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 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 static const char * const shader_opcode_names
[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
53 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
54 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
55 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
56 /* WINED3DSIH_DEF */ "def",
57 /* WINED3DSIH_DEFB */ "defb",
58 /* WINED3DSIH_DEFI */ "defi",
59 /* WINED3DSIH_DIV */ "div",
60 /* WINED3DSIH_DP2ADD */ "dp2add",
61 /* WINED3DSIH_DP3 */ "dp3",
62 /* WINED3DSIH_DP4 */ "dp4",
63 /* WINED3DSIH_DST */ "dst",
64 /* WINED3DSIH_DSX */ "dsx",
65 /* WINED3DSIH_DSY */ "dsy",
66 /* WINED3DSIH_ELSE */ "else",
67 /* WINED3DSIH_EMIT */ "emit",
68 /* WINED3DSIH_ENDIF */ "endif",
69 /* WINED3DSIH_ENDLOOP */ "endloop",
70 /* WINED3DSIH_ENDREP */ "endrep",
71 /* WINED3DSIH_EQ */ "eq",
72 /* WINED3DSIH_EXP */ "exp",
73 /* WINED3DSIH_EXPP */ "expp",
74 /* WINED3DSIH_FRC */ "frc",
75 /* WINED3DSIH_FTOI */ "ftoi",
76 /* WINED3DSIH_GE */ "ge",
77 /* WINED3DSIH_IADD */ "iadd",
78 /* WINED3DSIH_IEQ */ "ieq",
79 /* WINED3DSIH_IF */ "if",
80 /* WINED3DSIH_IFC */ "ifc",
81 /* WINED3DSIH_IGE */ "ige",
82 /* WINED3DSIH_IMUL */ "imul",
83 /* WINED3DSIH_ITOF */ "itof",
84 /* WINED3DSIH_LABEL */ "label",
85 /* WINED3DSIH_LD */ "ld",
86 /* WINED3DSIH_LIT */ "lit",
87 /* WINED3DSIH_LOG */ "log",
88 /* WINED3DSIH_LOGP */ "logp",
89 /* WINED3DSIH_LOOP */ "loop",
90 /* WINED3DSIH_LRP */ "lrp",
91 /* WINED3DSIH_LT */ "lt",
92 /* WINED3DSIH_M3x2 */ "m3x2",
93 /* WINED3DSIH_M3x3 */ "m3x3",
94 /* WINED3DSIH_M3x4 */ "m3x4",
95 /* WINED3DSIH_M4x3 */ "m4x3",
96 /* WINED3DSIH_M4x4 */ "m4x4",
97 /* WINED3DSIH_MAD */ "mad",
98 /* WINED3DSIH_MAX */ "max",
99 /* WINED3DSIH_MIN */ "min",
100 /* WINED3DSIH_MOV */ "mov",
101 /* WINED3DSIH_MOVA */ "mova",
102 /* WINED3DSIH_MOVC */ "movc",
103 /* WINED3DSIH_MUL */ "mul",
104 /* WINED3DSIH_NOP */ "nop",
105 /* WINED3DSIH_NRM */ "nrm",
106 /* WINED3DSIH_PHASE */ "phase",
107 /* WINED3DSIH_POW */ "pow",
108 /* WINED3DSIH_RCP */ "rcp",
109 /* WINED3DSIH_REP */ "rep",
110 /* WINED3DSIH_RET */ "ret",
111 /* WINED3DSIH_ROUND_NI */ "round_ni",
112 /* WINED3DSIH_RSQ */ "rsq",
113 /* WINED3DSIH_SAMPLE */ "sample",
114 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
115 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
116 /* WINED3DSIH_SETP */ "setp",
117 /* WINED3DSIH_SGE */ "sge",
118 /* WINED3DSIH_SGN */ "sgn",
119 /* WINED3DSIH_SINCOS */ "sincos",
120 /* WINED3DSIH_SLT */ "slt",
121 /* WINED3DSIH_SQRT */ "sqrt",
122 /* WINED3DSIH_SUB */ "sub",
123 /* WINED3DSIH_TEX */ "texld",
124 /* WINED3DSIH_TEXBEM */ "texbem",
125 /* WINED3DSIH_TEXBEML */ "texbeml",
126 /* WINED3DSIH_TEXCOORD */ "texcrd",
127 /* WINED3DSIH_TEXDEPTH */ "texdepth",
128 /* WINED3DSIH_TEXDP3 */ "texdp3",
129 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
130 /* WINED3DSIH_TEXKILL */ "texkill",
131 /* WINED3DSIH_TEXLDD */ "texldd",
132 /* WINED3DSIH_TEXLDL */ "texldl",
133 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
134 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
135 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
136 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
137 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
138 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
139 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
140 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
141 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
142 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
143 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
144 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
145 /* WINED3DSIH_UDIV */ "udiv",
146 /* WINED3DSIH_USHR */ "ushr",
147 /* WINED3DSIH_UTOF */ "utof",
148 /* WINED3DSIH_XOR */ "xor",
151 static const char * const semantic_names
[] =
153 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
154 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
155 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
156 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
157 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
158 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
159 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
160 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
161 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
162 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
163 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
164 /* WINED3D_DECL_USAGE_FOG */ "FOG",
165 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
166 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
169 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
171 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
173 FIXME("Unrecognized usage %#x.\n", usage
);
174 return "UNRECOGNIZED";
177 return semantic_names
[usage
];
180 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
184 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
186 if (!strcmp(name
, semantic_names
[i
])) return i
;
192 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
194 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
197 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
198 const struct wined3d_shader_semantic
*s
)
200 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
201 e
->semantic_idx
= s
->usage_idx
;
202 e
->sysval_semantic
= 0;
203 e
->component_type
= 0;
204 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
205 e
->mask
= s
->reg
.write_mask
;
208 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
209 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
211 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
212 e
->semantic_idx
= usage_idx
;
213 e
->sysval_semantic
= 0;
214 e
->component_type
= 0;
215 e
->register_idx
= reg_idx
;
216 e
->mask
= write_mask
;
219 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
221 switch (version_token
>> 16)
225 return &sm1_shader_frontend
;
230 return &sm4_shader_frontend
;
233 FIXME("Unrecognised version token %#x\n", version_token
);
238 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
)
240 buffer
->buffer
[0] = '\0';
243 buffer
->newline
= TRUE
;
246 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
)
248 buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE
);
251 ERR("Failed to allocate shader buffer memory.\n");
255 shader_buffer_clear(buffer
);
259 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
)
261 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
264 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *format
, va_list args
)
266 char *base
= buffer
->buffer
+ buffer
->bsize
;
269 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
271 if (rc
< 0 /* C89 */ || (unsigned int)rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
/* C99 */)
273 ERR("The buffer allocated for the shader program string "
274 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
275 buffer
->bsize
= SHADER_PGMSIZE
- 1;
281 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
282 buffer
->newline
= FALSE
;
290 if (buffer
->buffer
[buffer
->bsize
-1] == '\n')
293 buffer
->newline
= TRUE
;
299 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *format
, ...)
304 va_start(args
, format
);
305 ret
= shader_vaddline(buffer
, format
, args
);
311 static void shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
312 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
315 shader
->device
= device
;
316 shader
->parent
= parent
;
317 shader
->parent_ops
= parent_ops
;
318 list_init(&shader
->linked_programs
);
319 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
322 /* Convert floating point offset relative to a register file to an absolute
323 * offset for float constants. */
324 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
326 switch (register_type
)
328 case WINED3DSPR_CONST
: return register_idx
;
329 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
330 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
331 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
333 FIXME("Unsupported register type: %u.\n", register_type
);
338 static void shader_delete_constant_list(struct list
*clist
)
340 struct wined3d_shader_lconst
*constant
;
343 ptr
= list_head(clist
);
346 constant
= LIST_ENTRY(ptr
, struct wined3d_shader_lconst
, entry
);
347 ptr
= list_next(clist
, ptr
);
348 HeapFree(GetProcessHeap(), 0, constant
);
353 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
358 bitmap
[idx
] |= (1 << shift
);
361 static void shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
362 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
)
366 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
367 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
368 reg_maps
->texcoord
|= 1 << reg
->idx
[0].offset
;
370 reg_maps
->address
|= 1 << reg
->idx
[0].offset
;
373 case WINED3DSPR_TEMP
:
374 reg_maps
->temporary
|= 1 << reg
->idx
[0].offset
;
377 case WINED3DSPR_INPUT
:
378 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
380 if (reg
->idx
[0].rel_addr
)
382 /* If relative addressing is used, we must assume that all registers
383 * are used. Even if it is a construct like v3[aL], we can't assume
384 * that v0, v1 and v2 aren't read because aL can be negative */
386 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
388 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
393 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
397 reg_maps
->input_registers
|= 1 << reg
->idx
[0].offset
;
400 case WINED3DSPR_RASTOUT
:
401 if (reg
->idx
[0].offset
== 1)
405 case WINED3DSPR_MISCTYPE
:
406 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
408 if (!reg
->idx
[0].offset
)
410 else if (reg
->idx
[0].offset
== 1)
411 reg_maps
->usesfacing
= 1;
415 case WINED3DSPR_CONST
:
416 if (reg
->idx
[0].rel_addr
)
418 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
419 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
420 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
421 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
422 reg_maps
->usesrelconstF
= TRUE
;
426 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
430 case WINED3DSPR_CONSTINT
:
431 reg_maps
->integer_constants
|= (1 << reg
->idx
[0].offset
);
434 case WINED3DSPR_CONSTBOOL
:
435 reg_maps
->boolean_constants
|= (1 << reg
->idx
[0].offset
);
438 case WINED3DSPR_COLOROUT
:
439 reg_maps
->rt_mask
|= (1 << reg
->idx
[0].offset
);
443 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
444 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
449 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
453 case WINED3DSIH_M4x4
:
454 case WINED3DSIH_M3x4
:
455 return param
== 1 ? 3 : 0;
457 case WINED3DSIH_M4x3
:
458 case WINED3DSIH_M3x3
:
459 return param
== 1 ? 2 : 0;
461 case WINED3DSIH_M3x2
:
462 return param
== 1 ? 1 : 0;
469 /* Note that this does not count the loop register as an address register. */
470 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
471 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature_element
*input_signature
,
472 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
474 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
475 void *fe_data
= shader
->frontend_data
;
476 struct wined3d_shader_version shader_version
;
477 const DWORD
*ptr
= byte_code
;
479 memset(reg_maps
, 0, sizeof(*reg_maps
));
480 reg_maps
->min_rel_offset
= ~0U;
482 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
483 reg_maps
->shader_version
= shader_version
;
485 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
486 sizeof(*reg_maps
->constf
) * ((constf_size
+ 31) / 32));
487 if (!reg_maps
->constf
)
489 ERR("Failed to allocate constant map memory.\n");
490 return E_OUTOFMEMORY
;
493 while (!fe
->shader_is_end(fe_data
, &ptr
))
495 struct wined3d_shader_instruction ins
;
498 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
500 /* Unhandled opcode, and its parameters. */
501 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
503 TRACE("Skipping unrecognized instruction.\n");
507 /* Handle declarations. */
508 if (ins
.handler_idx
== WINED3DSIH_DCL
)
510 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
512 switch (semantic
->reg
.reg
.type
)
514 /* Mark input registers used. */
515 case WINED3DSPR_INPUT
:
516 reg_maps
->input_registers
|= 1 << semantic
->reg
.reg
.idx
[0].offset
;
517 shader_signature_from_semantic(&input_signature
[semantic
->reg
.reg
.idx
[0].offset
], semantic
);
520 /* Vertex shader: mark 3.0 output registers used, save token. */
521 case WINED3DSPR_OUTPUT
:
522 reg_maps
->output_registers
|= 1 << semantic
->reg
.reg
.idx
[0].offset
;
523 shader_signature_from_semantic(&output_signature
[semantic
->reg
.reg
.idx
[0].offset
], semantic
);
524 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
528 /* Save sampler usage token. */
529 case WINED3DSPR_SAMPLER
:
530 reg_maps
->sampler_type
[semantic
->reg
.reg
.idx
[0].offset
] = semantic
->sampler_type
;
534 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
538 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
540 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
541 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
542 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
544 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
546 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
548 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
549 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
551 FIXME("Invalid instruction %#x for shader type %#x.\n",
552 ins
.handler_idx
, shader_version
.type
);
554 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
556 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
557 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
559 FIXME("Invalid instruction %#x for shader type %#x.\n",
560 ins
.handler_idx
, shader_version
.type
);
562 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
564 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
565 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
567 FIXME("Invalid instruction %#x for shader type %#x.\n",
568 ins
.handler_idx
, shader_version
.type
);
570 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
572 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
573 if (!lconst
) return E_OUTOFMEMORY
;
575 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
576 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
578 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
579 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
581 float *value
= (float *)lconst
->value
;
582 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
583 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
584 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
585 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
586 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
587 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
588 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
589 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
592 list_add_head(&shader
->constantsF
, &lconst
->entry
);
594 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
596 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
597 if (!lconst
) return E_OUTOFMEMORY
;
599 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
600 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
602 list_add_head(&shader
->constantsI
, &lconst
->entry
);
603 reg_maps
->local_int_consts
|= (1 << lconst
->idx
);
605 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
607 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
608 if (!lconst
) return E_OUTOFMEMORY
;
610 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
611 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, sizeof(DWORD
));
613 list_add_head(&shader
->constantsB
, &lconst
->entry
);
614 reg_maps
->local_bool_consts
|= (1 << lconst
->idx
);
616 /* For subroutine prototypes. */
617 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
619 reg_maps
->labels
|= 1 << ins
.src
[0].reg
.idx
[0].offset
;
621 /* Set texture, address, temporary registers. */
624 BOOL color0_mov
= FALSE
;
627 /* This will loop over all the registers and try to
628 * make a bitmask of the ones we're interested in.
630 * Relative addressing tokens are ignored, but that's
631 * okay, since we'll catch any address registers when
632 * they are initialized (required by spec). */
633 for (i
= 0; i
< ins
.dst_count
; ++i
)
635 shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
, shader_version
.type
);
637 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
638 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
639 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
640 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
&& shader_version
.major
< 3)
642 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
644 switch (ins
.dst
[i
].reg
.type
)
646 case WINED3DSPR_RASTOUT
:
650 reg_maps
->output_registers
|= 1 << 10;
651 shader_signature_from_usage(&output_signature
[10],
652 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
656 reg_maps
->output_registers
|= 1 << 11;
657 shader_signature_from_usage(&output_signature
[11],
658 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
662 reg_maps
->output_registers
|= 1 << 11;
663 shader_signature_from_usage(&output_signature
[11],
664 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
669 case WINED3DSPR_ATTROUT
:
673 if (reg_maps
->output_registers
& (1 << idx
))
675 output_signature
[idx
].mask
|= ins
.dst
[i
].write_mask
;
679 reg_maps
->output_registers
|= 1 << idx
;
680 shader_signature_from_usage(&output_signature
[idx
],
681 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
686 case WINED3DSPR_TEXCRDOUT
:
688 reg_maps
->texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
689 if (reg_maps
->output_registers
& (1 << idx
))
691 output_signature
[idx
].mask
|= ins
.dst
[i
].write_mask
;
695 reg_maps
->output_registers
|= 1 << idx
;
696 shader_signature_from_usage(&output_signature
[idx
],
697 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
706 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
708 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
710 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
711 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
712 * the mov and perform the sRGB write correction from the source register.
714 * However, if the mov is only partial, we can't do this, and if the write
715 * comes from an instruction other than MOV it is hard to do as well. If
716 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
717 shader
->u
.ps
.color0_mov
= FALSE
;
718 if (ins
.handler_idx
== WINED3DSIH_MOV
719 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
721 /* Used later when the source register is read. */
725 /* Also drop the MOV marker if the source register is overwritten prior to the shader
728 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
729 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
731 shader
->u
.ps
.color0_mov
= FALSE
;
735 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
736 if (shader_version
.major
== 1
737 && (ins
.handler_idx
== WINED3DSIH_TEX
738 || ins
.handler_idx
== WINED3DSIH_TEXBEM
739 || ins
.handler_idx
== WINED3DSIH_TEXBEML
740 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
741 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
742 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
743 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
744 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
745 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
746 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
747 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
749 /* Fake sampler usage, only set reserved bit and type. */
750 DWORD sampler_code
= ins
.dst
[i
].reg
.idx
[0].offset
;
752 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
753 reg_maps
->sampler_type
[sampler_code
] = WINED3DSTT_2D
;
755 /* texbem is only valid with < 1.4 pixel shaders */
756 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
757 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
759 reg_maps
->bumpmat
|= 1 << ins
.dst
[i
].reg
.idx
[0].offset
;
760 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
762 reg_maps
->luminanceparams
|= 1 << ins
.dst
[i
].reg
.idx
[0].offset
;
766 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
768 reg_maps
->bumpmat
|= 1 << ins
.dst
[i
].reg
.idx
[0].offset
;
772 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
773 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
774 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
775 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
776 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
777 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
778 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
779 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
780 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
781 else if (ins
.handler_idx
== WINED3DSIH_LOOP
782 || ins
.handler_idx
== WINED3DSIH_REP
)
785 if (cur_loop_depth
> max_loop_depth
)
786 max_loop_depth
= cur_loop_depth
;
788 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
789 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
793 shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
, shader_version
.type
);
795 for (i
= 0; i
< ins
.src_count
; ++i
)
797 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
798 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
800 shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
, shader_version
.type
);
804 shader_record_register_usage(shader
, reg_maps
, ®
, shader_version
.type
);
810 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
811 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
813 shader
->u
.ps
.color0_mov
= TRUE
;
814 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
820 reg_maps
->loop_depth
= max_loop_depth
;
822 /* PS before 2.0 don't have explicit color outputs. Instead the value of
823 * R0 is written to the render target. */
824 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
825 reg_maps
->rt_mask
|= (1 << 0);
827 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
832 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
834 DWORD map
= 1 << max
;
836 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
838 return wined3d_log2i(map
);
841 static void shader_dump_decl_usage(const struct wined3d_shader_semantic
*semantic
,
842 const struct wined3d_shader_version
*shader_version
)
846 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
848 switch (semantic
->sampler_type
)
850 case WINED3DSTT_2D
: TRACE("_2d"); break;
851 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
852 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
853 default: TRACE("_unknown_ttype(0x%08x)", semantic
->sampler_type
);
858 /* Pixel shaders 3.0 don't have usage semantics. */
859 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
) return;
862 switch (semantic
->usage
)
864 case WINED3D_DECL_USAGE_POSITION
:
865 TRACE("position%u", semantic
->usage_idx
);
868 case WINED3D_DECL_USAGE_BLEND_INDICES
:
872 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
876 case WINED3D_DECL_USAGE_NORMAL
:
877 TRACE("normal%u", semantic
->usage_idx
);
880 case WINED3D_DECL_USAGE_PSIZE
:
884 case WINED3D_DECL_USAGE_COLOR
:
885 if (!semantic
->usage_idx
) TRACE("color");
886 else TRACE("specular%u", (semantic
->usage_idx
- 1));
889 case WINED3D_DECL_USAGE_TEXCOORD
:
890 TRACE("texture%u", semantic
->usage_idx
);
893 case WINED3D_DECL_USAGE_TANGENT
:
897 case WINED3D_DECL_USAGE_BINORMAL
:
901 case WINED3D_DECL_USAGE_TESS_FACTOR
:
905 case WINED3D_DECL_USAGE_POSITIONT
:
906 TRACE("positionT%u", semantic
->usage_idx
);
909 case WINED3D_DECL_USAGE_FOG
:
913 case WINED3D_DECL_USAGE_DEPTH
:
917 case WINED3D_DECL_USAGE_SAMPLE
:
922 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
927 static void shader_dump_register(const struct wined3d_shader_register
*reg
,
928 const struct wined3d_shader_version
*shader_version
)
930 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
931 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
932 UINT offset
= reg
->idx
[0].offset
;
936 case WINED3DSPR_TEMP
:
940 case WINED3DSPR_INPUT
:
944 case WINED3DSPR_CONST
:
945 case WINED3DSPR_CONST2
:
946 case WINED3DSPR_CONST3
:
947 case WINED3DSPR_CONST4
:
949 offset
= shader_get_float_offset(reg
->type
, offset
);
952 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
953 TRACE("%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
956 case WINED3DSPR_RASTOUT
:
957 TRACE("%s", rastout_reg_names
[offset
]);
960 case WINED3DSPR_COLOROUT
:
964 case WINED3DSPR_DEPTHOUT
:
968 case WINED3DSPR_ATTROUT
:
972 case WINED3DSPR_TEXCRDOUT
:
973 /* Vertex shaders >= 3.0 use general purpose output registers
974 * (WINED3DSPR_OUTPUT), which can include an address token. */
975 if (shader_version
->major
>= 3) TRACE("o");
979 case WINED3DSPR_CONSTINT
:
983 case WINED3DSPR_CONSTBOOL
:
987 case WINED3DSPR_LABEL
:
991 case WINED3DSPR_LOOP
:
995 case WINED3DSPR_SAMPLER
:
999 case WINED3DSPR_MISCTYPE
:
1001 FIXME("Unhandled misctype register %u.\n", offset
);
1003 TRACE("%s", misctype_reg_names
[offset
]);
1006 case WINED3DSPR_PREDICATE
:
1010 case WINED3DSPR_IMMCONST
:
1014 case WINED3DSPR_CONSTBUFFER
:
1018 case WINED3DSPR_PRIMID
:
1022 case WINED3DSPR_NULL
:
1026 case WINED3DSPR_RESOURCE
:
1031 TRACE("unhandled_rtype(%#x)", reg
->type
);
1035 if (reg
->type
== WINED3DSPR_IMMCONST
)
1038 switch (reg
->immconst_type
)
1040 case WINED3D_IMMCONST_SCALAR
:
1041 switch (reg
->data_type
)
1043 case WINED3D_DATA_FLOAT
:
1044 TRACE("%.8e", *(const float *)reg
->immconst_data
);
1046 case WINED3D_DATA_INT
:
1047 TRACE("%d", reg
->immconst_data
[0]);
1049 case WINED3D_DATA_RESOURCE
:
1050 case WINED3D_DATA_SAMPLER
:
1051 case WINED3D_DATA_UINT
:
1052 TRACE("%u", reg
->immconst_data
[0]);
1055 TRACE("<unhandled data type %#x>", reg
->data_type
);
1060 case WINED3D_IMMCONST_VEC4
:
1061 switch (reg
->data_type
)
1063 case WINED3D_DATA_FLOAT
:
1064 TRACE("%.8e, %.8e, %.8e, %.8e",
1065 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1066 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1068 case WINED3D_DATA_INT
:
1069 TRACE("%d, %d, %d, %d",
1070 reg
->immconst_data
[0], reg
->immconst_data
[1],
1071 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1073 case WINED3D_DATA_RESOURCE
:
1074 case WINED3D_DATA_SAMPLER
:
1075 case WINED3D_DATA_UINT
:
1076 TRACE("%u, %u, %u, %u",
1077 reg
->immconst_data
[0], reg
->immconst_data
[1],
1078 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1081 TRACE("<unhandled data type %#x>", reg
->data_type
);
1087 TRACE("<unhandled immconst_type %#x>", reg
->immconst_type
);
1092 else if (reg
->type
!= WINED3DSPR_RASTOUT
1093 && reg
->type
!= WINED3DSPR_MISCTYPE
1094 && reg
->type
!= WINED3DSPR_NULL
)
1099 if (reg
->idx
[0].rel_addr
)
1101 shader_dump_src_param(reg
->idx
[0].rel_addr
, shader_version
);
1104 TRACE("%u]", offset
);
1106 if (reg
->idx
[1].offset
!= ~0U)
1109 if (reg
->idx
[1].rel_addr
)
1111 shader_dump_src_param(reg
->idx
[1].rel_addr
, shader_version
);
1114 TRACE("%u]", reg
->idx
[1].offset
);
1120 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
1121 const struct wined3d_shader_version
*shader_version
)
1123 DWORD write_mask
= param
->write_mask
;
1125 shader_dump_register(¶m
->reg
, shader_version
);
1127 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1129 static const char *write_mask_chars
= "xyzw";
1132 if (write_mask
& WINED3DSP_WRITEMASK_0
) TRACE("%c", write_mask_chars
[0]);
1133 if (write_mask
& WINED3DSP_WRITEMASK_1
) TRACE("%c", write_mask_chars
[1]);
1134 if (write_mask
& WINED3DSP_WRITEMASK_2
) TRACE("%c", write_mask_chars
[2]);
1135 if (write_mask
& WINED3DSP_WRITEMASK_3
) TRACE("%c", write_mask_chars
[3]);
1139 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
1140 const struct wined3d_shader_version
*shader_version
)
1142 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1143 DWORD swizzle
= param
->swizzle
;
1145 if (src_modifier
== WINED3DSPSM_NEG
1146 || src_modifier
== WINED3DSPSM_BIASNEG
1147 || src_modifier
== WINED3DSPSM_SIGNNEG
1148 || src_modifier
== WINED3DSPSM_X2NEG
1149 || src_modifier
== WINED3DSPSM_ABSNEG
)
1151 else if (src_modifier
== WINED3DSPSM_COMP
)
1153 else if (src_modifier
== WINED3DSPSM_NOT
)
1156 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1159 shader_dump_register(¶m
->reg
, shader_version
);
1163 switch (src_modifier
)
1165 case WINED3DSPSM_NONE
: break;
1166 case WINED3DSPSM_NEG
: break;
1167 case WINED3DSPSM_NOT
: break;
1168 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
1169 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
1170 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
1171 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1172 case WINED3DSPSM_COMP
: break;
1173 case WINED3DSPSM_X2
: TRACE("_x2"); break;
1174 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
1175 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
1176 case WINED3DSPSM_DW
: TRACE("_dw"); break;
1177 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
1178 case WINED3DSPSM_ABS
: TRACE(")"); break;
1179 default: TRACE("_unknown_modifier(%#x)", src_modifier
);
1183 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1185 static const char *swizzle_chars
= "xyzw";
1186 DWORD swizzle_x
= swizzle
& 0x03;
1187 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1188 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1189 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1191 if (swizzle_x
== swizzle_y
1192 && swizzle_x
== swizzle_z
1193 && swizzle_x
== swizzle_w
)
1195 TRACE(".%c", swizzle_chars
[swizzle_x
]);
1199 TRACE(".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1200 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1205 /* Shared code in order to generate the bulk of the shader string.
1206 * NOTE: A description of how to parse tokens can be found on MSDN. */
1207 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
1208 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1210 struct wined3d_device
*device
= shader
->device
;
1211 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1212 void *fe_data
= shader
->frontend_data
;
1213 struct wined3d_shader_version shader_version
;
1214 struct wined3d_shader_loop_state loop_state
;
1215 struct wined3d_shader_instruction ins
;
1216 struct wined3d_shader_tex_mx tex_mx
;
1217 struct wined3d_shader_context ctx
;
1218 const DWORD
*ptr
= byte_code
;
1220 /* Initialize current parsing state. */
1221 tex_mx
.current_row
= 0;
1222 loop_state
.current_depth
= 0;
1223 loop_state
.current_reg
= 0;
1225 ctx
.shader
= shader
;
1226 ctx
.gl_info
= &device
->adapter
->gl_info
;
1227 ctx
.reg_maps
= reg_maps
;
1228 ctx
.buffer
= buffer
;
1229 ctx
.tex_mx
= &tex_mx
;
1230 ctx
.loop_state
= &loop_state
;
1231 ctx
.backend_data
= backend_ctx
;
1234 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1236 while (!fe
->shader_is_end(fe_data
, &ptr
))
1239 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1241 /* Unknown opcode and its parameters. */
1242 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1244 TRACE("Skipping unrecognized instruction.\n");
1249 FIXME("Predicates not implemented.\n");
1251 /* Call appropriate function for output target */
1252 device
->shader_backend
->shader_handle_instruction(&ins
);
1256 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param
*dst
)
1258 DWORD mmask
= dst
->modifiers
;
1263 case 13: TRACE("_d8"); break;
1264 case 14: TRACE("_d4"); break;
1265 case 15: TRACE("_d2"); break;
1266 case 1: TRACE("_x2"); break;
1267 case 2: TRACE("_x4"); break;
1268 case 3: TRACE("_x8"); break;
1269 default: TRACE("_unhandled_shift(%d)", dst
->shift
); break;
1272 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
1273 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
1274 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
1276 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1277 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1280 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type
)
1282 switch (primitive_type
)
1284 case WINED3D_PT_UNDEFINED
:
1287 case WINED3D_PT_POINTLIST
:
1290 case WINED3D_PT_LINELIST
:
1293 case WINED3D_PT_LINESTRIP
:
1296 case WINED3D_PT_TRIANGLELIST
:
1297 TRACE("trianglelist");
1299 case WINED3D_PT_TRIANGLESTRIP
:
1300 TRACE("trianglestrip");
1302 case WINED3D_PT_TRIANGLEFAN
:
1303 TRACE("trianglefan");
1305 case WINED3D_PT_LINELIST_ADJ
:
1306 TRACE("linelist_adj");
1308 case WINED3D_PT_LINESTRIP_ADJ
:
1309 TRACE("linestrip_adj");
1311 case WINED3D_PT_TRIANGLELIST_ADJ
:
1312 TRACE("trianglelist_adj");
1314 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
1315 TRACE("trianglestrip_adj");
1318 TRACE("<unrecognized_primitive_type %#x>", primitive_type
);
1323 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1325 struct wined3d_shader_version shader_version
;
1326 const DWORD
*ptr
= byte_code
;
1327 const char *type_prefix
;
1330 TRACE("Parsing %p.\n", byte_code
);
1332 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1334 switch (shader_version
.type
)
1336 case WINED3D_SHADER_TYPE_VERTEX
:
1340 case WINED3D_SHADER_TYPE_GEOMETRY
:
1344 case WINED3D_SHADER_TYPE_PIXEL
:
1349 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1350 type_prefix
= "unknown";
1354 TRACE("%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1356 while (!fe
->shader_is_end(fe_data
, &ptr
))
1358 struct wined3d_shader_instruction ins
;
1360 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1361 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1363 TRACE("Skipping unrecognized instruction.\n");
1367 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1369 shader_dump_decl_usage(&ins
.declaration
.semantic
, &shader_version
);
1370 shader_dump_ins_modifiers(&ins
.declaration
.semantic
.reg
);
1372 shader_dump_dst_param(&ins
.declaration
.semantic
.reg
, &shader_version
);
1374 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1376 TRACE("%s ", shader_opcode_names
[ins
.handler_idx
]);
1377 shader_dump_src_param(&ins
.declaration
.src
, &shader_version
);
1378 TRACE(", %s", ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
1380 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
1381 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1383 TRACE("%s ", shader_opcode_names
[ins
.handler_idx
]);
1384 shader_dump_primitive_type(ins
.declaration
.primitive_type
);
1386 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1388 TRACE("%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
1390 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1392 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins
.dst
[0].reg
.type
,
1393 ins
.dst
[0].reg
.idx
[0].offset
),
1394 *(const float *)&ins
.src
[0].reg
.immconst_data
[0],
1395 *(const float *)&ins
.src
[0].reg
.immconst_data
[1],
1396 *(const float *)&ins
.src
[0].reg
.immconst_data
[2],
1397 *(const float *)&ins
.src
[0].reg
.immconst_data
[3]);
1399 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1401 TRACE("defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
1402 ins
.src
[0].reg
.immconst_data
[0],
1403 ins
.src
[0].reg
.immconst_data
[1],
1404 ins
.src
[0].reg
.immconst_data
[2],
1405 ins
.src
[0].reg
.immconst_data
[3]);
1407 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1409 TRACE("defb b%u = %s", ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.immconst_data
[0] ? "true" : "false");
1416 shader_dump_src_param(ins
.predicate
, &shader_version
);
1420 /* PixWin marks instructions with the coissue flag with a '+' */
1421 if (ins
.coissue
) TRACE("+");
1423 TRACE("%s", shader_opcode_names
[ins
.handler_idx
]);
1425 if (ins
.handler_idx
== WINED3DSIH_IFC
1426 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
1430 case WINED3D_SHADER_REL_OP_GT
: TRACE("_gt"); break;
1431 case WINED3D_SHADER_REL_OP_EQ
: TRACE("_eq"); break;
1432 case WINED3D_SHADER_REL_OP_GE
: TRACE("_ge"); break;
1433 case WINED3D_SHADER_REL_OP_LT
: TRACE("_lt"); break;
1434 case WINED3D_SHADER_REL_OP_NE
: TRACE("_ne"); break;
1435 case WINED3D_SHADER_REL_OP_LE
: TRACE("_le"); break;
1436 default: TRACE("_(%u)", ins
.flags
);
1439 else if (ins
.handler_idx
== WINED3DSIH_TEX
1440 && shader_version
.major
>= 2
1441 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
1446 for (i
= 0; i
< ins
.dst_count
; ++i
)
1448 shader_dump_ins_modifiers(&ins
.dst
[i
]);
1449 TRACE(!i
? " " : ", ");
1450 shader_dump_dst_param(&ins
.dst
[i
], &shader_version
);
1453 /* Other source tokens */
1454 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
1456 TRACE(!i
? " " : ", ");
1457 shader_dump_src_param(&ins
.src
[i
- ins
.dst_count
], &shader_version
);
1464 static void shader_cleanup(struct wined3d_shader
*shader
)
1466 shader
->device
->shader_backend
->shader_destroy(shader
);
1467 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
1468 HeapFree(GetProcessHeap(), 0, shader
->function
);
1469 shader_delete_constant_list(&shader
->constantsF
);
1470 shader_delete_constant_list(&shader
->constantsB
);
1471 shader_delete_constant_list(&shader
->constantsI
);
1472 list_remove(&shader
->shader_list_entry
);
1474 if (shader
->frontend
&& shader
->frontend_data
)
1475 shader
->frontend
->shader_free(shader
->frontend_data
);
1478 struct shader_none_priv
1480 const struct fragment_pipeline
*fragment_pipe
;
1481 BOOL ffp_proj_control
;
1484 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
1485 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
1486 enum tex_types tex_type
, const SIZE
*ds_mask_size
) {}
1487 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
1488 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1489 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1490 static void shader_none_load_constants(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
) {}
1491 static void shader_none_load_np2fixup_constants(void *shader_priv
,
1492 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
) {}
1493 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
1494 static void shader_none_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
1496 static void shader_none_select(const struct wined3d_context
*context
, enum wined3d_shader_mode vertex_mode
,
1497 enum wined3d_shader_mode fragment_mode
)
1499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1500 struct wined3d_device
*device
= context
->swapchain
->device
;
1501 struct shader_none_priv
*priv
= device
->shader_priv
;
1503 priv
->fragment_pipe
->enable_extension(gl_info
, fragment_mode
== WINED3D_SHADER_MODE_FFP
);
1506 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct fragment_pipeline
*fragment_pipe
)
1508 struct fragment_caps fragment_caps
;
1509 struct shader_none_priv
*priv
;
1510 void *fragment_priv
;
1512 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
1513 return E_OUTOFMEMORY
;
1515 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
1517 ERR("Failed to initialize fragment pipe.\n");
1518 HeapFree(GetProcessHeap(), 0, priv
);
1522 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
1523 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1524 device
->fragment_priv
= fragment_priv
;
1525 priv
->fragment_pipe
= fragment_pipe
;
1526 device
->shader_priv
= priv
;
1531 static void shader_none_free(struct wined3d_device
*device
)
1533 struct shader_none_priv
*priv
= device
->shader_priv
;
1535 priv
->fragment_pipe
->free_private(device
);
1536 HeapFree(GetProcessHeap(), 0, priv
);
1539 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
1541 /* Set the shader caps to 0 for the none shader backend */
1542 caps
->vs_version
= 0;
1543 caps
->gs_version
= 0;
1544 caps
->ps_version
= 0;
1545 caps
->vs_uniform_count
= 0;
1546 caps
->ps_uniform_count
= 0;
1547 caps
->ps_1x_max_value
= 0.0f
;
1548 caps
->wined3d_caps
= 0;
1551 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1553 /* We "support" every possible fixup, since we don't support any shader
1554 * model, and will never have to actually sample a texture. */
1558 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
1560 struct shader_none_priv
*priv
= shader_priv
;
1562 return priv
->ffp_proj_control
;
1565 const struct wined3d_shader_backend_ops none_shader_backend
=
1567 shader_none_handle_instruction
,
1569 shader_none_select_depth_blt
,
1570 shader_none_deselect_depth_blt
,
1571 shader_none_update_float_vertex_constants
,
1572 shader_none_update_float_pixel_constants
,
1573 shader_none_load_constants
,
1574 shader_none_load_np2fixup_constants
,
1575 shader_none_destroy
,
1578 shader_none_context_destroyed
,
1579 shader_none_get_caps
,
1580 shader_none_color_fixup_supported
,
1581 shader_none_has_ffp_proj_control
,
1584 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
1585 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
1586 enum wined3d_shader_type type
, unsigned int max_version
)
1588 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1589 const struct wined3d_shader_frontend
*fe
;
1591 unsigned int backend_version
;
1593 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1594 shader
, byte_code
, output_signature
, float_const_count
);
1596 fe
= shader_select_frontend(*byte_code
);
1599 FIXME("Unable to find frontend for shader.\n");
1600 return WINED3DERR_INVALIDCALL
;
1602 shader
->frontend
= fe
;
1603 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
1604 if (!shader
->frontend_data
)
1606 FIXME("Failed to initialize frontend.\n");
1607 return WINED3DERR_INVALIDCALL
;
1610 /* First pass: trace shader. */
1611 if (TRACE_ON(d3d_shader
))
1612 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
1614 /* Initialize immediate constant lists. */
1615 list_init(&shader
->constantsF
);
1616 list_init(&shader
->constantsB
);
1617 list_init(&shader
->constantsI
);
1619 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1620 hr
= shader_get_registers_used(shader
, fe
,
1621 reg_maps
, shader
->input_signature
, shader
->output_signature
,
1622 byte_code
, float_const_count
);
1623 if (FAILED(hr
)) return hr
;
1625 if (reg_maps
->shader_version
.type
!= type
)
1627 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
1628 return WINED3DERR_INVALIDCALL
;
1630 if (reg_maps
->shader_version
.major
> max_version
)
1632 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
1633 return WINED3DERR_INVALIDCALL
;
1637 case WINED3D_SHADER_TYPE_VERTEX
:
1638 backend_version
= shader
->device
->vs_version
;
1640 case WINED3D_SHADER_TYPE_GEOMETRY
:
1641 backend_version
= shader
->device
->gs_version
;
1643 case WINED3D_SHADER_TYPE_PIXEL
:
1644 backend_version
= shader
->device
->ps_version
;
1647 FIXME("No backend version-checking for this shader type\n");
1648 backend_version
= 0;
1650 if (reg_maps
->shader_version
.major
> backend_version
)
1652 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1653 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
1654 return WINED3DERR_INVALIDCALL
;
1657 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
1658 if (!shader
->function
)
1659 return E_OUTOFMEMORY
;
1660 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
1665 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
1667 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
1669 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1674 /* Do not call while under the GL lock. */
1675 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
1677 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
1679 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1683 shader_cleanup(shader
);
1684 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
1685 HeapFree(GetProcessHeap(), 0, shader
);
1691 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
1693 TRACE("shader %p.\n", shader
);
1695 return shader
->parent
;
1698 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
1699 void *byte_code
, UINT
*byte_code_size
)
1701 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
1705 *byte_code_size
= shader
->functionLength
;
1709 if (*byte_code_size
< shader
->functionLength
)
1711 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1712 * than the required size we should write the required size and
1713 * return D3DERR_MOREDATA. That's not actually true. */
1714 return WINED3DERR_INVALIDCALL
;
1717 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
1722 /* Set local constants for d3d8 shaders. */
1723 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
1724 UINT start_idx
, const float *src_data
, UINT count
)
1726 UINT end_idx
= start_idx
+ count
;
1729 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
1731 if (end_idx
> shader
->limits
.constant_float
)
1733 WARN("end_idx %u > float constants limit %u.\n",
1734 end_idx
, shader
->limits
.constant_float
);
1735 end_idx
= shader
->limits
.constant_float
;
1738 for (i
= start_idx
; i
< end_idx
; ++i
)
1740 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1742 return E_OUTOFMEMORY
;
1745 memcpy(lconst
->value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
1746 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1752 void find_vs_compile_args(const struct wined3d_state
*state
,
1753 const struct wined3d_shader
*shader
, struct vs_compile_args
*args
)
1755 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
1756 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
1757 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
1758 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
1759 args
->swizzle_map
= shader
->device
->strided_streams
.swizzle_map
;
1762 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
1764 if (usage_idx1
!= usage_idx2
)
1766 if (usage1
== usage2
)
1768 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
1770 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
1776 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
1777 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
1779 WORD map
= shader
->reg_maps
.input_registers
;
1782 for (i
= 0; map
; map
>>= 1, ++i
)
1784 if (!(map
& 1)) continue;
1786 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
1787 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
1796 static void vertexshader_set_limits(struct wined3d_shader
*shader
)
1798 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
1799 shader
->reg_maps
.shader_version
.minor
);
1800 struct wined3d_device
*device
= shader
->device
;
1802 shader
->limits
.packed_input
= 0;
1804 switch (shader_version
)
1806 case WINED3D_SHADER_VERSION(1, 0):
1807 case WINED3D_SHADER_VERSION(1, 1):
1808 shader
->limits
.constant_bool
= 0;
1809 shader
->limits
.constant_int
= 0;
1810 shader
->limits
.packed_output
= 12;
1811 shader
->limits
.sampler
= 0;
1812 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1813 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1815 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1818 case WINED3D_SHADER_VERSION(2, 0):
1819 case WINED3D_SHADER_VERSION(2, 1):
1820 shader
->limits
.constant_bool
= 16;
1821 shader
->limits
.constant_int
= 16;
1822 shader
->limits
.packed_output
= 12;
1823 shader
->limits
.sampler
= 0;
1824 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1827 case WINED3D_SHADER_VERSION(3, 0):
1828 shader
->limits
.constant_bool
= 16;
1829 shader
->limits
.constant_int
= 16;
1830 shader
->limits
.packed_output
= 12;
1831 shader
->limits
.sampler
= 4;
1832 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1833 * even though they are capable of supporting much more (GL
1834 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1835 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1836 * shaders to 256. */
1837 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1840 case WINED3D_SHADER_VERSION(4, 0):
1841 shader
->limits
.sampler
= 16; /* FIXME: 128 resources, 16 sampler states */
1842 shader
->limits
.constant_int
= 0;
1843 shader
->limits
.constant_float
= 0;
1844 shader
->limits
.constant_bool
= 0;
1845 shader
->limits
.packed_output
= 16;
1846 shader
->limits
.packed_input
= 0;
1850 shader
->limits
.constant_bool
= 16;
1851 shader
->limits
.constant_int
= 16;
1852 shader
->limits
.packed_output
= 12;
1853 shader
->limits
.sampler
= 0;
1854 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1855 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1856 shader
->reg_maps
.shader_version
.major
,
1857 shader
->reg_maps
.shader_version
.minor
);
1861 static HRESULT
vertexshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1862 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1863 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1865 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1870 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
1872 shader_init(shader
, device
, parent
, parent_ops
);
1873 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_vshader_constantF
,
1874 WINED3D_SHADER_TYPE_VERTEX
, max_version
);
1877 WARN("Failed to set function, hr %#x.\n", hr
);
1878 shader_cleanup(shader
);
1882 map
= reg_maps
->input_registers
;
1883 for (i
= 0; map
; map
>>= 1, ++i
)
1885 if (!(map
& 1) || !shader
->input_signature
[i
].semantic_name
)
1888 shader
->u
.vs
.attributes
[i
].usage
=
1889 shader_usage_from_semantic_name(shader
->input_signature
[i
].semantic_name
);
1890 shader
->u
.vs
.attributes
[i
].usage_idx
= shader
->input_signature
[i
].semantic_idx
;
1893 if (output_signature
)
1895 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1897 struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1898 reg_maps
->output_registers
|= 1 << e
->register_idx
;
1899 shader
->output_signature
[e
->register_idx
] = *e
;
1903 vertexshader_set_limits(shader
);
1905 shader
->load_local_constsF
= reg_maps
->usesrelconstF
1906 && !list_empty(&shader
->constantsF
);
1911 static void geometryshader_set_limits(struct wined3d_shader
*shader
)
1913 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
1914 shader
->reg_maps
.shader_version
.minor
);
1916 switch (shader_version
)
1918 case WINED3D_SHADER_VERSION(4, 0):
1919 shader
->limits
.sampler
= 16; /* FIXME: 128 resources, 16 sampler states */
1920 shader
->limits
.constant_int
= 0;
1921 shader
->limits
.constant_float
= 0;
1922 shader
->limits
.constant_bool
= 0;
1923 shader
->limits
.packed_output
= 32;
1924 shader
->limits
.packed_input
= 16;
1928 memset(&shader
->limits
, 0, sizeof(shader
->limits
));
1929 FIXME("Unhandled geometry shader version \"%u.%u\".\n",
1930 shader
->reg_maps
.shader_version
.major
,
1931 shader
->reg_maps
.shader_version
.minor
);
1935 static HRESULT
geometryshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1936 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1937 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1941 shader_init(shader
, device
, parent
, parent_ops
);
1942 hr
= shader_set_function(shader
, byte_code
, output_signature
, 0,
1943 WINED3D_SHADER_TYPE_GEOMETRY
, max_version
);
1946 WARN("Failed to set function, hr %#x.\n", hr
);
1947 shader_cleanup(shader
);
1951 geometryshader_set_limits(shader
);
1953 shader
->load_local_constsF
= FALSE
;
1958 void find_ps_compile_args(const struct wined3d_state
*state
,
1959 const struct wined3d_shader
*shader
, struct ps_compile_args
*args
)
1961 struct wined3d_device
*device
= shader
->device
;
1962 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1963 const struct wined3d_texture
*texture
;
1966 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
1967 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1969 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
1970 if (rt
->resource
.format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
1972 static unsigned int warned
= 0;
1974 args
->srgb_correction
= 1;
1975 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
1976 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
1977 "support, expect rendering artifacts.\n");
1981 if (shader
->reg_maps
.shader_version
.major
== 1
1982 && shader
->reg_maps
.shader_version
.minor
<= 3)
1984 for (i
= 0; i
< 4; ++i
)
1986 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
1988 if (flags
& WINED3D_TTFF_PROJECTED
)
1990 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
1992 if (!state
->vertex_shader
)
1995 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
1996 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
1997 enum wined3d_sampler_texture_type sampler_type
= shader
->reg_maps
.sampler_type
[i
];
1999 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
2001 struct wined3d_vertex_declaration_element
*element
=
2002 &state
->vertex_declaration
->elements
[j
];
2004 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
2005 && element
->usage_idx
== index
)
2007 max_valid
= element
->format
->component_count
;
2011 if (!tex_transform
|| tex_transform
> max_valid
)
2013 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2014 tex_transform
, max_valid
);
2015 tex_transform
= max_valid
;
2017 if ((sampler_type
== WINED3DSTT_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
2018 || (sampler_type
== WINED3DSTT_2D
&& tex_transform
> WINED3D_TTFF_COUNT2
)
2019 || (sampler_type
== WINED3DSTT_VOLUME
&& tex_transform
> WINED3D_TTFF_COUNT3
))
2020 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2023 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2024 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2025 i
, tex_transform
, sampler_type
);
2029 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
2031 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2036 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2038 if (!shader
->reg_maps
.sampler_type
[i
])
2041 texture
= state
->textures
[i
];
2044 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2047 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
2049 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
2050 args
->shadow
|= 1 << i
;
2052 /* Flag samplers that need NP2 texcoord fixup. */
2053 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
2054 args
->np2_fixup
|= (1 << i
);
2056 if (shader
->reg_maps
.shader_version
.major
>= 3)
2058 if (device
->strided_streams
.position_transformed
)
2060 args
->vp_mode
= pretransformed
;
2062 else if (use_vs(state
))
2064 args
->vp_mode
= vertexshader
;
2068 args
->vp_mode
= fixedfunction
;
2070 args
->fog
= FOG_OFF
;
2074 args
->vp_mode
= vertexshader
;
2075 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
2077 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
2079 case WINED3D_FOG_NONE
:
2080 if (device
->strided_streams
.position_transformed
|| use_vs(state
))
2082 args
->fog
= FOG_LINEAR
;
2086 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
2088 case WINED3D_FOG_NONE
: /* Fall through. */
2089 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2090 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2091 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2095 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2096 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2097 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2102 args
->fog
= FOG_OFF
;
2107 static void pixelshader_set_limits(struct wined3d_shader
*shader
)
2109 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
2110 shader
->reg_maps
.shader_version
.minor
);
2112 shader
->limits
.packed_output
= 0;
2114 switch (shader_version
)
2116 case WINED3D_SHADER_VERSION(1, 0):
2117 case WINED3D_SHADER_VERSION(1, 1):
2118 case WINED3D_SHADER_VERSION(1, 2):
2119 case WINED3D_SHADER_VERSION(1, 3):
2120 shader
->limits
.constant_float
= 8;
2121 shader
->limits
.constant_int
= 0;
2122 shader
->limits
.constant_bool
= 0;
2123 shader
->limits
.sampler
= 4;
2124 shader
->limits
.packed_input
= 0;
2127 case WINED3D_SHADER_VERSION(1, 4):
2128 shader
->limits
.constant_float
= 8;
2129 shader
->limits
.constant_int
= 0;
2130 shader
->limits
.constant_bool
= 0;
2131 shader
->limits
.sampler
= 6;
2132 shader
->limits
.packed_input
= 0;
2135 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2136 case WINED3D_SHADER_VERSION(2, 0):
2137 shader
->limits
.constant_float
= 32;
2138 shader
->limits
.constant_int
= 16;
2139 shader
->limits
.constant_bool
= 16;
2140 shader
->limits
.sampler
= 16;
2141 shader
->limits
.packed_input
= 0;
2144 case WINED3D_SHADER_VERSION(2, 1):
2145 shader
->limits
.constant_float
= 32;
2146 shader
->limits
.constant_int
= 16;
2147 shader
->limits
.constant_bool
= 16;
2148 shader
->limits
.sampler
= 16;
2149 shader
->limits
.packed_input
= 0;
2152 case WINED3D_SHADER_VERSION(3, 0):
2153 shader
->limits
.constant_float
= 224;
2154 shader
->limits
.constant_int
= 16;
2155 shader
->limits
.constant_bool
= 16;
2156 shader
->limits
.sampler
= 16;
2157 shader
->limits
.packed_input
= 12;
2160 case WINED3D_SHADER_VERSION(4, 0):
2161 shader
->limits
.sampler
= 16; /* FIXME: 128 resources, 16 sampler states */
2162 shader
->limits
.constant_int
= 0;
2163 shader
->limits
.constant_float
= 0;
2164 shader
->limits
.constant_bool
= 0;
2165 shader
->limits
.packed_input
= 32;
2169 shader
->limits
.constant_float
= 32;
2170 shader
->limits
.constant_int
= 16;
2171 shader
->limits
.constant_bool
= 16;
2172 shader
->limits
.sampler
= 16;
2173 shader
->limits
.packed_input
= 0;
2174 FIXME("Unrecognized pixel shader version %u.%u\n",
2175 shader
->reg_maps
.shader_version
.major
,
2176 shader
->reg_maps
.shader_version
.minor
);
2180 static HRESULT
pixelshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2181 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2182 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
2184 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2185 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2188 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
2190 shader_init(shader
, device
, parent
, parent_ops
);
2191 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_pshader_constantF
,
2192 WINED3D_SHADER_TYPE_PIXEL
, max_version
);
2195 WARN("Failed to set function, hr %#x.\n", hr
);
2196 shader_cleanup(shader
);
2200 pixelshader_set_limits(shader
);
2202 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2204 if (shader
->u
.ps
.input_reg_used
[i
])
2207 highest_reg_used
= i
;
2211 /* Don't do any register mapping magic if it is not needed, or if we can't
2212 * achieve anything anyway */
2213 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2214 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2216 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2218 /* This happens with relative addressing. The input mapper function
2219 * warns about this if the higher registers are declared too, so
2220 * don't write a FIXME here */
2221 WARN("More varying registers used than supported\n");
2224 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2226 shader
->u
.ps
.input_reg_map
[i
] = i
;
2229 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
2233 shader
->u
.ps
.declared_in_count
= 0;
2234 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2236 if (shader
->u
.ps
.input_reg_used
[i
])
2237 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
2238 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
2242 shader
->load_local_constsF
= FALSE
;
2247 void pixelshader_update_samplers(struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_texture
* const *textures
)
2249 enum wined3d_sampler_texture_type
*sampler_type
= reg_maps
->sampler_type
;
2252 if (reg_maps
->shader_version
.major
!= 1) return;
2254 for (i
= 0; i
< max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
); ++i
)
2256 /* We don't sample from this sampler. */
2257 if (!sampler_type
[i
]) continue;
2261 WARN("No texture bound to sampler %u, using 2D.\n", i
);
2262 sampler_type
[i
] = WINED3DSTT_2D
;
2266 switch (textures
[i
]->target
)
2268 case GL_TEXTURE_RECTANGLE_ARB
:
2270 /* We have to select between texture rectangles and 2D
2271 * textures later because 2.0 and 3.0 shaders only have
2272 * WINED3DSTT_2D as well. */
2273 sampler_type
[i
] = WINED3DSTT_2D
;
2277 sampler_type
[i
] = WINED3DSTT_VOLUME
;
2280 case GL_TEXTURE_CUBE_MAP_ARB
:
2281 sampler_type
[i
] = WINED3DSTT_CUBE
;
2285 FIXME("Unrecognized texture type %#x, using 2D.\n", textures
[i
]->target
);
2286 sampler_type
[i
] = WINED3DSTT_2D
;
2291 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2292 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2293 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2295 struct wined3d_shader
*object
;
2298 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2299 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2301 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2303 return E_OUTOFMEMORY
;
2305 hr
= geometryshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2308 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
2309 HeapFree(GetProcessHeap(), 0, object
);
2313 TRACE("Created geometry shader %p.\n", object
);
2319 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const DWORD
*byte_code
,
2320 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2321 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2323 struct wined3d_shader
*object
;
2326 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2327 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2329 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2331 return E_OUTOFMEMORY
;
2333 hr
= pixelshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2336 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
2337 HeapFree(GetProcessHeap(), 0, object
);
2341 TRACE("Created pixel shader %p.\n", object
);
2347 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2348 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2349 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2351 struct wined3d_shader
*object
;
2354 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2355 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2357 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2359 return E_OUTOFMEMORY
;
2361 hr
= vertexshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2364 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
2365 HeapFree(GetProcessHeap(), 0, object
);
2369 TRACE("Created vertex shader %p.\n", object
);