reg.idx[0].offset),
1800 *(const float *)&ins.src[0].reg.immconst_data[0],
1801 *(const float *)&ins.src[0].reg.immconst_data[1],
1802 *(const float *)&ins.src[0].reg.immconst_data[2],
1803 *(const float *)&ins.src[0].reg.immconst_data[3]);
1805 else if (ins.handler_idx == WINED3DSIH_DEFI)
1807 TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1808 ins.src[0].reg.immconst_data[0],
1809 ins.src[0].reg.immconst_data[1],
1810 ins.src[0].reg.immconst_data[2],
1811 ins.src[0].reg.immconst_data[3]);
1813 else if (ins.handler_idx == WINED3DSIH_DEFB)
1815 TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1817 else
1819 if (ins.predicate)
1821 TRACE("(");
1822 shader_dump_src_param(ins.predicate, &shader_version);
1823 TRACE(") ");
1826 /* PixWin marks instructions with the coissue flag with a '+' */
1827 if (ins.coissue) TRACE("+");
1829 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1831 if (ins.handler_idx == WINED3DSIH_IFC
1832 || ins.handler_idx == WINED3DSIH_BREAKC)
1834 switch (ins.flags)
1836 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1837 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1838 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1839 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1840 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1841 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1842 default: TRACE("_(%u)", ins.flags);
1845 else if (ins.handler_idx == WINED3DSIH_TEX
1846 && shader_version.major >= 2
1847 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1849 TRACE("p");
1852 for (i = 0; i < ins.dst_count; ++i)
1854 shader_dump_ins_modifiers(&ins.dst[i]);
1855 TRACE(!i ? " " : ", ");
1856 shader_dump_dst_param(&ins.dst[i], &shader_version);
1859 /* Other source tokens */
1860 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1862 TRACE(!i ? " " : ", ");
1863 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1866 TRACE("\n");
1870 static void shader_cleanup(struct wined3d_shader *shader)
1872 HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
1873 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
1874 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
1875 shader->device->shader_backend->shader_destroy(shader);
1876 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1877 HeapFree(GetProcessHeap(), 0, shader->reg_maps.sampler_map.entries);
1878 HeapFree(GetProcessHeap(), 0, shader->function);
1879 shader_delete_constant_list(&shader->constantsF);
1880 shader_delete_constant_list(&shader->constantsB);
1881 shader_delete_constant_list(&shader->constantsI);
1882 list_remove(&shader->shader_list_entry);
1884 if (shader->frontend && shader->frontend_data)
1885 shader->frontend->shader_free(shader->frontend_data);
1888 struct shader_none_priv
1890 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1891 const struct fragment_pipeline *fragment_pipe;
1892 BOOL ffp_proj_control;
1895 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1896 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1897 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) {}
1898 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1899 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1900 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1901 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
1902 const struct wined3d_state *state) {}
1903 static void shader_none_destroy(struct wined3d_shader *shader) {}
1904 static void shader_none_free_context_data(struct wined3d_context *context) {}
1905 static void shader_none_init_context_state(struct wined3d_context *context) {}
1907 /* Context activation is done by the caller. */
1908 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
1909 const struct wined3d_state *state)
1911 const struct wined3d_gl_info *gl_info = context->gl_info;
1912 struct shader_none_priv *priv = shader_priv;
1914 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
1915 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
1918 /* Context activation is done by the caller. */
1919 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
1921 struct shader_none_priv *priv = shader_priv;
1922 const struct wined3d_gl_info *gl_info = context->gl_info;
1924 priv->vertex_pipe->vp_enable(gl_info, FALSE);
1925 priv->fragment_pipe->enable_extension(gl_info, FALSE);
1927 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
1928 | (1u << WINED3D_SHADER_TYPE_VERTEX)
1929 | (1u << WINED3D_SHADER_TYPE_GEOMETRY);
1932 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1933 const struct fragment_pipeline *fragment_pipe)
1935 struct fragment_caps fragment_caps;
1936 void *vertex_priv, *fragment_priv;
1937 struct shader_none_priv *priv;
1939 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1940 return E_OUTOFMEMORY;
1942 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
1944 ERR("Failed to initialize vertex pipe.\n");
1945 HeapFree(GetProcessHeap(), 0, priv);
1946 return E_FAIL;
1949 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1951 ERR("Failed to initialize fragment pipe.\n");
1952 vertex_pipe->vp_free(device);
1953 HeapFree(GetProcessHeap(), 0, priv);
1954 return E_FAIL;
1957 priv->vertex_pipe = vertex_pipe;
1958 priv->fragment_pipe = fragment_pipe;
1959 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1960 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1962 device->vertex_priv = vertex_priv;
1963 device->fragment_priv = fragment_priv;
1964 device->shader_priv = priv;
1966 return WINED3D_OK;
1969 static void shader_none_free(struct wined3d_device *device)
1971 struct shader_none_priv *priv = device->shader_priv;
1973 priv->fragment_pipe->free_private(device);
1974 priv->vertex_pipe->vp_free(device);
1975 HeapFree(GetProcessHeap(), 0, priv);
1978 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
1980 return TRUE;
1983 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1985 /* Set the shader caps to 0 for the none shader backend */
1986 caps->vs_version = 0;
1987 caps->gs_version = 0;
1988 caps->ps_version = 0;
1989 caps->vs_uniform_count = 0;
1990 caps->ps_uniform_count = 0;
1991 caps->ps_1x_max_value = 0.0f;
1992 caps->wined3d_caps = 0;
1995 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1997 /* We "support" every possible fixup, since we don't support any shader
1998 * model, and will never have to actually sample a texture. */
1999 return TRUE;
2002 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
2004 struct shader_none_priv *priv = shader_priv;
2006 return priv->ffp_proj_control;
2009 const struct wined3d_shader_backend_ops none_shader_backend =
2011 shader_none_handle_instruction,
2012 shader_none_select,
2013 shader_none_disable,
2014 shader_none_select_depth_blt,
2015 shader_none_deselect_depth_blt,
2016 shader_none_update_float_vertex_constants,
2017 shader_none_update_float_pixel_constants,
2018 shader_none_load_constants,
2019 shader_none_destroy,
2020 shader_none_alloc,
2021 shader_none_free,
2022 shader_none_allocate_context_data,
2023 shader_none_free_context_data,
2024 shader_none_init_context_state,
2025 shader_none_get_caps,
2026 shader_none_color_fixup_supported,
2027 shader_none_has_ffp_proj_control,
2030 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
2031 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
2032 enum wined3d_shader_type type, unsigned int max_version)
2034 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2035 const struct wined3d_shader_frontend *fe;
2036 HRESULT hr;
2037 unsigned int backend_version;
2038 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
2040 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n",
2041 shader, byte_code, output_signature, float_const_count, type, max_version);
2043 list_init(&shader->constantsF);
2044 list_init(&shader->constantsB);
2045 list_init(&shader->constantsI);
2046 shader->lconst_inf_or_nan = FALSE;
2048 fe = shader_select_frontend(*byte_code);
2049 if (!fe)
2051 FIXME("Unable to find frontend for shader.\n");
2052 return WINED3DERR_INVALIDCALL;
2054 shader->frontend = fe;
2055 shader->frontend_data = fe->shader_init(byte_code, output_signature);
2056 if (!shader->frontend_data)
2058 FIXME("Failed to initialize frontend.\n");
2059 return WINED3DERR_INVALIDCALL;
2062 /* First pass: trace shader. */
2063 if (TRACE_ON(d3d_shader))
2064 shader_trace_init(fe, shader->frontend_data, byte_code);
2066 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2067 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
2068 &shader->output_signature, byte_code, float_const_count)))
2069 return hr;
2071 if (reg_maps->shader_version.type != type)
2073 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
2074 return WINED3DERR_INVALIDCALL;
2076 if (reg_maps->shader_version.major > max_version)
2078 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
2079 return WINED3DERR_INVALIDCALL;
2081 switch (type)
2083 case WINED3D_SHADER_TYPE_VERTEX:
2084 backend_version = d3d_info->limits.vs_version;
2085 break;
2086 case WINED3D_SHADER_TYPE_GEOMETRY:
2087 backend_version = d3d_info->limits.gs_version;
2088 break;
2089 case WINED3D_SHADER_TYPE_PIXEL:
2090 backend_version = d3d_info->limits.ps_version;
2091 break;
2092 default:
2093 FIXME("No backend version-checking for this shader type\n");
2094 backend_version = 0;
2096 if (reg_maps->shader_version.major > backend_version)
2098 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2099 reg_maps->shader_version.major, reg_maps->shader_version.minor);
2100 return WINED3DERR_INVALIDCALL;
2103 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
2104 if (!shader->function)
2105 return E_OUTOFMEMORY;
2106 memcpy(shader->function, byte_code, shader->functionLength);
2108 return WINED3D_OK;
2111 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
2113 ULONG refcount = InterlockedIncrement(&shader->ref);
2115 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2117 return refcount;
2120 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
2122 ULONG refcount = InterlockedDecrement(&shader->ref);
2124 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2126 if (!refcount)
2128 shader_cleanup(shader);
2129 shader->parent_ops->wined3d_object_destroyed(shader->parent);
2130 HeapFree(GetProcessHeap(), 0, shader);
2133 return refcount;
2136 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
2138 TRACE("shader %p.\n", shader);
2140 return shader->parent;
2143 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
2144 void *byte_code, UINT *byte_code_size)
2146 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
2148 if (!byte_code)
2150 *byte_code_size = shader->functionLength;
2151 return WINED3D_OK;
2154 if (*byte_code_size < shader->functionLength)
2156 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2157 * than the required size we should write the required size and
2158 * return D3DERR_MOREDATA. That's not actually true. */
2159 return WINED3DERR_INVALIDCALL;
2162 memcpy(byte_code, shader->function, shader->functionLength);
2164 return WINED3D_OK;
2167 /* Set local constants for d3d8 shaders. */
2168 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
2169 UINT start_idx, const float *src_data, UINT count)
2171 UINT end_idx = start_idx + count;
2172 UINT i;
2174 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
2176 if (end_idx > shader->limits->constant_float)
2178 WARN("end_idx %u > float constants limit %u.\n",
2179 end_idx, shader->limits->constant_float);
2180 end_idx = shader->limits->constant_float;
2183 for (i = start_idx; i < end_idx; ++i)
2185 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
2186 float *value;
2187 if (!lconst)
2188 return E_OUTOFMEMORY;
2190 lconst->idx = i;
2191 value = (float *)lconst->value;
2192 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
2193 list_add_head(&shader->constantsF, &lconst->entry);
2195 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
2196 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
2198 shader->lconst_inf_or_nan = TRUE;
2202 return WINED3D_OK;
2205 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2206 WORD swizzle_map, struct vs_compile_args *args)
2208 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
2209 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
2210 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
2211 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
2212 args->point_size = state->gl_primitive_type == GL_POINTS;
2213 args->per_vertex_point_size = shader->reg_maps.point_size;
2214 args->swizzle_map = swizzle_map;
2217 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
2219 if (usage_idx1 != usage_idx2)
2220 return FALSE;
2221 if (usage1 == usage2)
2222 return TRUE;
2223 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
2224 return TRUE;
2225 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
2226 return TRUE;
2228 return FALSE;
2231 BOOL vshader_get_input(const struct wined3d_shader *shader,
2232 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
2234 WORD map = shader->reg_maps.input_registers;
2235 unsigned int i;
2237 for (i = 0; map; map >>= 1, ++i)
2239 if (!(map & 1)) continue;
2241 if (match_usage(shader->u.vs.attributes[i].usage,
2242 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
2244 *regnum = i;
2245 return TRUE;
2248 return FALSE;
2251 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
2252 const struct wined3d_shader_signature *src, char **signature_strings)
2254 struct wined3d_shader_signature_element *e;
2255 unsigned int i;
2256 SIZE_T len;
2257 char *ptr;
2259 ptr = *signature_strings;
2261 dst->element_count = src->element_count;
2262 if (!(dst->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst->elements) * dst->element_count)))
2263 return E_OUTOFMEMORY;
2265 for (i = 0; i < src->element_count; ++i)
2267 e = &src->elements[i];
2268 dst->elements[i] = *e;
2270 len = strlen(e->semantic_name);
2271 memcpy(ptr, e->semantic_name, len + 1);
2272 dst->elements[i].semantic_name = ptr;
2273 ptr += len + 1;
2276 *signature_strings = ptr;
2278 return WINED3D_OK;
2281 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2282 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
2283 void *parent, const struct wined3d_parent_ops *parent_ops)
2285 struct wined3d_shader_signature_element *e;
2286 SIZE_T total, len;
2287 unsigned int i;
2288 HRESULT hr;
2289 char *ptr;
2291 if (!desc->byte_code)
2292 return WINED3DERR_INVALIDCALL;
2294 shader->ref = 1;
2295 shader->device = device;
2296 shader->parent = parent;
2297 shader->parent_ops = parent_ops;
2299 total = 0;
2300 if (desc->input_signature)
2302 for (i = 0; i < desc->input_signature->element_count; ++i)
2304 e = &desc->input_signature->elements[i];
2305 len = strlen(e->semantic_name);
2306 if (len >= ~(SIZE_T)0 - total)
2307 return E_OUTOFMEMORY;
2309 total += len + 1;
2312 if (desc->output_signature)
2314 for (i = 0; i < desc->output_signature->element_count; ++i)
2316 e = &desc->output_signature->elements[i];
2317 len = strlen(e->semantic_name);
2318 if (len >= ~(SIZE_T)0 - total)
2319 return E_OUTOFMEMORY;
2321 total += len + 1;
2324 if (!(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
2325 return E_OUTOFMEMORY;
2326 ptr = shader->signature_strings;
2328 if (desc->input_signature && FAILED(hr = shader_signature_copy(&shader->input_signature,
2329 desc->input_signature, &ptr)))
2331 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
2332 return hr;
2334 if (desc->output_signature && FAILED(hr = shader_signature_copy(&shader->output_signature,
2335 desc->output_signature, &ptr)))
2337 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
2338 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
2339 return hr;
2342 list_init(&shader->linked_programs);
2343 list_add_head(&device->shaders, &shader->shader_list_entry);
2345 if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature,
2346 float_const_count, type, desc->max_version)))
2348 WARN("Failed to set function, hr %#x.\n", hr);
2349 shader_cleanup(shader);
2352 return hr;
2355 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2356 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
2358 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2359 unsigned int i;
2360 HRESULT hr;
2362 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
2363 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
2364 return hr;
2366 for (i = 0; i < shader->input_signature.element_count; ++i)
2368 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
2370 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
2371 continue;
2373 shader->u.vs.attributes[input->register_idx].usage =
2374 shader_usage_from_semantic_name(input->semantic_name);
2375 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
2378 shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
2379 shader->lconst_inf_or_nan;
2381 return WINED3D_OK;
2384 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2385 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
2387 HRESULT hr;
2389 if (FAILED(hr = shader_init(shader, device, desc, 0,
2390 WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
2391 return hr;
2393 shader->load_local_constsF = shader->lconst_inf_or_nan;
2395 return WINED3D_OK;
2398 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2399 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
2401 const struct wined3d_texture *texture;
2402 UINT i;
2404 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2405 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
2407 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
2408 if (rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
2410 static unsigned int warned = 0;
2412 args->srgb_correction = 1;
2413 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
2414 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2415 "support, expect rendering artifacts.\n");
2419 if (shader->reg_maps.shader_version.major == 1
2420 && shader->reg_maps.shader_version.minor <= 3)
2422 for (i = 0; i < shader->limits->sampler; ++i)
2424 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
2426 if (flags & WINED3D_TTFF_PROJECTED)
2428 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
2430 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
2432 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
2433 unsigned int j;
2434 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
2435 DWORD max_valid = WINED3D_TTFF_COUNT4;
2437 for (j = 0; j < state->vertex_declaration->element_count; ++j)
2439 struct wined3d_vertex_declaration_element *element =
2440 &state->vertex_declaration->elements[j];
2442 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2443 && element->usage_idx == index)
2445 max_valid = element->format->component_count;
2446 break;
2449 if (!tex_transform || tex_transform > max_valid)
2451 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2452 tex_transform, max_valid);
2453 tex_transform = max_valid;
2455 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
2456 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
2457 && tex_transform > WINED3D_TTFF_COUNT2)
2458 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
2459 && tex_transform > WINED3D_TTFF_COUNT3))
2460 tex_transform |= WINED3D_PSARGS_PROJECTED;
2461 else
2463 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2464 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2465 i, tex_transform, resource_type);
2468 else
2469 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2471 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2475 if (shader->reg_maps.shader_version.major == 1
2476 && shader->reg_maps.shader_version.minor <= 4)
2478 for (i = 0; i < shader->limits->sampler; ++i)
2480 const struct wined3d_texture *texture = state->textures[i];
2482 if (!shader->reg_maps.resource_info[i].type)
2483 continue;
2485 /* Treat unbound textures as 2D. The dummy texture will provide
2486 * the proper sample value. The tex_types bitmap defaults to
2487 * 2D because of the memset. */
2488 if (!texture)
2489 continue;
2491 switch (texture->target)
2493 /* RECT textures are distinguished from 2D textures via np2_fixup */
2494 case GL_TEXTURE_RECTANGLE_ARB:
2495 case GL_TEXTURE_2D:
2496 break;
2498 case GL_TEXTURE_3D:
2499 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2500 break;
2502 case GL_TEXTURE_CUBE_MAP_ARB:
2503 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2504 break;
2509 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2511 if (!shader->reg_maps.resource_info[i].type)
2512 continue;
2514 texture = state->textures[i];
2515 if (!texture)
2517 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2518 continue;
2520 args->color_fixup[i] = texture->resource.format->color_fixup;
2522 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
2523 args->shadow |= 1u << i;
2525 /* Flag samplers that need NP2 texcoord fixup. */
2526 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2527 args->np2_fixup |= (1u << i);
2529 if (shader->reg_maps.shader_version.major >= 3)
2531 if (position_transformed)
2532 args->vp_mode = pretransformed;
2533 else if (use_vs(state))
2534 args->vp_mode = vertexshader;
2535 else
2536 args->vp_mode = fixedfunction;
2537 args->fog = WINED3D_FFP_PS_FOG_OFF;
2539 else
2541 args->vp_mode = vertexshader;
2542 if (state->render_states[WINED3D_RS_FOGENABLE])
2544 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2546 case WINED3D_FOG_NONE:
2547 if (position_transformed || use_vs(state))
2549 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
2550 break;
2553 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2555 case WINED3D_FOG_NONE: /* Fall through. */
2556 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2557 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2558 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2560 break;
2562 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2563 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2564 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2567 else
2569 args->fog = WINED3D_FFP_PS_FOG_OFF;
2573 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
2574 && state->gl_primitive_type == GL_POINTS;
2577 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2578 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
2580 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2581 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2582 HRESULT hr;
2584 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
2585 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
2586 return hr;
2588 for (i = 0; i < MAX_REG_INPUT; ++i)
2590 if (shader->u.ps.input_reg_used[i])
2592 ++num_regs_used;
2593 highest_reg_used = i;
2597 /* Don't do any register mapping magic if it is not needed, or if we can't
2598 * achieve anything anyway */
2599 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2600 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2602 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2604 /* This happens with relative addressing. The input mapper function
2605 * warns about this if the higher registers are declared too, so
2606 * don't write a FIXME here */
2607 WARN("More varying registers used than supported\n");
2610 for (i = 0; i < MAX_REG_INPUT; ++i)
2612 shader->u.ps.input_reg_map[i] = i;
2615 shader->u.ps.declared_in_count = highest_reg_used + 1;
2617 else
2619 shader->u.ps.declared_in_count = 0;
2620 for (i = 0; i < MAX_REG_INPUT; ++i)
2622 if (shader->u.ps.input_reg_used[i])
2623 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2624 else shader->u.ps.input_reg_map[i] = ~0U;
2628 shader->load_local_constsF = shader->lconst_inf_or_nan;
2630 return WINED3D_OK;
2633 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
2635 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2636 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
2637 unsigned int i;
2639 if (reg_maps->shader_version.major != 1) return;
2641 for (i = 0; i < shader->limits->sampler; ++i)
2643 /* We don't sample from this sampler. */
2644 if (!resource_info[i].type)
2645 continue;
2647 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
2649 case WINED3D_SHADER_TEX_2D:
2650 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
2651 break;
2653 case WINED3D_SHADER_TEX_3D:
2654 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
2655 break;
2657 case WINED3D_SHADER_TEX_CUBE:
2658 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
2659 break;
2664 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
2665 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
2667 struct wined3d_shader *object;
2668 HRESULT hr;
2670 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
2671 device, desc, parent, parent_ops, shader);
2673 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2674 if (!object)
2675 return E_OUTOFMEMORY;
2677 if (FAILED(hr = geometryshader_init(object, device, desc, parent, parent_ops)))
2679 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2680 HeapFree(GetProcessHeap(), 0, object);
2681 return hr;
2684 TRACE("Created geometry shader %p.\n", object);
2685 *shader = object;
2687 return WINED3D_OK;
2690 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
2691 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
2693 struct wined3d_shader *object;
2694 HRESULT hr;
2696 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
2697 device, desc, parent, parent_ops, shader);
2699 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2700 if (!object)
2701 return E_OUTOFMEMORY;
2703 if (FAILED(hr = pixelshader_init(object, device, desc, parent, parent_ops)))
2705 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2706 HeapFree(GetProcessHeap(), 0, object);
2707 return hr;
2710 TRACE("Created pixel shader %p.\n", object);
2711 *shader = object;
2713 return WINED3D_OK;
2716 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
2717 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
2719 struct wined3d_shader *object;
2720 HRESULT hr;
2722 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
2723 device, desc, parent, parent_ops, shader);
2725 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2726 if (!object)
2727 return E_OUTOFMEMORY;
2729 if (FAILED(hr = vertexshader_init(object, device, desc, parent, parent_ops)))
2731 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2732 HeapFree(GetProcessHeap(), 0, object);
2733 return hr;
2736 TRACE("Created vertex shader %p.\n", object);
2737 *shader = object;
2739 return WINED3D_OK;