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_LOG */ "log",
154 /* WINED3DSIH_LOGP */ "logp",
155 /* WINED3DSIH_LOOP */ "loop",
156 /* WINED3DSIH_LRP */ "lrp",
157 /* WINED3DSIH_LT */ "lt",
158 /* WINED3DSIH_M3x2 */ "m3x2",
159 /* WINED3DSIH_M3x3 */ "m3x3",
160 /* WINED3DSIH_M3x4 */ "m3x4",
161 /* WINED3DSIH_M4x3 */ "m4x3",
162 /* WINED3DSIH_M4x4 */ "m4x4",
163 /* WINED3DSIH_MAD */ "mad",
164 /* WINED3DSIH_MAX */ "max",
165 /* WINED3DSIH_MIN */ "min",
166 /* WINED3DSIH_MOV */ "mov",
167 /* WINED3DSIH_MOVA */ "mova",
168 /* WINED3DSIH_MOVC */ "movc",
169 /* WINED3DSIH_MUL */ "mul",
170 /* WINED3DSIH_NE */ "ne",
171 /* WINED3DSIH_NOP */ "nop",
172 /* WINED3DSIH_NOT */ "not",
173 /* WINED3DSIH_NRM */ "nrm",
174 /* WINED3DSIH_OR */ "or",
175 /* WINED3DSIH_PHASE */ "phase",
176 /* WINED3DSIH_POW */ "pow",
177 /* WINED3DSIH_RCP */ "rcp",
178 /* WINED3DSIH_REP */ "rep",
179 /* WINED3DSIH_RESINFO */ "resinfo",
180 /* WINED3DSIH_RET */ "ret",
181 /* WINED3DSIH_ROUND_NE */ "round_ne",
182 /* WINED3DSIH_ROUND_NI */ "round_ni",
183 /* WINED3DSIH_ROUND_PI */ "round_pi",
184 /* WINED3DSIH_ROUND_Z */ "round_z",
185 /* WINED3DSIH_RSQ */ "rsq",
186 /* WINED3DSIH_SAMPLE */ "sample",
187 /* WINED3DSIH_SAMPLE_B */ "sample_b",
188 /* WINED3DSIH_SAMPLE_C */ "sample_c",
189 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
190 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
191 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
192 /* WINED3DSIH_SETP */ "setp",
193 /* WINED3DSIH_SGE */ "sge",
194 /* WINED3DSIH_SGN */ "sgn",
195 /* WINED3DSIH_SINCOS */ "sincos",
196 /* WINED3DSIH_SLT */ "slt",
197 /* WINED3DSIH_SQRT */ "sqrt",
198 /* WINED3DSIH_STORE_RAW */ "store_raw",
199 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
200 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
201 /* WINED3DSIH_SUB */ "sub",
202 /* WINED3DSIH_SWAPC */ "swapc",
203 /* WINED3DSIH_SWITCH */ "switch",
204 /* WINED3DSIH_TEX */ "texld",
205 /* WINED3DSIH_TEXBEM */ "texbem",
206 /* WINED3DSIH_TEXBEML */ "texbeml",
207 /* WINED3DSIH_TEXCOORD */ "texcrd",
208 /* WINED3DSIH_TEXDEPTH */ "texdepth",
209 /* WINED3DSIH_TEXDP3 */ "texdp3",
210 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
211 /* WINED3DSIH_TEXKILL */ "texkill",
212 /* WINED3DSIH_TEXLDD */ "texldd",
213 /* WINED3DSIH_TEXLDL */ "texldl",
214 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
215 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
216 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
217 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
218 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
219 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
220 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
221 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
222 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
223 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
224 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
225 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
226 /* WINED3DSIH_UDIV */ "udiv",
227 /* WINED3DSIH_UGE */ "uge",
228 /* WINED3DSIH_ULT */ "ult",
229 /* WINED3DSIH_UMAX */ "umax",
230 /* WINED3DSIH_USHR */ "ushr",
231 /* WINED3DSIH_UTOF */ "utof",
232 /* WINED3DSIH_XOR */ "xor",
235 static const char * const semantic_names
[] =
237 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
238 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
239 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
240 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
241 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
242 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
243 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
244 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
245 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
246 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
247 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
248 /* WINED3D_DECL_USAGE_FOG */ "FOG",
249 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
250 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
255 enum wined3d_sysval_semantic sysval_semantic
;
256 const char *sysval_name
;
258 sysval_semantic_names
[] =
260 {WINED3D_SV_POSITION
, "SV_Position"},
261 {WINED3D_SV_CLIP_DISTANCE
, "SV_ClipDistance"},
262 {WINED3D_SV_CULL_DISTANCE
, "SV_CullDistance"},
263 {WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
, "SV_RenderTargetArrayIndex"},
264 {WINED3D_SV_VIEWPORT_ARRAY_INDEX
, "SV_ViewportArrayIndex"},
265 {WINED3D_SV_VERTEX_ID
, "SV_VertexID"},
266 {WINED3D_SV_INSTANCE_ID
, "SV_InstanceID"},
267 {WINED3D_SV_PRIMITIVE_ID
, "SV_PrimitiveID"},
268 {WINED3D_SV_IS_FRONT_FACE
, "SV_IsFrontFace"},
269 {WINED3D_SV_SAMPLE_INDEX
, "SV_SampleIndex"},
270 {WINED3D_SV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
271 {WINED3D_SV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
272 {WINED3D_SV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
273 {WINED3D_SV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
274 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
275 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
276 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
277 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
278 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
279 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
280 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
281 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
284 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
285 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
287 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
289 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
290 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
292 return shader_opcode_names
[handler_idx
];
295 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
297 if (usage
>= ARRAY_SIZE(semantic_names
))
299 FIXME("Unrecognized usage %#x.\n", usage
);
300 return "UNRECOGNIZED";
303 return semantic_names
[usage
];
306 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
310 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
312 if (!strcmp(name
, semantic_names
[i
]))
319 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
323 case WINED3D_DECL_USAGE_POSITION
:
324 return WINED3D_SV_POSITION
;
330 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
332 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
335 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
336 const struct wined3d_shader_semantic
*s
)
338 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
339 e
->semantic_idx
= s
->usage_idx
;
340 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
341 e
->component_type
= WINED3D_TYPE_FLOAT
;
342 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
343 e
->mask
= s
->reg
.write_mask
;
346 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
347 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
349 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
350 e
->semantic_idx
= usage_idx
;
351 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
352 e
->component_type
= WINED3D_TYPE_FLOAT
;
353 e
->register_idx
= reg_idx
;
354 e
->mask
= write_mask
;
357 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
359 switch (version_token
>> 16)
363 return &sm1_shader_frontend
;
371 return &sm4_shader_frontend
;
374 FIXME("Unrecognised version token %#x.\n", version_token
);
379 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
381 buffer
->buffer
[0] = '\0';
382 buffer
->content_size
= 0;
385 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
387 buffer
->buffer_size
= 32;
388 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
390 ERR("Failed to allocate shader buffer memory.\n");
394 string_buffer_clear(buffer
);
398 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
400 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
403 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
406 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
408 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
409 new_buffer_size
*= 2;
410 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
412 ERR("Failed to grow buffer.\n");
413 buffer
->buffer
[buffer
->content_size
] = '\0';
416 buffer
->buffer
= new_buffer
;
417 buffer
->buffer_size
= new_buffer_size
;
421 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
426 rem
= buffer
->buffer_size
- buffer
->content_size
;
427 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
428 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
431 buffer
->content_size
+= rc
;
435 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
442 va_start(args
, format
);
443 ret
= shader_vaddline(buffer
, format
, args
);
447 if (!string_buffer_resize(buffer
, ret
))
452 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
454 struct wined3d_string_buffer
*buffer
;
456 if (list_empty(&list
->list
))
458 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
459 if (!buffer
|| !string_buffer_init(buffer
))
461 ERR("Couldn't allocate buffer for temporary string.\n");
462 HeapFree(GetProcessHeap(), 0, buffer
);
468 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
469 list_remove(&buffer
->entry
);
471 string_buffer_clear(buffer
);
475 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
479 string_buffer_clear(buffer
);
480 return shader_vaddline(buffer
, format
, args
);
483 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
490 va_start(args
, format
);
491 ret
= string_buffer_vsprintf(buffer
, format
, args
);
495 if (!string_buffer_resize(buffer
, ret
))
500 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
504 list_add_head(&list
->list
, &buffer
->entry
);
507 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
509 list_init(&list
->list
);
512 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
514 struct wined3d_string_buffer
*buffer
, *buffer_next
;
516 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
518 string_buffer_free(buffer
);
519 HeapFree(GetProcessHeap(), 0, buffer
);
521 list_init(&list
->list
);
524 /* Convert floating point offset relative to a register file to an absolute
525 * offset for float constants. */
526 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
528 switch (register_type
)
530 case WINED3DSPR_CONST
: return register_idx
;
531 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
532 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
533 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
535 FIXME("Unsupported register type: %u.\n", register_type
);
540 static void shader_delete_constant_list(struct list
*clist
)
542 struct wined3d_shader_lconst
*constant
, *constant_next
;
544 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
545 HeapFree(GetProcessHeap(), 0, constant
);
549 static void shader_set_limits(struct wined3d_shader
*shader
)
551 static const struct limits_entry
553 unsigned int min_version
;
554 unsigned int max_version
;
555 struct wined3d_shader_limits limits
;
559 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
560 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
561 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
562 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
563 * even though they are capable of supporting much more (GL
564 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
565 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
567 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
568 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
569 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
574 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
575 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
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, packed_input */
585 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
586 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
591 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
592 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
593 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
594 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
595 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
596 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
597 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
605 const struct limits_entry
*limits_array
;
606 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
607 shader
->reg_maps
.shader_version
.minor
);
610 switch (shader
->reg_maps
.shader_version
.type
)
613 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
615 case WINED3D_SHADER_TYPE_VERTEX
:
616 limits_array
= vs_limits
;
618 case WINED3D_SHADER_TYPE_HULL
:
619 limits_array
= hs_limits
;
621 case WINED3D_SHADER_TYPE_DOMAIN
:
622 limits_array
= ds_limits
;
624 case WINED3D_SHADER_TYPE_GEOMETRY
:
625 limits_array
= gs_limits
;
627 case WINED3D_SHADER_TYPE_PIXEL
:
628 limits_array
= ps_limits
;
630 case WINED3D_SHADER_TYPE_COMPUTE
:
631 limits_array
= cs_limits
;
635 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
637 if (shader_version
<= limits_array
[i
].max_version
)
639 shader
->limits
= &limits_array
[i
].limits
;
646 FIXME("Unexpected shader version \"%u.%u\".\n",
647 shader
->reg_maps
.shader_version
.major
,
648 shader
->reg_maps
.shader_version
.minor
);
649 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
653 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
658 bitmap
[idx
] |= (1u << shift
);
661 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
662 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
666 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
667 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
668 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
670 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
673 case WINED3DSPR_TEMP
:
674 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
677 case WINED3DSPR_INPUT
:
678 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
680 if (reg
->idx
[0].rel_addr
)
682 /* If relative addressing is used, we must assume that all registers
683 * are used. Even if it is a construct like v3[aL], we can't assume
684 * that v0, v1 and v2 aren't read because aL can be negative */
686 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
688 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
693 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
697 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
700 case WINED3DSPR_RASTOUT
:
701 if (reg
->idx
[0].offset
== 1)
703 if (reg
->idx
[0].offset
== 2)
704 reg_maps
->point_size
= 1;
707 case WINED3DSPR_MISCTYPE
:
708 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
710 if (!reg
->idx
[0].offset
)
712 else if (reg
->idx
[0].offset
== 1)
713 reg_maps
->usesfacing
= 1;
717 case WINED3DSPR_CONST
:
718 if (reg
->idx
[0].rel_addr
)
720 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
721 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
722 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
723 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
724 reg_maps
->usesrelconstF
= TRUE
;
728 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
730 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
735 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
740 case WINED3DSPR_CONSTINT
:
741 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
743 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
748 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
752 case WINED3DSPR_CONSTBOOL
:
753 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
755 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
760 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
764 case WINED3DSPR_COLOROUT
:
765 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
769 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
770 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
776 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
777 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
779 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
780 struct wined3d_shader_sampler_map
*map
;
783 map
= ®_maps
->sampler_map
;
784 entries
= map
->entries
;
785 for (i
= 0; i
< map
->count
; ++i
)
787 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
793 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
795 ERR("Failed to allocate sampler map entries.\n");
799 map
->entries
= entries
;
801 else if (map
->count
== map
->size
)
803 size_t new_size
= map
->size
* 2;
805 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
806 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
808 ERR("Failed to resize sampler map entries.\n");
811 map
->size
= new_size
;
812 map
->entries
= entries
;
815 entry
= &entries
[map
->count
++];
816 entry
->resource_idx
= resource_idx
;
817 entry
->sampler_idx
= sampler_idx
;
818 entry
->bind_idx
= bind_idx
;
821 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
825 case WINED3DSIH_M4x4
:
826 case WINED3DSIH_M3x4
:
827 return param
== 1 ? 3 : 0;
829 case WINED3DSIH_M4x3
:
830 case WINED3DSIH_M3x3
:
831 return param
== 1 ? 2 : 0;
833 case WINED3DSIH_M3x2
:
834 return param
== 1 ? 1 : 0;
841 /* Note that this does not count the loop register as an address register. */
842 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
843 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
844 struct wined3d_shader_signature
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
846 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
847 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
848 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
849 void *fe_data
= shader
->frontend_data
;
850 struct wined3d_shader_version shader_version
;
851 const DWORD
*ptr
= byte_code
;
854 memset(reg_maps
, 0, sizeof(*reg_maps
));
855 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
856 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
857 reg_maps
->min_rel_offset
= ~0U;
858 list_init(®_maps
->indexable_temps
);
860 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
861 reg_maps
->shader_version
= shader_version
;
863 shader_set_limits(shader
);
865 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
866 sizeof(*reg_maps
->constf
))))
868 ERR("Failed to allocate constant map memory.\n");
869 return E_OUTOFMEMORY
;
872 while (!fe
->shader_is_end(fe_data
, &ptr
))
874 struct wined3d_shader_instruction ins
;
877 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
879 /* Unhandled opcode, and its parameters. */
880 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
882 TRACE("Skipping unrecognized instruction.\n");
886 /* Handle declarations. */
887 if (ins
.handler_idx
== WINED3DSIH_DCL
)
889 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
890 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
892 switch (semantic
->reg
.reg
.type
)
894 /* Mark input registers used. */
895 case WINED3DSPR_INPUT
:
896 if (reg_idx
>= MAX_REG_INPUT
)
898 ERR("Invalid input register index %u.\n", reg_idx
);
901 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
902 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
903 return WINED3DERR_INVALIDCALL
;
904 reg_maps
->input_registers
|= 1u << reg_idx
;
905 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
908 /* Vertex shader: mark 3.0 output registers used, save token. */
909 case WINED3DSPR_OUTPUT
:
910 if (reg_idx
>= MAX_REG_OUTPUT
)
912 ERR("Invalid output register index %u.\n", reg_idx
);
915 reg_maps
->output_registers
|= 1u << reg_idx
;
916 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
917 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
919 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
920 reg_maps
->point_size
= 1;
923 case WINED3DSPR_SAMPLER
:
924 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
925 case WINED3DSPR_RESOURCE
:
926 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
928 ERR("Invalid resource index %u.\n", reg_idx
);
931 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
932 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
936 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
940 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
942 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
943 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
944 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
946 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
948 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
951 FIXME("Multiple immediate constant buffers.\n");
952 reg_maps
->icb
= ins
.declaration
.icb
;
954 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
956 struct wined3d_shader_indexable_temp
*reg
;
958 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
959 return E_OUTOFMEMORY
;
961 *reg
= ins
.declaration
.indexable_temp
;
962 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
964 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
966 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
967 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
969 FIXME("Invalid instruction %#x for shader type %#x.\n",
970 ins
.handler_idx
, shader_version
.type
);
972 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
974 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
975 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
977 FIXME("Invalid instruction %#x for shader type %#x.\n",
978 ins
.handler_idx
, shader_version
.type
);
980 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
982 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
983 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
985 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
987 reg_maps
->temporary_count
= ins
.declaration
.count
;
989 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
991 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
992 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
994 FIXME("Invalid instruction %#x for shader type %#x.\n",
995 ins
.handler_idx
, shader_version
.type
);
997 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
999 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1001 if (!lconst
) return E_OUTOFMEMORY
;
1003 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1004 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
1005 value
= (float *)lconst
->value
;
1007 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1008 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1010 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1011 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1012 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1013 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1014 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1015 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1016 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1017 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1020 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1022 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1023 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1025 shader
->lconst_inf_or_nan
= TRUE
;
1028 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1030 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1031 if (!lconst
) return E_OUTOFMEMORY
;
1033 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1034 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
1036 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1037 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1039 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1041 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1042 if (!lconst
) return E_OUTOFMEMORY
;
1044 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1045 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, sizeof(DWORD
));
1047 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1048 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1050 /* For subroutine prototypes. */
1051 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1053 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1055 /* Set texture, address, temporary registers. */
1058 BOOL color0_mov
= FALSE
;
1061 /* This will loop over all the registers and try to
1062 * make a bitmask of the ones we're interested in.
1064 * Relative addressing tokens are ignored, but that's
1065 * okay, since we'll catch any address registers when
1066 * they are initialized (required by spec). */
1067 for (i
= 0; i
< ins
.dst_count
; ++i
)
1069 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1070 shader_version
.type
, constf_size
))
1071 return WINED3DERR_INVALIDCALL
;
1073 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1075 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1077 switch (ins
.dst
[i
].reg
.type
)
1079 case WINED3DSPR_RASTOUT
:
1080 if (shader_version
.major
>= 3)
1085 reg_maps
->output_registers
|= 1u << 10;
1086 shader_signature_from_usage(&output_signature_elements
[10],
1087 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1091 reg_maps
->output_registers
|= 1u << 11;
1092 shader_signature_from_usage(&output_signature_elements
[11],
1093 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1097 reg_maps
->output_registers
|= 1u << 11;
1098 shader_signature_from_usage(&output_signature_elements
[11],
1099 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1104 case WINED3DSPR_ATTROUT
:
1105 if (shader_version
.major
>= 3)
1110 if (reg_maps
->output_registers
& (1u << idx
))
1112 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1116 reg_maps
->output_registers
|= 1u << idx
;
1117 shader_signature_from_usage(&output_signature_elements
[idx
],
1118 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1123 case WINED3DSPR_TEXCRDOUT
:
1124 if (shader_version
.major
>= 3)
1126 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1129 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1130 if (reg_maps
->output_registers
& (1u << idx
))
1132 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1136 reg_maps
->output_registers
|= 1u << idx
;
1137 shader_signature_from_usage(&output_signature_elements
[idx
],
1138 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1147 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1149 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1151 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1152 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1153 * the mov and perform the sRGB write correction from the source register.
1155 * However, if the mov is only partial, we can't do this, and if the write
1156 * comes from an instruction other than MOV it is hard to do as well. If
1157 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1158 shader
->u
.ps
.color0_mov
= FALSE
;
1159 if (ins
.handler_idx
== WINED3DSIH_MOV
1160 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1162 /* Used later when the source register is read. */
1166 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1169 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1170 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1172 shader
->u
.ps
.color0_mov
= FALSE
;
1176 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1177 if (shader_version
.major
== 1
1178 && (ins
.handler_idx
== WINED3DSIH_TEX
1179 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1180 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1181 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1182 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1183 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1184 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1185 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1186 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1187 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1188 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1190 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1192 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1193 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1194 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1195 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1197 /* texbem is only valid with < 1.4 pixel shaders */
1198 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1199 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1201 reg_maps
->bumpmat
|= 1u << reg_idx
;
1202 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1204 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1208 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1210 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1214 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
1215 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
1216 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
1217 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1218 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1219 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1220 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1221 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1222 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1223 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1224 || ins
.handler_idx
== WINED3DSIH_REP
)
1227 if (cur_loop_depth
> max_loop_depth
)
1228 max_loop_depth
= cur_loop_depth
;
1230 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1231 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1235 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE
1236 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1237 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1238 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1239 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1241 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1242 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1244 else if (ins
.handler_idx
== WINED3DSIH_LD
1245 || ins
.handler_idx
== WINED3DSIH_RESINFO
)
1247 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1248 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1252 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1253 shader_version
.type
, constf_size
))
1254 return WINED3DERR_INVALIDCALL
;
1256 for (i
= 0; i
< ins
.src_count
; ++i
)
1258 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1259 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1261 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1262 shader_version
.type
, constf_size
))
1263 return WINED3DERR_INVALIDCALL
;
1266 ++reg
.idx
[0].offset
;
1267 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1268 shader_version
.type
, constf_size
))
1269 return WINED3DERR_INVALIDCALL
;
1275 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1276 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1278 shader
->u
.ps
.color0_mov
= TRUE
;
1279 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1285 reg_maps
->loop_depth
= max_loop_depth
;
1287 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1288 * R0 is written to the render target. */
1289 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1290 reg_maps
->rt_mask
|= (1u << 0);
1292 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
1294 if (input_signature
->elements
)
1296 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1298 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1299 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1300 && input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1304 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1306 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1307 struct wined3d_shader_signature_element
*e
;
1310 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1311 return E_OUTOFMEMORY
;
1312 input_signature
->element_count
= count
;
1314 e
= input_signature
->elements
;
1315 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1317 if (!(reg_maps
->input_registers
& (1u << i
)))
1319 input_signature_elements
[i
].register_idx
= i
;
1320 *e
++ = input_signature_elements
[i
];
1324 if (output_signature
->elements
)
1326 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1328 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1331 else if (reg_maps
->output_registers
)
1333 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1334 struct wined3d_shader_signature_element
*e
;
1336 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1337 return E_OUTOFMEMORY
;
1338 output_signature
->element_count
= count
;
1340 e
= output_signature
->elements
;
1341 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1343 if (!(reg_maps
->output_registers
& (1u << i
)))
1345 *e
++ = output_signature_elements
[i
];
1352 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1354 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1356 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1357 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1359 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1360 HeapFree(GetProcessHeap(), 0, reg
);
1361 list_init(®_maps
->indexable_temps
);
1364 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1366 DWORD map
= 1u << max
;
1368 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1370 return wined3d_log2i(map
);
1373 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1375 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1377 shader_addline(buffer
, "refactoringAllowed");
1378 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1380 shader_addline(buffer
, " | ");
1383 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1385 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1386 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1390 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1393 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1394 enum wined3d_tessellator_domain domain
)
1398 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1399 shader_addline(buffer
, "line");
1401 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1402 shader_addline(buffer
, "triangle");
1404 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1405 shader_addline(buffer
, "quad");
1408 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1413 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1414 enum wined3d_tessellator_output_primitive output_primitive
)
1416 switch (output_primitive
)
1418 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1419 shader_addline(buffer
, "point");
1421 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1422 shader_addline(buffer
, "line");
1424 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1425 shader_addline(buffer
, "triangle_cw");
1427 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1428 shader_addline(buffer
, "triangle_ccw");
1431 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1436 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1437 enum wined3d_tessellator_partitioning partitioning
)
1439 switch (partitioning
)
1441 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1442 shader_addline(buffer
, "integer");
1444 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1445 shader_addline(buffer
, "pow2");
1447 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1448 shader_addline(buffer
, "fractional_odd");
1450 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1451 shader_addline(buffer
, "fractional_even");
1454 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1459 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1463 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1465 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1467 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1472 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1475 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1476 const struct wined3d_shader_semantic
*semantic
, const struct wined3d_shader_version
*shader_version
)
1478 shader_addline(buffer
, "dcl");
1480 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1482 switch (semantic
->resource_type
)
1484 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1485 shader_addline(buffer
, "_2d");
1488 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1489 shader_addline(buffer
, "_3d");
1492 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1493 shader_addline(buffer
, "_cube");
1497 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1501 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1503 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1504 shader_addline(buffer
, "_resource_");
1506 shader_addline(buffer
, "_uav_");
1507 switch (semantic
->resource_type
)
1509 case WINED3D_SHADER_RESOURCE_BUFFER
:
1510 shader_addline(buffer
, "buffer");
1513 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1514 shader_addline(buffer
, "texture1d");
1517 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1518 shader_addline(buffer
, "texture2d");
1521 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1522 shader_addline(buffer
, "texture2dms");
1525 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1526 shader_addline(buffer
, "texture3d");
1529 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1530 shader_addline(buffer
, "texturecube");
1533 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1534 shader_addline(buffer
, "texture1darray");
1537 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1538 shader_addline(buffer
, "texture2darray");
1541 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1542 shader_addline(buffer
, "texture2dmsarray");
1546 shader_addline(buffer
, "unknown");
1549 switch (semantic
->resource_data_type
)
1551 case WINED3D_DATA_FLOAT
:
1552 shader_addline(buffer
, " (float)");
1555 case WINED3D_DATA_INT
:
1556 shader_addline(buffer
, " (int)");
1559 case WINED3D_DATA_UINT
:
1560 shader_addline(buffer
, " (uint)");
1563 case WINED3D_DATA_UNORM
:
1564 shader_addline(buffer
, " (unorm)");
1567 case WINED3D_DATA_SNORM
:
1568 shader_addline(buffer
, " (snorm)");
1572 shader_addline(buffer
, " (unknown)");
1578 /* Pixel shaders 3.0 don't have usage semantics. */
1579 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1582 shader_addline(buffer
, "_");
1584 switch (semantic
->usage
)
1586 case WINED3D_DECL_USAGE_POSITION
:
1587 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1590 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1591 shader_addline(buffer
, "blend");
1594 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1595 shader_addline(buffer
, "weight");
1598 case WINED3D_DECL_USAGE_NORMAL
:
1599 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1602 case WINED3D_DECL_USAGE_PSIZE
:
1603 shader_addline(buffer
, "psize");
1606 case WINED3D_DECL_USAGE_COLOR
:
1607 if (!semantic
->usage_idx
)
1608 shader_addline(buffer
, "color");
1610 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1613 case WINED3D_DECL_USAGE_TEXCOORD
:
1614 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1617 case WINED3D_DECL_USAGE_TANGENT
:
1618 shader_addline(buffer
, "tangent");
1621 case WINED3D_DECL_USAGE_BINORMAL
:
1622 shader_addline(buffer
, "binormal");
1625 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1626 shader_addline(buffer
, "tessfactor");
1629 case WINED3D_DECL_USAGE_POSITIONT
:
1630 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1633 case WINED3D_DECL_USAGE_FOG
:
1634 shader_addline(buffer
, "fog");
1637 case WINED3D_DECL_USAGE_DEPTH
:
1638 shader_addline(buffer
, "depth");
1641 case WINED3D_DECL_USAGE_SAMPLE
:
1642 shader_addline(buffer
, "sample");
1646 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1647 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
1652 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1653 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1655 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1656 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1657 UINT offset
= reg
->idx
[0].offset
;
1661 case WINED3DSPR_TEMP
:
1662 shader_addline(buffer
, "r");
1665 case WINED3DSPR_INPUT
:
1666 shader_addline(buffer
, "v");
1669 case WINED3DSPR_CONST
:
1670 case WINED3DSPR_CONST2
:
1671 case WINED3DSPR_CONST3
:
1672 case WINED3DSPR_CONST4
:
1673 shader_addline(buffer
, "c");
1674 offset
= shader_get_float_offset(reg
->type
, offset
);
1677 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1678 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1681 case WINED3DSPR_RASTOUT
:
1682 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1685 case WINED3DSPR_COLOROUT
:
1686 shader_addline(buffer
, "oC");
1689 case WINED3DSPR_DEPTHOUT
:
1690 shader_addline(buffer
, "oDepth");
1693 case WINED3DSPR_ATTROUT
:
1694 shader_addline(buffer
, "oD");
1697 case WINED3DSPR_TEXCRDOUT
:
1698 /* Vertex shaders >= 3.0 use general purpose output registers
1699 * (WINED3DSPR_OUTPUT), which can include an address token. */
1700 if (shader_version
->major
>= 3)
1701 shader_addline(buffer
, "o");
1703 shader_addline(buffer
, "oT");
1706 case WINED3DSPR_CONSTINT
:
1707 shader_addline(buffer
, "i");
1710 case WINED3DSPR_CONSTBOOL
:
1711 shader_addline(buffer
, "b");
1714 case WINED3DSPR_LABEL
:
1715 shader_addline(buffer
, "l");
1718 case WINED3DSPR_LOOP
:
1719 shader_addline(buffer
, "aL");
1722 case WINED3DSPR_SAMPLER
:
1723 shader_addline(buffer
, "s");
1726 case WINED3DSPR_MISCTYPE
:
1729 FIXME("Unhandled misctype register %u.\n", offset
);
1730 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1734 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1738 case WINED3DSPR_PREDICATE
:
1739 shader_addline(buffer
, "p");
1742 case WINED3DSPR_IMMCONST
:
1743 shader_addline(buffer
, "l");
1746 case WINED3DSPR_CONSTBUFFER
:
1747 shader_addline(buffer
, "cb");
1750 case WINED3DSPR_IMMCONSTBUFFER
:
1751 shader_addline(buffer
, "icb");
1754 case WINED3DSPR_PRIMID
:
1755 shader_addline(buffer
, "primID");
1758 case WINED3DSPR_NULL
:
1759 shader_addline(buffer
, "null");
1762 case WINED3DSPR_RESOURCE
:
1763 shader_addline(buffer
, "t");
1766 case WINED3DSPR_UAV
:
1767 shader_addline(buffer
, "u");
1770 case WINED3DSPR_OUTPOINTID
:
1771 shader_addline(buffer
, "vOutputControlPointID");
1774 case WINED3DSPR_FORKINSTID
:
1775 shader_addline(buffer
, "vForkInstanceId");
1778 case WINED3DSPR_INCONTROLPOINT
:
1779 shader_addline(buffer
, "vicp");
1782 case WINED3DSPR_PATCHCONST
:
1783 shader_addline(buffer
, "vpc");
1786 case WINED3DSPR_TESSCOORD
:
1787 shader_addline(buffer
, "vDomainLocation");
1790 case WINED3DSPR_GROUPSHAREDMEM
:
1791 shader_addline(buffer
, "g");
1794 case WINED3DSPR_THREADID
:
1795 shader_addline(buffer
, "vThreadID");
1798 case WINED3DSPR_THREADGROUPID
:
1799 shader_addline(buffer
, "vThreadGroupID");
1802 case WINED3DSPR_LOCALTHREADID
:
1803 shader_addline(buffer
, "vThreadIDInGroup");
1806 case WINED3DSPR_LOCALTHREADINDEX
:
1807 shader_addline(buffer
, "vThreadIDInGroupFlattened");
1810 case WINED3DSPR_IDXTEMP
:
1811 shader_addline(buffer
, "x");
1814 case WINED3DSPR_STREAM
:
1815 shader_addline(buffer
, "m");
1819 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
1823 if (reg
->type
== WINED3DSPR_IMMCONST
)
1825 shader_addline(buffer
, "(");
1826 switch (reg
->immconst_type
)
1828 case WINED3D_IMMCONST_SCALAR
:
1829 switch (reg
->data_type
)
1831 case WINED3D_DATA_FLOAT
:
1832 shader_addline(buffer
, "%.8e", *(const float *)reg
->immconst_data
);
1834 case WINED3D_DATA_INT
:
1835 shader_addline(buffer
, "%d", reg
->immconst_data
[0]);
1837 case WINED3D_DATA_RESOURCE
:
1838 case WINED3D_DATA_SAMPLER
:
1839 case WINED3D_DATA_UINT
:
1840 shader_addline(buffer
, "%u", reg
->immconst_data
[0]);
1843 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1848 case WINED3D_IMMCONST_VEC4
:
1849 switch (reg
->data_type
)
1851 case WINED3D_DATA_FLOAT
:
1852 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
1853 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1854 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1856 case WINED3D_DATA_INT
:
1857 shader_addline(buffer
, "%d, %d, %d, %d",
1858 reg
->immconst_data
[0], reg
->immconst_data
[1],
1859 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1861 case WINED3D_DATA_RESOURCE
:
1862 case WINED3D_DATA_SAMPLER
:
1863 case WINED3D_DATA_UINT
:
1864 shader_addline(buffer
, "%u, %u, %u, %u",
1865 reg
->immconst_data
[0], reg
->immconst_data
[1],
1866 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1869 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1875 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
1878 shader_addline(buffer
, ")");
1880 else if (reg
->type
!= WINED3DSPR_RASTOUT
1881 && reg
->type
!= WINED3DSPR_MISCTYPE
1882 && reg
->type
!= WINED3DSPR_NULL
)
1886 shader_addline(buffer
, "[");
1887 if (reg
->idx
[0].rel_addr
)
1889 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
1890 shader_addline(buffer
, " + ");
1892 shader_addline(buffer
, "%u]", offset
);
1894 if (reg
->idx
[1].offset
!= ~0u)
1896 shader_addline(buffer
, "[");
1897 if (reg
->idx
[1].rel_addr
)
1899 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
1900 shader_addline(buffer
, " + ");
1902 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
1908 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
1909 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
1911 DWORD write_mask
= param
->write_mask
;
1913 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1915 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1917 static const char write_mask_chars
[] = "xyzw";
1919 shader_addline(buffer
, ".");
1920 if (write_mask
& WINED3DSP_WRITEMASK_0
)
1921 shader_addline(buffer
, "%c", write_mask_chars
[0]);
1922 if (write_mask
& WINED3DSP_WRITEMASK_1
)
1923 shader_addline(buffer
, "%c", write_mask_chars
[1]);
1924 if (write_mask
& WINED3DSP_WRITEMASK_2
)
1925 shader_addline(buffer
, "%c", write_mask_chars
[2]);
1926 if (write_mask
& WINED3DSP_WRITEMASK_3
)
1927 shader_addline(buffer
, "%c", write_mask_chars
[3]);
1931 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
1932 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
1934 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1935 DWORD swizzle
= param
->swizzle
;
1937 if (src_modifier
== WINED3DSPSM_NEG
1938 || src_modifier
== WINED3DSPSM_BIASNEG
1939 || src_modifier
== WINED3DSPSM_SIGNNEG
1940 || src_modifier
== WINED3DSPSM_X2NEG
1941 || src_modifier
== WINED3DSPSM_ABSNEG
)
1942 shader_addline(buffer
, "-");
1943 else if (src_modifier
== WINED3DSPSM_COMP
)
1944 shader_addline(buffer
, "1-");
1945 else if (src_modifier
== WINED3DSPSM_NOT
)
1946 shader_addline(buffer
, "!");
1948 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1949 shader_addline(buffer
, "abs(");
1951 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1953 switch (src_modifier
)
1955 case WINED3DSPSM_NONE
: break;
1956 case WINED3DSPSM_NEG
: break;
1957 case WINED3DSPSM_NOT
: break;
1958 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
1959 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
1960 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
1961 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
1962 case WINED3DSPSM_COMP
: break;
1963 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
1964 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
1965 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
1966 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
1967 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
1968 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
1969 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
1972 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1974 static const char swizzle_chars
[] = "xyzw";
1975 DWORD swizzle_x
= swizzle
& 0x03;
1976 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1977 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1978 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1980 if (swizzle_x
== swizzle_y
1981 && swizzle_x
== swizzle_z
1982 && swizzle_x
== swizzle_w
)
1984 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
1988 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1989 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1994 /* Shared code in order to generate the bulk of the shader string.
1995 * NOTE: A description of how to parse tokens can be found on MSDN. */
1996 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
1997 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1999 struct wined3d_device
*device
= shader
->device
;
2000 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2001 void *fe_data
= shader
->frontend_data
;
2002 struct wined3d_shader_version shader_version
;
2003 struct wined3d_shader_loop_state loop_state
;
2004 struct wined3d_shader_instruction ins
;
2005 struct wined3d_shader_tex_mx tex_mx
;
2006 struct wined3d_shader_context ctx
;
2007 const DWORD
*ptr
= byte_code
;
2009 /* Initialize current parsing state. */
2010 tex_mx
.current_row
= 0;
2011 loop_state
.current_depth
= 0;
2012 loop_state
.current_reg
= 0;
2014 ctx
.shader
= shader
;
2015 ctx
.gl_info
= &device
->adapter
->gl_info
;
2016 ctx
.reg_maps
= reg_maps
;
2017 ctx
.buffer
= buffer
;
2018 ctx
.tex_mx
= &tex_mx
;
2019 ctx
.loop_state
= &loop_state
;
2020 ctx
.backend_data
= backend_ctx
;
2023 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2025 while (!fe
->shader_is_end(fe_data
, &ptr
))
2028 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2030 /* Unknown opcode and its parameters. */
2031 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2033 TRACE("Skipping unrecognized instruction.\n");
2038 FIXME("Predicates not implemented.\n");
2040 /* Call appropriate function for output target */
2041 device
->shader_backend
->shader_handle_instruction(&ins
);
2045 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2046 const struct wined3d_shader_dst_param
*dst
)
2048 DWORD mmask
= dst
->modifiers
;
2053 case 13: shader_addline(buffer
, "_d8"); break;
2054 case 14: shader_addline(buffer
, "_d4"); break;
2055 case 15: shader_addline(buffer
, "_d2"); break;
2056 case 1: shader_addline(buffer
, "_x2"); break;
2057 case 2: shader_addline(buffer
, "_x4"); break;
2058 case 3: shader_addline(buffer
, "_x8"); break;
2059 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2062 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2063 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2064 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2066 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2067 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
2070 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2071 enum wined3d_primitive_type primitive_type
)
2073 switch (primitive_type
)
2075 case WINED3D_PT_UNDEFINED
:
2076 shader_addline(buffer
, "undefined");
2078 case WINED3D_PT_POINTLIST
:
2079 shader_addline(buffer
, "pointlist");
2081 case WINED3D_PT_LINELIST
:
2082 shader_addline(buffer
, "linelist");
2084 case WINED3D_PT_LINESTRIP
:
2085 shader_addline(buffer
, "linestrip");
2087 case WINED3D_PT_TRIANGLELIST
:
2088 shader_addline(buffer
, "trianglelist");
2090 case WINED3D_PT_TRIANGLESTRIP
:
2091 shader_addline(buffer
, "trianglestrip");
2093 case WINED3D_PT_TRIANGLEFAN
:
2094 shader_addline(buffer
, "trianglefan");
2096 case WINED3D_PT_LINELIST_ADJ
:
2097 shader_addline(buffer
, "linelist_adj");
2099 case WINED3D_PT_LINESTRIP_ADJ
:
2100 shader_addline(buffer
, "linestrip_adj");
2102 case WINED3D_PT_TRIANGLELIST_ADJ
:
2103 shader_addline(buffer
, "trianglelist_adj");
2105 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2106 shader_addline(buffer
, "trianglestrip_adj");
2109 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
2114 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2115 enum wined3d_shader_interpolation_mode interpolation_mode
)
2117 switch (interpolation_mode
)
2119 case WINED3DSIM_CONSTANT
:
2120 shader_addline(buffer
, "constant");
2122 case WINED3DSIM_LINEAR
:
2123 shader_addline(buffer
, "linear");
2125 case WINED3DSIM_LINEAR_CENTROID
:
2126 shader_addline(buffer
, "linear centroid");
2128 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2129 shader_addline(buffer
, "linear noperspective");
2131 case WINED3DSIM_LINEAR_SAMPLE
:
2132 shader_addline(buffer
, "linear sample");
2134 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2135 shader_addline(buffer
, "linear noperspective centroid");
2137 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2138 shader_addline(buffer
, "linear noperspective sample");
2141 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2146 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
2148 struct wined3d_shader_version shader_version
;
2149 struct wined3d_string_buffer buffer
;
2150 const DWORD
*ptr
= byte_code
;
2151 const char *type_prefix
;
2155 if (!string_buffer_init(&buffer
))
2157 ERR("Failed to initialize string buffer.\n");
2161 TRACE("Parsing %p.\n", byte_code
);
2163 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2165 switch (shader_version
.type
)
2167 case WINED3D_SHADER_TYPE_VERTEX
:
2171 case WINED3D_SHADER_TYPE_HULL
:
2175 case WINED3D_SHADER_TYPE_DOMAIN
:
2179 case WINED3D_SHADER_TYPE_GEOMETRY
:
2183 case WINED3D_SHADER_TYPE_PIXEL
:
2187 case WINED3D_SHADER_TYPE_COMPUTE
:
2192 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2193 type_prefix
= "unknown";
2197 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2199 while (!fe
->shader_is_end(fe_data
, &ptr
))
2201 struct wined3d_shader_instruction ins
;
2203 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2204 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2206 WARN("Skipping unrecognized instruction.\n");
2207 shader_addline(&buffer
, "<unrecognized instruction>\n");
2211 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2213 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, &shader_version
);
2214 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2215 shader_addline(&buffer
, " ");
2216 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2218 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2220 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2221 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2222 shader_addline(&buffer
, ", %s",
2223 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2225 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2227 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2228 shader_dump_global_flags(&buffer
, ins
.flags
);
2230 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2232 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2233 ins
.declaration
.max_tessellation_factor
);
2235 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2237 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2238 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2240 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2241 ins
.declaration
.icb
->data
[4 * i
+ 0],
2242 ins
.declaration
.icb
->data
[4 * i
+ 1],
2243 ins
.declaration
.icb
->data
[4 * i
+ 2],
2244 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2246 shader_addline(&buffer
, "}");
2248 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2250 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2251 ins
.declaration
.indexable_temp
.register_idx
,
2252 ins
.declaration
.indexable_temp
.register_size
,
2253 ins
.declaration
.indexable_temp
.component_count
);
2255 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2257 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2258 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2259 shader_addline(&buffer
, " ");
2260 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2262 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2263 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2264 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2265 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2267 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2268 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2269 shader_addline(&buffer
, ", ");
2270 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2272 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2274 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2275 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2276 shader_addline(&buffer
, " ");
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
2282 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2284 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2285 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2287 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2288 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2290 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2291 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2293 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2295 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2296 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2297 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2299 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2301 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2302 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2303 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2304 shader_addline(&buffer
, ", comparisonMode");
2306 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2307 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
2308 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2309 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2310 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
2312 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2314 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2316 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2317 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2319 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2321 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2322 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2324 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2326 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2327 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2329 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2331 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2332 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2333 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2335 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2337 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2338 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2339 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2340 ins
.declaration
.tgsm_structured
.structure_count
);
2342 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2344 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2345 ins
.declaration
.thread_group_size
.x
,
2346 ins
.declaration
.thread_group_size
.y
,
2347 ins
.declaration
.thread_group_size
.z
);
2349 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2351 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2352 ins
.dst
[0].reg
.idx
[0].offset
),
2353 *(const float *)&ins
.src
[0].reg
.immconst_data
[0],
2354 *(const float *)&ins
.src
[0].reg
.immconst_data
[1],
2355 *(const float *)&ins
.src
[0].reg
.immconst_data
[2],
2356 *(const float *)&ins
.src
[0].reg
.immconst_data
[3]);
2358 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2360 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2361 ins
.src
[0].reg
.immconst_data
[0],
2362 ins
.src
[0].reg
.immconst_data
[1],
2363 ins
.src
[0].reg
.immconst_data
[2],
2364 ins
.src
[0].reg
.immconst_data
[3]);
2366 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2368 shader_addline(&buffer
, "defb b%u = %s",
2369 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.immconst_data
[0] ? "true" : "false");
2375 shader_addline(&buffer
, "(");
2376 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2377 shader_addline(&buffer
, ") ");
2380 /* PixWin marks instructions with the coissue flag with a '+' */
2382 shader_addline(&buffer
, "+");
2384 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2386 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2387 || ins
.handler_idx
== WINED3DSIH_IF
)
2391 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2392 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2393 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2396 else if (ins
.handler_idx
== WINED3DSIH_IFC
2397 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2401 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2402 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2403 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2404 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2405 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2406 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2407 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2410 else if (ins
.handler_idx
== WINED3DSIH_TEX
2411 && shader_version
.major
>= 2
2412 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2414 shader_addline(&buffer
, "p");
2416 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
2421 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2422 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2423 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2427 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2428 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2430 for (i
= 0; i
< ins
.dst_count
; ++i
)
2432 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2433 shader_addline(&buffer
, !i
? " " : ", ");
2434 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2437 /* Other source tokens */
2438 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2440 shader_addline(&buffer
, !i
? " " : ", ");
2441 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2444 shader_addline(&buffer
, "\n");
2447 for (p
= buffer
.buffer
; *p
; p
= q
)
2449 if (!(q
= strstr(p
, "\n")))
2453 TRACE(" %.*s", (int)(q
- p
), p
);
2456 string_buffer_free(&buffer
);
2459 static void shader_cleanup(struct wined3d_shader
*shader
)
2461 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2462 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2463 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2464 shader
->device
->shader_backend
->shader_destroy(shader
);
2465 shader_cleanup_reg_maps(&shader
->reg_maps
);
2466 HeapFree(GetProcessHeap(), 0, shader
->function
);
2467 shader_delete_constant_list(&shader
->constantsF
);
2468 shader_delete_constant_list(&shader
->constantsB
);
2469 shader_delete_constant_list(&shader
->constantsI
);
2470 list_remove(&shader
->shader_list_entry
);
2472 if (shader
->frontend
&& shader
->frontend_data
)
2473 shader
->frontend
->shader_free(shader
->frontend_data
);
2476 struct shader_none_priv
2478 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2479 const struct fragment_pipeline
*fragment_pipe
;
2480 BOOL ffp_proj_control
;
2483 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2484 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
2485 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
) {}
2486 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
2487 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2488 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2489 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2490 const struct wined3d_state
*state
) {}
2491 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2492 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2493 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2495 /* Context activation is done by the caller. */
2496 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2497 const struct wined3d_state
*state
)
2499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2500 struct shader_none_priv
*priv
= shader_priv
;
2502 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2503 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2506 /* Context activation is done by the caller. */
2507 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2509 struct shader_none_priv
*priv
= shader_priv
;
2510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2512 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2513 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2515 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2516 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2517 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2518 | (1u << WINED3D_SHADER_TYPE_HULL
)
2519 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2520 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2523 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2524 const struct fragment_pipeline
*fragment_pipe
)
2526 struct fragment_caps fragment_caps
;
2527 void *vertex_priv
, *fragment_priv
;
2528 struct shader_none_priv
*priv
;
2530 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2531 return E_OUTOFMEMORY
;
2533 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2535 ERR("Failed to initialize vertex pipe.\n");
2536 HeapFree(GetProcessHeap(), 0, priv
);
2540 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2542 ERR("Failed to initialize fragment pipe.\n");
2543 vertex_pipe
->vp_free(device
);
2544 HeapFree(GetProcessHeap(), 0, priv
);
2548 priv
->vertex_pipe
= vertex_pipe
;
2549 priv
->fragment_pipe
= fragment_pipe
;
2550 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2551 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2553 device
->vertex_priv
= vertex_priv
;
2554 device
->fragment_priv
= fragment_priv
;
2555 device
->shader_priv
= priv
;
2560 static void shader_none_free(struct wined3d_device
*device
)
2562 struct shader_none_priv
*priv
= device
->shader_priv
;
2564 priv
->fragment_pipe
->free_private(device
);
2565 priv
->vertex_pipe
->vp_free(device
);
2566 HeapFree(GetProcessHeap(), 0, priv
);
2569 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2574 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2576 /* Set the shader caps to 0 for the none shader backend */
2577 caps
->vs_version
= 0;
2578 caps
->hs_version
= 0;
2579 caps
->ds_version
= 0;
2580 caps
->gs_version
= 0;
2581 caps
->ps_version
= 0;
2582 caps
->cs_version
= 0;
2583 caps
->vs_uniform_count
= 0;
2584 caps
->ps_uniform_count
= 0;
2585 caps
->ps_1x_max_value
= 0.0f
;
2586 caps
->varying_count
= 0;
2587 caps
->wined3d_caps
= 0;
2590 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2592 /* We "support" every possible fixup, since we don't support any shader
2593 * model, and will never have to actually sample a texture. */
2597 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2599 struct shader_none_priv
*priv
= shader_priv
;
2601 return priv
->ffp_proj_control
;
2604 const struct wined3d_shader_backend_ops none_shader_backend
=
2606 shader_none_handle_instruction
,
2608 shader_none_disable
,
2609 shader_none_select_depth_blt
,
2610 shader_none_deselect_depth_blt
,
2611 shader_none_update_float_vertex_constants
,
2612 shader_none_update_float_pixel_constants
,
2613 shader_none_load_constants
,
2614 shader_none_destroy
,
2617 shader_none_allocate_context_data
,
2618 shader_none_free_context_data
,
2619 shader_none_init_context_state
,
2620 shader_none_get_caps
,
2621 shader_none_color_fixup_supported
,
2622 shader_none_has_ffp_proj_control
,
2625 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
2626 DWORD float_const_count
, enum wined3d_shader_type type
, unsigned int max_version
)
2628 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2629 const struct wined3d_shader_frontend
*fe
;
2631 unsigned int backend_version
;
2632 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2634 TRACE("shader %p, byte_code %p, float_const_count %u, type %#x, max_version %u.\n",
2635 shader
, byte_code
, float_const_count
, type
, max_version
);
2637 list_init(&shader
->constantsF
);
2638 list_init(&shader
->constantsB
);
2639 list_init(&shader
->constantsI
);
2640 shader
->lconst_inf_or_nan
= FALSE
;
2641 list_init(®_maps
->indexable_temps
);
2643 fe
= shader_select_frontend(*byte_code
);
2646 FIXME("Unable to find frontend for shader.\n");
2647 return WINED3DERR_INVALIDCALL
;
2649 shader
->frontend
= fe
;
2650 shader
->frontend_data
= fe
->shader_init(byte_code
, &shader
->output_signature
);
2651 if (!shader
->frontend_data
)
2653 FIXME("Failed to initialize frontend.\n");
2654 return WINED3DERR_INVALIDCALL
;
2657 /* First pass: trace shader. */
2658 if (TRACE_ON(d3d_shader
))
2659 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
2661 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2662 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
2663 &shader
->output_signature
, byte_code
, float_const_count
)))
2666 if (reg_maps
->shader_version
.type
!= type
)
2668 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
2669 return WINED3DERR_INVALIDCALL
;
2671 if (reg_maps
->shader_version
.major
> max_version
)
2673 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
2674 return WINED3DERR_INVALIDCALL
;
2678 case WINED3D_SHADER_TYPE_VERTEX
:
2679 backend_version
= d3d_info
->limits
.vs_version
;
2681 case WINED3D_SHADER_TYPE_HULL
:
2682 backend_version
= d3d_info
->limits
.hs_version
;
2684 case WINED3D_SHADER_TYPE_DOMAIN
:
2685 backend_version
= d3d_info
->limits
.ds_version
;
2687 case WINED3D_SHADER_TYPE_GEOMETRY
:
2688 backend_version
= d3d_info
->limits
.gs_version
;
2690 case WINED3D_SHADER_TYPE_PIXEL
:
2691 backend_version
= d3d_info
->limits
.ps_version
;
2693 case WINED3D_SHADER_TYPE_COMPUTE
:
2694 backend_version
= d3d_info
->limits
.cs_version
;
2697 FIXME("No backend version-checking for this shader type.\n");
2698 backend_version
= 0;
2700 if (reg_maps
->shader_version
.major
> backend_version
)
2702 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2703 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
2704 return WINED3DERR_INVALIDCALL
;
2707 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
)))
2708 return E_OUTOFMEMORY
;
2709 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
2714 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2716 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
2718 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2723 static void wined3d_shader_destroy_object(void *object
)
2725 shader_cleanup(object
);
2726 HeapFree(GetProcessHeap(), 0, object
);
2729 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2731 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
2733 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2737 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2738 wined3d_cs_emit_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
2744 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2746 TRACE("shader %p.\n", shader
);
2748 return shader
->parent
;
2751 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2752 void *byte_code
, UINT
*byte_code_size
)
2754 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2758 *byte_code_size
= shader
->functionLength
;
2762 if (*byte_code_size
< shader
->functionLength
)
2764 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2765 * than the required size we should write the required size and
2766 * return D3DERR_MOREDATA. That's not actually true. */
2767 return WINED3DERR_INVALIDCALL
;
2770 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
2775 /* Set local constants for d3d8 shaders. */
2776 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
2777 UINT start_idx
, const float *src_data
, UINT count
)
2779 UINT end_idx
= start_idx
+ count
;
2782 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
2784 if (end_idx
> shader
->limits
->constant_float
)
2786 WARN("end_idx %u > float constants limit %u.\n",
2787 end_idx
, shader
->limits
->constant_float
);
2788 end_idx
= shader
->limits
->constant_float
;
2791 for (i
= start_idx
; i
< end_idx
; ++i
)
2793 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
2796 return E_OUTOFMEMORY
;
2799 value
= (float *)lconst
->value
;
2800 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
2801 list_add_head(&shader
->constantsF
, &lconst
->entry
);
2803 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
2804 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
2806 shader
->lconst_inf_or_nan
= TRUE
;
2813 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2814 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
2816 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
2817 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
2818 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
2819 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
2820 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
2821 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
2822 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_HULL
] ? WINED3D_SHADER_TYPE_HULL
2823 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
2824 : WINED3D_SHADER_TYPE_PIXEL
;
2825 if (shader
->reg_maps
.shader_version
.major
>= 4)
2826 args
->next_shader_input_count
= state
->shader
[WINED3D_SHADER_TYPE_HULL
]
2827 ? state
->shader
[WINED3D_SHADER_TYPE_HULL
]->limits
->packed_input
2828 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]
2829 ? state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
2830 : state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
2831 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
2833 args
->next_shader_input_count
= 0;
2834 args
->swizzle_map
= swizzle_map
;
2835 if (d3d_info
->emulated_flatshading
)
2836 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2838 args
->flatshading
= 0;
2841 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
2843 if (usage_idx1
!= usage_idx2
)
2845 if (usage1
== usage2
)
2847 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2849 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
2855 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
2856 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
2858 WORD map
= shader
->reg_maps
.input_registers
;
2861 for (i
= 0; map
; map
>>= 1, ++i
)
2863 if (!(map
& 1)) continue;
2865 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
2866 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
2875 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
2876 const struct wined3d_shader_signature
*src
, char **signature_strings
)
2878 struct wined3d_shader_signature_element
*e
;
2883 if (!src
->element_count
)
2886 ptr
= *signature_strings
;
2888 dst
->element_count
= src
->element_count
;
2889 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
2890 return E_OUTOFMEMORY
;
2892 for (i
= 0; i
< src
->element_count
; ++i
)
2894 e
= &src
->elements
[i
];
2895 dst
->elements
[i
] = *e
;
2897 len
= strlen(e
->semantic_name
);
2898 memcpy(ptr
, e
->semantic_name
, len
+ 1);
2899 dst
->elements
[i
].semantic_name
= ptr
;
2903 *signature_strings
= ptr
;
2908 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2909 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
2910 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2912 struct wined3d_shader_signature_element
*e
;
2918 if (!desc
->byte_code
)
2919 return WINED3DERR_INVALIDCALL
;
2922 shader
->device
= device
;
2923 shader
->parent
= parent
;
2924 shader
->parent_ops
= parent_ops
;
2927 for (i
= 0; i
< desc
->input_signature
.element_count
; ++i
)
2929 e
= &desc
->input_signature
.elements
[i
];
2930 len
= strlen(e
->semantic_name
);
2931 if (len
>= ~(SIZE_T
)0 - total
)
2932 return E_OUTOFMEMORY
;
2936 for (i
= 0; i
< desc
->output_signature
.element_count
; ++i
)
2938 e
= &desc
->output_signature
.elements
[i
];
2939 len
= strlen(e
->semantic_name
);
2940 if (len
>= ~(SIZE_T
)0 - total
)
2941 return E_OUTOFMEMORY
;
2945 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
2946 return E_OUTOFMEMORY
;
2947 ptr
= shader
->signature_strings
;
2949 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
2951 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2954 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
2956 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2957 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2961 list_init(&shader
->linked_programs
);
2962 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
2964 if (FAILED(hr
= shader_set_function(shader
, desc
->byte_code
,
2965 float_const_count
, type
, desc
->max_version
)))
2967 WARN("Failed to set function, hr %#x.\n", hr
);
2968 shader_cleanup(shader
);
2971 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2976 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2977 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2979 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2983 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
2984 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
2987 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2989 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
2991 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
2994 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
2995 shader_usage_from_semantic_name(input
->semantic_name
);
2996 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
2999 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3000 shader
->load_local_constsF
= TRUE
;
3005 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3006 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3008 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
);
3011 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3012 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3014 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
);
3017 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3018 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3020 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
);
3023 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3024 struct gs_compile_args
*args
)
3026 args
->ps_input_count
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3027 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3030 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3031 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3033 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3034 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3035 const struct wined3d_texture
*texture
;
3038 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3039 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3041 static unsigned int warned
= 0;
3043 args
->srgb_correction
= 1;
3044 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3045 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3046 "support, expect rendering artifacts.\n");
3049 if (shader
->reg_maps
.shader_version
.major
== 1
3050 && shader
->reg_maps
.shader_version
.minor
<= 3)
3052 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3054 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3056 if (flags
& WINED3D_TTFF_PROJECTED
)
3058 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3060 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3062 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3064 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3065 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3067 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3069 struct wined3d_vertex_declaration_element
*element
=
3070 &state
->vertex_declaration
->elements
[j
];
3072 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3073 && element
->usage_idx
== index
)
3075 max_valid
= element
->format
->component_count
;
3079 if (!tex_transform
|| tex_transform
> max_valid
)
3081 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3082 tex_transform
, max_valid
);
3083 tex_transform
= max_valid
;
3085 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3086 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3087 && tex_transform
> WINED3D_TTFF_COUNT2
)
3088 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3089 && tex_transform
> WINED3D_TTFF_COUNT3
))
3090 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3093 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3094 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3095 i
, tex_transform
, resource_type
);
3099 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3101 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3105 if (shader
->reg_maps
.shader_version
.major
== 1
3106 && shader
->reg_maps
.shader_version
.minor
<= 4)
3108 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3110 const struct wined3d_texture
*texture
= state
->textures
[i
];
3112 if (!shader
->reg_maps
.resource_info
[i
].type
)
3115 /* Treat unbound textures as 2D. The dummy texture will provide
3116 * the proper sample value. The tex_types bitmap defaults to
3117 * 2D because of the memset. */
3121 switch (texture
->target
)
3123 /* RECT textures are distinguished from 2D textures via np2_fixup */
3124 case GL_TEXTURE_RECTANGLE_ARB
:
3129 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3132 case GL_TEXTURE_CUBE_MAP_ARB
:
3133 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3139 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3141 if (!shader
->reg_maps
.resource_info
[i
].type
)
3144 texture
= state
->textures
[i
];
3147 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3150 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3151 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3153 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3155 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3156 args
->shadow
|= 1u << i
;
3158 /* Flag samplers that need NP2 texcoord fixup. */
3159 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3160 args
->np2_fixup
|= (1u << i
);
3163 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3164 if (shader
->reg_maps
.shader_version
.major
>= 4)
3167 if (shader
->reg_maps
.shader_version
.major
>= 3)
3169 if (position_transformed
)
3170 args
->vp_mode
= pretransformed
;
3171 else if (use_vs(state
))
3172 args
->vp_mode
= vertexshader
;
3174 args
->vp_mode
= fixedfunction
;
3175 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3179 args
->vp_mode
= vertexshader
;
3180 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3182 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3184 case WINED3D_FOG_NONE
:
3185 if (position_transformed
|| use_vs(state
))
3187 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3191 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3193 case WINED3D_FOG_NONE
: /* Fall through. */
3194 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3195 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3196 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3200 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3201 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3202 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3207 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3211 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3213 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3215 args
->texcoords_initialized
= 0;
3216 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3220 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3221 args
->texcoords_initialized
|= 1u << i
;
3225 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3226 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3228 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3229 & WINED3D_FFP_TCI_MASK
3230 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3231 args
->texcoords_initialized
|= 1u << i
;
3237 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3240 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3241 && state
->gl_primitive_type
== GL_POINTS
;
3243 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3244 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3246 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3247 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3248 : WINED3D_CMP_ALWAYS
) - 1;
3250 if (d3d_info
->emulated_flatshading
)
3251 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3254 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3255 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3257 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3258 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3261 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3262 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3265 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3267 if (shader
->u
.ps
.input_reg_used
[i
])
3270 highest_reg_used
= i
;
3274 /* Don't do any register mapping magic if it is not needed, or if we can't
3275 * achieve anything anyway */
3276 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3277 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3278 || shader
->reg_maps
.shader_version
.major
>= 4)
3280 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3282 /* This happens with relative addressing. The input mapper function
3283 * warns about this if the higher registers are declared too, so
3284 * don't write a FIXME here */
3285 WARN("More varying registers used than supported\n");
3288 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3290 shader
->u
.ps
.input_reg_map
[i
] = i
;
3293 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3297 shader
->u
.ps
.declared_in_count
= 0;
3298 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3300 if (shader
->u
.ps
.input_reg_used
[i
])
3301 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3302 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3309 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3311 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3312 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3315 if (reg_maps
->shader_version
.major
!= 1) return;
3317 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3319 /* We don't sample from this sampler. */
3320 if (!resource_info
[i
].type
)
3323 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3325 case WINED3D_SHADER_TEX_2D
:
3326 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3329 case WINED3D_SHADER_TEX_3D
:
3330 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3333 case WINED3D_SHADER_TEX_CUBE
:
3334 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3340 static HRESULT
compute_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3341 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3343 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
);
3346 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3347 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3349 struct wined3d_shader
*object
;
3352 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3353 device
, desc
, parent
, parent_ops
, shader
);
3355 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3356 return E_OUTOFMEMORY
;
3358 if (FAILED(hr
= compute_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3360 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
3361 HeapFree(GetProcessHeap(), 0, object
);
3365 TRACE("Created compute shader %p.\n", object
);
3371 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3372 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3374 struct wined3d_shader
*object
;
3377 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3378 device
, desc
, parent
, parent_ops
, shader
);
3380 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3381 return E_OUTOFMEMORY
;
3383 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3385 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
3386 HeapFree(GetProcessHeap(), 0, object
);
3390 TRACE("Created domain shader %p.\n", object
);
3396 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3397 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3399 struct wined3d_shader
*object
;
3402 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3403 device
, desc
, parent
, parent_ops
, shader
);
3405 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3407 return E_OUTOFMEMORY
;
3409 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3411 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
3412 HeapFree(GetProcessHeap(), 0, object
);
3416 TRACE("Created geometry shader %p.\n", object
);
3422 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3423 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3425 struct wined3d_shader
*object
;
3428 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3429 device
, desc
, parent
, parent_ops
, shader
);
3431 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3432 return E_OUTOFMEMORY
;
3434 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3436 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
3437 HeapFree(GetProcessHeap(), 0, object
);
3441 TRACE("Created hull shader %p.\n", object
);
3447 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3448 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3450 struct wined3d_shader
*object
;
3453 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3454 device
, desc
, parent
, parent_ops
, shader
);
3456 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3458 return E_OUTOFMEMORY
;
3460 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3462 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
3463 HeapFree(GetProcessHeap(), 0, object
);
3467 TRACE("Created pixel shader %p.\n", object
);
3473 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3474 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3476 struct wined3d_shader
*object
;
3479 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3480 device
, desc
, parent
, parent_ops
, shader
);
3482 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3484 return E_OUTOFMEMORY
;
3486 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3488 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3489 HeapFree(GetProcessHeap(), 0, object
);
3493 TRACE("Created vertex shader %p.\n", object
);