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
26 #include "wine/port.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
};
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_ATOMIC_AND */ "atomic_and",
47 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
48 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
49 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
50 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
51 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
52 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
53 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
54 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
55 /* WINED3DSIH_BEM */ "bem",
56 /* WINED3DSIH_BFI */ "bfi",
57 /* WINED3DSIH_BFREV */ "bfrev",
58 /* WINED3DSIH_BREAK */ "break",
59 /* WINED3DSIH_BREAKC */ "breakc",
60 /* WINED3DSIH_BREAKP */ "breakp",
61 /* WINED3DSIH_BUFINFO */ "bufinfo",
62 /* WINED3DSIH_CALL */ "call",
63 /* WINED3DSIH_CALLNZ */ "callnz",
64 /* WINED3DSIH_CASE */ "case",
65 /* WINED3DSIH_CMP */ "cmp",
66 /* WINED3DSIH_CND */ "cnd",
67 /* WINED3DSIH_CONTINUE */ "continue",
68 /* WINED3DSIH_CONTINUEP */ "continuec",
69 /* WINED3DSIH_COUNTBITS */ "countbits",
70 /* WINED3DSIH_CRS */ "crs",
71 /* WINED3DSIH_CUT */ "cut",
72 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
73 /* WINED3DSIH_DCL */ "dcl",
74 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
75 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
76 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
77 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
78 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
79 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
81 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
82 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
83 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
84 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
85 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
86 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
87 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
88 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
89 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
90 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
91 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
92 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
93 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
94 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
95 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
96 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
97 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
98 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
99 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
100 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
101 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
102 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
103 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
104 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
105 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
106 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
107 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
108 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
109 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
110 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
111 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
112 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
113 /* WINED3DSIH_DEF */ "def",
114 /* WINED3DSIH_DEFAULT */ "default",
115 /* WINED3DSIH_DEFB */ "defb",
116 /* WINED3DSIH_DEFI */ "defi",
117 /* WINED3DSIH_DIV */ "div",
118 /* WINED3DSIH_DP2 */ "dp2",
119 /* WINED3DSIH_DP2ADD */ "dp2add",
120 /* WINED3DSIH_DP3 */ "dp3",
121 /* WINED3DSIH_DP4 */ "dp4",
122 /* WINED3DSIH_DST */ "dst",
123 /* WINED3DSIH_DSX */ "dsx",
124 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
125 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
126 /* WINED3DSIH_DSY */ "dsy",
127 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
128 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names
[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
302 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
303 const char *sysval_name
;
305 shader_input_sysval_semantic_names
[] =
307 {WINED3D_SIV_POSITION
, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
332 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
336 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
339 return shader_opcode_names
[handler_idx
];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
344 if (usage
>= ARRAY_SIZE(semantic_names
))
346 FIXME("Unrecognized usage %#x.\n", usage
);
347 return "UNRECOGNIZED";
350 return semantic_names
[usage
];
353 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
357 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
359 if (!strcmp(name
, semantic_names
[i
]))
366 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
370 case WINED3D_DECL_USAGE_POSITION
:
371 return WINED3D_SV_POSITION
;
377 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
379 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
383 const struct wined3d_shader_semantic
*s
)
385 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
386 e
->semantic_idx
= s
->usage_idx
;
388 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
389 e
->component_type
= WINED3D_TYPE_FLOAT
;
390 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
391 e
->mask
= s
->reg
.write_mask
;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
395 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
397 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
398 e
->semantic_idx
= usage_idx
;
400 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
401 e
->component_type
= WINED3D_TYPE_FLOAT
;
402 e
->register_idx
= reg_idx
;
403 e
->mask
= write_mask
;
406 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
411 return &sm1_shader_frontend
;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
414 return &sm4_shader_frontend
;
417 WARN("Invalid byte code format %#x specified.\n", format
);
422 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
424 buffer
->buffer
[0] = '\0';
425 buffer
->content_size
= 0;
428 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
430 buffer
->buffer_size
= 32;
431 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
433 ERR("Failed to allocate shader buffer memory.\n");
437 string_buffer_clear(buffer
);
441 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
443 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
446 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
449 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
451 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
452 new_buffer_size
*= 2;
453 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
455 ERR("Failed to grow buffer.\n");
456 buffer
->buffer
[buffer
->content_size
] = '\0';
459 buffer
->buffer
= new_buffer
;
460 buffer
->buffer_size
= new_buffer_size
;
464 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
469 rem
= buffer
->buffer_size
- buffer
->content_size
;
470 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
471 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
474 buffer
->content_size
+= rc
;
478 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
485 va_start(args
, format
);
486 ret
= shader_vaddline(buffer
, format
, args
);
490 if (!string_buffer_resize(buffer
, ret
))
495 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
497 struct wined3d_string_buffer
*buffer
;
499 if (list_empty(&list
->list
))
501 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
502 if (!buffer
|| !string_buffer_init(buffer
))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 HeapFree(GetProcessHeap(), 0, buffer
);
511 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
512 list_remove(&buffer
->entry
);
514 string_buffer_clear(buffer
);
518 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
522 string_buffer_clear(buffer
);
523 return shader_vaddline(buffer
, format
, args
);
526 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
533 va_start(args
, format
);
534 ret
= string_buffer_vsprintf(buffer
, format
, args
);
538 if (!string_buffer_resize(buffer
, ret
))
543 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
547 list_add_head(&list
->list
, &buffer
->entry
);
550 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
552 list_init(&list
->list
);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
557 struct wined3d_string_buffer
*buffer
, *buffer_next
;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
561 string_buffer_free(buffer
);
562 HeapFree(GetProcessHeap(), 0, buffer
);
564 list_init(&list
->list
);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
571 switch (register_type
)
573 case WINED3DSPR_CONST
: return register_idx
;
574 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
575 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
576 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
578 FIXME("Unsupported register type: %u.\n", register_type
);
583 static void shader_delete_constant_list(struct list
*clist
)
585 struct wined3d_shader_lconst
*constant
, *constant_next
;
587 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
588 HeapFree(GetProcessHeap(), 0, constant
);
592 static void shader_set_limits(struct wined3d_shader
*shader
)
594 static const struct limits_entry
596 unsigned int min_version
;
597 unsigned int max_version
;
598 struct wined3d_shader_limits limits
;
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry
*limits_array
;
649 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
650 shader
->reg_maps
.shader_version
.minor
);
653 switch (shader
->reg_maps
.shader_version
.type
)
656 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
658 case WINED3D_SHADER_TYPE_VERTEX
:
659 limits_array
= vs_limits
;
661 case WINED3D_SHADER_TYPE_HULL
:
662 limits_array
= hs_limits
;
664 case WINED3D_SHADER_TYPE_DOMAIN
:
665 limits_array
= ds_limits
;
667 case WINED3D_SHADER_TYPE_GEOMETRY
:
668 limits_array
= gs_limits
;
670 case WINED3D_SHADER_TYPE_PIXEL
:
671 limits_array
= ps_limits
;
673 case WINED3D_SHADER_TYPE_COMPUTE
:
674 limits_array
= cs_limits
;
678 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
680 if (shader_version
<= limits_array
[i
].max_version
)
682 shader
->limits
= &limits_array
[i
].limits
;
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader
->reg_maps
.shader_version
.major
,
691 shader
->reg_maps
.shader_version
.minor
);
692 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
696 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
701 bitmap
[idx
] |= (1u << shift
);
704 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
705 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
709 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
710 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
711 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
713 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
716 case WINED3DSPR_TEMP
:
717 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
720 case WINED3DSPR_INPUT
:
721 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
723 /* If relative addressing is used, we must assume that all
724 * registers are used. Even if it is a construct like v3[aL],
725 * we can't assume that v0, v1 and v2 aren't read because aL
726 * can be negative. */
727 if (reg
->idx
[0].rel_addr
)
728 shader
->u
.ps
.input_reg_used
= ~0u;
730 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
733 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
736 case WINED3DSPR_RASTOUT
:
737 if (reg
->idx
[0].offset
== 1)
739 if (reg
->idx
[0].offset
== 2)
740 reg_maps
->point_size
= 1;
743 case WINED3DSPR_MISCTYPE
:
744 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
746 if (!reg
->idx
[0].offset
)
748 else if (reg
->idx
[0].offset
== 1)
749 reg_maps
->usesfacing
= 1;
753 case WINED3DSPR_CONST
:
754 if (reg
->idx
[0].rel_addr
)
756 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
757 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
758 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
759 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
760 reg_maps
->usesrelconstF
= TRUE
;
764 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
766 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
771 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
776 case WINED3DSPR_CONSTINT
:
777 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
779 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
784 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
788 case WINED3DSPR_CONSTBOOL
:
789 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
791 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
796 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
800 case WINED3DSPR_COLOROUT
:
801 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
804 case WINED3DSPR_OUTCONTROLPOINT
:
809 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
810 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
816 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
817 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
819 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
820 struct wined3d_shader_sampler_map
*map
;
823 map
= ®_maps
->sampler_map
;
824 entries
= map
->entries
;
825 for (i
= 0; i
< map
->count
; ++i
)
827 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
833 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
835 ERR("Failed to allocate sampler map entries.\n");
839 map
->entries
= entries
;
841 else if (map
->count
== map
->size
)
843 size_t new_size
= map
->size
* 2;
845 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
846 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
848 ERR("Failed to resize sampler map entries.\n");
851 map
->size
= new_size
;
852 map
->entries
= entries
;
855 entry
= &entries
[map
->count
++];
856 entry
->resource_idx
= resource_idx
;
857 entry
->sampler_idx
= sampler_idx
;
858 entry
->bind_idx
= bind_idx
;
861 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
865 case WINED3DSIH_M4x4
:
866 case WINED3DSIH_M3x4
:
867 return param
== 1 ? 3 : 0;
869 case WINED3DSIH_M4x3
:
870 case WINED3DSIH_M3x3
:
871 return param
== 1 ? 2 : 0;
873 case WINED3DSIH_M3x2
:
874 return param
== 1 ? 1 : 0;
881 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
882 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
884 struct wined3d_shader_tgsm
*tgsm
;
886 if (register_idx
>= MAX_TGSM_REGISTERS
)
888 ERR("Invalid TGSM register index %u.\n", register_idx
);
891 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
893 FIXME("TGSM declarations are allowed only in compute shaders.\n");
897 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
898 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
899 return E_OUTOFMEMORY
;
901 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
902 tgsm
= ®_maps
->tgsm
[register_idx
];
904 tgsm
->stride
= stride
;
908 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
909 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
910 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
912 struct wined3d_shader_phase
*phase
;
914 if ((phase
= *current_phase
))
916 phase
->end
= previous_instruction_ptr
;
917 *current_phase
= NULL
;
920 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
922 ERR("Unexpected shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
926 switch (ins
->handler_idx
)
928 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
929 if (shader
->u
.hs
.phases
.control_point
)
931 FIXME("Multiple control point phases.\n");
932 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
934 if (!(shader
->u
.hs
.phases
.control_point
= HeapAlloc(GetProcessHeap(),
935 HEAP_ZERO_MEMORY
, sizeof(*shader
->u
.hs
.phases
.control_point
))))
936 return E_OUTOFMEMORY
;
937 phase
= shader
->u
.hs
.phases
.control_point
;
939 case WINED3DSIH_HS_FORK_PHASE
:
940 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
941 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
942 sizeof(*shader
->u
.hs
.phases
.fork
)))
943 return E_OUTOFMEMORY
;
944 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
946 case WINED3DSIH_HS_JOIN_PHASE
:
947 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
948 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
949 sizeof(*shader
->u
.hs
.phases
.join
)))
950 return E_OUTOFMEMORY
;
951 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
954 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
958 phase
->start
= current_instruction_ptr
;
959 *current_phase
= phase
;
964 /* Note that this does not count the loop register as an address register. */
965 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
966 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
967 struct wined3d_shader_signature
*output_signature
, DWORD constf_size
)
969 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
970 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
971 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
972 struct wined3d_shader_version shader_version
;
973 struct wined3d_shader_phase
*phase
= NULL
;
974 const DWORD
*ptr
, *prev_ins
, *current_ins
;
975 void *fe_data
= shader
->frontend_data
;
979 memset(reg_maps
, 0, sizeof(*reg_maps
));
980 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
981 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
982 reg_maps
->min_rel_offset
= ~0U;
983 list_init(®_maps
->indexable_temps
);
985 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
986 prev_ins
= current_ins
= ptr
;
987 reg_maps
->shader_version
= shader_version
;
989 shader_set_limits(shader
);
991 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
992 sizeof(*reg_maps
->constf
))))
994 ERR("Failed to allocate constant map memory.\n");
995 return E_OUTOFMEMORY
;
998 while (!fe
->shader_is_end(fe_data
, &ptr
))
1000 struct wined3d_shader_instruction ins
;
1004 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1006 /* Unhandled opcode, and its parameters. */
1007 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1009 WARN("Encountered unrecognised or invalid instruction.\n");
1010 return WINED3DERR_INVALIDCALL
;
1013 /* Handle declarations. */
1014 if (ins
.handler_idx
== WINED3DSIH_DCL
1015 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1017 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1018 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1020 switch (semantic
->reg
.reg
.type
)
1022 /* Mark input registers used. */
1023 case WINED3DSPR_INPUT
:
1024 if (reg_idx
>= MAX_REG_INPUT
)
1026 ERR("Invalid input register index %u.\n", reg_idx
);
1029 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1030 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1031 return WINED3DERR_INVALIDCALL
;
1032 reg_maps
->input_registers
|= 1u << reg_idx
;
1033 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1036 /* Vertex shader: mark 3.0 output registers used, save token. */
1037 case WINED3DSPR_OUTPUT
:
1038 if (reg_idx
>= MAX_REG_OUTPUT
)
1040 ERR("Invalid output register index %u.\n", reg_idx
);
1043 reg_maps
->output_registers
|= 1u << reg_idx
;
1044 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1045 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1047 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1048 reg_maps
->point_size
= 1;
1051 case WINED3DSPR_SAMPLER
:
1052 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1053 case WINED3DSPR_RESOURCE
:
1054 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1056 ERR("Invalid resource index %u.\n", reg_idx
);
1059 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1060 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1063 case WINED3DSPR_UAV
:
1064 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1066 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1069 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1070 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1072 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1076 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1080 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1082 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1083 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1084 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1086 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1088 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1090 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1091 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1093 FIXME("Invalid instruction %#x for shader type %#x.\n",
1094 ins
.handler_idx
, shader_version
.type
);
1096 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1097 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1100 phase
->instance_count
= ins
.declaration
.count
;
1102 FIXME("Instruction %s outside of shader phase.\n",
1103 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1105 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1108 FIXME("Multiple immediate constant buffers.\n");
1109 reg_maps
->icb
= ins
.declaration
.icb
;
1111 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1115 FIXME("Indexable temporary registers not supported.\n");
1119 struct wined3d_shader_indexable_temp
*reg
;
1121 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1122 return E_OUTOFMEMORY
;
1124 *reg
= ins
.declaration
.indexable_temp
;
1125 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1128 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1130 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1131 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1133 FIXME("Invalid instruction %#x for shader type %#x.\n",
1134 ins
.handler_idx
, shader_version
.type
);
1136 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1138 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1139 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1141 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1143 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1145 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1146 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1148 FIXME("Invalid instruction %#x for shader type %#x.\n",
1149 ins
.handler_idx
, shader_version
.type
);
1151 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1153 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1154 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1156 ERR("Invalid resource index %u.\n", reg_idx
);
1159 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1160 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1161 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1163 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1165 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1166 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1168 ERR("Invalid resource index %u.\n", reg_idx
);
1171 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1172 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1173 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1174 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1176 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1178 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1179 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1181 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1184 phase
->temporary_count
= ins
.declaration
.count
;
1186 reg_maps
->temporary_count
= ins
.declaration
.count
;
1188 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1190 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1191 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1192 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1193 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1195 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1197 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1198 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1200 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1202 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1204 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1205 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1207 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1209 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1211 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1212 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1215 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1217 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1218 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1219 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1220 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1223 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1225 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1227 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1231 FIXME("Invalid instruction %#x for shader type %#x.\n",
1232 ins
.handler_idx
, shader_version
.type
);
1235 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1237 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1238 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1240 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1244 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1245 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1246 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1247 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1249 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1251 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1252 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1254 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1258 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1259 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1260 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1261 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1262 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1264 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1266 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1267 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1269 FIXME("Invalid instruction %#x for shader type %#x.\n",
1270 ins
.handler_idx
, shader_version
.type
);
1272 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1274 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1276 if (!lconst
) return E_OUTOFMEMORY
;
1278 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1279 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1280 value
= (float *)lconst
->value
;
1282 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1283 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1285 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1286 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1287 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1288 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1289 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1290 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1291 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1292 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1295 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1297 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1298 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1300 shader
->lconst_inf_or_nan
= TRUE
;
1303 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1305 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1306 if (!lconst
) return E_OUTOFMEMORY
;
1308 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1309 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1311 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1312 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1314 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1316 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1317 if (!lconst
) return E_OUTOFMEMORY
;
1319 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1320 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1322 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1323 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1325 /* Handle shader phases. */
1326 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1327 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1328 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1330 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1333 /* For subroutine prototypes. */
1334 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1336 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1338 /* Set texture, address, temporary registers. */
1341 BOOL color0_mov
= FALSE
;
1344 /* This will loop over all the registers and try to
1345 * make a bitmask of the ones we're interested in.
1347 * Relative addressing tokens are ignored, but that's
1348 * okay, since we'll catch any address registers when
1349 * they are initialized (required by spec). */
1350 for (i
= 0; i
< ins
.dst_count
; ++i
)
1352 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1353 shader_version
.type
, constf_size
))
1354 return WINED3DERR_INVALIDCALL
;
1356 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1358 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1360 switch (ins
.dst
[i
].reg
.type
)
1362 case WINED3DSPR_RASTOUT
:
1363 if (shader_version
.major
>= 3)
1368 reg_maps
->output_registers
|= 1u << 10;
1369 shader_signature_from_usage(&output_signature_elements
[10],
1370 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1374 reg_maps
->output_registers
|= 1u << 11;
1375 shader_signature_from_usage(&output_signature_elements
[11],
1376 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1380 reg_maps
->output_registers
|= 1u << 11;
1381 shader_signature_from_usage(&output_signature_elements
[11],
1382 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1387 case WINED3DSPR_ATTROUT
:
1388 if (shader_version
.major
>= 3)
1393 if (reg_maps
->output_registers
& (1u << idx
))
1395 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1399 reg_maps
->output_registers
|= 1u << idx
;
1400 shader_signature_from_usage(&output_signature_elements
[idx
],
1401 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1406 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1407 if (shader_version
.major
>= 3)
1409 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1411 WARN("Invalid output register index %u.\n", idx
);
1414 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1417 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1419 WARN("Invalid texcoord index %u.\n", idx
);
1422 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1423 if (reg_maps
->output_registers
& (1u << idx
))
1425 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1429 reg_maps
->output_registers
|= 1u << idx
;
1430 shader_signature_from_usage(&output_signature_elements
[idx
],
1431 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1440 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1442 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1444 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1445 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1446 * the mov and perform the sRGB write correction from the source register.
1448 * However, if the mov is only partial, we can't do this, and if the write
1449 * comes from an instruction other than MOV it is hard to do as well. If
1450 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1451 shader
->u
.ps
.color0_mov
= FALSE
;
1452 if (ins
.handler_idx
== WINED3DSIH_MOV
1453 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1455 /* Used later when the source register is read. */
1459 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1462 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1463 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1465 shader
->u
.ps
.color0_mov
= FALSE
;
1469 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1470 if (shader_version
.major
== 1
1471 && (ins
.handler_idx
== WINED3DSIH_TEX
1472 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1473 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1474 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1475 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1476 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1477 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1478 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1479 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1480 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1481 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1483 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1485 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1487 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1491 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1492 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1493 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1494 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1496 /* texbem is only valid with < 1.4 pixel shaders */
1497 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1498 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1500 reg_maps
->bumpmat
|= 1u << reg_idx
;
1501 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1503 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1507 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1509 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1513 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1515 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1516 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1518 ERR("Invalid UAV index %u.\n", reg_idx
);
1521 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1523 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1524 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1525 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1526 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1527 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1528 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1530 unsigned int reg_idx
;
1531 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1532 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1533 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1534 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1535 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1536 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1537 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1538 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1540 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1541 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1543 ERR("Invalid UAV index %u.\n", reg_idx
);
1546 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1548 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1550 reg_maps
->usesnrm
= 1;
1552 else if (ins
.handler_idx
== WINED3DSIH_DSY
1553 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1554 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1556 reg_maps
->usesdsy
= 1;
1558 else if (ins
.handler_idx
== WINED3DSIH_DSX
1559 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1560 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1562 reg_maps
->usesdsx
= 1;
1564 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1565 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1566 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1567 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1568 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1569 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1570 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1571 || ins
.handler_idx
== WINED3DSIH_REP
)
1574 if (cur_loop_depth
> max_loop_depth
)
1575 max_loop_depth
= cur_loop_depth
;
1577 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1578 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1582 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1583 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1584 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1585 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1586 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1587 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1588 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1589 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1591 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1592 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1594 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1595 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1597 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1598 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1600 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1602 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1603 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1605 else if (ins
.handler_idx
== WINED3DSIH_LD
1606 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1607 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1609 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1610 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1612 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1613 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1615 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1616 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1620 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1621 shader_version
.type
, constf_size
))
1622 return WINED3DERR_INVALIDCALL
;
1624 for (i
= 0; i
< ins
.src_count
; ++i
)
1626 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1627 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1629 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1630 shader_version
.type
, constf_size
))
1631 return WINED3DERR_INVALIDCALL
;
1634 ++reg
.idx
[0].offset
;
1635 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1636 shader_version
.type
, constf_size
))
1637 return WINED3DERR_INVALIDCALL
;
1643 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1644 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1646 shader
->u
.ps
.color0_mov
= TRUE
;
1647 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1653 prev_ins
= current_ins
;
1655 reg_maps
->loop_depth
= max_loop_depth
;
1659 phase
->end
= prev_ins
;
1663 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1664 * R0 is written to the render target. */
1665 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1666 reg_maps
->rt_mask
|= (1u << 0);
1668 if (input_signature
->elements
)
1670 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1672 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1673 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1675 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1677 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1678 reg_maps
->usesfacing
= 1;
1682 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1684 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1685 struct wined3d_shader_signature_element
*e
;
1688 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1689 return E_OUTOFMEMORY
;
1690 input_signature
->element_count
= count
;
1692 e
= input_signature
->elements
;
1693 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1695 if (!(reg_maps
->input_registers
& (1u << i
)))
1697 input_signature_elements
[i
].register_idx
= i
;
1698 *e
++ = input_signature_elements
[i
];
1702 if (output_signature
->elements
)
1704 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1706 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1709 else if (reg_maps
->output_registers
)
1711 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1712 struct wined3d_shader_signature_element
*e
;
1714 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1715 return E_OUTOFMEMORY
;
1716 output_signature
->element_count
= count
;
1718 e
= output_signature
->elements
;
1719 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1721 if (!(reg_maps
->output_registers
& (1u << i
)))
1723 *e
++ = output_signature_elements
[i
];
1730 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1732 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1734 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1735 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1737 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1738 HeapFree(GetProcessHeap(), 0, reg
);
1739 list_init(®_maps
->indexable_temps
);
1741 HeapFree(GetProcessHeap(), 0, reg_maps
->tgsm
);
1744 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1746 DWORD map
= 1u << max
;
1748 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1750 return wined3d_log2i(map
);
1753 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1755 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1757 shader_addline(buffer
, "refactoringAllowed");
1758 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1760 shader_addline(buffer
, " | ");
1763 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1765 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1766 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1770 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1773 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1775 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1777 shader_addline(buffer
, "_g");
1778 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1780 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1782 shader_addline(buffer
, "_t");
1783 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1787 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1790 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1792 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1794 shader_addline(buffer
, "_glc");
1795 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1797 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1799 shader_addline(buffer
, "_opc");
1800 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1804 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1807 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1808 enum wined3d_tessellator_domain domain
)
1812 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1813 shader_addline(buffer
, "line");
1815 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1816 shader_addline(buffer
, "triangle");
1818 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1819 shader_addline(buffer
, "quad");
1822 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1827 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1828 enum wined3d_tessellator_output_primitive output_primitive
)
1830 switch (output_primitive
)
1832 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1833 shader_addline(buffer
, "point");
1835 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1836 shader_addline(buffer
, "line");
1838 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1839 shader_addline(buffer
, "triangle_cw");
1841 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1842 shader_addline(buffer
, "triangle_ccw");
1845 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1850 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1851 enum wined3d_tessellator_partitioning partitioning
)
1853 switch (partitioning
)
1855 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1856 shader_addline(buffer
, "integer");
1858 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1859 shader_addline(buffer
, "pow2");
1861 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1862 shader_addline(buffer
, "fractional_odd");
1864 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1865 shader_addline(buffer
, "fractional_even");
1868 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1873 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
1874 enum wined3d_shader_input_sysval_semantic semantic
)
1878 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
1880 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1882 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
1887 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
1890 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1891 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
1892 const struct wined3d_shader_version
*shader_version
)
1894 shader_addline(buffer
, "dcl");
1896 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1898 switch (semantic
->resource_type
)
1900 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1901 shader_addline(buffer
, "_2d");
1904 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1905 shader_addline(buffer
, "_3d");
1908 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1909 shader_addline(buffer
, "_cube");
1913 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1917 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1919 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1920 shader_addline(buffer
, "_resource_");
1922 shader_addline(buffer
, "_uav_");
1923 switch (semantic
->resource_type
)
1925 case WINED3D_SHADER_RESOURCE_BUFFER
:
1926 shader_addline(buffer
, "buffer");
1929 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1930 shader_addline(buffer
, "texture1d");
1933 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1934 shader_addline(buffer
, "texture2d");
1937 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1938 shader_addline(buffer
, "texture2dms");
1941 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1942 shader_addline(buffer
, "texture3d");
1945 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1946 shader_addline(buffer
, "texturecube");
1949 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1950 shader_addline(buffer
, "texture1darray");
1953 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1954 shader_addline(buffer
, "texture2darray");
1957 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1958 shader_addline(buffer
, "texture2dmsarray");
1961 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
1962 shader_addline(buffer
, "texturecubearray");
1966 shader_addline(buffer
, "unknown");
1969 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1970 shader_dump_uav_flags(buffer
, flags
);
1971 switch (semantic
->resource_data_type
)
1973 case WINED3D_DATA_FLOAT
:
1974 shader_addline(buffer
, " (float)");
1977 case WINED3D_DATA_INT
:
1978 shader_addline(buffer
, " (int)");
1981 case WINED3D_DATA_UINT
:
1982 shader_addline(buffer
, " (uint)");
1985 case WINED3D_DATA_UNORM
:
1986 shader_addline(buffer
, " (unorm)");
1989 case WINED3D_DATA_SNORM
:
1990 shader_addline(buffer
, " (snorm)");
1994 shader_addline(buffer
, " (unknown)");
2000 /* Pixel shaders 3.0 don't have usage semantics. */
2001 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2004 shader_addline(buffer
, "_");
2006 switch (semantic
->usage
)
2008 case WINED3D_DECL_USAGE_POSITION
:
2009 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2012 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2013 shader_addline(buffer
, "blend");
2016 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2017 shader_addline(buffer
, "weight");
2020 case WINED3D_DECL_USAGE_NORMAL
:
2021 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2024 case WINED3D_DECL_USAGE_PSIZE
:
2025 shader_addline(buffer
, "psize");
2028 case WINED3D_DECL_USAGE_COLOR
:
2029 if (!semantic
->usage_idx
)
2030 shader_addline(buffer
, "color");
2032 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2035 case WINED3D_DECL_USAGE_TEXCOORD
:
2036 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2039 case WINED3D_DECL_USAGE_TANGENT
:
2040 shader_addline(buffer
, "tangent");
2043 case WINED3D_DECL_USAGE_BINORMAL
:
2044 shader_addline(buffer
, "binormal");
2047 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2048 shader_addline(buffer
, "tessfactor");
2051 case WINED3D_DECL_USAGE_POSITIONT
:
2052 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2055 case WINED3D_DECL_USAGE_FOG
:
2056 shader_addline(buffer
, "fog");
2059 case WINED3D_DECL_USAGE_DEPTH
:
2060 shader_addline(buffer
, "depth");
2063 case WINED3D_DECL_USAGE_SAMPLE
:
2064 shader_addline(buffer
, "sample");
2068 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2069 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2074 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2075 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2077 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2078 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2079 UINT offset
= reg
->idx
[0].offset
;
2083 case WINED3DSPR_TEMP
:
2084 shader_addline(buffer
, "r");
2087 case WINED3DSPR_INPUT
:
2088 shader_addline(buffer
, "v");
2091 case WINED3DSPR_CONST
:
2092 case WINED3DSPR_CONST2
:
2093 case WINED3DSPR_CONST3
:
2094 case WINED3DSPR_CONST4
:
2095 shader_addline(buffer
, "c");
2096 offset
= shader_get_float_offset(reg
->type
, offset
);
2099 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2100 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2103 case WINED3DSPR_RASTOUT
:
2104 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2107 case WINED3DSPR_COLOROUT
:
2108 shader_addline(buffer
, "oC");
2111 case WINED3DSPR_DEPTHOUT
:
2112 shader_addline(buffer
, "oDepth");
2115 case WINED3DSPR_ATTROUT
:
2116 shader_addline(buffer
, "oD");
2119 case WINED3DSPR_TEXCRDOUT
:
2120 /* Vertex shaders >= 3.0 use general purpose output registers
2121 * (WINED3DSPR_OUTPUT), which can include an address token. */
2122 if (shader_version
->major
>= 3)
2123 shader_addline(buffer
, "o");
2125 shader_addline(buffer
, "oT");
2128 case WINED3DSPR_CONSTINT
:
2129 shader_addline(buffer
, "i");
2132 case WINED3DSPR_CONSTBOOL
:
2133 shader_addline(buffer
, "b");
2136 case WINED3DSPR_LABEL
:
2137 shader_addline(buffer
, "l");
2140 case WINED3DSPR_LOOP
:
2141 shader_addline(buffer
, "aL");
2144 case WINED3DSPR_SAMPLER
:
2145 shader_addline(buffer
, "s");
2148 case WINED3DSPR_MISCTYPE
:
2151 FIXME("Unhandled misctype register %u.\n", offset
);
2152 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2156 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2160 case WINED3DSPR_PREDICATE
:
2161 shader_addline(buffer
, "p");
2164 case WINED3DSPR_IMMCONST
:
2165 shader_addline(buffer
, "l");
2168 case WINED3DSPR_CONSTBUFFER
:
2169 shader_addline(buffer
, "cb");
2172 case WINED3DSPR_IMMCONSTBUFFER
:
2173 shader_addline(buffer
, "icb");
2176 case WINED3DSPR_PRIMID
:
2177 shader_addline(buffer
, "primID");
2180 case WINED3DSPR_NULL
:
2181 shader_addline(buffer
, "null");
2184 case WINED3DSPR_RESOURCE
:
2185 shader_addline(buffer
, "t");
2188 case WINED3DSPR_UAV
:
2189 shader_addline(buffer
, "u");
2192 case WINED3DSPR_OUTPOINTID
:
2193 shader_addline(buffer
, "vOutputControlPointID");
2196 case WINED3DSPR_FORKINSTID
:
2197 shader_addline(buffer
, "vForkInstanceId");
2200 case WINED3DSPR_JOININSTID
:
2201 shader_addline(buffer
, "vJoinInstanceId");
2204 case WINED3DSPR_INCONTROLPOINT
:
2205 shader_addline(buffer
, "vicp");
2208 case WINED3DSPR_OUTCONTROLPOINT
:
2209 shader_addline(buffer
, "vocp");
2212 case WINED3DSPR_PATCHCONST
:
2213 shader_addline(buffer
, "vpc");
2216 case WINED3DSPR_TESSCOORD
:
2217 shader_addline(buffer
, "vDomainLocation");
2220 case WINED3DSPR_GROUPSHAREDMEM
:
2221 shader_addline(buffer
, "g");
2224 case WINED3DSPR_THREADID
:
2225 shader_addline(buffer
, "vThreadID");
2228 case WINED3DSPR_THREADGROUPID
:
2229 shader_addline(buffer
, "vThreadGroupID");
2232 case WINED3DSPR_LOCALTHREADID
:
2233 shader_addline(buffer
, "vThreadIDInGroup");
2236 case WINED3DSPR_LOCALTHREADINDEX
:
2237 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2240 case WINED3DSPR_IDXTEMP
:
2241 shader_addline(buffer
, "x");
2244 case WINED3DSPR_STREAM
:
2245 shader_addline(buffer
, "m");
2248 case WINED3DSPR_FUNCTIONBODY
:
2249 shader_addline(buffer
, "fb");
2252 case WINED3DSPR_FUNCTIONPOINTER
:
2253 shader_addline(buffer
, "fp");
2256 case WINED3DSPR_COVERAGE
:
2257 shader_addline(buffer
, "vCoverage");
2260 case WINED3DSPR_SAMPLEMASK
:
2261 shader_addline(buffer
, "oMask");
2264 case WINED3DSPR_GSINSTID
:
2265 shader_addline(buffer
, "vGSInstanceID");
2269 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2273 if (reg
->type
== WINED3DSPR_IMMCONST
)
2275 shader_addline(buffer
, "(");
2276 switch (reg
->immconst_type
)
2278 case WINED3D_IMMCONST_SCALAR
:
2279 switch (reg
->data_type
)
2281 case WINED3D_DATA_FLOAT
:
2282 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2284 case WINED3D_DATA_INT
:
2285 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2287 case WINED3D_DATA_RESOURCE
:
2288 case WINED3D_DATA_SAMPLER
:
2289 case WINED3D_DATA_UINT
:
2290 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2293 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2298 case WINED3D_IMMCONST_VEC4
:
2299 switch (reg
->data_type
)
2301 case WINED3D_DATA_FLOAT
:
2302 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2303 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2304 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2306 case WINED3D_DATA_INT
:
2307 shader_addline(buffer
, "%d, %d, %d, %d",
2308 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2309 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2311 case WINED3D_DATA_RESOURCE
:
2312 case WINED3D_DATA_SAMPLER
:
2313 case WINED3D_DATA_UINT
:
2314 shader_addline(buffer
, "%u, %u, %u, %u",
2315 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2316 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2319 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2325 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2328 shader_addline(buffer
, ")");
2330 else if (reg
->type
!= WINED3DSPR_RASTOUT
2331 && reg
->type
!= WINED3DSPR_MISCTYPE
2332 && reg
->type
!= WINED3DSPR_NULL
)
2336 shader_addline(buffer
, "[");
2337 if (reg
->idx
[0].rel_addr
)
2339 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2340 shader_addline(buffer
, " + ");
2342 shader_addline(buffer
, "%u]", offset
);
2344 if (reg
->idx
[1].offset
!= ~0u)
2346 shader_addline(buffer
, "[");
2347 if (reg
->idx
[1].rel_addr
)
2349 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2350 shader_addline(buffer
, " + ");
2352 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2356 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2357 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2361 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2362 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2364 DWORD write_mask
= param
->write_mask
;
2366 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2368 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2370 static const char write_mask_chars
[] = "xyzw";
2372 shader_addline(buffer
, ".");
2373 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2374 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2375 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2376 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2377 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2378 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2379 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2380 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2384 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2385 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2387 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2388 DWORD swizzle
= param
->swizzle
;
2390 if (src_modifier
== WINED3DSPSM_NEG
2391 || src_modifier
== WINED3DSPSM_BIASNEG
2392 || src_modifier
== WINED3DSPSM_SIGNNEG
2393 || src_modifier
== WINED3DSPSM_X2NEG
2394 || src_modifier
== WINED3DSPSM_ABSNEG
)
2395 shader_addline(buffer
, "-");
2396 else if (src_modifier
== WINED3DSPSM_COMP
)
2397 shader_addline(buffer
, "1-");
2398 else if (src_modifier
== WINED3DSPSM_NOT
)
2399 shader_addline(buffer
, "!");
2401 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2402 shader_addline(buffer
, "abs(");
2404 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2406 switch (src_modifier
)
2408 case WINED3DSPSM_NONE
: break;
2409 case WINED3DSPSM_NEG
: break;
2410 case WINED3DSPSM_NOT
: break;
2411 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2412 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2413 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2414 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2415 case WINED3DSPSM_COMP
: break;
2416 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2417 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2418 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2419 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2420 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2421 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2422 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2425 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2427 static const char swizzle_chars
[] = "xyzw";
2428 DWORD swizzle_x
= swizzle
& 0x03;
2429 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2430 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2431 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2433 if (swizzle_x
== swizzle_y
2434 && swizzle_x
== swizzle_z
2435 && swizzle_x
== swizzle_w
)
2437 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2441 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2442 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2447 /* Shared code in order to generate the bulk of the shader string. */
2448 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2449 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2450 const DWORD
*start
, const DWORD
*end
)
2452 struct wined3d_device
*device
= shader
->device
;
2453 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2454 void *fe_data
= shader
->frontend_data
;
2455 struct wined3d_shader_version shader_version
;
2456 struct wined3d_shader_parser_state state
;
2457 struct wined3d_shader_instruction ins
;
2458 struct wined3d_shader_tex_mx tex_mx
;
2459 struct wined3d_shader_context ctx
;
2462 /* Initialize current parsing state. */
2463 tex_mx
.current_row
= 0;
2464 state
.current_loop_depth
= 0;
2465 state
.current_loop_reg
= 0;
2466 state
.in_subroutine
= FALSE
;
2468 ctx
.shader
= shader
;
2469 ctx
.gl_info
= &device
->adapter
->gl_info
;
2470 ctx
.reg_maps
= reg_maps
;
2471 ctx
.buffer
= buffer
;
2472 ctx
.tex_mx
= &tex_mx
;
2474 ctx
.backend_data
= backend_ctx
;
2477 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2481 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2484 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2486 /* Unknown opcode and its parameters. */
2487 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2489 WARN("Encountered unrecognised or invalid instruction.\n");
2490 return WINED3DERR_INVALIDCALL
;
2494 FIXME("Predicates not implemented.\n");
2496 /* Call appropriate function for output target */
2497 device
->shader_backend
->shader_handle_instruction(&ins
);
2503 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2504 const struct wined3d_shader_dst_param
*dst
)
2506 DWORD mmask
= dst
->modifiers
;
2511 case 13: shader_addline(buffer
, "_d8"); break;
2512 case 14: shader_addline(buffer
, "_d4"); break;
2513 case 15: shader_addline(buffer
, "_d2"); break;
2514 case 1: shader_addline(buffer
, "_x2"); break;
2515 case 2: shader_addline(buffer
, "_x4"); break;
2516 case 3: shader_addline(buffer
, "_x8"); break;
2517 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2520 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2521 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2522 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2524 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2525 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2528 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2529 const struct wined3d_shader_primitive_type
*primitive_type
)
2531 switch (primitive_type
->type
)
2533 case WINED3D_PT_UNDEFINED
:
2534 shader_addline(buffer
, "undefined");
2536 case WINED3D_PT_POINTLIST
:
2537 shader_addline(buffer
, "pointlist");
2539 case WINED3D_PT_LINELIST
:
2540 shader_addline(buffer
, "linelist");
2542 case WINED3D_PT_LINESTRIP
:
2543 shader_addline(buffer
, "linestrip");
2545 case WINED3D_PT_TRIANGLELIST
:
2546 shader_addline(buffer
, "trianglelist");
2548 case WINED3D_PT_TRIANGLESTRIP
:
2549 shader_addline(buffer
, "trianglestrip");
2551 case WINED3D_PT_TRIANGLEFAN
:
2552 shader_addline(buffer
, "trianglefan");
2554 case WINED3D_PT_LINELIST_ADJ
:
2555 shader_addline(buffer
, "linelist_adj");
2557 case WINED3D_PT_LINESTRIP_ADJ
:
2558 shader_addline(buffer
, "linestrip_adj");
2560 case WINED3D_PT_TRIANGLELIST_ADJ
:
2561 shader_addline(buffer
, "trianglelist_adj");
2563 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2564 shader_addline(buffer
, "trianglestrip_adj");
2566 case WINED3D_PT_PATCH
:
2567 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2570 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2575 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2576 enum wined3d_shader_interpolation_mode interpolation_mode
)
2578 switch (interpolation_mode
)
2580 case WINED3DSIM_CONSTANT
:
2581 shader_addline(buffer
, "constant");
2583 case WINED3DSIM_LINEAR
:
2584 shader_addline(buffer
, "linear");
2586 case WINED3DSIM_LINEAR_CENTROID
:
2587 shader_addline(buffer
, "linear centroid");
2589 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2590 shader_addline(buffer
, "linear noperspective");
2592 case WINED3DSIM_LINEAR_SAMPLE
:
2593 shader_addline(buffer
, "linear sample");
2595 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2596 shader_addline(buffer
, "linear noperspective centroid");
2598 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2599 shader_addline(buffer
, "linear noperspective sample");
2602 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2607 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2609 struct wined3d_shader_version shader_version
;
2610 struct wined3d_string_buffer buffer
;
2611 const char *type_prefix
;
2616 if (!string_buffer_init(&buffer
))
2618 ERR("Failed to initialize string buffer.\n");
2622 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2624 TRACE("Parsing %p.\n", ptr
);
2626 switch (shader_version
.type
)
2628 case WINED3D_SHADER_TYPE_VERTEX
:
2632 case WINED3D_SHADER_TYPE_HULL
:
2636 case WINED3D_SHADER_TYPE_DOMAIN
:
2640 case WINED3D_SHADER_TYPE_GEOMETRY
:
2644 case WINED3D_SHADER_TYPE_PIXEL
:
2648 case WINED3D_SHADER_TYPE_COMPUTE
:
2653 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2654 type_prefix
= "unknown";
2658 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2660 while (!fe
->shader_is_end(fe_data
, &ptr
))
2662 struct wined3d_shader_instruction ins
;
2664 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2665 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2667 WARN("Skipping unrecognized instruction.\n");
2668 shader_addline(&buffer
, "<unrecognized instruction>\n");
2672 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2674 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2675 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2676 shader_addline(&buffer
, " ");
2677 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2679 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2681 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2682 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2683 shader_addline(&buffer
, ", %s",
2684 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2686 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2688 shader_addline(&buffer
, "%s fb%u",
2689 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2691 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2693 shader_addline(&buffer
, "%s ft%u = {...}",
2694 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2696 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2698 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2699 shader_dump_global_flags(&buffer
, ins
.flags
);
2701 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2703 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2704 ins
.declaration
.max_tessellation_factor
);
2706 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2708 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2709 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2711 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2712 ins
.declaration
.icb
->data
[4 * i
+ 0],
2713 ins
.declaration
.icb
->data
[4 * i
+ 1],
2714 ins
.declaration
.icb
->data
[4 * i
+ 2],
2715 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2717 shader_addline(&buffer
, "}");
2719 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2721 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2722 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2723 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2725 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2727 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2728 ins
.declaration
.indexable_temp
.register_idx
,
2729 ins
.declaration
.indexable_temp
.register_size
,
2730 ins
.declaration
.indexable_temp
.component_count
);
2732 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2734 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2735 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2736 shader_addline(&buffer
, " ");
2737 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2739 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2740 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2741 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2742 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2744 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2745 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2746 shader_addline(&buffer
, ", ");
2747 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2749 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2751 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2752 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2753 shader_addline(&buffer
, " ");
2754 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2755 shader_addline(&buffer
, ", ");
2756 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2758 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2759 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2761 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2762 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2764 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2765 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2767 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2768 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2770 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2772 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2773 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2774 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2776 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2778 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2779 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2781 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2783 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2784 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2785 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2787 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2789 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2790 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2791 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2792 shader_addline(&buffer
, ", comparisonMode");
2794 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2795 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2796 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2797 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2798 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2799 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2800 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2802 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2804 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2806 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2807 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2809 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2811 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2812 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2814 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2816 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2817 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2819 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2821 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2822 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2823 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2825 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2827 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2828 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2829 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2830 ins
.declaration
.tgsm_structured
.structure_count
);
2832 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2834 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2835 ins
.declaration
.thread_group_size
.x
,
2836 ins
.declaration
.thread_group_size
.y
,
2837 ins
.declaration
.thread_group_size
.z
);
2839 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2841 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2842 shader_dump_uav_flags(&buffer
, ins
.flags
);
2843 shader_addline(&buffer
, " ");
2844 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2846 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2848 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2849 shader_dump_uav_flags(&buffer
, ins
.flags
);
2850 shader_addline(&buffer
, " ");
2851 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2852 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2854 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2856 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2857 ins
.dst
[0].reg
.idx
[0].offset
),
2858 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2859 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2860 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2861 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2863 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2865 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2866 ins
.src
[0].reg
.u
.immconst_data
[0],
2867 ins
.src
[0].reg
.u
.immconst_data
[1],
2868 ins
.src
[0].reg
.u
.immconst_data
[2],
2869 ins
.src
[0].reg
.u
.immconst_data
[3]);
2871 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2873 shader_addline(&buffer
, "defb b%u = %s",
2874 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2880 shader_addline(&buffer
, "(");
2881 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2882 shader_addline(&buffer
, ") ");
2885 /* PixWin marks instructions with the coissue flag with a '+' */
2887 shader_addline(&buffer
, "+");
2889 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2891 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2892 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
2893 || ins
.handler_idx
== WINED3DSIH_IF
2894 || ins
.handler_idx
== WINED3DSIH_RETP
)
2898 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2899 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2900 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2903 else if (ins
.handler_idx
== WINED3DSIH_IFC
2904 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2908 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2909 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2910 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2911 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2912 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2913 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2914 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2917 else if (ins
.handler_idx
== WINED3DSIH_TEX
2918 && shader_version
.major
>= 2
2919 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2921 shader_addline(&buffer
, "p");
2923 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
2927 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2928 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2929 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2932 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
2936 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2937 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2940 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
2942 shader_dump_sync_flags(&buffer
, ins
.flags
);
2945 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2946 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2948 for (i
= 0; i
< ins
.dst_count
; ++i
)
2950 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2951 shader_addline(&buffer
, !i
? " " : ", ");
2952 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2955 /* Other source tokens */
2956 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2958 shader_addline(&buffer
, !i
? " " : ", ");
2959 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2962 shader_addline(&buffer
, "\n");
2965 for (p
= buffer
.buffer
; *p
; p
= q
)
2967 if (!(q
= strstr(p
, "\n")))
2971 TRACE(" %.*s", (int)(q
- p
), p
);
2974 string_buffer_free(&buffer
);
2977 static void shader_cleanup(struct wined3d_shader
*shader
)
2979 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
2981 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
2982 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.fork
);
2983 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.join
);
2985 else if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2987 HeapFree(GetProcessHeap(), 0, shader
->u
.gs
.so_desc
.elements
);
2990 HeapFree(GetProcessHeap(), 0, shader
->patch_constant_signature
.elements
);
2991 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2992 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2993 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2994 shader
->device
->shader_backend
->shader_destroy(shader
);
2995 shader_cleanup_reg_maps(&shader
->reg_maps
);
2996 HeapFree(GetProcessHeap(), 0, shader
->function
);
2997 shader_delete_constant_list(&shader
->constantsF
);
2998 shader_delete_constant_list(&shader
->constantsB
);
2999 shader_delete_constant_list(&shader
->constantsI
);
3000 list_remove(&shader
->shader_list_entry
);
3002 if (shader
->frontend
&& shader
->frontend_data
)
3003 shader
->frontend
->shader_free(shader
->frontend_data
);
3006 struct shader_none_priv
3008 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3009 const struct fragment_pipeline
*fragment_pipe
;
3010 BOOL ffp_proj_control
;
3013 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3014 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3015 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3016 const struct wined3d_state
*state
) {}
3017 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3018 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3019 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3020 const struct wined3d_state
*state
) {}
3021 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3022 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3023 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3025 /* Context activation is done by the caller. */
3026 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3027 const struct wined3d_state
*state
)
3029 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3030 struct shader_none_priv
*priv
= shader_priv
;
3032 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
3033 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
3036 /* Context activation is done by the caller. */
3037 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3039 struct shader_none_priv
*priv
= shader_priv
;
3040 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3042 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
3043 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
3045 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3046 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3047 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3048 | (1u << WINED3D_SHADER_TYPE_HULL
)
3049 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3050 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3053 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3054 const struct fragment_pipeline
*fragment_pipe
)
3056 struct fragment_caps fragment_caps
;
3057 void *vertex_priv
, *fragment_priv
;
3058 struct shader_none_priv
*priv
;
3060 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
3061 return E_OUTOFMEMORY
;
3063 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3065 ERR("Failed to initialize vertex pipe.\n");
3066 HeapFree(GetProcessHeap(), 0, priv
);
3070 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3072 ERR("Failed to initialize fragment pipe.\n");
3073 vertex_pipe
->vp_free(device
);
3074 HeapFree(GetProcessHeap(), 0, priv
);
3078 priv
->vertex_pipe
= vertex_pipe
;
3079 priv
->fragment_pipe
= fragment_pipe
;
3080 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
3081 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3083 device
->vertex_priv
= vertex_priv
;
3084 device
->fragment_priv
= fragment_priv
;
3085 device
->shader_priv
= priv
;
3090 static void shader_none_free(struct wined3d_device
*device
)
3092 struct shader_none_priv
*priv
= device
->shader_priv
;
3094 priv
->fragment_pipe
->free_private(device
);
3095 priv
->vertex_pipe
->vp_free(device
);
3096 HeapFree(GetProcessHeap(), 0, priv
);
3099 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3104 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
3106 /* Set the shader caps to 0 for the none shader backend */
3107 caps
->vs_version
= 0;
3108 caps
->hs_version
= 0;
3109 caps
->ds_version
= 0;
3110 caps
->gs_version
= 0;
3111 caps
->ps_version
= 0;
3112 caps
->cs_version
= 0;
3113 caps
->vs_uniform_count
= 0;
3114 caps
->ps_uniform_count
= 0;
3115 caps
->ps_1x_max_value
= 0.0f
;
3116 caps
->varying_count
= 0;
3117 caps
->wined3d_caps
= 0;
3120 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3122 /* We "support" every possible fixup, since we don't support any shader
3123 * model, and will never have to actually sample a texture. */
3127 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3129 struct shader_none_priv
*priv
= shader_priv
;
3131 return priv
->ffp_proj_control
;
3134 const struct wined3d_shader_backend_ops none_shader_backend
=
3136 shader_none_handle_instruction
,
3137 shader_none_precompile
,
3139 shader_none_select_compute
,
3140 shader_none_disable
,
3141 shader_none_update_float_vertex_constants
,
3142 shader_none_update_float_pixel_constants
,
3143 shader_none_load_constants
,
3144 shader_none_destroy
,
3147 shader_none_allocate_context_data
,
3148 shader_none_free_context_data
,
3149 shader_none_init_context_state
,
3150 shader_none_get_caps
,
3151 shader_none_color_fixup_supported
,
3152 shader_none_has_ffp_proj_control
,
3155 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
3156 enum wined3d_shader_type type
, unsigned int max_version
)
3158 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3159 const struct wined3d_shader_frontend
*fe
;
3161 unsigned int backend_version
;
3162 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3164 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3165 shader
, float_const_count
, type
, max_version
);
3167 fe
= shader
->frontend
;
3168 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3169 shader
->functionLength
, &shader
->output_signature
)))
3171 FIXME("Failed to initialize frontend.\n");
3172 return WINED3DERR_INVALIDCALL
;
3175 /* First pass: trace shader. */
3176 if (TRACE_ON(d3d_shader
))
3177 shader_trace_init(fe
, shader
->frontend_data
);
3179 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3180 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
3181 &shader
->output_signature
, float_const_count
)))
3184 if (reg_maps
->shader_version
.type
!= type
)
3186 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3187 return WINED3DERR_INVALIDCALL
;
3189 if (reg_maps
->shader_version
.major
> max_version
)
3191 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3192 return WINED3DERR_INVALIDCALL
;
3196 case WINED3D_SHADER_TYPE_VERTEX
:
3197 backend_version
= d3d_info
->limits
.vs_version
;
3199 case WINED3D_SHADER_TYPE_HULL
:
3200 backend_version
= d3d_info
->limits
.hs_version
;
3202 case WINED3D_SHADER_TYPE_DOMAIN
:
3203 backend_version
= d3d_info
->limits
.ds_version
;
3205 case WINED3D_SHADER_TYPE_GEOMETRY
:
3206 backend_version
= d3d_info
->limits
.gs_version
;
3208 case WINED3D_SHADER_TYPE_PIXEL
:
3209 backend_version
= d3d_info
->limits
.ps_version
;
3211 case WINED3D_SHADER_TYPE_COMPUTE
:
3212 backend_version
= d3d_info
->limits
.cs_version
;
3215 FIXME("No backend version-checking for this shader type.\n");
3216 backend_version
= 0;
3218 if (reg_maps
->shader_version
.major
> backend_version
)
3220 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3221 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3222 return WINED3DERR_INVALIDCALL
;
3228 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3230 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3232 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3237 static void wined3d_shader_init_object(void *object
)
3239 struct wined3d_shader
*shader
= object
;
3240 struct wined3d_device
*device
= shader
->device
;
3242 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3244 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3247 static void wined3d_shader_destroy_object(void *object
)
3249 shader_cleanup(object
);
3250 HeapFree(GetProcessHeap(), 0, object
);
3253 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3255 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3257 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3261 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3262 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3268 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3270 TRACE("shader %p.\n", shader
);
3272 return shader
->parent
;
3275 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3276 void *byte_code
, UINT
*byte_code_size
)
3278 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3282 *byte_code_size
= shader
->functionLength
;
3286 if (*byte_code_size
< shader
->functionLength
)
3288 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3289 * than the required size we should write the required size and
3290 * return D3DERR_MOREDATA. That's not actually true. */
3291 return WINED3DERR_INVALIDCALL
;
3294 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3299 /* Set local constants for d3d8 shaders. */
3300 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3301 UINT start_idx
, const float *src_data
, UINT count
)
3303 UINT end_idx
= start_idx
+ count
;
3306 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3308 if (end_idx
> shader
->limits
->constant_float
)
3310 WARN("end_idx %u > float constants limit %u.\n",
3311 end_idx
, shader
->limits
->constant_float
);
3312 end_idx
= shader
->limits
->constant_float
;
3315 for (i
= start_idx
; i
< end_idx
; ++i
)
3317 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3320 return E_OUTOFMEMORY
;
3323 value
= (float *)lconst
->value
;
3324 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3325 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3327 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3328 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3330 shader
->lconst_inf_or_nan
= TRUE
;
3337 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3338 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
3340 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3341 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3342 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3343 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3344 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3345 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3346 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_HULL
] ? WINED3D_SHADER_TYPE_HULL
3347 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3348 : WINED3D_SHADER_TYPE_PIXEL
;
3349 if (shader
->reg_maps
.shader_version
.major
>= 4)
3350 args
->next_shader_input_count
= state
->shader
[WINED3D_SHADER_TYPE_HULL
]
3351 ? state
->shader
[WINED3D_SHADER_TYPE_HULL
]->limits
->packed_input
3352 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]
3353 ? state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
3354 : state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3355 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3357 args
->next_shader_input_count
= 0;
3358 args
->swizzle_map
= swizzle_map
;
3359 if (d3d_info
->emulated_flatshading
)
3360 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3362 args
->flatshading
= 0;
3365 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3367 if (usage_idx1
!= usage_idx2
)
3369 if (usage1
== usage2
)
3371 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3373 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3379 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3380 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3382 WORD map
= shader
->reg_maps
.input_registers
;
3385 for (i
= 0; map
; map
>>= 1, ++i
)
3387 if (!(map
& 1)) continue;
3389 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3390 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3399 static HRESULT
shader_signature_calculate_strings_length(const struct wined3d_shader_signature
*signature
,
3402 struct wined3d_shader_signature_element
*e
;
3406 for (i
= 0; i
< signature
->element_count
; ++i
)
3408 e
= &signature
->elements
[i
];
3409 len
= strlen(e
->semantic_name
);
3410 if (len
>= ~(SIZE_T
)0 - *total
)
3411 return E_OUTOFMEMORY
;
3418 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3419 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3421 struct wined3d_shader_signature_element
*e
;
3426 if (!src
->element_count
)
3429 ptr
= *signature_strings
;
3431 dst
->element_count
= src
->element_count
;
3432 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3433 return E_OUTOFMEMORY
;
3435 for (i
= 0; i
< src
->element_count
; ++i
)
3437 e
= &src
->elements
[i
];
3438 dst
->elements
[i
] = *e
;
3440 len
= strlen(e
->semantic_name
);
3441 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3442 dst
->elements
[i
].semantic_name
= ptr
;
3446 *signature_strings
= ptr
;
3451 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3452 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3453 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3455 size_t byte_code_size
;
3460 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3461 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3463 if (!desc
->byte_code
)
3464 return WINED3DERR_INVALIDCALL
;
3466 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3468 FIXME("Unable to find frontend for shader.\n");
3469 return WINED3DERR_INVALIDCALL
;
3473 shader
->device
= device
;
3474 shader
->parent
= parent
;
3475 shader
->parent_ops
= parent_ops
;
3478 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->input_signature
, &total
)))
3480 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->output_signature
, &total
)))
3482 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->patch_constant_signature
, &total
)))
3484 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3485 return E_OUTOFMEMORY
;
3486 ptr
= shader
->signature_strings
;
3488 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3490 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3493 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3495 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3496 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3499 if (FAILED(hr
= shader_signature_copy(&shader
->patch_constant_signature
, &desc
->patch_constant_signature
, &ptr
)))
3501 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3502 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3503 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3507 list_init(&shader
->linked_programs
);
3508 list_init(&shader
->constantsF
);
3509 list_init(&shader
->constantsB
);
3510 list_init(&shader
->constantsI
);
3511 shader
->lconst_inf_or_nan
= FALSE
;
3512 list_init(&shader
->reg_maps
.indexable_temps
);
3513 list_init(&shader
->shader_list_entry
);
3515 byte_code_size
= desc
->byte_code_size
;
3516 if (byte_code_size
== ~(size_t)0)
3518 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3519 struct wined3d_shader_version shader_version
;
3520 struct wined3d_shader_instruction ins
;
3524 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3526 WARN("Failed to initialise frontend data.\n");
3527 shader_cleanup(shader
);
3528 return WINED3DERR_INVALIDCALL
;
3531 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3532 while (!fe
->shader_is_end(fe_data
, &ptr
))
3533 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3535 fe
->shader_free(fe_data
);
3537 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3540 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, byte_code_size
)))
3542 shader_cleanup(shader
);
3543 return E_OUTOFMEMORY
;
3545 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3546 shader
->functionLength
= byte_code_size
;
3548 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3550 WARN("Failed to set function, hr %#x.\n", hr
);
3551 shader_cleanup(shader
);
3555 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3557 wined3d_cs_init_object(shader
->device
->cs
, wined3d_shader_init_object
, shader
);
3562 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3563 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3565 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3569 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3570 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3573 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3575 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3577 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3580 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3581 shader_usage_from_semantic_name(input
->semantic_name
);
3582 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3585 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3586 shader
->load_local_constsF
= TRUE
;
3591 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3592 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3594 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
);
3597 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3598 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3600 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
);
3603 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3604 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3605 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3607 struct wined3d_stream_output_element
*elements
= NULL
;
3610 if (so_desc
&& !(elements
= wined3d_calloc(so_desc
->element_count
, sizeof(*elements
))))
3611 return E_OUTOFMEMORY
;
3613 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3615 HeapFree(GetProcessHeap(), 0, elements
);
3621 shader
->u
.gs
.so_desc
= *so_desc
;
3622 shader
->u
.gs
.so_desc
.elements
= elements
;
3623 memcpy(elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*elements
));
3629 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3630 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3632 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3634 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3635 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3637 args
->output_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
3638 state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
:
3639 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
3640 : shader
->limits
->packed_output
;
3641 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3642 : WINED3D_SHADER_TYPE_PIXEL
;
3644 args
->render_offscreen
= context
->render_offscreen
;
3649 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3650 struct gs_compile_args
*args
)
3652 args
->output_count
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3653 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: shader
->limits
->packed_output
;
3656 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3657 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3659 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3660 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3661 const struct wined3d_texture
*texture
;
3664 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3665 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3667 static unsigned int warned
= 0;
3669 args
->srgb_correction
= 1;
3670 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3671 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3672 "support, expect rendering artifacts.\n");
3675 if (shader
->reg_maps
.shader_version
.major
== 1
3676 && shader
->reg_maps
.shader_version
.minor
<= 3)
3678 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3680 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3682 if (flags
& WINED3D_TTFF_PROJECTED
)
3684 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3686 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3688 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3690 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3691 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3693 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3695 struct wined3d_vertex_declaration_element
*element
=
3696 &state
->vertex_declaration
->elements
[j
];
3698 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3699 && element
->usage_idx
== index
)
3701 max_valid
= element
->format
->component_count
;
3705 if (!tex_transform
|| tex_transform
> max_valid
)
3707 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3708 tex_transform
, max_valid
);
3709 tex_transform
= max_valid
;
3711 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3712 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3713 && tex_transform
> WINED3D_TTFF_COUNT2
)
3714 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3715 && tex_transform
> WINED3D_TTFF_COUNT3
))
3716 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3719 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3720 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3721 i
, tex_transform
, resource_type
);
3725 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3727 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3731 if (shader
->reg_maps
.shader_version
.major
== 1
3732 && shader
->reg_maps
.shader_version
.minor
<= 4)
3734 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3736 const struct wined3d_texture
*texture
= state
->textures
[i
];
3738 if (!shader
->reg_maps
.resource_info
[i
].type
)
3741 /* Treat unbound textures as 2D. The dummy texture will provide
3742 * the proper sample value. The tex_types bitmap defaults to
3743 * 2D because of the memset. */
3747 switch (texture
->target
)
3749 /* RECT textures are distinguished from 2D textures via np2_fixup */
3750 case GL_TEXTURE_RECTANGLE_ARB
:
3755 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3758 case GL_TEXTURE_CUBE_MAP_ARB
:
3759 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3765 if (shader
->reg_maps
.shader_version
.major
>= 4)
3767 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3769 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3770 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3771 args
->np2_fixup
= 0;
3775 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3777 if (!shader
->reg_maps
.resource_info
[i
].type
)
3780 texture
= state
->textures
[i
];
3783 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3786 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3787 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3789 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3791 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3792 args
->shadow
|= 1u << i
;
3794 /* Flag samplers that need NP2 texcoord fixup. */
3795 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3796 args
->np2_fixup
|= (1u << i
);
3800 if (shader
->reg_maps
.shader_version
.major
>= 3)
3802 if (position_transformed
)
3803 args
->vp_mode
= pretransformed
;
3804 else if (use_vs(state
))
3805 args
->vp_mode
= vertexshader
;
3807 args
->vp_mode
= fixedfunction
;
3808 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3812 args
->vp_mode
= vertexshader
;
3813 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3815 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3817 case WINED3D_FOG_NONE
:
3818 if (position_transformed
|| use_vs(state
))
3820 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3824 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3826 case WINED3D_FOG_NONE
: /* Fall through. */
3827 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3828 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3829 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3833 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3834 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3835 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3840 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3844 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3846 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3848 args
->texcoords_initialized
= 0;
3849 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3853 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3854 args
->texcoords_initialized
|= 1u << i
;
3858 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3859 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3861 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3862 & WINED3D_FFP_TCI_MASK
3863 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3864 args
->texcoords_initialized
|= 1u << i
;
3870 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3873 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3874 && state
->gl_primitive_type
== GL_POINTS
;
3876 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3877 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3879 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3880 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3881 : WINED3D_CMP_ALWAYS
) - 1;
3883 if (d3d_info
->emulated_flatshading
)
3884 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3886 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
3887 ? context
->render_offscreen
: 0;
3890 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3891 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3893 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3894 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3897 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3898 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3901 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3903 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3906 highest_reg_used
= i
;
3910 /* Don't do any register mapping magic if it is not needed, or if we can't
3911 * achieve anything anyway */
3912 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3913 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3914 || shader
->reg_maps
.shader_version
.major
>= 4)
3916 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3918 /* This happens with relative addressing. The input mapper function
3919 * warns about this if the higher registers are declared too, so
3920 * don't write a FIXME here */
3921 WARN("More varying registers used than supported\n");
3924 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3926 shader
->u
.ps
.input_reg_map
[i
] = i
;
3929 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3933 shader
->u
.ps
.declared_in_count
= 0;
3934 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3936 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3937 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3938 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3945 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3947 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3948 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3951 if (reg_maps
->shader_version
.major
!= 1) return;
3953 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3955 /* We don't sample from this sampler. */
3956 if (!resource_info
[i
].type
)
3959 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3961 case WINED3D_SHADER_TEX_2D
:
3962 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3965 case WINED3D_SHADER_TEX_3D
:
3966 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3969 case WINED3D_SHADER_TEX_CUBE
:
3970 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3976 static HRESULT
compute_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3977 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3979 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
);
3982 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3983 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3985 struct wined3d_shader
*object
;
3988 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3989 device
, desc
, parent
, parent_ops
, shader
);
3991 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3992 return E_OUTOFMEMORY
;
3994 if (FAILED(hr
= compute_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3996 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
3997 HeapFree(GetProcessHeap(), 0, object
);
4001 TRACE("Created compute shader %p.\n", object
);
4007 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4008 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4010 struct wined3d_shader
*object
;
4013 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4014 device
, desc
, parent
, parent_ops
, shader
);
4016 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4017 return E_OUTOFMEMORY
;
4019 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4021 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4022 HeapFree(GetProcessHeap(), 0, object
);
4026 TRACE("Created domain shader %p.\n", object
);
4032 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4033 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4034 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4036 struct wined3d_shader
*object
;
4039 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4040 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4042 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4043 return E_OUTOFMEMORY
;
4045 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4047 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4048 HeapFree(GetProcessHeap(), 0, object
);
4052 TRACE("Created geometry shader %p.\n", object
);
4058 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4059 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4061 struct wined3d_shader
*object
;
4064 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4065 device
, desc
, parent
, parent_ops
, shader
);
4067 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4068 return E_OUTOFMEMORY
;
4070 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4072 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4073 HeapFree(GetProcessHeap(), 0, object
);
4077 TRACE("Created hull shader %p.\n", object
);
4083 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4084 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4086 struct wined3d_shader
*object
;
4089 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4090 device
, desc
, parent
, parent_ops
, shader
);
4092 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4094 return E_OUTOFMEMORY
;
4096 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4098 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4099 HeapFree(GetProcessHeap(), 0, object
);
4103 TRACE("Created pixel shader %p.\n", object
);
4109 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4110 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4112 struct wined3d_shader
*object
;
4115 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4116 device
, desc
, parent
, parent_ops
, shader
);
4118 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4120 return E_OUTOFMEMORY
;
4122 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4124 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4125 HeapFree(GetProcessHeap(), 0, object
);
4129 TRACE("Created vertex shader %p.\n", object
);