d3drm/tests: Spelling fixes for a couple of ok() messages.
[wine.git] / dlls / wined3d / shader.c
blob5192b18bcfe08a1628213b3c1ca0bedb47dc8861
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
38 /* cmp */
39 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
41 static const char * const shader_opcode_names[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BFI */ "bfi",
48 /* WINED3DSIH_BFREV */ "bfrev",
49 /* WINED3DSIH_BREAK */ "break",
50 /* WINED3DSIH_BREAKC */ "breakc",
51 /* WINED3DSIH_BREAKP */ "breakp",
52 /* WINED3DSIH_BUFINFO */ "bufinfo",
53 /* WINED3DSIH_CALL */ "call",
54 /* WINED3DSIH_CALLNZ */ "callnz",
55 /* WINED3DSIH_CASE */ "case",
56 /* WINED3DSIH_CMP */ "cmp",
57 /* WINED3DSIH_CND */ "cnd",
58 /* WINED3DSIH_CONTINUE */ "continue",
59 /* WINED3DSIH_CRS */ "crs",
60 /* WINED3DSIH_CUT */ "cut",
61 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
62 /* WINED3DSIH_DCL */ "dcl",
63 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
64 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
65 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
66 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
67 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
68 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
69 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
70 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
71 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
72 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
73 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
74 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
75 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
76 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
77 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
78 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
79 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
80 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
81 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
82 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
83 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
84 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
85 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
86 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
87 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
88 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
89 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
90 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
91 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
92 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
93 /* WINED3DSIH_DEF */ "def",
94 /* WINED3DSIH_DEFAULT */ "default",
95 /* WINED3DSIH_DEFB */ "defb",
96 /* WINED3DSIH_DEFI */ "defi",
97 /* WINED3DSIH_DIV */ "div",
98 /* WINED3DSIH_DP2 */ "dp2",
99 /* WINED3DSIH_DP2ADD */ "dp2add",
100 /* WINED3DSIH_DP3 */ "dp3",
101 /* WINED3DSIH_DP4 */ "dp4",
102 /* WINED3DSIH_DST */ "dst",
103 /* WINED3DSIH_DSX */ "dsx",
104 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
105 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
106 /* WINED3DSIH_DSY */ "dsy",
107 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
108 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
109 /* WINED3DSIH_ELSE */ "else",
110 /* WINED3DSIH_EMIT */ "emit",
111 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
112 /* WINED3DSIH_ENDIF */ "endif",
113 /* WINED3DSIH_ENDLOOP */ "endloop",
114 /* WINED3DSIH_ENDREP */ "endrep",
115 /* WINED3DSIH_ENDSWITCH */ "endswitch",
116 /* WINED3DSIH_EQ */ "eq",
117 /* WINED3DSIH_EXP */ "exp",
118 /* WINED3DSIH_EXPP */ "expp",
119 /* WINED3DSIH_FRC */ "frc",
120 /* WINED3DSIH_FTOI */ "ftoi",
121 /* WINED3DSIH_FTOU */ "ftou",
122 /* WINED3DSIH_GATHER4 */ "gather4",
123 /* WINED3DSIH_GATHER4_C */ "gather4_c",
124 /* WINED3DSIH_GE */ "ge",
125 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
126 /* WINED3DSIH_HS_DECLS */ "hs_decls",
127 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
128 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
129 /* WINED3DSIH_IADD */ "iadd",
130 /* WINED3DSIH_IEQ */ "ieq",
131 /* WINED3DSIH_IF */ "if",
132 /* WINED3DSIH_IFC */ "ifc",
133 /* WINED3DSIH_IGE */ "ige",
134 /* WINED3DSIH_ILT */ "ilt",
135 /* WINED3DSIH_IMAD */ "imad",
136 /* WINED3DSIH_IMAX */ "imax",
137 /* WINED3DSIH_IMIN */ "imin",
138 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
139 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
140 /* WINED3DSIH_IMUL */ "imul",
141 /* WINED3DSIH_INE */ "ine",
142 /* WINED3DSIH_INEG */ "ineg",
143 /* WINED3DSIH_ISHL */ "ishl",
144 /* WINED3DSIH_ISHR */ "ishr",
145 /* WINED3DSIH_ITOF */ "itof",
146 /* WINED3DSIH_LABEL */ "label",
147 /* WINED3DSIH_LD */ "ld",
148 /* WINED3DSIH_LD2DMS */ "ld2dms",
149 /* WINED3DSIH_LD_RAW */ "ld_raw",
150 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
151 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
152 /* WINED3DSIH_LIT */ "lit",
153 /* WINED3DSIH_LOD */ "lod",
154 /* WINED3DSIH_LOG */ "log",
155 /* WINED3DSIH_LOGP */ "logp",
156 /* WINED3DSIH_LOOP */ "loop",
157 /* WINED3DSIH_LRP */ "lrp",
158 /* WINED3DSIH_LT */ "lt",
159 /* WINED3DSIH_M3x2 */ "m3x2",
160 /* WINED3DSIH_M3x3 */ "m3x3",
161 /* WINED3DSIH_M3x4 */ "m3x4",
162 /* WINED3DSIH_M4x3 */ "m4x3",
163 /* WINED3DSIH_M4x4 */ "m4x4",
164 /* WINED3DSIH_MAD */ "mad",
165 /* WINED3DSIH_MAX */ "max",
166 /* WINED3DSIH_MIN */ "min",
167 /* WINED3DSIH_MOV */ "mov",
168 /* WINED3DSIH_MOVA */ "mova",
169 /* WINED3DSIH_MOVC */ "movc",
170 /* WINED3DSIH_MUL */ "mul",
171 /* WINED3DSIH_NE */ "ne",
172 /* WINED3DSIH_NOP */ "nop",
173 /* WINED3DSIH_NOT */ "not",
174 /* WINED3DSIH_NRM */ "nrm",
175 /* WINED3DSIH_OR */ "or",
176 /* WINED3DSIH_PHASE */ "phase",
177 /* WINED3DSIH_POW */ "pow",
178 /* WINED3DSIH_RCP */ "rcp",
179 /* WINED3DSIH_REP */ "rep",
180 /* WINED3DSIH_RESINFO */ "resinfo",
181 /* WINED3DSIH_RET */ "ret",
182 /* WINED3DSIH_ROUND_NE */ "round_ne",
183 /* WINED3DSIH_ROUND_NI */ "round_ni",
184 /* WINED3DSIH_ROUND_PI */ "round_pi",
185 /* WINED3DSIH_ROUND_Z */ "round_z",
186 /* WINED3DSIH_RSQ */ "rsq",
187 /* WINED3DSIH_SAMPLE */ "sample",
188 /* WINED3DSIH_SAMPLE_B */ "sample_b",
189 /* WINED3DSIH_SAMPLE_C */ "sample_c",
190 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
191 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
192 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
193 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
194 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
195 /* WINED3DSIH_SETP */ "setp",
196 /* WINED3DSIH_SGE */ "sge",
197 /* WINED3DSIH_SGN */ "sgn",
198 /* WINED3DSIH_SINCOS */ "sincos",
199 /* WINED3DSIH_SLT */ "slt",
200 /* WINED3DSIH_SQRT */ "sqrt",
201 /* WINED3DSIH_STORE_RAW */ "store_raw",
202 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
203 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
204 /* WINED3DSIH_SUB */ "sub",
205 /* WINED3DSIH_SWAPC */ "swapc",
206 /* WINED3DSIH_SWITCH */ "switch",
207 /* WINED3DSIH_TEX */ "texld",
208 /* WINED3DSIH_TEXBEM */ "texbem",
209 /* WINED3DSIH_TEXBEML */ "texbeml",
210 /* WINED3DSIH_TEXCOORD */ "texcrd",
211 /* WINED3DSIH_TEXDEPTH */ "texdepth",
212 /* WINED3DSIH_TEXDP3 */ "texdp3",
213 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
214 /* WINED3DSIH_TEXKILL */ "texkill",
215 /* WINED3DSIH_TEXLDD */ "texldd",
216 /* WINED3DSIH_TEXLDL */ "texldl",
217 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
218 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
219 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
220 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
221 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
222 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
223 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
224 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
225 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
226 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
227 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
228 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
229 /* WINED3DSIH_UBFE */ "ubfe",
230 /* WINED3DSIH_UDIV */ "udiv",
231 /* WINED3DSIH_UGE */ "uge",
232 /* WINED3DSIH_ULT */ "ult",
233 /* WINED3DSIH_UMAX */ "umax",
234 /* WINED3DSIH_UMIN */ "umin",
235 /* WINED3DSIH_USHR */ "ushr",
236 /* WINED3DSIH_UTOF */ "utof",
237 /* WINED3DSIH_XOR */ "xor",
240 static const char * const semantic_names[] =
242 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
243 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
244 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
245 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
246 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
247 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
248 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
249 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
250 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
251 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
252 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
253 /* WINED3D_DECL_USAGE_FOG */ "FOG",
254 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
255 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
258 static const struct
260 enum wined3d_sysval_semantic sysval_semantic;
261 const char *sysval_name;
263 sysval_semantic_names[] =
265 {WINED3D_SV_POSITION, "SV_Position"},
266 {WINED3D_SV_CLIP_DISTANCE, "SV_ClipDistance"},
267 {WINED3D_SV_CULL_DISTANCE, "SV_CullDistance"},
268 {WINED3D_SV_RENDER_TARGET_ARRAY_INDEX, "SV_RenderTargetArrayIndex"},
269 {WINED3D_SV_VIEWPORT_ARRAY_INDEX, "SV_ViewportArrayIndex"},
270 {WINED3D_SV_VERTEX_ID, "SV_VertexID"},
271 {WINED3D_SV_INSTANCE_ID, "SV_InstanceID"},
272 {WINED3D_SV_PRIMITIVE_ID, "SV_PrimitiveID"},
273 {WINED3D_SV_IS_FRONT_FACE, "SV_IsFrontFace"},
274 {WINED3D_SV_SAMPLE_INDEX, "SV_SampleIndex"},
275 {WINED3D_SV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
276 {WINED3D_SV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
277 {WINED3D_SV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
278 {WINED3D_SV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
279 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
280 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
281 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
282 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
283 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
284 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
285 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
286 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
289 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
290 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
292 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
294 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
295 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
297 return shader_opcode_names[handler_idx];
300 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
302 if (usage >= ARRAY_SIZE(semantic_names))
304 FIXME("Unrecognized usage %#x.\n", usage);
305 return "UNRECOGNIZED";
308 return semantic_names[usage];
311 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
313 unsigned int i;
315 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
317 if (!strcmp(name, semantic_names[i]))
318 return i;
321 return ~0U;
324 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
326 switch (usage)
328 case WINED3D_DECL_USAGE_POSITION:
329 return WINED3D_SV_POSITION;
330 default:
331 return 0;
335 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
337 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
340 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
341 const struct wined3d_shader_semantic *s)
343 e->semantic_name = shader_semantic_name_from_usage(s->usage);
344 e->semantic_idx = s->usage_idx;
345 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
346 e->component_type = WINED3D_TYPE_FLOAT;
347 e->register_idx = s->reg.reg.idx[0].offset;
348 e->mask = s->reg.write_mask;
351 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
352 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
354 e->semantic_name = shader_semantic_name_from_usage(usage);
355 e->semantic_idx = usage_idx;
356 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
357 e->component_type = WINED3D_TYPE_FLOAT;
358 e->register_idx = reg_idx;
359 e->mask = write_mask;
362 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
364 switch (version_token >> 16)
366 case WINED3D_SM1_VS:
367 case WINED3D_SM1_PS:
368 return &sm1_shader_frontend;
370 case WINED3D_SM4_PS:
371 case WINED3D_SM4_VS:
372 case WINED3D_SM4_GS:
373 case WINED3D_SM5_HS:
374 case WINED3D_SM5_DS:
375 case WINED3D_SM5_CS:
376 return &sm4_shader_frontend;
378 default:
379 FIXME("Unrecognised version token %#x.\n", version_token);
380 return NULL;
384 void string_buffer_clear(struct wined3d_string_buffer *buffer)
386 buffer->buffer[0] = '\0';
387 buffer->content_size = 0;
390 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
392 buffer->buffer_size = 32;
393 if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
395 ERR("Failed to allocate shader buffer memory.\n");
396 return FALSE;
399 string_buffer_clear(buffer);
400 return TRUE;
403 void string_buffer_free(struct wined3d_string_buffer *buffer)
405 HeapFree(GetProcessHeap(), 0, buffer->buffer);
408 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
410 char *new_buffer;
411 unsigned int new_buffer_size = buffer->buffer_size * 2;
413 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
414 new_buffer_size *= 2;
415 if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size)))
417 ERR("Failed to grow buffer.\n");
418 buffer->buffer[buffer->content_size] = '\0';
419 return FALSE;
421 buffer->buffer = new_buffer;
422 buffer->buffer_size = new_buffer_size;
423 return TRUE;
426 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
428 unsigned int rem;
429 int rc;
431 rem = buffer->buffer_size - buffer->content_size;
432 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
433 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
434 return rc;
436 buffer->content_size += rc;
437 return 0;
440 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
442 va_list args;
443 int ret;
445 for (;;)
447 va_start(args, format);
448 ret = shader_vaddline(buffer, format, args);
449 va_end(args);
450 if (!ret)
451 return ret;
452 if (!string_buffer_resize(buffer, ret))
453 return -1;
457 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
459 struct wined3d_string_buffer *buffer;
461 if (list_empty(&list->list))
463 buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer));
464 if (!buffer || !string_buffer_init(buffer))
466 ERR("Couldn't allocate buffer for temporary string.\n");
467 HeapFree(GetProcessHeap(), 0, buffer);
468 return NULL;
471 else
473 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
474 list_remove(&buffer->entry);
476 string_buffer_clear(buffer);
477 return buffer;
480 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
482 if (!buffer)
483 return 0;
484 string_buffer_clear(buffer);
485 return shader_vaddline(buffer, format, args);
488 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
490 va_list args;
491 int ret;
493 for (;;)
495 va_start(args, format);
496 ret = string_buffer_vsprintf(buffer, format, args);
497 va_end(args);
498 if (!ret)
499 return;
500 if (!string_buffer_resize(buffer, ret))
501 return;
505 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
507 if (!buffer)
508 return;
509 list_add_head(&list->list, &buffer->entry);
512 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
514 list_init(&list->list);
517 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
519 struct wined3d_string_buffer *buffer, *buffer_next;
521 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
523 string_buffer_free(buffer);
524 HeapFree(GetProcessHeap(), 0, buffer);
526 list_init(&list->list);
529 /* Convert floating point offset relative to a register file to an absolute
530 * offset for float constants. */
531 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
533 switch (register_type)
535 case WINED3DSPR_CONST: return register_idx;
536 case WINED3DSPR_CONST2: return 2048 + register_idx;
537 case WINED3DSPR_CONST3: return 4096 + register_idx;
538 case WINED3DSPR_CONST4: return 6144 + register_idx;
539 default:
540 FIXME("Unsupported register type: %u.\n", register_type);
541 return register_idx;
545 static void shader_delete_constant_list(struct list *clist)
547 struct wined3d_shader_lconst *constant, *constant_next;
549 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
550 HeapFree(GetProcessHeap(), 0, constant);
551 list_init(clist);
554 static void shader_set_limits(struct wined3d_shader *shader)
556 static const struct limits_entry
558 unsigned int min_version;
559 unsigned int max_version;
560 struct wined3d_shader_limits limits;
562 vs_limits[] =
564 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
565 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
566 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
567 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
568 * even though they are capable of supporting much more (GL
569 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
570 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
571 * shaders to 256. */
572 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
573 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
574 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
577 hs_limits[] =
579 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
580 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
582 ds_limits[] =
584 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
585 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
587 gs_limits[] =
589 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
590 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
591 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
594 ps_limits[] =
596 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
597 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
598 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
599 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
600 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
601 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
602 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
605 cs_limits[] =
607 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
608 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
610 const struct limits_entry *limits_array;
611 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
612 shader->reg_maps.shader_version.minor);
613 int i = 0;
615 switch (shader->reg_maps.shader_version.type)
617 default:
618 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
619 /* Fall-through. */
620 case WINED3D_SHADER_TYPE_VERTEX:
621 limits_array = vs_limits;
622 break;
623 case WINED3D_SHADER_TYPE_HULL:
624 limits_array = hs_limits;
625 break;
626 case WINED3D_SHADER_TYPE_DOMAIN:
627 limits_array = ds_limits;
628 break;
629 case WINED3D_SHADER_TYPE_GEOMETRY:
630 limits_array = gs_limits;
631 break;
632 case WINED3D_SHADER_TYPE_PIXEL:
633 limits_array = ps_limits;
634 break;
635 case WINED3D_SHADER_TYPE_COMPUTE:
636 limits_array = cs_limits;
637 break;
640 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
642 if (shader_version <= limits_array[i].max_version)
644 shader->limits = &limits_array[i].limits;
645 break;
647 ++i;
649 if (!shader->limits)
651 FIXME("Unexpected shader version \"%u.%u\".\n",
652 shader->reg_maps.shader_version.major,
653 shader->reg_maps.shader_version.minor);
654 shader->limits = &limits_array[max(0, i - 1)].limits;
658 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
660 DWORD idx, shift;
661 idx = bit >> 5;
662 shift = bit & 0x1f;
663 bitmap[idx] |= (1u << shift);
666 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
667 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
669 switch (reg->type)
671 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
672 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
673 reg_maps->texcoord |= 1u << reg->idx[0].offset;
674 else
675 reg_maps->address |= 1u << reg->idx[0].offset;
676 break;
678 case WINED3DSPR_TEMP:
679 reg_maps->temporary |= 1u << reg->idx[0].offset;
680 break;
682 case WINED3DSPR_INPUT:
683 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
685 if (reg->idx[0].rel_addr)
687 /* If relative addressing is used, we must assume that all registers
688 * are used. Even if it is a construct like v3[aL], we can't assume
689 * that v0, v1 and v2 aren't read because aL can be negative */
690 unsigned int i;
691 for (i = 0; i < MAX_REG_INPUT; ++i)
693 shader->u.ps.input_reg_used[i] = TRUE;
696 else
698 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
701 else
702 reg_maps->input_registers |= 1u << reg->idx[0].offset;
703 break;
705 case WINED3DSPR_RASTOUT:
706 if (reg->idx[0].offset == 1)
707 reg_maps->fog = 1;
708 if (reg->idx[0].offset == 2)
709 reg_maps->point_size = 1;
710 break;
712 case WINED3DSPR_MISCTYPE:
713 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
715 if (!reg->idx[0].offset)
716 reg_maps->vpos = 1;
717 else if (reg->idx[0].offset == 1)
718 reg_maps->usesfacing = 1;
720 break;
722 case WINED3DSPR_CONST:
723 if (reg->idx[0].rel_addr)
725 if (reg->idx[0].offset < reg_maps->min_rel_offset)
726 reg_maps->min_rel_offset = reg->idx[0].offset;
727 if (reg->idx[0].offset > reg_maps->max_rel_offset)
728 reg_maps->max_rel_offset = reg->idx[0].offset;
729 reg_maps->usesrelconstF = TRUE;
731 else
733 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
735 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
736 return FALSE;
738 else
740 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
743 break;
745 case WINED3DSPR_CONSTINT:
746 if (reg->idx[0].offset >= shader->limits->constant_int)
748 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
749 return FALSE;
751 else
753 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
755 break;
757 case WINED3DSPR_CONSTBOOL:
758 if (reg->idx[0].offset >= shader->limits->constant_bool)
760 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
761 return FALSE;
763 else
765 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
767 break;
769 case WINED3DSPR_COLOROUT:
770 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
771 break;
773 default:
774 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
775 reg->type, reg->idx[0].offset, reg->idx[1].offset);
776 break;
778 return TRUE;
781 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
782 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
784 struct wined3d_shader_sampler_map_entry *entries, *entry;
785 struct wined3d_shader_sampler_map *map;
786 unsigned int i;
788 map = &reg_maps->sampler_map;
789 entries = map->entries;
790 for (i = 0; i < map->count; ++i)
792 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
793 return;
796 if (!map->size)
798 if (!(entries = wined3d_calloc(4, sizeof(*entries))))
800 ERR("Failed to allocate sampler map entries.\n");
801 return;
803 map->size = 4;
804 map->entries = entries;
806 else if (map->count == map->size)
808 size_t new_size = map->size * 2;
810 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
811 || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size)))
813 ERR("Failed to resize sampler map entries.\n");
814 return;
816 map->size = new_size;
817 map->entries = entries;
820 entry = &entries[map->count++];
821 entry->resource_idx = resource_idx;
822 entry->sampler_idx = sampler_idx;
823 entry->bind_idx = bind_idx;
826 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
828 switch (instr)
830 case WINED3DSIH_M4x4:
831 case WINED3DSIH_M3x4:
832 return param == 1 ? 3 : 0;
834 case WINED3DSIH_M4x3:
835 case WINED3DSIH_M3x3:
836 return param == 1 ? 2 : 0;
838 case WINED3DSIH_M3x2:
839 return param == 1 ? 1 : 0;
841 default:
842 return 0;
846 /* Note that this does not count the loop register as an address register. */
847 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
848 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
849 struct wined3d_shader_signature *output_signature, const DWORD *byte_code, DWORD constf_size)
851 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
852 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
853 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
854 void *fe_data = shader->frontend_data;
855 struct wined3d_shader_version shader_version;
856 const DWORD *ptr = byte_code;
857 unsigned int i;
859 memset(reg_maps, 0, sizeof(*reg_maps));
860 memset(input_signature_elements, 0, sizeof(input_signature_elements));
861 memset(output_signature_elements, 0, sizeof(output_signature_elements));
862 reg_maps->min_rel_offset = ~0U;
863 list_init(&reg_maps->indexable_temps);
865 fe->shader_read_header(fe_data, &ptr, &shader_version);
866 reg_maps->shader_version = shader_version;
868 shader_set_limits(shader);
870 if (!(reg_maps->constf = wined3d_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
871 sizeof(*reg_maps->constf))))
873 ERR("Failed to allocate constant map memory.\n");
874 return E_OUTOFMEMORY;
877 while (!fe->shader_is_end(fe_data, &ptr))
879 struct wined3d_shader_instruction ins;
881 /* Fetch opcode. */
882 fe->shader_read_instruction(fe_data, &ptr, &ins);
884 /* Unhandled opcode, and its parameters. */
885 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
887 TRACE("Skipping unrecognized instruction.\n");
888 continue;
891 /* Handle declarations. */
892 if (ins.handler_idx == WINED3DSIH_DCL)
894 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
895 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
897 switch (semantic->reg.reg.type)
899 /* Mark input registers used. */
900 case WINED3DSPR_INPUT:
901 if (reg_idx >= MAX_REG_INPUT)
903 ERR("Invalid input register index %u.\n", reg_idx);
904 break;
906 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
907 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
908 return WINED3DERR_INVALIDCALL;
909 reg_maps->input_registers |= 1u << reg_idx;
910 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
911 break;
913 /* Vertex shader: mark 3.0 output registers used, save token. */
914 case WINED3DSPR_OUTPUT:
915 if (reg_idx >= MAX_REG_OUTPUT)
917 ERR("Invalid output register index %u.\n", reg_idx);
918 break;
920 reg_maps->output_registers |= 1u << reg_idx;
921 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
922 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
923 reg_maps->fog = 1;
924 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
925 reg_maps->point_size = 1;
926 break;
928 case WINED3DSPR_SAMPLER:
929 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
930 case WINED3DSPR_RESOURCE:
931 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
933 ERR("Invalid resource index %u.\n", reg_idx);
934 break;
936 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
937 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
938 break;
940 default:
941 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
942 break;
945 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
947 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
948 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
949 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
950 else
951 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
953 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
955 if (reg_maps->icb)
956 FIXME("Multiple immediate constant buffers.\n");
957 reg_maps->icb = ins.declaration.icb;
959 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
961 struct wined3d_shader_indexable_temp *reg;
963 if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg))))
964 return E_OUTOFMEMORY;
966 *reg = ins.declaration.indexable_temp;
967 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
969 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
971 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
972 shader->u.gs.input_type = ins.declaration.primitive_type;
973 else
974 FIXME("Invalid instruction %#x for shader type %#x.\n",
975 ins.handler_idx, shader_version.type);
977 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
979 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
980 shader->u.gs.output_type = ins.declaration.primitive_type;
981 else
982 FIXME("Invalid instruction %#x for shader type %#x.\n",
983 ins.handler_idx, shader_version.type);
985 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
987 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
988 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
990 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
992 reg_maps->temporary_count = ins.declaration.count;
994 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
996 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
997 shader->u.gs.vertices_out = ins.declaration.count;
998 else
999 FIXME("Invalid instruction %#x for shader type %#x.\n",
1000 ins.handler_idx, shader_version.type);
1002 else if (ins.handler_idx == WINED3DSIH_DEF)
1004 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1005 float *value;
1006 if (!lconst) return E_OUTOFMEMORY;
1008 lconst->idx = ins.dst[0].reg.idx[0].offset;
1009 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
1010 value = (float *)lconst->value;
1012 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1013 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1015 if (value[0] < -1.0f) value[0] = -1.0f;
1016 else if (value[0] > 1.0f) value[0] = 1.0f;
1017 if (value[1] < -1.0f) value[1] = -1.0f;
1018 else if (value[1] > 1.0f) value[1] = 1.0f;
1019 if (value[2] < -1.0f) value[2] = -1.0f;
1020 else if (value[2] > 1.0f) value[2] = 1.0f;
1021 if (value[3] < -1.0f) value[3] = -1.0f;
1022 else if (value[3] > 1.0f) value[3] = 1.0f;
1025 list_add_head(&shader->constantsF, &lconst->entry);
1027 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1028 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1030 shader->lconst_inf_or_nan = TRUE;
1033 else if (ins.handler_idx == WINED3DSIH_DEFI)
1035 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1036 if (!lconst) return E_OUTOFMEMORY;
1038 lconst->idx = ins.dst[0].reg.idx[0].offset;
1039 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
1041 list_add_head(&shader->constantsI, &lconst->entry);
1042 reg_maps->local_int_consts |= (1u << lconst->idx);
1044 else if (ins.handler_idx == WINED3DSIH_DEFB)
1046 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1047 if (!lconst) return E_OUTOFMEMORY;
1049 lconst->idx = ins.dst[0].reg.idx[0].offset;
1050 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
1052 list_add_head(&shader->constantsB, &lconst->entry);
1053 reg_maps->local_bool_consts |= (1u << lconst->idx);
1055 /* For subroutine prototypes. */
1056 else if (ins.handler_idx == WINED3DSIH_LABEL)
1058 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1060 /* Set texture, address, temporary registers. */
1061 else
1063 BOOL color0_mov = FALSE;
1064 unsigned int i;
1066 /* This will loop over all the registers and try to
1067 * make a bitmask of the ones we're interested in.
1069 * Relative addressing tokens are ignored, but that's
1070 * okay, since we'll catch any address registers when
1071 * they are initialized (required by spec). */
1072 for (i = 0; i < ins.dst_count; ++i)
1074 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1075 shader_version.type, constf_size))
1076 return WINED3DERR_INVALIDCALL;
1078 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1080 UINT idx = ins.dst[i].reg.idx[0].offset;
1082 switch (ins.dst[i].reg.type)
1084 case WINED3DSPR_RASTOUT:
1085 if (shader_version.major >= 3)
1086 break;
1087 switch (idx)
1089 case 0: /* oPos */
1090 reg_maps->output_registers |= 1u << 10;
1091 shader_signature_from_usage(&output_signature_elements[10],
1092 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1093 break;
1095 case 1: /* oFog */
1096 reg_maps->output_registers |= 1u << 11;
1097 shader_signature_from_usage(&output_signature_elements[11],
1098 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1099 break;
1101 case 2: /* oPts */
1102 reg_maps->output_registers |= 1u << 11;
1103 shader_signature_from_usage(&output_signature_elements[11],
1104 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1105 break;
1107 break;
1109 case WINED3DSPR_ATTROUT:
1110 if (shader_version.major >= 3)
1111 break;
1112 if (idx < 2)
1114 idx += 8;
1115 if (reg_maps->output_registers & (1u << idx))
1117 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1119 else
1121 reg_maps->output_registers |= 1u << idx;
1122 shader_signature_from_usage(&output_signature_elements[idx],
1123 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1126 break;
1128 case WINED3DSPR_TEXCRDOUT:
1129 if (shader_version.major >= 3)
1131 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1132 break;
1134 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1135 if (reg_maps->output_registers & (1u << idx))
1137 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1139 else
1141 reg_maps->output_registers |= 1u << idx;
1142 shader_signature_from_usage(&output_signature_elements[idx],
1143 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1145 break;
1147 default:
1148 break;
1152 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1154 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1156 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1157 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1158 * the mov and perform the sRGB write correction from the source register.
1160 * However, if the mov is only partial, we can't do this, and if the write
1161 * comes from an instruction other than MOV it is hard to do as well. If
1162 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1163 shader->u.ps.color0_mov = FALSE;
1164 if (ins.handler_idx == WINED3DSIH_MOV
1165 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1167 /* Used later when the source register is read. */
1168 color0_mov = TRUE;
1171 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1172 * end
1174 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1175 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1177 shader->u.ps.color0_mov = FALSE;
1181 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1182 if (shader_version.major == 1
1183 && (ins.handler_idx == WINED3DSIH_TEX
1184 || ins.handler_idx == WINED3DSIH_TEXBEM
1185 || ins.handler_idx == WINED3DSIH_TEXBEML
1186 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1187 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1188 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1189 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1190 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1191 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1192 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1193 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1195 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1197 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1198 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1199 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1200 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1202 /* texbem is only valid with < 1.4 pixel shaders */
1203 if (ins.handler_idx == WINED3DSIH_TEXBEM
1204 || ins.handler_idx == WINED3DSIH_TEXBEML)
1206 reg_maps->bumpmat |= 1u << reg_idx;
1207 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1209 reg_maps->luminanceparams |= 1u << reg_idx;
1213 else if (ins.handler_idx == WINED3DSIH_BEM)
1215 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1219 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
1220 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
1221 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
1222 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1223 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1224 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1225 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1226 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1227 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1228 else if (ins.handler_idx == WINED3DSIH_LOOP
1229 || ins.handler_idx == WINED3DSIH_REP)
1231 ++cur_loop_depth;
1232 if (cur_loop_depth > max_loop_depth)
1233 max_loop_depth = cur_loop_depth;
1235 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1236 || ins.handler_idx == WINED3DSIH_ENDREP)
1238 --cur_loop_depth;
1240 else if (ins.handler_idx == WINED3DSIH_SAMPLE
1241 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1242 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1243 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1244 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1246 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1247 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1249 else if (ins.handler_idx == WINED3DSIH_LD
1250 || ins.handler_idx == WINED3DSIH_RESINFO)
1252 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1253 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1256 if (ins.predicate)
1257 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1258 shader_version.type, constf_size))
1259 return WINED3DERR_INVALIDCALL;
1261 for (i = 0; i < ins.src_count; ++i)
1263 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1264 struct wined3d_shader_register reg = ins.src[i].reg;
1266 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1267 shader_version.type, constf_size))
1268 return WINED3DERR_INVALIDCALL;
1269 while (count)
1271 ++reg.idx[0].offset;
1272 if (!shader_record_register_usage(shader, reg_maps, &reg,
1273 shader_version.type, constf_size))
1274 return WINED3DERR_INVALIDCALL;
1275 --count;
1278 if (color0_mov)
1280 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1281 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1283 shader->u.ps.color0_mov = TRUE;
1284 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1290 reg_maps->loop_depth = max_loop_depth;
1292 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1293 * R0 is written to the render target. */
1294 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1295 reg_maps->rt_mask |= (1u << 0);
1297 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
1299 if (input_signature->elements)
1301 for (i = 0; i < input_signature->element_count; ++i)
1303 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1304 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
1305 && input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1306 reg_maps->vpos = 1;
1309 else if (!input_signature->elements && reg_maps->input_registers)
1311 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1312 struct wined3d_shader_signature_element *e;
1313 unsigned int i;
1315 if (!(input_signature->elements = wined3d_calloc(count, sizeof(*input_signature->elements))))
1316 return E_OUTOFMEMORY;
1317 input_signature->element_count = count;
1319 e = input_signature->elements;
1320 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1322 if (!(reg_maps->input_registers & (1u << i)))
1323 continue;
1324 input_signature_elements[i].register_idx = i;
1325 *e++ = input_signature_elements[i];
1329 if (output_signature->elements)
1331 for (i = 0; i < output_signature->element_count; ++i)
1333 reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
1336 else if (reg_maps->output_registers)
1338 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1339 struct wined3d_shader_signature_element *e;
1341 if (!(output_signature->elements = wined3d_calloc(count, sizeof(*output_signature->elements))))
1342 return E_OUTOFMEMORY;
1343 output_signature->element_count = count;
1345 e = output_signature->elements;
1346 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1348 if (!(reg_maps->output_registers & (1u << i)))
1349 continue;
1350 *e++ = output_signature_elements[i];
1354 return WINED3D_OK;
1357 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1359 struct wined3d_shader_indexable_temp *reg, *reg_next;
1361 HeapFree(GetProcessHeap(), 0, reg_maps->constf);
1362 HeapFree(GetProcessHeap(), 0, reg_maps->sampler_map.entries);
1364 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1365 HeapFree(GetProcessHeap(), 0, reg);
1366 list_init(&reg_maps->indexable_temps);
1369 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1371 DWORD map = 1u << max;
1372 map |= map - 1;
1373 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1375 return wined3d_log2i(map);
1378 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1380 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1382 shader_addline(buffer, "refactoringAllowed");
1383 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1384 if (global_flags)
1385 shader_addline(buffer, " | ");
1388 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1390 shader_addline(buffer, "enableRawAndStructuredBuffers");
1391 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1394 if (global_flags)
1395 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1398 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1399 enum wined3d_tessellator_domain domain)
1401 switch (domain)
1403 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1404 shader_addline(buffer, "line");
1405 break;
1406 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1407 shader_addline(buffer, "triangle");
1408 break;
1409 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1410 shader_addline(buffer, "quad");
1411 break;
1412 default:
1413 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1414 break;
1418 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1419 enum wined3d_tessellator_output_primitive output_primitive)
1421 switch (output_primitive)
1423 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1424 shader_addline(buffer, "point");
1425 break;
1426 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1427 shader_addline(buffer, "line");
1428 break;
1429 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1430 shader_addline(buffer, "triangle_cw");
1431 break;
1432 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1433 shader_addline(buffer, "triangle_ccw");
1434 break;
1435 default:
1436 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1437 break;
1441 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
1442 enum wined3d_tessellator_partitioning partitioning)
1444 switch (partitioning)
1446 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
1447 shader_addline(buffer, "integer");
1448 break;
1449 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
1450 shader_addline(buffer, "pow2");
1451 break;
1452 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
1453 shader_addline(buffer, "fractional_odd");
1454 break;
1455 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
1456 shader_addline(buffer, "fractional_even");
1457 break;
1458 default:
1459 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
1460 break;
1464 static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
1466 unsigned int i;
1468 for (i = 0; i < ARRAY_SIZE(sysval_semantic_names); ++i)
1470 if (sysval_semantic_names[i].sysval_semantic == semantic)
1472 shader_addline(buffer, "%s", sysval_semantic_names[i].sysval_name);
1473 return;
1477 shader_addline(buffer, "unknown_sysval_semantic(%#x)", semantic);
1480 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
1481 const struct wined3d_shader_semantic *semantic, const struct wined3d_shader_version *shader_version)
1483 shader_addline(buffer, "dcl");
1485 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
1487 switch (semantic->resource_type)
1489 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1490 shader_addline(buffer, "_2d");
1491 break;
1493 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1494 shader_addline(buffer, "_3d");
1495 break;
1497 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1498 shader_addline(buffer, "_cube");
1499 break;
1501 default:
1502 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
1503 break;
1506 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
1508 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
1509 shader_addline(buffer, "_resource_");
1510 else
1511 shader_addline(buffer, "_uav_");
1512 switch (semantic->resource_type)
1514 case WINED3D_SHADER_RESOURCE_BUFFER:
1515 shader_addline(buffer, "buffer");
1516 break;
1518 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1519 shader_addline(buffer, "texture1d");
1520 break;
1522 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1523 shader_addline(buffer, "texture2d");
1524 break;
1526 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
1527 shader_addline(buffer, "texture2dms");
1528 break;
1530 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1531 shader_addline(buffer, "texture3d");
1532 break;
1534 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1535 shader_addline(buffer, "texturecube");
1536 break;
1538 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
1539 shader_addline(buffer, "texture1darray");
1540 break;
1542 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
1543 shader_addline(buffer, "texture2darray");
1544 break;
1546 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
1547 shader_addline(buffer, "texture2dmsarray");
1548 break;
1550 default:
1551 shader_addline(buffer, "unknown");
1552 break;
1554 switch (semantic->resource_data_type)
1556 case WINED3D_DATA_FLOAT:
1557 shader_addline(buffer, " (float)");
1558 break;
1560 case WINED3D_DATA_INT:
1561 shader_addline(buffer, " (int)");
1562 break;
1564 case WINED3D_DATA_UINT:
1565 shader_addline(buffer, " (uint)");
1566 break;
1568 case WINED3D_DATA_UNORM:
1569 shader_addline(buffer, " (unorm)");
1570 break;
1572 case WINED3D_DATA_SNORM:
1573 shader_addline(buffer, " (snorm)");
1574 break;
1576 default:
1577 shader_addline(buffer, " (unknown)");
1578 break;
1581 else
1583 /* Pixel shaders 3.0 don't have usage semantics. */
1584 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
1585 return;
1586 else
1587 shader_addline(buffer, "_");
1589 switch (semantic->usage)
1591 case WINED3D_DECL_USAGE_POSITION:
1592 shader_addline(buffer, "position%u", semantic->usage_idx);
1593 break;
1595 case WINED3D_DECL_USAGE_BLEND_INDICES:
1596 shader_addline(buffer, "blend");
1597 break;
1599 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
1600 shader_addline(buffer, "weight");
1601 break;
1603 case WINED3D_DECL_USAGE_NORMAL:
1604 shader_addline(buffer, "normal%u", semantic->usage_idx);
1605 break;
1607 case WINED3D_DECL_USAGE_PSIZE:
1608 shader_addline(buffer, "psize");
1609 break;
1611 case WINED3D_DECL_USAGE_COLOR:
1612 if (!semantic->usage_idx)
1613 shader_addline(buffer, "color");
1614 else
1615 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
1616 break;
1618 case WINED3D_DECL_USAGE_TEXCOORD:
1619 shader_addline(buffer, "texture%u", semantic->usage_idx);
1620 break;
1622 case WINED3D_DECL_USAGE_TANGENT:
1623 shader_addline(buffer, "tangent");
1624 break;
1626 case WINED3D_DECL_USAGE_BINORMAL:
1627 shader_addline(buffer, "binormal");
1628 break;
1630 case WINED3D_DECL_USAGE_TESS_FACTOR:
1631 shader_addline(buffer, "tessfactor");
1632 break;
1634 case WINED3D_DECL_USAGE_POSITIONT:
1635 shader_addline(buffer, "positionT%u", semantic->usage_idx);
1636 break;
1638 case WINED3D_DECL_USAGE_FOG:
1639 shader_addline(buffer, "fog");
1640 break;
1642 case WINED3D_DECL_USAGE_DEPTH:
1643 shader_addline(buffer, "depth");
1644 break;
1646 case WINED3D_DECL_USAGE_SAMPLE:
1647 shader_addline(buffer, "sample");
1648 break;
1650 default:
1651 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
1652 FIXME("unknown_semantics(0x%08x)", semantic->usage);
1657 static void shader_dump_register(struct wined3d_string_buffer *buffer,
1658 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
1660 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
1661 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
1662 UINT offset = reg->idx[0].offset;
1664 switch (reg->type)
1666 case WINED3DSPR_TEMP:
1667 shader_addline(buffer, "r");
1668 break;
1670 case WINED3DSPR_INPUT:
1671 shader_addline(buffer, "v");
1672 break;
1674 case WINED3DSPR_CONST:
1675 case WINED3DSPR_CONST2:
1676 case WINED3DSPR_CONST3:
1677 case WINED3DSPR_CONST4:
1678 shader_addline(buffer, "c");
1679 offset = shader_get_float_offset(reg->type, offset);
1680 break;
1682 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
1683 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
1684 break;
1686 case WINED3DSPR_RASTOUT:
1687 shader_addline(buffer, "%s", rastout_reg_names[offset]);
1688 break;
1690 case WINED3DSPR_COLOROUT:
1691 shader_addline(buffer, "oC");
1692 break;
1694 case WINED3DSPR_DEPTHOUT:
1695 shader_addline(buffer, "oDepth");
1696 break;
1698 case WINED3DSPR_ATTROUT:
1699 shader_addline(buffer, "oD");
1700 break;
1702 case WINED3DSPR_TEXCRDOUT:
1703 /* Vertex shaders >= 3.0 use general purpose output registers
1704 * (WINED3DSPR_OUTPUT), which can include an address token. */
1705 if (shader_version->major >= 3)
1706 shader_addline(buffer, "o");
1707 else
1708 shader_addline(buffer, "oT");
1709 break;
1711 case WINED3DSPR_CONSTINT:
1712 shader_addline(buffer, "i");
1713 break;
1715 case WINED3DSPR_CONSTBOOL:
1716 shader_addline(buffer, "b");
1717 break;
1719 case WINED3DSPR_LABEL:
1720 shader_addline(buffer, "l");
1721 break;
1723 case WINED3DSPR_LOOP:
1724 shader_addline(buffer, "aL");
1725 break;
1727 case WINED3DSPR_SAMPLER:
1728 shader_addline(buffer, "s");
1729 break;
1731 case WINED3DSPR_MISCTYPE:
1732 if (offset > 1)
1734 FIXME("Unhandled misctype register %u.\n", offset);
1735 shader_addline(buffer, "<unhandled misctype %#x>", offset);
1737 else
1739 shader_addline(buffer, "%s", misctype_reg_names[offset]);
1741 break;
1743 case WINED3DSPR_PREDICATE:
1744 shader_addline(buffer, "p");
1745 break;
1747 case WINED3DSPR_IMMCONST:
1748 shader_addline(buffer, "l");
1749 break;
1751 case WINED3DSPR_CONSTBUFFER:
1752 shader_addline(buffer, "cb");
1753 break;
1755 case WINED3DSPR_IMMCONSTBUFFER:
1756 shader_addline(buffer, "icb");
1757 break;
1759 case WINED3DSPR_PRIMID:
1760 shader_addline(buffer, "primID");
1761 break;
1763 case WINED3DSPR_NULL:
1764 shader_addline(buffer, "null");
1765 break;
1767 case WINED3DSPR_RESOURCE:
1768 shader_addline(buffer, "t");
1769 break;
1771 case WINED3DSPR_UAV:
1772 shader_addline(buffer, "u");
1773 break;
1775 case WINED3DSPR_OUTPOINTID:
1776 shader_addline(buffer, "vOutputControlPointID");
1777 break;
1779 case WINED3DSPR_FORKINSTID:
1780 shader_addline(buffer, "vForkInstanceId");
1781 break;
1783 case WINED3DSPR_INCONTROLPOINT:
1784 shader_addline(buffer, "vicp");
1785 break;
1787 case WINED3DSPR_OUTCONTROLPOINT:
1788 shader_addline(buffer, "vocp");
1789 break;
1791 case WINED3DSPR_PATCHCONST:
1792 shader_addline(buffer, "vpc");
1793 break;
1795 case WINED3DSPR_TESSCOORD:
1796 shader_addline(buffer, "vDomainLocation");
1797 break;
1799 case WINED3DSPR_GROUPSHAREDMEM:
1800 shader_addline(buffer, "g");
1801 break;
1803 case WINED3DSPR_THREADID:
1804 shader_addline(buffer, "vThreadID");
1805 break;
1807 case WINED3DSPR_THREADGROUPID:
1808 shader_addline(buffer, "vThreadGroupID");
1809 break;
1811 case WINED3DSPR_LOCALTHREADID:
1812 shader_addline(buffer, "vThreadIDInGroup");
1813 break;
1815 case WINED3DSPR_LOCALTHREADINDEX:
1816 shader_addline(buffer, "vThreadIDInGroupFlattened");
1817 break;
1819 case WINED3DSPR_IDXTEMP:
1820 shader_addline(buffer, "x");
1821 break;
1823 case WINED3DSPR_STREAM:
1824 shader_addline(buffer, "m");
1825 break;
1827 default:
1828 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
1829 break;
1832 if (reg->type == WINED3DSPR_IMMCONST)
1834 shader_addline(buffer, "(");
1835 switch (reg->immconst_type)
1837 case WINED3D_IMMCONST_SCALAR:
1838 switch (reg->data_type)
1840 case WINED3D_DATA_FLOAT:
1841 shader_addline(buffer, "%.8e", *(const float *)reg->immconst_data);
1842 break;
1843 case WINED3D_DATA_INT:
1844 shader_addline(buffer, "%d", reg->immconst_data[0]);
1845 break;
1846 case WINED3D_DATA_RESOURCE:
1847 case WINED3D_DATA_SAMPLER:
1848 case WINED3D_DATA_UINT:
1849 shader_addline(buffer, "%u", reg->immconst_data[0]);
1850 break;
1851 default:
1852 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
1853 break;
1855 break;
1857 case WINED3D_IMMCONST_VEC4:
1858 switch (reg->data_type)
1860 case WINED3D_DATA_FLOAT:
1861 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
1862 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1863 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1864 break;
1865 case WINED3D_DATA_INT:
1866 shader_addline(buffer, "%d, %d, %d, %d",
1867 reg->immconst_data[0], reg->immconst_data[1],
1868 reg->immconst_data[2], reg->immconst_data[3]);
1869 break;
1870 case WINED3D_DATA_RESOURCE:
1871 case WINED3D_DATA_SAMPLER:
1872 case WINED3D_DATA_UINT:
1873 shader_addline(buffer, "%u, %u, %u, %u",
1874 reg->immconst_data[0], reg->immconst_data[1],
1875 reg->immconst_data[2], reg->immconst_data[3]);
1876 break;
1877 default:
1878 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
1879 break;
1881 break;
1883 default:
1884 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
1885 break;
1887 shader_addline(buffer, ")");
1889 else if (reg->type != WINED3DSPR_RASTOUT
1890 && reg->type != WINED3DSPR_MISCTYPE
1891 && reg->type != WINED3DSPR_NULL)
1893 if (offset != ~0u)
1895 shader_addline(buffer, "[");
1896 if (reg->idx[0].rel_addr)
1898 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
1899 shader_addline(buffer, " + ");
1901 shader_addline(buffer, "%u]", offset);
1903 if (reg->idx[1].offset != ~0u)
1905 shader_addline(buffer, "[");
1906 if (reg->idx[1].rel_addr)
1908 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
1909 shader_addline(buffer, " + ");
1911 shader_addline(buffer, "%u]", reg->idx[1].offset);
1917 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
1918 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
1920 DWORD write_mask = param->write_mask;
1922 shader_dump_register(buffer, &param->reg, shader_version);
1924 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1926 static const char write_mask_chars[] = "xyzw";
1928 shader_addline(buffer, ".");
1929 if (write_mask & WINED3DSP_WRITEMASK_0)
1930 shader_addline(buffer, "%c", write_mask_chars[0]);
1931 if (write_mask & WINED3DSP_WRITEMASK_1)
1932 shader_addline(buffer, "%c", write_mask_chars[1]);
1933 if (write_mask & WINED3DSP_WRITEMASK_2)
1934 shader_addline(buffer, "%c", write_mask_chars[2]);
1935 if (write_mask & WINED3DSP_WRITEMASK_3)
1936 shader_addline(buffer, "%c", write_mask_chars[3]);
1940 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
1941 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
1943 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1944 DWORD swizzle = param->swizzle;
1946 if (src_modifier == WINED3DSPSM_NEG
1947 || src_modifier == WINED3DSPSM_BIASNEG
1948 || src_modifier == WINED3DSPSM_SIGNNEG
1949 || src_modifier == WINED3DSPSM_X2NEG
1950 || src_modifier == WINED3DSPSM_ABSNEG)
1951 shader_addline(buffer, "-");
1952 else if (src_modifier == WINED3DSPSM_COMP)
1953 shader_addline(buffer, "1-");
1954 else if (src_modifier == WINED3DSPSM_NOT)
1955 shader_addline(buffer, "!");
1957 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1958 shader_addline(buffer, "abs(");
1960 shader_dump_register(buffer, &param->reg, shader_version);
1962 switch (src_modifier)
1964 case WINED3DSPSM_NONE: break;
1965 case WINED3DSPSM_NEG: break;
1966 case WINED3DSPSM_NOT: break;
1967 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
1968 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
1969 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
1970 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
1971 case WINED3DSPSM_COMP: break;
1972 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
1973 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
1974 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
1975 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
1976 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
1977 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
1978 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
1981 if (swizzle != WINED3DSP_NOSWIZZLE)
1983 static const char swizzle_chars[] = "xyzw";
1984 DWORD swizzle_x = swizzle & 0x03;
1985 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1986 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1987 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1989 if (swizzle_x == swizzle_y
1990 && swizzle_x == swizzle_z
1991 && swizzle_x == swizzle_w)
1993 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
1995 else
1997 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1998 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2003 /* Shared code in order to generate the bulk of the shader string.
2004 * NOTE: A description of how to parse tokens can be found on MSDN. */
2005 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2006 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
2008 struct wined3d_device *device = shader->device;
2009 const struct wined3d_shader_frontend *fe = shader->frontend;
2010 void *fe_data = shader->frontend_data;
2011 struct wined3d_shader_version shader_version;
2012 struct wined3d_shader_loop_state loop_state;
2013 struct wined3d_shader_instruction ins;
2014 struct wined3d_shader_tex_mx tex_mx;
2015 struct wined3d_shader_context ctx;
2016 const DWORD *ptr = byte_code;
2018 /* Initialize current parsing state. */
2019 tex_mx.current_row = 0;
2020 loop_state.current_depth = 0;
2021 loop_state.current_reg = 0;
2023 ctx.shader = shader;
2024 ctx.gl_info = &device->adapter->gl_info;
2025 ctx.reg_maps = reg_maps;
2026 ctx.buffer = buffer;
2027 ctx.tex_mx = &tex_mx;
2028 ctx.loop_state = &loop_state;
2029 ctx.backend_data = backend_ctx;
2030 ins.ctx = &ctx;
2032 fe->shader_read_header(fe_data, &ptr, &shader_version);
2034 while (!fe->shader_is_end(fe_data, &ptr))
2036 /* Read opcode. */
2037 fe->shader_read_instruction(fe_data, &ptr, &ins);
2039 /* Unknown opcode and its parameters. */
2040 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2042 TRACE("Skipping unrecognized instruction.\n");
2043 continue;
2046 if (ins.predicate)
2047 FIXME("Predicates not implemented.\n");
2049 /* Call appropriate function for output target */
2050 device->shader_backend->shader_handle_instruction(&ins);
2054 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2055 const struct wined3d_shader_dst_param *dst)
2057 DWORD mmask = dst->modifiers;
2059 switch (dst->shift)
2061 case 0: break;
2062 case 13: shader_addline(buffer, "_d8"); break;
2063 case 14: shader_addline(buffer, "_d4"); break;
2064 case 15: shader_addline(buffer, "_d2"); break;
2065 case 1: shader_addline(buffer, "_x2"); break;
2066 case 2: shader_addline(buffer, "_x4"); break;
2067 case 3: shader_addline(buffer, "_x8"); break;
2068 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2071 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2072 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2073 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2075 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2076 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
2079 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2080 enum wined3d_primitive_type primitive_type)
2082 switch (primitive_type)
2084 case WINED3D_PT_UNDEFINED:
2085 shader_addline(buffer, "undefined");
2086 break;
2087 case WINED3D_PT_POINTLIST:
2088 shader_addline(buffer, "pointlist");
2089 break;
2090 case WINED3D_PT_LINELIST:
2091 shader_addline(buffer, "linelist");
2092 break;
2093 case WINED3D_PT_LINESTRIP:
2094 shader_addline(buffer, "linestrip");
2095 break;
2096 case WINED3D_PT_TRIANGLELIST:
2097 shader_addline(buffer, "trianglelist");
2098 break;
2099 case WINED3D_PT_TRIANGLESTRIP:
2100 shader_addline(buffer, "trianglestrip");
2101 break;
2102 case WINED3D_PT_TRIANGLEFAN:
2103 shader_addline(buffer, "trianglefan");
2104 break;
2105 case WINED3D_PT_LINELIST_ADJ:
2106 shader_addline(buffer, "linelist_adj");
2107 break;
2108 case WINED3D_PT_LINESTRIP_ADJ:
2109 shader_addline(buffer, "linestrip_adj");
2110 break;
2111 case WINED3D_PT_TRIANGLELIST_ADJ:
2112 shader_addline(buffer, "trianglelist_adj");
2113 break;
2114 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2115 shader_addline(buffer, "trianglestrip_adj");
2116 break;
2117 default:
2118 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type);
2119 break;
2123 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2124 enum wined3d_shader_interpolation_mode interpolation_mode)
2126 switch (interpolation_mode)
2128 case WINED3DSIM_CONSTANT:
2129 shader_addline(buffer, "constant");
2130 break;
2131 case WINED3DSIM_LINEAR:
2132 shader_addline(buffer, "linear");
2133 break;
2134 case WINED3DSIM_LINEAR_CENTROID:
2135 shader_addline(buffer, "linear centroid");
2136 break;
2137 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2138 shader_addline(buffer, "linear noperspective");
2139 break;
2140 case WINED3DSIM_LINEAR_SAMPLE:
2141 shader_addline(buffer, "linear sample");
2142 break;
2143 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2144 shader_addline(buffer, "linear noperspective centroid");
2145 break;
2146 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2147 shader_addline(buffer, "linear noperspective sample");
2148 break;
2149 default:
2150 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2151 break;
2155 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
2157 struct wined3d_shader_version shader_version;
2158 struct wined3d_string_buffer buffer;
2159 const DWORD *ptr = byte_code;
2160 const char *type_prefix;
2161 const char *p, *q;
2162 DWORD i;
2164 if (!string_buffer_init(&buffer))
2166 ERR("Failed to initialize string buffer.\n");
2167 return;
2170 TRACE("Parsing %p.\n", byte_code);
2172 fe->shader_read_header(fe_data, &ptr, &shader_version);
2174 switch (shader_version.type)
2176 case WINED3D_SHADER_TYPE_VERTEX:
2177 type_prefix = "vs";
2178 break;
2180 case WINED3D_SHADER_TYPE_HULL:
2181 type_prefix = "hs";
2182 break;
2184 case WINED3D_SHADER_TYPE_DOMAIN:
2185 type_prefix = "ds";
2186 break;
2188 case WINED3D_SHADER_TYPE_GEOMETRY:
2189 type_prefix = "gs";
2190 break;
2192 case WINED3D_SHADER_TYPE_PIXEL:
2193 type_prefix = "ps";
2194 break;
2196 case WINED3D_SHADER_TYPE_COMPUTE:
2197 type_prefix = "cs";
2198 break;
2200 default:
2201 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2202 type_prefix = "unknown";
2203 break;
2206 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2208 while (!fe->shader_is_end(fe_data, &ptr))
2210 struct wined3d_shader_instruction ins;
2212 fe->shader_read_instruction(fe_data, &ptr, &ins);
2213 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2215 WARN("Skipping unrecognized instruction.\n");
2216 shader_addline(&buffer, "<unrecognized instruction>\n");
2217 continue;
2220 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2222 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, &shader_version);
2223 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2224 shader_addline(&buffer, " ");
2225 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2227 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2229 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2230 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2231 shader_addline(&buffer, ", %s",
2232 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2234 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2236 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2237 shader_dump_global_flags(&buffer, ins.flags);
2239 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2241 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2242 ins.declaration.max_tessellation_factor);
2244 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2246 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2247 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2249 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2250 ins.declaration.icb->data[4 * i + 0],
2251 ins.declaration.icb->data[4 * i + 1],
2252 ins.declaration.icb->data[4 * i + 2],
2253 ins.declaration.icb->data[4 * i + 3]);
2255 shader_addline(&buffer, "}");
2257 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2259 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2260 ins.declaration.indexable_temp.register_idx,
2261 ins.declaration.indexable_temp.register_size,
2262 ins.declaration.indexable_temp.component_count);
2264 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2266 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2267 shader_dump_interpolation_mode(&buffer, ins.flags);
2268 shader_addline(&buffer, " ");
2269 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2271 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2272 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2273 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2274 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2276 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2277 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2278 shader_addline(&buffer, ", ");
2279 shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2281 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2283 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2284 shader_dump_interpolation_mode(&buffer, ins.flags);
2285 shader_addline(&buffer, " ");
2286 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2287 shader_addline(&buffer, ", ");
2288 shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2290 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2291 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2293 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2294 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2296 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2297 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2299 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2300 shader_dump_primitive_type(&buffer, ins.declaration.primitive_type);
2302 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2304 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2305 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2306 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2308 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2310 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2311 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2312 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2313 shader_addline(&buffer, ", comparisonMode");
2315 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2316 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT
2317 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2318 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2319 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
2321 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2323 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2325 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2326 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2328 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2330 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2331 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2333 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2335 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2336 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2338 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2340 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2341 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2342 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2344 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2346 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2347 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2348 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2349 ins.declaration.tgsm_structured.structure_count);
2351 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2353 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2354 ins.declaration.thread_group_size.x,
2355 ins.declaration.thread_group_size.y,
2356 ins.declaration.thread_group_size.z);
2358 else if (ins.handler_idx == WINED3DSIH_DEF)
2360 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
2361 ins.dst[0].reg.idx[0].offset),
2362 *(const float *)&ins.src[0].reg.immconst_data[0],
2363 *(const float *)&ins.src[0].reg.immconst_data[1],
2364 *(const float *)&ins.src[0].reg.immconst_data[2],
2365 *(const float *)&ins.src[0].reg.immconst_data[3]);
2367 else if (ins.handler_idx == WINED3DSIH_DEFI)
2369 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
2370 ins.src[0].reg.immconst_data[0],
2371 ins.src[0].reg.immconst_data[1],
2372 ins.src[0].reg.immconst_data[2],
2373 ins.src[0].reg.immconst_data[3]);
2375 else if (ins.handler_idx == WINED3DSIH_DEFB)
2377 shader_addline(&buffer, "defb b%u = %s",
2378 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
2380 else
2382 if (ins.predicate)
2384 shader_addline(&buffer, "(");
2385 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
2386 shader_addline(&buffer, ") ");
2389 /* PixWin marks instructions with the coissue flag with a '+' */
2390 if (ins.coissue)
2391 shader_addline(&buffer, "+");
2393 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2395 if (ins.handler_idx == WINED3DSIH_BREAKP
2396 || ins.handler_idx == WINED3DSIH_IF)
2398 switch (ins.flags)
2400 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
2401 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
2402 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
2405 else if (ins.handler_idx == WINED3DSIH_IFC
2406 || ins.handler_idx == WINED3DSIH_BREAKC)
2408 switch (ins.flags)
2410 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
2411 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
2412 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
2413 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
2414 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
2415 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
2416 default: shader_addline(&buffer, "_(%u)", ins.flags);
2419 else if (ins.handler_idx == WINED3DSIH_TEX
2420 && shader_version.major >= 2
2421 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
2423 shader_addline(&buffer, "p");
2425 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
2427 switch (ins.flags)
2429 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
2430 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
2431 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
2434 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
2436 switch (ins.flags)
2438 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
2439 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
2443 if (wined3d_shader_instruction_has_texel_offset(&ins))
2444 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
2446 for (i = 0; i < ins.dst_count; ++i)
2448 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
2449 shader_addline(&buffer, !i ? " " : ", ");
2450 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
2453 /* Other source tokens */
2454 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
2456 shader_addline(&buffer, !i ? " " : ", ");
2457 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
2460 shader_addline(&buffer, "\n");
2463 for (p = buffer.buffer; *p; p = q)
2465 if (!(q = strstr(p, "\n")))
2466 q = p + strlen(p);
2467 else
2468 ++q;
2469 TRACE(" %.*s", (int)(q - p), p);
2472 string_buffer_free(&buffer);
2475 static void shader_cleanup(struct wined3d_shader *shader)
2477 HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
2478 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
2479 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
2480 shader->device->shader_backend->shader_destroy(shader);
2481 shader_cleanup_reg_maps(&shader->reg_maps);
2482 HeapFree(GetProcessHeap(), 0, shader->function);
2483 shader_delete_constant_list(&shader->constantsF);
2484 shader_delete_constant_list(&shader->constantsB);
2485 shader_delete_constant_list(&shader->constantsI);
2486 list_remove(&shader->shader_list_entry);
2488 if (shader->frontend && shader->frontend_data)
2489 shader->frontend->shader_free(shader->frontend_data);
2492 struct shader_none_priv
2494 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2495 const struct fragment_pipeline *fragment_pipe;
2496 BOOL ffp_proj_control;
2499 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
2500 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
2501 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) {}
2502 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
2503 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
2504 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
2505 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
2506 const struct wined3d_state *state) {}
2507 static void shader_none_destroy(struct wined3d_shader *shader) {}
2508 static void shader_none_free_context_data(struct wined3d_context *context) {}
2509 static void shader_none_init_context_state(struct wined3d_context *context) {}
2511 /* Context activation is done by the caller. */
2512 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
2513 const struct wined3d_state *state)
2515 const struct wined3d_gl_info *gl_info = context->gl_info;
2516 struct shader_none_priv *priv = shader_priv;
2518 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
2519 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
2522 /* Context activation is done by the caller. */
2523 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
2525 struct shader_none_priv *priv = shader_priv;
2526 const struct wined3d_gl_info *gl_info = context->gl_info;
2528 priv->vertex_pipe->vp_enable(gl_info, FALSE);
2529 priv->fragment_pipe->enable_extension(gl_info, FALSE);
2531 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2532 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2533 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2534 | (1u << WINED3D_SHADER_TYPE_HULL)
2535 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2536 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2539 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
2540 const struct fragment_pipeline *fragment_pipe)
2542 struct fragment_caps fragment_caps;
2543 void *vertex_priv, *fragment_priv;
2544 struct shader_none_priv *priv;
2546 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
2547 return E_OUTOFMEMORY;
2549 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
2551 ERR("Failed to initialize vertex pipe.\n");
2552 HeapFree(GetProcessHeap(), 0, priv);
2553 return E_FAIL;
2556 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
2558 ERR("Failed to initialize fragment pipe.\n");
2559 vertex_pipe->vp_free(device);
2560 HeapFree(GetProcessHeap(), 0, priv);
2561 return E_FAIL;
2564 priv->vertex_pipe = vertex_pipe;
2565 priv->fragment_pipe = fragment_pipe;
2566 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
2567 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
2569 device->vertex_priv = vertex_priv;
2570 device->fragment_priv = fragment_priv;
2571 device->shader_priv = priv;
2573 return WINED3D_OK;
2576 static void shader_none_free(struct wined3d_device *device)
2578 struct shader_none_priv *priv = device->shader_priv;
2580 priv->fragment_pipe->free_private(device);
2581 priv->vertex_pipe->vp_free(device);
2582 HeapFree(GetProcessHeap(), 0, priv);
2585 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
2587 return TRUE;
2590 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
2592 /* Set the shader caps to 0 for the none shader backend */
2593 caps->vs_version = 0;
2594 caps->hs_version = 0;
2595 caps->ds_version = 0;
2596 caps->gs_version = 0;
2597 caps->ps_version = 0;
2598 caps->cs_version = 0;
2599 caps->vs_uniform_count = 0;
2600 caps->ps_uniform_count = 0;
2601 caps->ps_1x_max_value = 0.0f;
2602 caps->varying_count = 0;
2603 caps->wined3d_caps = 0;
2606 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
2608 /* We "support" every possible fixup, since we don't support any shader
2609 * model, and will never have to actually sample a texture. */
2610 return TRUE;
2613 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
2615 struct shader_none_priv *priv = shader_priv;
2617 return priv->ffp_proj_control;
2620 const struct wined3d_shader_backend_ops none_shader_backend =
2622 shader_none_handle_instruction,
2623 shader_none_select,
2624 shader_none_disable,
2625 shader_none_select_depth_blt,
2626 shader_none_deselect_depth_blt,
2627 shader_none_update_float_vertex_constants,
2628 shader_none_update_float_pixel_constants,
2629 shader_none_load_constants,
2630 shader_none_destroy,
2631 shader_none_alloc,
2632 shader_none_free,
2633 shader_none_allocate_context_data,
2634 shader_none_free_context_data,
2635 shader_none_init_context_state,
2636 shader_none_get_caps,
2637 shader_none_color_fixup_supported,
2638 shader_none_has_ffp_proj_control,
2641 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
2642 DWORD float_const_count, enum wined3d_shader_type type, unsigned int max_version)
2644 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2645 const struct wined3d_shader_frontend *fe;
2646 HRESULT hr;
2647 unsigned int backend_version;
2648 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
2650 TRACE("shader %p, byte_code %p, float_const_count %u, type %#x, max_version %u.\n",
2651 shader, byte_code, float_const_count, type, max_version);
2653 list_init(&shader->constantsF);
2654 list_init(&shader->constantsB);
2655 list_init(&shader->constantsI);
2656 shader->lconst_inf_or_nan = FALSE;
2657 list_init(&reg_maps->indexable_temps);
2659 fe = shader_select_frontend(*byte_code);
2660 if (!fe)
2662 FIXME("Unable to find frontend for shader.\n");
2663 return WINED3DERR_INVALIDCALL;
2665 shader->frontend = fe;
2666 shader->frontend_data = fe->shader_init(byte_code, &shader->output_signature);
2667 if (!shader->frontend_data)
2669 FIXME("Failed to initialize frontend.\n");
2670 return WINED3DERR_INVALIDCALL;
2673 /* First pass: trace shader. */
2674 if (TRACE_ON(d3d_shader))
2675 shader_trace_init(fe, shader->frontend_data, byte_code);
2677 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2678 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
2679 &shader->output_signature, byte_code, float_const_count)))
2680 return hr;
2682 if (reg_maps->shader_version.type != type)
2684 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
2685 return WINED3DERR_INVALIDCALL;
2687 if (reg_maps->shader_version.major > max_version)
2689 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
2690 return WINED3DERR_INVALIDCALL;
2692 switch (type)
2694 case WINED3D_SHADER_TYPE_VERTEX:
2695 backend_version = d3d_info->limits.vs_version;
2696 break;
2697 case WINED3D_SHADER_TYPE_HULL:
2698 backend_version = d3d_info->limits.hs_version;
2699 break;
2700 case WINED3D_SHADER_TYPE_DOMAIN:
2701 backend_version = d3d_info->limits.ds_version;
2702 break;
2703 case WINED3D_SHADER_TYPE_GEOMETRY:
2704 backend_version = d3d_info->limits.gs_version;
2705 break;
2706 case WINED3D_SHADER_TYPE_PIXEL:
2707 backend_version = d3d_info->limits.ps_version;
2708 break;
2709 case WINED3D_SHADER_TYPE_COMPUTE:
2710 backend_version = d3d_info->limits.cs_version;
2711 break;
2712 default:
2713 FIXME("No backend version-checking for this shader type.\n");
2714 backend_version = 0;
2716 if (reg_maps->shader_version.major > backend_version)
2718 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2719 reg_maps->shader_version.major, reg_maps->shader_version.minor);
2720 return WINED3DERR_INVALIDCALL;
2723 if (!(shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength)))
2724 return E_OUTOFMEMORY;
2725 memcpy(shader->function, byte_code, shader->functionLength);
2727 return WINED3D_OK;
2730 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
2732 ULONG refcount = InterlockedIncrement(&shader->ref);
2734 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2736 return refcount;
2739 static void wined3d_shader_destroy_object(void *object)
2741 shader_cleanup(object);
2742 HeapFree(GetProcessHeap(), 0, object);
2745 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
2747 ULONG refcount = InterlockedDecrement(&shader->ref);
2749 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2751 if (!refcount)
2753 shader->parent_ops->wined3d_object_destroyed(shader->parent);
2754 wined3d_cs_emit_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
2757 return refcount;
2760 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
2762 TRACE("shader %p.\n", shader);
2764 return shader->parent;
2767 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
2768 void *byte_code, UINT *byte_code_size)
2770 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
2772 if (!byte_code)
2774 *byte_code_size = shader->functionLength;
2775 return WINED3D_OK;
2778 if (*byte_code_size < shader->functionLength)
2780 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2781 * than the required size we should write the required size and
2782 * return D3DERR_MOREDATA. That's not actually true. */
2783 return WINED3DERR_INVALIDCALL;
2786 memcpy(byte_code, shader->function, shader->functionLength);
2788 return WINED3D_OK;
2791 /* Set local constants for d3d8 shaders. */
2792 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
2793 UINT start_idx, const float *src_data, UINT count)
2795 UINT end_idx = start_idx + count;
2796 UINT i;
2798 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
2800 if (end_idx > shader->limits->constant_float)
2802 WARN("end_idx %u > float constants limit %u.\n",
2803 end_idx, shader->limits->constant_float);
2804 end_idx = shader->limits->constant_float;
2807 for (i = start_idx; i < end_idx; ++i)
2809 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
2810 float *value;
2811 if (!lconst)
2812 return E_OUTOFMEMORY;
2814 lconst->idx = i;
2815 value = (float *)lconst->value;
2816 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
2817 list_add_head(&shader->constantsF, &lconst->entry);
2819 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
2820 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
2822 shader->lconst_inf_or_nan = TRUE;
2826 return WINED3D_OK;
2829 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2830 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info)
2832 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
2833 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
2834 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
2835 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
2836 args->point_size = state->gl_primitive_type == GL_POINTS;
2837 args->per_vertex_point_size = shader->reg_maps.point_size;
2838 args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_HULL] ? WINED3D_SHADER_TYPE_HULL
2839 : state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
2840 : WINED3D_SHADER_TYPE_PIXEL;
2841 if (shader->reg_maps.shader_version.major >= 4)
2842 args->next_shader_input_count = state->shader[WINED3D_SHADER_TYPE_HULL]
2843 ? state->shader[WINED3D_SHADER_TYPE_HULL]->limits->packed_input
2844 : state->shader[WINED3D_SHADER_TYPE_GEOMETRY]
2845 ? state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input
2846 : state->shader[WINED3D_SHADER_TYPE_PIXEL]
2847 ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
2848 else
2849 args->next_shader_input_count = 0;
2850 args->swizzle_map = swizzle_map;
2851 if (d3d_info->emulated_flatshading)
2852 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
2853 else
2854 args->flatshading = 0;
2857 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
2859 if (usage_idx1 != usage_idx2)
2860 return FALSE;
2861 if (usage1 == usage2)
2862 return TRUE;
2863 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
2864 return TRUE;
2865 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
2866 return TRUE;
2868 return FALSE;
2871 BOOL vshader_get_input(const struct wined3d_shader *shader,
2872 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
2874 WORD map = shader->reg_maps.input_registers;
2875 unsigned int i;
2877 for (i = 0; map; map >>= 1, ++i)
2879 if (!(map & 1)) continue;
2881 if (match_usage(shader->u.vs.attributes[i].usage,
2882 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
2884 *regnum = i;
2885 return TRUE;
2888 return FALSE;
2891 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
2892 const struct wined3d_shader_signature *src, char **signature_strings)
2894 struct wined3d_shader_signature_element *e;
2895 unsigned int i;
2896 SIZE_T len;
2897 char *ptr;
2899 if (!src->element_count)
2900 return WINED3D_OK;
2902 ptr = *signature_strings;
2904 dst->element_count = src->element_count;
2905 if (!(dst->elements = wined3d_calloc(dst->element_count, sizeof(*dst->elements))))
2906 return E_OUTOFMEMORY;
2908 for (i = 0; i < src->element_count; ++i)
2910 e = &src->elements[i];
2911 dst->elements[i] = *e;
2913 len = strlen(e->semantic_name);
2914 memcpy(ptr, e->semantic_name, len + 1);
2915 dst->elements[i].semantic_name = ptr;
2916 ptr += len + 1;
2919 *signature_strings = ptr;
2921 return WINED3D_OK;
2924 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2925 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
2926 void *parent, const struct wined3d_parent_ops *parent_ops)
2928 struct wined3d_shader_signature_element *e;
2929 SIZE_T total, len;
2930 unsigned int i;
2931 HRESULT hr;
2932 char *ptr;
2934 if (!desc->byte_code)
2935 return WINED3DERR_INVALIDCALL;
2937 shader->ref = 1;
2938 shader->device = device;
2939 shader->parent = parent;
2940 shader->parent_ops = parent_ops;
2942 total = 0;
2943 for (i = 0; i < desc->input_signature.element_count; ++i)
2945 e = &desc->input_signature.elements[i];
2946 len = strlen(e->semantic_name);
2947 if (len >= ~(SIZE_T)0 - total)
2948 return E_OUTOFMEMORY;
2950 total += len + 1;
2952 for (i = 0; i < desc->output_signature.element_count; ++i)
2954 e = &desc->output_signature.elements[i];
2955 len = strlen(e->semantic_name);
2956 if (len >= ~(SIZE_T)0 - total)
2957 return E_OUTOFMEMORY;
2959 total += len + 1;
2961 if (total && !(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
2962 return E_OUTOFMEMORY;
2963 ptr = shader->signature_strings;
2965 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
2967 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
2968 return hr;
2970 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
2972 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
2973 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
2974 return hr;
2977 list_init(&shader->linked_programs);
2978 list_add_head(&device->shaders, &shader->shader_list_entry);
2980 if (FAILED(hr = shader_set_function(shader, desc->byte_code,
2981 float_const_count, type, desc->max_version)))
2983 WARN("Failed to set function, hr %#x.\n", hr);
2984 shader_cleanup(shader);
2987 shader->load_local_constsF = shader->lconst_inf_or_nan;
2989 return hr;
2992 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2993 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
2995 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2996 unsigned int i;
2997 HRESULT hr;
2999 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3000 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3001 return hr;
3003 for (i = 0; i < shader->input_signature.element_count; ++i)
3005 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3007 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3008 continue;
3010 shader->u.vs.attributes[input->register_idx].usage =
3011 shader_usage_from_semantic_name(input->semantic_name);
3012 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3015 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3016 shader->load_local_constsF = TRUE;
3018 return WINED3D_OK;
3021 static HRESULT domain_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3022 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3024 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops);
3027 static HRESULT hull_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3028 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3030 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops);
3033 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3034 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3036 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops);
3039 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3040 struct gs_compile_args *args)
3042 args->ps_input_count = state->shader[WINED3D_SHADER_TYPE_PIXEL]
3043 ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
3046 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3047 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3049 const struct wined3d_gl_info *gl_info = context->gl_info;
3050 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3051 const struct wined3d_texture *texture;
3052 UINT i;
3054 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3055 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3057 static unsigned int warned = 0;
3059 args->srgb_correction = 1;
3060 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3061 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3062 "support, expect rendering artifacts.\n");
3065 if (shader->reg_maps.shader_version.major == 1
3066 && shader->reg_maps.shader_version.minor <= 3)
3068 for (i = 0; i < shader->limits->sampler; ++i)
3070 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3072 if (flags & WINED3D_TTFF_PROJECTED)
3074 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3076 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3078 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3079 unsigned int j;
3080 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3081 DWORD max_valid = WINED3D_TTFF_COUNT4;
3083 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3085 struct wined3d_vertex_declaration_element *element =
3086 &state->vertex_declaration->elements[j];
3088 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3089 && element->usage_idx == index)
3091 max_valid = element->format->component_count;
3092 break;
3095 if (!tex_transform || tex_transform > max_valid)
3097 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3098 tex_transform, max_valid);
3099 tex_transform = max_valid;
3101 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3102 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3103 && tex_transform > WINED3D_TTFF_COUNT2)
3104 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3105 && tex_transform > WINED3D_TTFF_COUNT3))
3106 tex_transform |= WINED3D_PSARGS_PROJECTED;
3107 else
3109 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3110 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3111 i, tex_transform, resource_type);
3114 else
3115 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3117 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3121 if (shader->reg_maps.shader_version.major == 1
3122 && shader->reg_maps.shader_version.minor <= 4)
3124 for (i = 0; i < shader->limits->sampler; ++i)
3126 const struct wined3d_texture *texture = state->textures[i];
3128 if (!shader->reg_maps.resource_info[i].type)
3129 continue;
3131 /* Treat unbound textures as 2D. The dummy texture will provide
3132 * the proper sample value. The tex_types bitmap defaults to
3133 * 2D because of the memset. */
3134 if (!texture)
3135 continue;
3137 switch (texture->target)
3139 /* RECT textures are distinguished from 2D textures via np2_fixup */
3140 case GL_TEXTURE_RECTANGLE_ARB:
3141 case GL_TEXTURE_2D:
3142 break;
3144 case GL_TEXTURE_3D:
3145 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3146 break;
3148 case GL_TEXTURE_CUBE_MAP_ARB:
3149 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3150 break;
3155 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3157 if (!shader->reg_maps.resource_info[i].type)
3158 continue;
3160 texture = state->textures[i];
3161 if (!texture)
3163 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3164 continue;
3166 if (can_use_texture_swizzle(gl_info, texture->resource.format))
3167 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3168 else
3169 args->color_fixup[i] = texture->resource.format->color_fixup;
3171 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
3172 args->shadow |= 1u << i;
3174 /* Flag samplers that need NP2 texcoord fixup. */
3175 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3176 args->np2_fixup |= (1u << i);
3179 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3180 if (shader->reg_maps.shader_version.major >= 4)
3181 args->shadow = 0;
3183 if (shader->reg_maps.shader_version.major >= 3)
3185 if (position_transformed)
3186 args->vp_mode = pretransformed;
3187 else if (use_vs(state))
3188 args->vp_mode = vertexshader;
3189 else
3190 args->vp_mode = fixedfunction;
3191 args->fog = WINED3D_FFP_PS_FOG_OFF;
3193 else
3195 args->vp_mode = vertexshader;
3196 if (state->render_states[WINED3D_RS_FOGENABLE])
3198 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3200 case WINED3D_FOG_NONE:
3201 if (position_transformed || use_vs(state))
3203 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
3204 break;
3207 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3209 case WINED3D_FOG_NONE: /* Fall through. */
3210 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3211 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3212 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3214 break;
3216 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3217 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3218 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3221 else
3223 args->fog = WINED3D_FFP_PS_FOG_OFF;
3227 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
3229 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3231 args->texcoords_initialized = 0;
3232 for (i = 0; i < MAX_TEXTURES; ++i)
3234 if (vs)
3236 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
3237 args->texcoords_initialized |= 1u << i;
3239 else
3241 const struct wined3d_stream_info *si = &context->stream_info;
3242 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3244 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3245 & WINED3D_FFP_TCI_MASK
3246 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
3247 args->texcoords_initialized |= 1u << i;
3251 else
3253 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
3256 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
3257 && state->gl_primitive_type == GL_POINTS;
3259 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3260 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
3261 else
3262 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
3263 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
3264 : WINED3D_CMP_ALWAYS) - 1;
3266 if (d3d_info->emulated_flatshading)
3267 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3270 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3271 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3273 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3274 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
3275 HRESULT hr;
3277 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
3278 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
3279 return hr;
3281 for (i = 0; i < MAX_REG_INPUT; ++i)
3283 if (shader->u.ps.input_reg_used[i])
3285 ++num_regs_used;
3286 highest_reg_used = i;
3290 /* Don't do any register mapping magic if it is not needed, or if we can't
3291 * achieve anything anyway */
3292 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
3293 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
3294 || shader->reg_maps.shader_version.major >= 4)
3296 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
3298 /* This happens with relative addressing. The input mapper function
3299 * warns about this if the higher registers are declared too, so
3300 * don't write a FIXME here */
3301 WARN("More varying registers used than supported\n");
3304 for (i = 0; i < MAX_REG_INPUT; ++i)
3306 shader->u.ps.input_reg_map[i] = i;
3309 shader->u.ps.declared_in_count = highest_reg_used + 1;
3311 else
3313 shader->u.ps.declared_in_count = 0;
3314 for (i = 0; i < MAX_REG_INPUT; ++i)
3316 if (shader->u.ps.input_reg_used[i])
3317 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
3318 else shader->u.ps.input_reg_map[i] = ~0U;
3322 return WINED3D_OK;
3325 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
3327 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3328 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
3329 unsigned int i;
3331 if (reg_maps->shader_version.major != 1) return;
3333 for (i = 0; i < shader->limits->sampler; ++i)
3335 /* We don't sample from this sampler. */
3336 if (!resource_info[i].type)
3337 continue;
3339 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
3341 case WINED3D_SHADER_TEX_2D:
3342 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
3343 break;
3345 case WINED3D_SHADER_TEX_3D:
3346 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
3347 break;
3349 case WINED3D_SHADER_TEX_CUBE:
3350 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
3351 break;
3356 static HRESULT compute_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3357 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3359 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops);
3362 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3363 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3365 struct wined3d_shader *object;
3366 HRESULT hr;
3368 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3369 device, desc, parent, parent_ops, shader);
3371 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
3372 return E_OUTOFMEMORY;
3374 if (FAILED(hr = compute_shader_init(object, device, desc, parent, parent_ops)))
3376 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
3377 HeapFree(GetProcessHeap(), 0, object);
3378 return hr;
3381 TRACE("Created compute shader %p.\n", object);
3382 *shader = object;
3384 return WINED3D_OK;
3387 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3388 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3390 struct wined3d_shader *object;
3391 HRESULT hr;
3393 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3394 device, desc, parent, parent_ops, shader);
3396 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
3397 return E_OUTOFMEMORY;
3399 if (FAILED(hr = domain_shader_init(object, device, desc, parent, parent_ops)))
3401 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
3402 HeapFree(GetProcessHeap(), 0, object);
3403 return hr;
3406 TRACE("Created domain shader %p.\n", object);
3407 *shader = object;
3409 return WINED3D_OK;
3412 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3413 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3415 struct wined3d_shader *object;
3416 HRESULT hr;
3418 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3419 device, desc, parent, parent_ops, shader);
3421 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
3422 if (!object)
3423 return E_OUTOFMEMORY;
3425 if (FAILED(hr = geometry_shader_init(object, device, desc, parent, parent_ops)))
3427 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
3428 HeapFree(GetProcessHeap(), 0, object);
3429 return hr;
3432 TRACE("Created geometry shader %p.\n", object);
3433 *shader = object;
3435 return WINED3D_OK;
3438 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3439 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3441 struct wined3d_shader *object;
3442 HRESULT hr;
3444 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3445 device, desc, parent, parent_ops, shader);
3447 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
3448 return E_OUTOFMEMORY;
3450 if (FAILED(hr = hull_shader_init(object, device, desc, parent, parent_ops)))
3452 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
3453 HeapFree(GetProcessHeap(), 0, object);
3454 return hr;
3457 TRACE("Created hull shader %p.\n", object);
3458 *shader = object;
3460 return WINED3D_OK;
3463 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3464 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3466 struct wined3d_shader *object;
3467 HRESULT hr;
3469 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3470 device, desc, parent, parent_ops, shader);
3472 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
3473 if (!object)
3474 return E_OUTOFMEMORY;
3476 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
3478 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
3479 HeapFree(GetProcessHeap(), 0, object);
3480 return hr;
3483 TRACE("Created pixel shader %p.\n", object);
3484 *shader = object;
3486 return WINED3D_OK;
3489 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
3490 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
3492 struct wined3d_shader *object;
3493 HRESULT hr;
3495 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3496 device, desc, parent, parent_ops, shader);
3498 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
3499 if (!object)
3500 return E_OUTOFMEMORY;
3502 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
3504 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
3505 HeapFree(GetProcessHeap(), 0, object);
3506 return hr;
3509 TRACE("Created vertex shader %p.\n", object);
3510 *shader = object;
3512 return WINED3D_OK;