2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_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",
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
)
315 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
317 if (!strcmp(name
, semantic_names
[i
]))
324 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
328 case WINED3D_DECL_USAGE_POSITION
:
329 return WINED3D_SV_POSITION
;
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)
368 return &sm1_shader_frontend
;
376 return &sm4_shader_frontend
;
379 FIXME("Unrecognised version token %#x.\n", version_token
);
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");
399 string_buffer_clear(buffer
);
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
)
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';
421 buffer
->buffer
= new_buffer
;
422 buffer
->buffer_size
= new_buffer_size
;
426 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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 */)
436 buffer
->content_size
+= rc
;
440 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
447 va_start(args
, format
);
448 ret
= shader_vaddline(buffer
, format
, args
);
452 if (!string_buffer_resize(buffer
, ret
))
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
);
473 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
474 list_remove(&buffer
->entry
);
476 string_buffer_clear(buffer
);
480 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
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
, ...)
495 va_start(args
, format
);
496 ret
= string_buffer_vsprintf(buffer
, format
, args
);
500 if (!string_buffer_resize(buffer
, ret
))
505 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
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
;
540 FIXME("Unsupported register type: %u.\n", register_type
);
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
);
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
;
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
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}},
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}},
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}},
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}},
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}},
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
);
615 switch (shader
->reg_maps
.shader_version
.type
)
618 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
620 case WINED3D_SHADER_TYPE_VERTEX
:
621 limits_array
= vs_limits
;
623 case WINED3D_SHADER_TYPE_HULL
:
624 limits_array
= hs_limits
;
626 case WINED3D_SHADER_TYPE_DOMAIN
:
627 limits_array
= ds_limits
;
629 case WINED3D_SHADER_TYPE_GEOMETRY
:
630 limits_array
= gs_limits
;
632 case WINED3D_SHADER_TYPE_PIXEL
:
633 limits_array
= ps_limits
;
635 case WINED3D_SHADER_TYPE_COMPUTE
:
636 limits_array
= cs_limits
;
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
;
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
)
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
)
671 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
672 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
673 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
675 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
678 case WINED3DSPR_TEMP
:
679 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
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 */
691 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
693 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
698 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
702 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
705 case WINED3DSPR_RASTOUT
:
706 if (reg
->idx
[0].offset
== 1)
708 if (reg
->idx
[0].offset
== 2)
709 reg_maps
->point_size
= 1;
712 case WINED3DSPR_MISCTYPE
:
713 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
715 if (!reg
->idx
[0].offset
)
717 else if (reg
->idx
[0].offset
== 1)
718 reg_maps
->usesfacing
= 1;
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
;
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
);
740 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
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
);
753 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
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
);
765 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
769 case WINED3DSPR_COLOROUT
:
770 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
774 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
775 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
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
;
788 map
= ®_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
)
798 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
800 ERR("Failed to allocate sampler map entries.\n");
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");
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
)
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;
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
;
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(®_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
;
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");
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
);
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
);
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
);
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
)
924 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
925 reg_maps
->point_size
= 1;
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
);
936 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
937 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
941 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
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
);
951 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
953 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
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(®_maps
->indexable_temps
, ®
->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
;
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
;
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
;
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
));
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. */
1063 BOOL color0_mov
= FALSE
;
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)
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
);
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
);
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
);
1109 case WINED3DSPR_ATTROUT
:
1110 if (shader_version
.major
>= 3)
1115 if (reg_maps
->output_registers
& (1u << idx
))
1117 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
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
);
1128 case WINED3DSPR_TEXCRDOUT
:
1129 if (shader_version
.major
>= 3)
1131 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
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
;
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
);
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. */
1171 /* Also drop the MOV marker if the source register is overwritten prior to the shader
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
)
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
)
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
);
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
;
1271 ++reg
.idx
[0].offset
;
1272 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1273 shader_version
.type
, constf_size
))
1274 return WINED3DERR_INVALIDCALL
;
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
)
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
;
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
)))
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
)))
1350 *e
++ = output_signature_elements
[i
];
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
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1365 HeapFree(GetProcessHeap(), 0, reg
);
1366 list_init(®_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
;
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
;
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
;
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
)
1403 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1404 shader_addline(buffer
, "line");
1406 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1407 shader_addline(buffer
, "triangle");
1409 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1410 shader_addline(buffer
, "quad");
1413 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
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");
1426 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1427 shader_addline(buffer
, "line");
1429 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1430 shader_addline(buffer
, "triangle_cw");
1432 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1433 shader_addline(buffer
, "triangle_ccw");
1436 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
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");
1449 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1450 shader_addline(buffer
, "pow2");
1452 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1453 shader_addline(buffer
, "fractional_odd");
1455 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1456 shader_addline(buffer
, "fractional_even");
1459 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1464 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
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
);
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");
1493 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1494 shader_addline(buffer
, "_3d");
1497 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1498 shader_addline(buffer
, "_cube");
1502 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
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_");
1511 shader_addline(buffer
, "_uav_");
1512 switch (semantic
->resource_type
)
1514 case WINED3D_SHADER_RESOURCE_BUFFER
:
1515 shader_addline(buffer
, "buffer");
1518 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1519 shader_addline(buffer
, "texture1d");
1522 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1523 shader_addline(buffer
, "texture2d");
1526 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1527 shader_addline(buffer
, "texture2dms");
1530 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1531 shader_addline(buffer
, "texture3d");
1534 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1535 shader_addline(buffer
, "texturecube");
1538 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1539 shader_addline(buffer
, "texture1darray");
1542 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1543 shader_addline(buffer
, "texture2darray");
1546 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1547 shader_addline(buffer
, "texture2dmsarray");
1551 shader_addline(buffer
, "unknown");
1554 switch (semantic
->resource_data_type
)
1556 case WINED3D_DATA_FLOAT
:
1557 shader_addline(buffer
, " (float)");
1560 case WINED3D_DATA_INT
:
1561 shader_addline(buffer
, " (int)");
1564 case WINED3D_DATA_UINT
:
1565 shader_addline(buffer
, " (uint)");
1568 case WINED3D_DATA_UNORM
:
1569 shader_addline(buffer
, " (unorm)");
1572 case WINED3D_DATA_SNORM
:
1573 shader_addline(buffer
, " (snorm)");
1577 shader_addline(buffer
, " (unknown)");
1583 /* Pixel shaders 3.0 don't have usage semantics. */
1584 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1587 shader_addline(buffer
, "_");
1589 switch (semantic
->usage
)
1591 case WINED3D_DECL_USAGE_POSITION
:
1592 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1595 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1596 shader_addline(buffer
, "blend");
1599 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1600 shader_addline(buffer
, "weight");
1603 case WINED3D_DECL_USAGE_NORMAL
:
1604 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1607 case WINED3D_DECL_USAGE_PSIZE
:
1608 shader_addline(buffer
, "psize");
1611 case WINED3D_DECL_USAGE_COLOR
:
1612 if (!semantic
->usage_idx
)
1613 shader_addline(buffer
, "color");
1615 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1618 case WINED3D_DECL_USAGE_TEXCOORD
:
1619 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1622 case WINED3D_DECL_USAGE_TANGENT
:
1623 shader_addline(buffer
, "tangent");
1626 case WINED3D_DECL_USAGE_BINORMAL
:
1627 shader_addline(buffer
, "binormal");
1630 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1631 shader_addline(buffer
, "tessfactor");
1634 case WINED3D_DECL_USAGE_POSITIONT
:
1635 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1638 case WINED3D_DECL_USAGE_FOG
:
1639 shader_addline(buffer
, "fog");
1642 case WINED3D_DECL_USAGE_DEPTH
:
1643 shader_addline(buffer
, "depth");
1646 case WINED3D_DECL_USAGE_SAMPLE
:
1647 shader_addline(buffer
, "sample");
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
;
1666 case WINED3DSPR_TEMP
:
1667 shader_addline(buffer
, "r");
1670 case WINED3DSPR_INPUT
:
1671 shader_addline(buffer
, "v");
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
);
1682 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1683 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1686 case WINED3DSPR_RASTOUT
:
1687 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1690 case WINED3DSPR_COLOROUT
:
1691 shader_addline(buffer
, "oC");
1694 case WINED3DSPR_DEPTHOUT
:
1695 shader_addline(buffer
, "oDepth");
1698 case WINED3DSPR_ATTROUT
:
1699 shader_addline(buffer
, "oD");
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");
1708 shader_addline(buffer
, "oT");
1711 case WINED3DSPR_CONSTINT
:
1712 shader_addline(buffer
, "i");
1715 case WINED3DSPR_CONSTBOOL
:
1716 shader_addline(buffer
, "b");
1719 case WINED3DSPR_LABEL
:
1720 shader_addline(buffer
, "l");
1723 case WINED3DSPR_LOOP
:
1724 shader_addline(buffer
, "aL");
1727 case WINED3DSPR_SAMPLER
:
1728 shader_addline(buffer
, "s");
1731 case WINED3DSPR_MISCTYPE
:
1734 FIXME("Unhandled misctype register %u.\n", offset
);
1735 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1739 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1743 case WINED3DSPR_PREDICATE
:
1744 shader_addline(buffer
, "p");
1747 case WINED3DSPR_IMMCONST
:
1748 shader_addline(buffer
, "l");
1751 case WINED3DSPR_CONSTBUFFER
:
1752 shader_addline(buffer
, "cb");
1755 case WINED3DSPR_IMMCONSTBUFFER
:
1756 shader_addline(buffer
, "icb");
1759 case WINED3DSPR_PRIMID
:
1760 shader_addline(buffer
, "primID");
1763 case WINED3DSPR_NULL
:
1764 shader_addline(buffer
, "null");
1767 case WINED3DSPR_RESOURCE
:
1768 shader_addline(buffer
, "t");
1771 case WINED3DSPR_UAV
:
1772 shader_addline(buffer
, "u");
1775 case WINED3DSPR_OUTPOINTID
:
1776 shader_addline(buffer
, "vOutputControlPointID");
1779 case WINED3DSPR_FORKINSTID
:
1780 shader_addline(buffer
, "vForkInstanceId");
1783 case WINED3DSPR_INCONTROLPOINT
:
1784 shader_addline(buffer
, "vicp");
1787 case WINED3DSPR_OUTCONTROLPOINT
:
1788 shader_addline(buffer
, "vocp");
1791 case WINED3DSPR_PATCHCONST
:
1792 shader_addline(buffer
, "vpc");
1795 case WINED3DSPR_TESSCOORD
:
1796 shader_addline(buffer
, "vDomainLocation");
1799 case WINED3DSPR_GROUPSHAREDMEM
:
1800 shader_addline(buffer
, "g");
1803 case WINED3DSPR_THREADID
:
1804 shader_addline(buffer
, "vThreadID");
1807 case WINED3DSPR_THREADGROUPID
:
1808 shader_addline(buffer
, "vThreadGroupID");
1811 case WINED3DSPR_LOCALTHREADID
:
1812 shader_addline(buffer
, "vThreadIDInGroup");
1815 case WINED3DSPR_LOCALTHREADINDEX
:
1816 shader_addline(buffer
, "vThreadIDInGroupFlattened");
1819 case WINED3DSPR_IDXTEMP
:
1820 shader_addline(buffer
, "x");
1823 case WINED3DSPR_STREAM
:
1824 shader_addline(buffer
, "m");
1828 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
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
);
1843 case WINED3D_DATA_INT
:
1844 shader_addline(buffer
, "%d", reg
->immconst_data
[0]);
1846 case WINED3D_DATA_RESOURCE
:
1847 case WINED3D_DATA_SAMPLER
:
1848 case WINED3D_DATA_UINT
:
1849 shader_addline(buffer
, "%u", reg
->immconst_data
[0]);
1852 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
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 *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1863 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
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]);
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]);
1878 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1884 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
1887 shader_addline(buffer
, ")");
1889 else if (reg
->type
!= WINED3DSPR_RASTOUT
1890 && reg
->type
!= WINED3DSPR_MISCTYPE
1891 && reg
->type
!= WINED3DSPR_NULL
)
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
, ¶m
->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
, ¶m
->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
]);
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
;
2032 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2034 while (!fe
->shader_is_end(fe_data
, &ptr
))
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");
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
;
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");
2087 case WINED3D_PT_POINTLIST
:
2088 shader_addline(buffer
, "pointlist");
2090 case WINED3D_PT_LINELIST
:
2091 shader_addline(buffer
, "linelist");
2093 case WINED3D_PT_LINESTRIP
:
2094 shader_addline(buffer
, "linestrip");
2096 case WINED3D_PT_TRIANGLELIST
:
2097 shader_addline(buffer
, "trianglelist");
2099 case WINED3D_PT_TRIANGLESTRIP
:
2100 shader_addline(buffer
, "trianglestrip");
2102 case WINED3D_PT_TRIANGLEFAN
:
2103 shader_addline(buffer
, "trianglefan");
2105 case WINED3D_PT_LINELIST_ADJ
:
2106 shader_addline(buffer
, "linelist_adj");
2108 case WINED3D_PT_LINESTRIP_ADJ
:
2109 shader_addline(buffer
, "linestrip_adj");
2111 case WINED3D_PT_TRIANGLELIST_ADJ
:
2112 shader_addline(buffer
, "trianglelist_adj");
2114 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2115 shader_addline(buffer
, "trianglestrip_adj");
2118 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
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");
2131 case WINED3DSIM_LINEAR
:
2132 shader_addline(buffer
, "linear");
2134 case WINED3DSIM_LINEAR_CENTROID
:
2135 shader_addline(buffer
, "linear centroid");
2137 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2138 shader_addline(buffer
, "linear noperspective");
2140 case WINED3DSIM_LINEAR_SAMPLE
:
2141 shader_addline(buffer
, "linear sample");
2143 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2144 shader_addline(buffer
, "linear noperspective centroid");
2146 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2147 shader_addline(buffer
, "linear noperspective sample");
2150 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
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
;
2164 if (!string_buffer_init(&buffer
))
2166 ERR("Failed to initialize string buffer.\n");
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
:
2180 case WINED3D_SHADER_TYPE_HULL
:
2184 case WINED3D_SHADER_TYPE_DOMAIN
:
2188 case WINED3D_SHADER_TYPE_GEOMETRY
:
2192 case WINED3D_SHADER_TYPE_PIXEL
:
2196 case WINED3D_SHADER_TYPE_COMPUTE
:
2201 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2202 type_prefix
= "unknown";
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");
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");
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 '+' */
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
)
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
)
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
)
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
)
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")))
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
);
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
);
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
;
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
)
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. */
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
,
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
,
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
;
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(®_maps
->indexable_temps
);
2659 fe
= shader_select_frontend(*byte_code
);
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
)))
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
;
2694 case WINED3D_SHADER_TYPE_VERTEX
:
2695 backend_version
= d3d_info
->limits
.vs_version
;
2697 case WINED3D_SHADER_TYPE_HULL
:
2698 backend_version
= d3d_info
->limits
.hs_version
;
2700 case WINED3D_SHADER_TYPE_DOMAIN
:
2701 backend_version
= d3d_info
->limits
.ds_version
;
2703 case WINED3D_SHADER_TYPE_GEOMETRY
:
2704 backend_version
= d3d_info
->limits
.gs_version
;
2706 case WINED3D_SHADER_TYPE_PIXEL
:
2707 backend_version
= d3d_info
->limits
.ps_version
;
2709 case WINED3D_SHADER_TYPE_COMPUTE
:
2710 backend_version
= d3d_info
->limits
.cs_version
;
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
);
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
);
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
);
2753 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2754 wined3d_cs_emit_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
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
);
2774 *byte_code_size
= shader
->functionLength
;
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
);
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
;
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
));
2812 return E_OUTOFMEMORY
;
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
;
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;
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
;
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
)
2861 if (usage1
== usage2
)
2863 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2865 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
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
;
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
))
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
;
2899 if (!src
->element_count
)
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
;
2919 *signature_strings
= ptr
;
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
;
2934 if (!desc
->byte_code
)
2935 return WINED3DERR_INVALIDCALL
;
2938 shader
->device
= device
;
2939 shader
->parent
= parent
;
2940 shader
->parent_ops
= parent_ops
;
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
;
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
;
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
);
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
);
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
;
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
;
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
)))
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
)
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
;
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
;
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
;
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
;
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
;
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
);
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
)
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. */
3137 switch (texture
->target
)
3139 /* RECT textures are distinguished from 2D textures via np2_fixup */
3140 case GL_TEXTURE_RECTANGLE_ARB
:
3145 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3148 case GL_TEXTURE_CUBE_MAP_ARB
:
3149 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3155 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3157 if (!shader
->reg_maps
.resource_info
[i
].type
)
3160 texture
= state
->textures
[i
];
3163 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3166 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3167 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
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)
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
;
3190 args
->vp_mode
= fixedfunction
;
3191 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
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
;
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;
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;
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
)
3236 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3237 args
->texcoords_initialized
|= 1u << i
;
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
;
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;
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;
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
)))
3281 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3283 if (shader
->u
.ps
.input_reg_used
[i
])
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;
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;
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
;
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
)
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
;
3345 case WINED3D_SHADER_TEX_3D
:
3346 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3349 case WINED3D_SHADER_TEX_CUBE
:
3350 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
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
;
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
);
3381 TRACE("Created compute shader %p.\n", object
);
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
;
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
);
3406 TRACE("Created domain shader %p.\n", object
);
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
;
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
));
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
);
3432 TRACE("Created geometry shader %p.\n", object
);
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
;
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
);
3457 TRACE("Created hull shader %p.\n", object
);
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
;
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
));
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
);
3483 TRACE("Created pixel shader %p.\n", object
);
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
;
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
));
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
);
3509 TRACE("Created vertex shader %p.\n", object
);