wined3d: Add conservative depth output information to GLSL pixel shaders.
[wine.git] / dlls / wined3d / shader.c
blob02880b0339f9a8a1f88af2fbbebc05ff3caf9bed
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
38 /* cmp */
39 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
41 static const char * const shader_opcode_names[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
47 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
48 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
49 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
50 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
51 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
52 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
53 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
54 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
55 /* WINED3DSIH_BEM */ "bem",
56 /* WINED3DSIH_BFI */ "bfi",
57 /* WINED3DSIH_BFREV */ "bfrev",
58 /* WINED3DSIH_BREAK */ "break",
59 /* WINED3DSIH_BREAKC */ "breakc",
60 /* WINED3DSIH_BREAKP */ "breakp",
61 /* WINED3DSIH_BUFINFO */ "bufinfo",
62 /* WINED3DSIH_CALL */ "call",
63 /* WINED3DSIH_CALLNZ */ "callnz",
64 /* WINED3DSIH_CASE */ "case",
65 /* WINED3DSIH_CMP */ "cmp",
66 /* WINED3DSIH_CND */ "cnd",
67 /* WINED3DSIH_CONTINUE */ "continue",
68 /* WINED3DSIH_CONTINUEP */ "continuec",
69 /* WINED3DSIH_COUNTBITS */ "countbits",
70 /* WINED3DSIH_CRS */ "crs",
71 /* WINED3DSIH_CUT */ "cut",
72 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
73 /* WINED3DSIH_DCL */ "dcl",
74 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
75 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
76 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
77 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
78 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
79 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
81 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
82 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
83 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
84 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
85 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
86 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
87 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
88 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
89 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
90 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
91 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
92 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
93 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
94 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
95 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
96 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
97 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
98 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
99 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
100 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
101 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
102 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
103 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
104 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
105 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
106 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
107 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
108 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
109 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
110 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
111 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
112 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
113 /* WINED3DSIH_DEF */ "def",
114 /* WINED3DSIH_DEFAULT */ "default",
115 /* WINED3DSIH_DEFB */ "defb",
116 /* WINED3DSIH_DEFI */ "defi",
117 /* WINED3DSIH_DIV */ "div",
118 /* WINED3DSIH_DP2 */ "dp2",
119 /* WINED3DSIH_DP2ADD */ "dp2add",
120 /* WINED3DSIH_DP3 */ "dp3",
121 /* WINED3DSIH_DP4 */ "dp4",
122 /* WINED3DSIH_DST */ "dst",
123 /* WINED3DSIH_DSX */ "dsx",
124 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
125 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
126 /* WINED3DSIH_DSY */ "dsy",
127 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
128 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
300 static const struct
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
305 shader_input_sysval_semantic_names[] =
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
339 return shader_opcode_names[handler_idx];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
344 if (usage >= ARRAY_SIZE(semantic_names))
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
350 return semantic_names[usage];
353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
355 unsigned int i;
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
359 if (!strcmp(name, semantic_names[i]))
360 return i;
363 return ~0U;
366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
368 switch (usage)
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
408 switch (format)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
422 void string_buffer_clear(struct wined3d_string_buffer *buffer)
424 buffer->buffer[0] = '\0';
425 buffer->content_size = 0;
428 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
430 buffer->buffer_size = 32;
431 if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
433 ERR("Failed to allocate shader buffer memory.\n");
434 return FALSE;
437 string_buffer_clear(buffer);
438 return TRUE;
441 void string_buffer_free(struct wined3d_string_buffer *buffer)
443 HeapFree(GetProcessHeap(), 0, buffer->buffer);
446 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
448 char *new_buffer;
449 unsigned int new_buffer_size = buffer->buffer_size * 2;
451 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
452 new_buffer_size *= 2;
453 if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size)))
455 ERR("Failed to grow buffer.\n");
456 buffer->buffer[buffer->content_size] = '\0';
457 return FALSE;
459 buffer->buffer = new_buffer;
460 buffer->buffer_size = new_buffer_size;
461 return TRUE;
464 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
466 unsigned int rem;
467 int rc;
469 rem = buffer->buffer_size - buffer->content_size;
470 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
471 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
472 return rc;
474 buffer->content_size += rc;
475 return 0;
478 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
480 va_list args;
481 int ret;
483 for (;;)
485 va_start(args, format);
486 ret = shader_vaddline(buffer, format, args);
487 va_end(args);
488 if (!ret)
489 return ret;
490 if (!string_buffer_resize(buffer, ret))
491 return -1;
495 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
497 struct wined3d_string_buffer *buffer;
499 if (list_empty(&list->list))
501 buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer));
502 if (!buffer || !string_buffer_init(buffer))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 HeapFree(GetProcessHeap(), 0, buffer);
506 return NULL;
509 else
511 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
512 list_remove(&buffer->entry);
514 string_buffer_clear(buffer);
515 return buffer;
518 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
520 if (!buffer)
521 return 0;
522 string_buffer_clear(buffer);
523 return shader_vaddline(buffer, format, args);
526 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
528 va_list args;
529 int ret;
531 for (;;)
533 va_start(args, format);
534 ret = string_buffer_vsprintf(buffer, format, args);
535 va_end(args);
536 if (!ret)
537 return;
538 if (!string_buffer_resize(buffer, ret))
539 return;
543 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
545 if (!buffer)
546 return;
547 list_add_head(&list->list, &buffer->entry);
550 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
552 list_init(&list->list);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
557 struct wined3d_string_buffer *buffer, *buffer_next;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
561 string_buffer_free(buffer);
562 HeapFree(GetProcessHeap(), 0, buffer);
564 list_init(&list->list);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
571 switch (register_type)
573 case WINED3DSPR_CONST: return register_idx;
574 case WINED3DSPR_CONST2: return 2048 + register_idx;
575 case WINED3DSPR_CONST3: return 4096 + register_idx;
576 case WINED3DSPR_CONST4: return 6144 + register_idx;
577 default:
578 FIXME("Unsupported register type: %u.\n", register_type);
579 return register_idx;
583 static void shader_delete_constant_list(struct list *clist)
585 struct wined3d_shader_lconst *constant, *constant_next;
587 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
588 HeapFree(GetProcessHeap(), 0, constant);
589 list_init(clist);
592 static void shader_set_limits(struct wined3d_shader *shader)
594 static const struct limits_entry
596 unsigned int min_version;
597 unsigned int max_version;
598 struct wined3d_shader_limits limits;
600 vs_limits[] =
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
609 * shaders to 256. */
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
615 hs_limits[] =
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
620 ds_limits[] =
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
625 gs_limits[] =
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
632 ps_limits[] =
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
643 cs_limits[] =
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry *limits_array;
649 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
650 shader->reg_maps.shader_version.minor);
651 int i = 0;
653 switch (shader->reg_maps.shader_version.type)
655 default:
656 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
657 /* Fall-through. */
658 case WINED3D_SHADER_TYPE_VERTEX:
659 limits_array = vs_limits;
660 break;
661 case WINED3D_SHADER_TYPE_HULL:
662 limits_array = hs_limits;
663 break;
664 case WINED3D_SHADER_TYPE_DOMAIN:
665 limits_array = ds_limits;
666 break;
667 case WINED3D_SHADER_TYPE_GEOMETRY:
668 limits_array = gs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_PIXEL:
671 limits_array = ps_limits;
672 break;
673 case WINED3D_SHADER_TYPE_COMPUTE:
674 limits_array = cs_limits;
675 break;
678 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
680 if (shader_version <= limits_array[i].max_version)
682 shader->limits = &limits_array[i].limits;
683 break;
685 ++i;
687 if (!shader->limits)
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader->reg_maps.shader_version.major,
691 shader->reg_maps.shader_version.minor);
692 shader->limits = &limits_array[max(0, i - 1)].limits;
696 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
698 DWORD idx, shift;
699 idx = bit >> 5;
700 shift = bit & 0x1f;
701 bitmap[idx] |= (1u << shift);
704 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
705 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
707 switch (reg->type)
709 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
710 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
711 reg_maps->texcoord |= 1u << reg->idx[0].offset;
712 else
713 reg_maps->address |= 1u << reg->idx[0].offset;
714 break;
716 case WINED3DSPR_TEMP:
717 reg_maps->temporary |= 1u << reg->idx[0].offset;
718 break;
720 case WINED3DSPR_INPUT:
721 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
723 /* If relative addressing is used, we must assume that all
724 * registers are used. Even if it is a construct like v3[aL],
725 * we can't assume that v0, v1 and v2 aren't read because aL
726 * can be negative. */
727 if (reg->idx[0].rel_addr)
728 shader->u.ps.input_reg_used = ~0u;
729 else
730 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
732 else
733 reg_maps->input_registers |= 1u << reg->idx[0].offset;
734 break;
736 case WINED3DSPR_RASTOUT:
737 if (reg->idx[0].offset == 1)
738 reg_maps->fog = 1;
739 if (reg->idx[0].offset == 2)
740 reg_maps->point_size = 1;
741 break;
743 case WINED3DSPR_MISCTYPE:
744 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
746 if (!reg->idx[0].offset)
747 reg_maps->vpos = 1;
748 else if (reg->idx[0].offset == 1)
749 reg_maps->usesfacing = 1;
751 break;
753 case WINED3DSPR_CONST:
754 if (reg->idx[0].rel_addr)
756 if (reg->idx[0].offset < reg_maps->min_rel_offset)
757 reg_maps->min_rel_offset = reg->idx[0].offset;
758 if (reg->idx[0].offset > reg_maps->max_rel_offset)
759 reg_maps->max_rel_offset = reg->idx[0].offset;
760 reg_maps->usesrelconstF = TRUE;
762 else
764 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
766 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
767 return FALSE;
769 else
771 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
774 break;
776 case WINED3DSPR_CONSTINT:
777 if (reg->idx[0].offset >= shader->limits->constant_int)
779 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
780 return FALSE;
782 else
784 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
786 break;
788 case WINED3DSPR_CONSTBOOL:
789 if (reg->idx[0].offset >= shader->limits->constant_bool)
791 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
792 return FALSE;
794 else
796 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
798 break;
800 case WINED3DSPR_COLOROUT:
801 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
802 break;
804 case WINED3DSPR_OUTCONTROLPOINT:
805 reg_maps->vocp = 1;
806 break;
808 default:
809 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
810 reg->type, reg->idx[0].offset, reg->idx[1].offset);
811 break;
813 return TRUE;
816 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
817 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
819 struct wined3d_shader_sampler_map_entry *entries, *entry;
820 struct wined3d_shader_sampler_map *map;
821 unsigned int i;
823 map = &reg_maps->sampler_map;
824 entries = map->entries;
825 for (i = 0; i < map->count; ++i)
827 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
828 return;
831 if (!map->size)
833 if (!(entries = wined3d_calloc(4, sizeof(*entries))))
835 ERR("Failed to allocate sampler map entries.\n");
836 return;
838 map->size = 4;
839 map->entries = entries;
841 else if (map->count == map->size)
843 size_t new_size = map->size * 2;
845 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
846 || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size)))
848 ERR("Failed to resize sampler map entries.\n");
849 return;
851 map->size = new_size;
852 map->entries = entries;
855 entry = &entries[map->count++];
856 entry->resource_idx = resource_idx;
857 entry->sampler_idx = sampler_idx;
858 entry->bind_idx = bind_idx;
861 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
863 switch (instr)
865 case WINED3DSIH_M4x4:
866 case WINED3DSIH_M3x4:
867 return param == 1 ? 3 : 0;
869 case WINED3DSIH_M4x3:
870 case WINED3DSIH_M3x3:
871 return param == 1 ? 2 : 0;
873 case WINED3DSIH_M3x2:
874 return param == 1 ? 1 : 0;
876 default:
877 return 0;
881 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
882 unsigned int register_idx, unsigned int size, unsigned int stride)
884 struct wined3d_shader_tgsm *tgsm;
886 if (register_idx >= MAX_TGSM_REGISTERS)
888 ERR("Invalid TGSM register index %u.\n", register_idx);
889 return S_OK;
891 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
893 FIXME("TGSM declarations are allowed only in compute shaders.\n");
894 return S_OK;
897 if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
898 register_idx + 1, sizeof(*reg_maps->tgsm)))
899 return E_OUTOFMEMORY;
901 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
902 tgsm = &reg_maps->tgsm[register_idx];
903 tgsm->size = size;
904 tgsm->stride = stride;
905 return S_OK;
908 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
909 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
910 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
912 struct wined3d_shader_phase *phase;
914 if ((phase = *current_phase))
916 phase->end = previous_instruction_ptr;
917 *current_phase = NULL;
920 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
922 ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
923 return E_FAIL;
926 switch (ins->handler_idx)
928 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
929 if (shader->u.hs.phases.control_point)
931 FIXME("Multiple control point phases.\n");
932 HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
934 if (!(shader->u.hs.phases.control_point = HeapAlloc(GetProcessHeap(),
935 HEAP_ZERO_MEMORY, sizeof(*shader->u.hs.phases.control_point))))
936 return E_OUTOFMEMORY;
937 phase = shader->u.hs.phases.control_point;
938 break;
939 case WINED3DSIH_HS_FORK_PHASE:
940 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
941 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
942 sizeof(*shader->u.hs.phases.fork)))
943 return E_OUTOFMEMORY;
944 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
945 break;
946 case WINED3DSIH_HS_JOIN_PHASE:
947 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
948 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
949 sizeof(*shader->u.hs.phases.join)))
950 return E_OUTOFMEMORY;
951 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
952 break;
953 default:
954 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
955 return E_FAIL;
958 phase->start = current_instruction_ptr;
959 *current_phase = phase;
961 return WINED3D_OK;
964 /* Note that this does not count the loop register as an address register. */
965 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
966 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
967 struct wined3d_shader_signature *output_signature, DWORD constf_size)
969 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
970 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
971 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
972 struct wined3d_shader_version shader_version;
973 struct wined3d_shader_phase *phase = NULL;
974 const DWORD *ptr, *prev_ins, *current_ins;
975 void *fe_data = shader->frontend_data;
976 unsigned int i;
977 HRESULT hr;
979 memset(reg_maps, 0, sizeof(*reg_maps));
980 memset(input_signature_elements, 0, sizeof(input_signature_elements));
981 memset(output_signature_elements, 0, sizeof(output_signature_elements));
982 reg_maps->min_rel_offset = ~0U;
983 list_init(&reg_maps->indexable_temps);
985 fe->shader_read_header(fe_data, &ptr, &shader_version);
986 prev_ins = current_ins = ptr;
987 reg_maps->shader_version = shader_version;
989 shader_set_limits(shader);
991 if (!(reg_maps->constf = wined3d_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
992 sizeof(*reg_maps->constf))))
994 ERR("Failed to allocate constant map memory.\n");
995 return E_OUTOFMEMORY;
998 while (!fe->shader_is_end(fe_data, &ptr))
1000 struct wined3d_shader_instruction ins;
1002 current_ins = ptr;
1003 /* Fetch opcode. */
1004 fe->shader_read_instruction(fe_data, &ptr, &ins);
1006 /* Unhandled opcode, and its parameters. */
1007 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1009 WARN("Encountered unrecognised or invalid instruction.\n");
1010 return WINED3DERR_INVALIDCALL;
1013 /* Handle declarations. */
1014 if (ins.handler_idx == WINED3DSIH_DCL
1015 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1017 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1018 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1020 switch (semantic->reg.reg.type)
1022 /* Mark input registers used. */
1023 case WINED3DSPR_INPUT:
1024 if (reg_idx >= MAX_REG_INPUT)
1026 ERR("Invalid input register index %u.\n", reg_idx);
1027 break;
1029 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1030 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1031 return WINED3DERR_INVALIDCALL;
1032 reg_maps->input_registers |= 1u << reg_idx;
1033 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1034 break;
1036 /* Vertex shader: mark 3.0 output registers used, save token. */
1037 case WINED3DSPR_OUTPUT:
1038 if (reg_idx >= MAX_REG_OUTPUT)
1040 ERR("Invalid output register index %u.\n", reg_idx);
1041 break;
1043 reg_maps->output_registers |= 1u << reg_idx;
1044 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1045 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1046 reg_maps->fog = 1;
1047 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1048 reg_maps->point_size = 1;
1049 break;
1051 case WINED3DSPR_SAMPLER:
1052 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1053 case WINED3DSPR_RESOURCE:
1054 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1056 ERR("Invalid resource index %u.\n", reg_idx);
1057 break;
1059 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1060 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1061 break;
1063 case WINED3DSPR_UAV:
1064 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1066 ERR("Invalid UAV resource index %u.\n", reg_idx);
1067 break;
1069 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1070 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1071 if (ins.flags)
1072 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1073 break;
1075 default:
1076 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1077 break;
1080 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1082 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1083 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1084 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1085 else
1086 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1088 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1090 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1092 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1093 shader->u.ps.force_early_depth_stencil = TRUE;
1094 else
1095 FIXME("Invalid instruction %#x for shader type %#x.\n",
1096 ins.handler_idx, shader_version.type);
1098 else
1100 WARN("Ignoring global flags %#x.\n", ins.flags);
1103 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1105 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1106 shader->u.gs.instance_count = ins.declaration.count;
1107 else
1108 FIXME("Invalid instruction %#x for shader type %#x.\n",
1109 ins.handler_idx, shader_version.type);
1111 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1112 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1114 if (phase)
1115 phase->instance_count = ins.declaration.count;
1116 else
1117 FIXME("Instruction %s outside of shader phase.\n",
1118 debug_d3dshaderinstructionhandler(ins.handler_idx));
1120 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1122 if (reg_maps->icb)
1123 FIXME("Multiple immediate constant buffers.\n");
1124 reg_maps->icb = ins.declaration.icb;
1126 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1128 if (phase)
1130 FIXME("Indexable temporary registers not supported.\n");
1132 else
1134 struct wined3d_shader_indexable_temp *reg;
1136 if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg))))
1137 return E_OUTOFMEMORY;
1139 *reg = ins.declaration.indexable_temp;
1140 list_add_tail(&reg_maps->indexable_temps, &reg->entry);
1143 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1145 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1146 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1147 else
1148 FIXME("Invalid instruction %#x for shader type %#x.\n",
1149 ins.handler_idx, shader_version.type);
1151 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1153 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1154 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1155 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1157 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1158 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1159 else
1160 FIXME("Invalid instruction %#x for shader type %#x.\n",
1161 ins.handler_idx, shader_version.type);
1164 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1166 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1167 shader->u.hs.output_vertex_count = ins.declaration.count;
1168 else
1169 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1171 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1173 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1174 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1175 else
1176 FIXME("Invalid instruction %#x for shader type %#x.\n",
1177 ins.handler_idx, shader_version.type);
1179 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1181 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1182 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1184 ERR("Invalid resource index %u.\n", reg_idx);
1185 break;
1187 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1188 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1189 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1191 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1193 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1194 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1196 ERR("Invalid resource index %u.\n", reg_idx);
1197 break;
1199 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1200 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1201 reg_maps->resource_info[reg_idx].flags = 0;
1202 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1204 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1206 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1207 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1209 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1211 if (phase)
1212 phase->temporary_count = ins.declaration.count;
1213 else
1214 reg_maps->temporary_count = ins.declaration.count;
1216 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1218 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1219 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1220 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1221 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1223 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1225 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1226 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1227 else
1228 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1230 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1232 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1233 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1234 else
1235 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1237 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1239 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1240 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1241 return hr;
1243 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1245 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1246 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1247 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1248 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1249 return hr;
1251 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1253 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1255 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1257 else
1259 FIXME("Invalid instruction %#x for shader type %#x.\n",
1260 ins.handler_idx, shader_version.type);
1263 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1265 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1266 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1268 ERR("Invalid UAV resource index %u.\n", reg_idx);
1269 break;
1271 if (ins.flags)
1272 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1273 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1274 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1275 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1277 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1279 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1280 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1282 ERR("Invalid UAV resource index %u.\n", reg_idx);
1283 break;
1285 if (ins.flags)
1286 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1287 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1288 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1289 reg_maps->uav_resource_info[reg_idx].flags = 0;
1290 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1292 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1294 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1295 shader->u.gs.vertices_out = ins.declaration.count;
1296 else
1297 FIXME("Invalid instruction %#x for shader type %#x.\n",
1298 ins.handler_idx, shader_version.type);
1300 else if (ins.handler_idx == WINED3DSIH_DEF)
1302 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1303 float *value;
1304 if (!lconst) return E_OUTOFMEMORY;
1306 lconst->idx = ins.dst[0].reg.idx[0].offset;
1307 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1308 value = (float *)lconst->value;
1310 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1311 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1313 if (value[0] < -1.0f) value[0] = -1.0f;
1314 else if (value[0] > 1.0f) value[0] = 1.0f;
1315 if (value[1] < -1.0f) value[1] = -1.0f;
1316 else if (value[1] > 1.0f) value[1] = 1.0f;
1317 if (value[2] < -1.0f) value[2] = -1.0f;
1318 else if (value[2] > 1.0f) value[2] = 1.0f;
1319 if (value[3] < -1.0f) value[3] = -1.0f;
1320 else if (value[3] > 1.0f) value[3] = 1.0f;
1323 list_add_head(&shader->constantsF, &lconst->entry);
1325 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1326 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1328 shader->lconst_inf_or_nan = TRUE;
1331 else if (ins.handler_idx == WINED3DSIH_DEFI)
1333 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1334 if (!lconst) return E_OUTOFMEMORY;
1336 lconst->idx = ins.dst[0].reg.idx[0].offset;
1337 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1339 list_add_head(&shader->constantsI, &lconst->entry);
1340 reg_maps->local_int_consts |= (1u << lconst->idx);
1342 else if (ins.handler_idx == WINED3DSIH_DEFB)
1344 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1345 if (!lconst) return E_OUTOFMEMORY;
1347 lconst->idx = ins.dst[0].reg.idx[0].offset;
1348 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1350 list_add_head(&shader->constantsB, &lconst->entry);
1351 reg_maps->local_bool_consts |= (1u << lconst->idx);
1353 /* Handle shader phases. */
1354 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1355 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1356 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1358 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1359 return hr;
1361 /* For subroutine prototypes. */
1362 else if (ins.handler_idx == WINED3DSIH_LABEL)
1364 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1366 /* Set texture, address, temporary registers. */
1367 else
1369 BOOL color0_mov = FALSE;
1370 unsigned int i;
1372 /* This will loop over all the registers and try to
1373 * make a bitmask of the ones we're interested in.
1375 * Relative addressing tokens are ignored, but that's
1376 * okay, since we'll catch any address registers when
1377 * they are initialized (required by spec). */
1378 for (i = 0; i < ins.dst_count; ++i)
1380 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1381 shader_version.type, constf_size))
1382 return WINED3DERR_INVALIDCALL;
1384 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1386 UINT idx = ins.dst[i].reg.idx[0].offset;
1388 switch (ins.dst[i].reg.type)
1390 case WINED3DSPR_RASTOUT:
1391 if (shader_version.major >= 3)
1392 break;
1393 switch (idx)
1395 case 0: /* oPos */
1396 reg_maps->output_registers |= 1u << 10;
1397 shader_signature_from_usage(&output_signature_elements[10],
1398 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1399 break;
1401 case 1: /* oFog */
1402 reg_maps->output_registers |= 1u << 11;
1403 shader_signature_from_usage(&output_signature_elements[11],
1404 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1405 break;
1407 case 2: /* oPts */
1408 reg_maps->output_registers |= 1u << 11;
1409 shader_signature_from_usage(&output_signature_elements[11],
1410 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1411 break;
1413 break;
1415 case WINED3DSPR_ATTROUT:
1416 if (shader_version.major >= 3)
1417 break;
1418 if (idx < 2)
1420 idx += 8;
1421 if (reg_maps->output_registers & (1u << idx))
1423 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1425 else
1427 reg_maps->output_registers |= 1u << idx;
1428 shader_signature_from_usage(&output_signature_elements[idx],
1429 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1432 break;
1434 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1435 if (shader_version.major >= 3)
1437 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1439 WARN("Invalid output register index %u.\n", idx);
1440 break;
1442 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1443 break;
1445 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1447 WARN("Invalid texcoord index %u.\n", idx);
1448 break;
1450 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1451 if (reg_maps->output_registers & (1u << idx))
1453 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1455 else
1457 reg_maps->output_registers |= 1u << idx;
1458 shader_signature_from_usage(&output_signature_elements[idx],
1459 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1461 break;
1463 default:
1464 break;
1468 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1470 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1472 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1473 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1474 * the mov and perform the sRGB write correction from the source register.
1476 * However, if the mov is only partial, we can't do this, and if the write
1477 * comes from an instruction other than MOV it is hard to do as well. If
1478 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1479 shader->u.ps.color0_mov = FALSE;
1480 if (ins.handler_idx == WINED3DSIH_MOV
1481 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1483 /* Used later when the source register is read. */
1484 color0_mov = TRUE;
1487 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1488 * end
1490 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1491 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1493 shader->u.ps.color0_mov = FALSE;
1497 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1498 if (shader_version.major == 1
1499 && (ins.handler_idx == WINED3DSIH_TEX
1500 || ins.handler_idx == WINED3DSIH_TEXBEM
1501 || ins.handler_idx == WINED3DSIH_TEXBEML
1502 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1503 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1504 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1505 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1506 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1507 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1508 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1509 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1511 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1513 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1515 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1516 continue;
1519 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1520 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1521 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1522 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1524 /* texbem is only valid with < 1.4 pixel shaders */
1525 if (ins.handler_idx == WINED3DSIH_TEXBEM
1526 || ins.handler_idx == WINED3DSIH_TEXBEML)
1528 reg_maps->bumpmat |= 1u << reg_idx;
1529 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1531 reg_maps->luminanceparams |= 1u << reg_idx;
1535 else if (ins.handler_idx == WINED3DSIH_BEM)
1537 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1541 if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
1543 unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
1544 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1546 ERR("Invalid UAV index %u.\n", reg_idx);
1547 break;
1549 reg_maps->uav_counter_mask |= (1u << reg_idx);
1551 else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1552 || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
1553 || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
1554 || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
1555 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
1556 || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
1558 unsigned int reg_idx;
1559 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1560 reg_idx = ins.src[1].reg.idx[0].offset;
1561 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1562 reg_idx = ins.src[2].reg.idx[0].offset;
1563 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1564 reg_idx = ins.dst[0].reg.idx[0].offset;
1565 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1566 reg_idx = ins.src[0].reg.idx[0].offset;
1567 else
1568 reg_idx = ins.dst[1].reg.idx[0].offset;
1569 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1571 ERR("Invalid UAV index %u.\n", reg_idx);
1572 break;
1574 reg_maps->uav_read_mask |= (1u << reg_idx);
1576 else if (ins.handler_idx == WINED3DSIH_NRM)
1578 reg_maps->usesnrm = 1;
1580 else if (ins.handler_idx == WINED3DSIH_DSY
1581 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1582 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1584 reg_maps->usesdsy = 1;
1586 else if (ins.handler_idx == WINED3DSIH_DSX
1587 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1588 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1590 reg_maps->usesdsx = 1;
1592 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1593 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1594 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1595 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1596 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1597 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1598 else if (ins.handler_idx == WINED3DSIH_LOOP
1599 || ins.handler_idx == WINED3DSIH_REP)
1601 ++cur_loop_depth;
1602 if (cur_loop_depth > max_loop_depth)
1603 max_loop_depth = cur_loop_depth;
1605 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1606 || ins.handler_idx == WINED3DSIH_ENDREP)
1608 --cur_loop_depth;
1610 else if (ins.handler_idx == WINED3DSIH_GATHER4
1611 || ins.handler_idx == WINED3DSIH_GATHER4_C
1612 || ins.handler_idx == WINED3DSIH_SAMPLE
1613 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1614 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1615 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1616 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1617 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1619 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1620 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1622 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1623 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1625 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1626 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1628 else if (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1630 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1631 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1633 else if (ins.handler_idx == WINED3DSIH_LD
1634 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1635 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1637 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1638 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1640 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1641 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1643 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1644 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1647 if (ins.predicate)
1648 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1649 shader_version.type, constf_size))
1650 return WINED3DERR_INVALIDCALL;
1652 for (i = 0; i < ins.src_count; ++i)
1654 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1655 struct wined3d_shader_register reg = ins.src[i].reg;
1657 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1658 shader_version.type, constf_size))
1659 return WINED3DERR_INVALIDCALL;
1660 while (count)
1662 ++reg.idx[0].offset;
1663 if (!shader_record_register_usage(shader, reg_maps, &reg,
1664 shader_version.type, constf_size))
1665 return WINED3DERR_INVALIDCALL;
1666 --count;
1669 if (color0_mov)
1671 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1672 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1674 shader->u.ps.color0_mov = TRUE;
1675 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1681 prev_ins = current_ins;
1683 reg_maps->loop_depth = max_loop_depth;
1685 if (phase)
1687 phase->end = prev_ins;
1688 phase = NULL;
1691 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1692 * R0 is written to the render target. */
1693 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1694 reg_maps->rt_mask |= (1u << 0);
1696 if (input_signature->elements)
1698 for (i = 0; i < input_signature->element_count; ++i)
1700 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1702 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1704 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1705 return WINED3DERR_INVALIDCALL;
1708 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1710 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1711 reg_maps->vpos = 1;
1712 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1713 reg_maps->usesfacing = 1;
1715 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1718 else if (!input_signature->elements && reg_maps->input_registers)
1720 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1721 struct wined3d_shader_signature_element *e;
1722 unsigned int i;
1724 if (!(input_signature->elements = wined3d_calloc(count, sizeof(*input_signature->elements))))
1725 return E_OUTOFMEMORY;
1726 input_signature->element_count = count;
1728 e = input_signature->elements;
1729 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1731 if (!(reg_maps->input_registers & (1u << i)))
1732 continue;
1733 input_signature_elements[i].register_idx = i;
1734 *e++ = input_signature_elements[i];
1738 if (output_signature->elements)
1740 for (i = 0; i < output_signature->element_count; ++i)
1742 reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
1745 else if (reg_maps->output_registers)
1747 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1748 struct wined3d_shader_signature_element *e;
1750 if (!(output_signature->elements = wined3d_calloc(count, sizeof(*output_signature->elements))))
1751 return E_OUTOFMEMORY;
1752 output_signature->element_count = count;
1754 e = output_signature->elements;
1755 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1757 if (!(reg_maps->output_registers & (1u << i)))
1758 continue;
1759 *e++ = output_signature_elements[i];
1763 return WINED3D_OK;
1766 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1768 struct wined3d_shader_indexable_temp *reg, *reg_next;
1770 HeapFree(GetProcessHeap(), 0, reg_maps->constf);
1771 HeapFree(GetProcessHeap(), 0, reg_maps->sampler_map.entries);
1773 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1774 HeapFree(GetProcessHeap(), 0, reg);
1775 list_init(&reg_maps->indexable_temps);
1777 HeapFree(GetProcessHeap(), 0, reg_maps->tgsm);
1780 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1782 DWORD map = 1u << max;
1783 map |= map - 1;
1784 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1786 return wined3d_log2i(map);
1789 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1791 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1793 shader_addline(buffer, "refactoringAllowed");
1794 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1795 if (global_flags)
1796 shader_addline(buffer, " | ");
1799 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1801 shader_addline(buffer, "forceEarlyDepthStencil");
1802 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1803 if (global_flags)
1804 shader_addline(buffer, " | ");
1807 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1809 shader_addline(buffer, "enableRawAndStructuredBuffers");
1810 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1813 if (global_flags)
1814 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1817 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1819 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1821 shader_addline(buffer, "_g");
1822 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1824 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1826 shader_addline(buffer, "_t");
1827 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1830 if (sync_flags)
1831 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1834 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1836 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1838 shader_addline(buffer, "_glc");
1839 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1841 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1843 shader_addline(buffer, "_opc");
1844 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1847 if (uav_flags)
1848 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1851 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1852 enum wined3d_tessellator_domain domain)
1854 switch (domain)
1856 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1857 shader_addline(buffer, "line");
1858 break;
1859 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1860 shader_addline(buffer, "triangle");
1861 break;
1862 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1863 shader_addline(buffer, "quad");
1864 break;
1865 default:
1866 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1867 break;
1871 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1872 enum wined3d_tessellator_output_primitive output_primitive)
1874 switch (output_primitive)
1876 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1877 shader_addline(buffer, "point");
1878 break;
1879 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1880 shader_addline(buffer, "line");
1881 break;
1882 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1883 shader_addline(buffer, "triangle_cw");
1884 break;
1885 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1886 shader_addline(buffer, "triangle_ccw");
1887 break;
1888 default:
1889 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1890 break;
1894 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
1895 enum wined3d_tessellator_partitioning partitioning)
1897 switch (partitioning)
1899 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
1900 shader_addline(buffer, "integer");
1901 break;
1902 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
1903 shader_addline(buffer, "pow2");
1904 break;
1905 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
1906 shader_addline(buffer, "fractional_odd");
1907 break;
1908 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
1909 shader_addline(buffer, "fractional_even");
1910 break;
1911 default:
1912 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
1913 break;
1917 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
1918 enum wined3d_shader_input_sysval_semantic semantic)
1920 unsigned int i;
1922 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
1924 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
1926 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
1927 return;
1931 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
1934 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
1935 const struct wined3d_shader_semantic *semantic, unsigned int flags,
1936 const struct wined3d_shader_version *shader_version)
1938 shader_addline(buffer, "dcl");
1940 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
1942 switch (semantic->resource_type)
1944 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1945 shader_addline(buffer, "_2d");
1946 break;
1948 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1949 shader_addline(buffer, "_3d");
1950 break;
1952 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1953 shader_addline(buffer, "_cube");
1954 break;
1956 default:
1957 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
1958 break;
1961 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
1963 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
1964 shader_addline(buffer, "_resource_");
1965 else
1966 shader_addline(buffer, "_uav_");
1967 switch (semantic->resource_type)
1969 case WINED3D_SHADER_RESOURCE_BUFFER:
1970 shader_addline(buffer, "buffer");
1971 break;
1973 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1974 shader_addline(buffer, "texture1d");
1975 break;
1977 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1978 shader_addline(buffer, "texture2d");
1979 break;
1981 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
1982 shader_addline(buffer, "texture2dms");
1983 break;
1985 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1986 shader_addline(buffer, "texture3d");
1987 break;
1989 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1990 shader_addline(buffer, "texturecube");
1991 break;
1993 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
1994 shader_addline(buffer, "texture1darray");
1995 break;
1997 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
1998 shader_addline(buffer, "texture2darray");
1999 break;
2001 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2002 shader_addline(buffer, "texture2dmsarray");
2003 break;
2005 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2006 shader_addline(buffer, "texturecubearray");
2007 break;
2009 default:
2010 shader_addline(buffer, "unknown");
2011 break;
2013 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2014 shader_dump_uav_flags(buffer, flags);
2015 switch (semantic->resource_data_type)
2017 case WINED3D_DATA_FLOAT:
2018 shader_addline(buffer, " (float)");
2019 break;
2021 case WINED3D_DATA_INT:
2022 shader_addline(buffer, " (int)");
2023 break;
2025 case WINED3D_DATA_UINT:
2026 shader_addline(buffer, " (uint)");
2027 break;
2029 case WINED3D_DATA_UNORM:
2030 shader_addline(buffer, " (unorm)");
2031 break;
2033 case WINED3D_DATA_SNORM:
2034 shader_addline(buffer, " (snorm)");
2035 break;
2037 default:
2038 shader_addline(buffer, " (unknown)");
2039 break;
2042 else
2044 /* Pixel shaders 3.0 don't have usage semantics. */
2045 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2046 return;
2047 else
2048 shader_addline(buffer, "_");
2050 switch (semantic->usage)
2052 case WINED3D_DECL_USAGE_POSITION:
2053 shader_addline(buffer, "position%u", semantic->usage_idx);
2054 break;
2056 case WINED3D_DECL_USAGE_BLEND_INDICES:
2057 shader_addline(buffer, "blend");
2058 break;
2060 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2061 shader_addline(buffer, "weight");
2062 break;
2064 case WINED3D_DECL_USAGE_NORMAL:
2065 shader_addline(buffer, "normal%u", semantic->usage_idx);
2066 break;
2068 case WINED3D_DECL_USAGE_PSIZE:
2069 shader_addline(buffer, "psize");
2070 break;
2072 case WINED3D_DECL_USAGE_COLOR:
2073 if (!semantic->usage_idx)
2074 shader_addline(buffer, "color");
2075 else
2076 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2077 break;
2079 case WINED3D_DECL_USAGE_TEXCOORD:
2080 shader_addline(buffer, "texture%u", semantic->usage_idx);
2081 break;
2083 case WINED3D_DECL_USAGE_TANGENT:
2084 shader_addline(buffer, "tangent");
2085 break;
2087 case WINED3D_DECL_USAGE_BINORMAL:
2088 shader_addline(buffer, "binormal");
2089 break;
2091 case WINED3D_DECL_USAGE_TESS_FACTOR:
2092 shader_addline(buffer, "tessfactor");
2093 break;
2095 case WINED3D_DECL_USAGE_POSITIONT:
2096 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2097 break;
2099 case WINED3D_DECL_USAGE_FOG:
2100 shader_addline(buffer, "fog");
2101 break;
2103 case WINED3D_DECL_USAGE_DEPTH:
2104 shader_addline(buffer, "depth");
2105 break;
2107 case WINED3D_DECL_USAGE_SAMPLE:
2108 shader_addline(buffer, "sample");
2109 break;
2111 default:
2112 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2113 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2118 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2119 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2121 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2122 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2123 UINT offset = reg->idx[0].offset;
2125 switch (reg->type)
2127 case WINED3DSPR_TEMP:
2128 shader_addline(buffer, "r");
2129 break;
2131 case WINED3DSPR_INPUT:
2132 shader_addline(buffer, "v");
2133 break;
2135 case WINED3DSPR_CONST:
2136 case WINED3DSPR_CONST2:
2137 case WINED3DSPR_CONST3:
2138 case WINED3DSPR_CONST4:
2139 shader_addline(buffer, "c");
2140 offset = shader_get_float_offset(reg->type, offset);
2141 break;
2143 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2144 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2145 break;
2147 case WINED3DSPR_RASTOUT:
2148 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2149 break;
2151 case WINED3DSPR_COLOROUT:
2152 shader_addline(buffer, "oC");
2153 break;
2155 case WINED3DSPR_DEPTHOUT:
2156 shader_addline(buffer, "oDepth");
2157 break;
2159 case WINED3DSPR_DEPTHOUTGE:
2160 shader_addline(buffer, "oDepthGE");
2161 break;
2163 case WINED3DSPR_DEPTHOUTLE:
2164 shader_addline(buffer, "oDepthLE");
2165 break;
2167 case WINED3DSPR_ATTROUT:
2168 shader_addline(buffer, "oD");
2169 break;
2171 case WINED3DSPR_TEXCRDOUT:
2172 /* Vertex shaders >= 3.0 use general purpose output registers
2173 * (WINED3DSPR_OUTPUT), which can include an address token. */
2174 if (shader_version->major >= 3)
2175 shader_addline(buffer, "o");
2176 else
2177 shader_addline(buffer, "oT");
2178 break;
2180 case WINED3DSPR_CONSTINT:
2181 shader_addline(buffer, "i");
2182 break;
2184 case WINED3DSPR_CONSTBOOL:
2185 shader_addline(buffer, "b");
2186 break;
2188 case WINED3DSPR_LABEL:
2189 shader_addline(buffer, "l");
2190 break;
2192 case WINED3DSPR_LOOP:
2193 shader_addline(buffer, "aL");
2194 break;
2196 case WINED3DSPR_SAMPLER:
2197 shader_addline(buffer, "s");
2198 break;
2200 case WINED3DSPR_MISCTYPE:
2201 if (offset > 1)
2203 FIXME("Unhandled misctype register %u.\n", offset);
2204 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2206 else
2208 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2210 break;
2212 case WINED3DSPR_PREDICATE:
2213 shader_addline(buffer, "p");
2214 break;
2216 case WINED3DSPR_IMMCONST:
2217 shader_addline(buffer, "l");
2218 break;
2220 case WINED3DSPR_CONSTBUFFER:
2221 shader_addline(buffer, "cb");
2222 break;
2224 case WINED3DSPR_IMMCONSTBUFFER:
2225 shader_addline(buffer, "icb");
2226 break;
2228 case WINED3DSPR_PRIMID:
2229 shader_addline(buffer, "primID");
2230 break;
2232 case WINED3DSPR_NULL:
2233 shader_addline(buffer, "null");
2234 break;
2236 case WINED3DSPR_RESOURCE:
2237 shader_addline(buffer, "t");
2238 break;
2240 case WINED3DSPR_UAV:
2241 shader_addline(buffer, "u");
2242 break;
2244 case WINED3DSPR_OUTPOINTID:
2245 shader_addline(buffer, "vOutputControlPointID");
2246 break;
2248 case WINED3DSPR_FORKINSTID:
2249 shader_addline(buffer, "vForkInstanceId");
2250 break;
2252 case WINED3DSPR_JOININSTID:
2253 shader_addline(buffer, "vJoinInstanceId");
2254 break;
2256 case WINED3DSPR_INCONTROLPOINT:
2257 shader_addline(buffer, "vicp");
2258 break;
2260 case WINED3DSPR_OUTCONTROLPOINT:
2261 shader_addline(buffer, "vocp");
2262 break;
2264 case WINED3DSPR_PATCHCONST:
2265 shader_addline(buffer, "vpc");
2266 break;
2268 case WINED3DSPR_TESSCOORD:
2269 shader_addline(buffer, "vDomainLocation");
2270 break;
2272 case WINED3DSPR_GROUPSHAREDMEM:
2273 shader_addline(buffer, "g");
2274 break;
2276 case WINED3DSPR_THREADID:
2277 shader_addline(buffer, "vThreadID");
2278 break;
2280 case WINED3DSPR_THREADGROUPID:
2281 shader_addline(buffer, "vThreadGroupID");
2282 break;
2284 case WINED3DSPR_LOCALTHREADID:
2285 shader_addline(buffer, "vThreadIDInGroup");
2286 break;
2288 case WINED3DSPR_LOCALTHREADINDEX:
2289 shader_addline(buffer, "vThreadIDInGroupFlattened");
2290 break;
2292 case WINED3DSPR_IDXTEMP:
2293 shader_addline(buffer, "x");
2294 break;
2296 case WINED3DSPR_STREAM:
2297 shader_addline(buffer, "m");
2298 break;
2300 case WINED3DSPR_FUNCTIONBODY:
2301 shader_addline(buffer, "fb");
2302 break;
2304 case WINED3DSPR_FUNCTIONPOINTER:
2305 shader_addline(buffer, "fp");
2306 break;
2308 case WINED3DSPR_COVERAGE:
2309 shader_addline(buffer, "vCoverage");
2310 break;
2312 case WINED3DSPR_SAMPLEMASK:
2313 shader_addline(buffer, "oMask");
2314 break;
2316 case WINED3DSPR_GSINSTID:
2317 shader_addline(buffer, "vGSInstanceID");
2318 break;
2320 default:
2321 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2322 break;
2325 if (reg->type == WINED3DSPR_IMMCONST)
2327 shader_addline(buffer, "(");
2328 switch (reg->immconst_type)
2330 case WINED3D_IMMCONST_SCALAR:
2331 switch (reg->data_type)
2333 case WINED3D_DATA_FLOAT:
2334 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2335 break;
2336 case WINED3D_DATA_INT:
2337 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2338 break;
2339 case WINED3D_DATA_RESOURCE:
2340 case WINED3D_DATA_SAMPLER:
2341 case WINED3D_DATA_UINT:
2342 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2343 break;
2344 default:
2345 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2346 break;
2348 break;
2350 case WINED3D_IMMCONST_VEC4:
2351 switch (reg->data_type)
2353 case WINED3D_DATA_FLOAT:
2354 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2355 *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
2356 *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
2357 break;
2358 case WINED3D_DATA_INT:
2359 shader_addline(buffer, "%d, %d, %d, %d",
2360 reg->u.immconst_data[0], reg->u.immconst_data[1],
2361 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2362 break;
2363 case WINED3D_DATA_RESOURCE:
2364 case WINED3D_DATA_SAMPLER:
2365 case WINED3D_DATA_UINT:
2366 shader_addline(buffer, "%u, %u, %u, %u",
2367 reg->u.immconst_data[0], reg->u.immconst_data[1],
2368 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2369 break;
2370 default:
2371 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2372 break;
2374 break;
2376 default:
2377 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2378 break;
2380 shader_addline(buffer, ")");
2382 else if (reg->type != WINED3DSPR_RASTOUT
2383 && reg->type != WINED3DSPR_MISCTYPE
2384 && reg->type != WINED3DSPR_NULL)
2386 if (offset != ~0u)
2388 shader_addline(buffer, "[");
2389 if (reg->idx[0].rel_addr)
2391 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2392 shader_addline(buffer, " + ");
2394 shader_addline(buffer, "%u]", offset);
2396 if (reg->idx[1].offset != ~0u)
2398 shader_addline(buffer, "[");
2399 if (reg->idx[1].rel_addr)
2401 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2402 shader_addline(buffer, " + ");
2404 shader_addline(buffer, "%u]", reg->idx[1].offset);
2408 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2409 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2413 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2414 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2416 DWORD write_mask = param->write_mask;
2418 shader_dump_register(buffer, &param->reg, shader_version);
2420 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2422 static const char write_mask_chars[] = "xyzw";
2424 shader_addline(buffer, ".");
2425 if (write_mask & WINED3DSP_WRITEMASK_0)
2426 shader_addline(buffer, "%c", write_mask_chars[0]);
2427 if (write_mask & WINED3DSP_WRITEMASK_1)
2428 shader_addline(buffer, "%c", write_mask_chars[1]);
2429 if (write_mask & WINED3DSP_WRITEMASK_2)
2430 shader_addline(buffer, "%c", write_mask_chars[2]);
2431 if (write_mask & WINED3DSP_WRITEMASK_3)
2432 shader_addline(buffer, "%c", write_mask_chars[3]);
2436 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2437 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2439 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2440 DWORD swizzle = param->swizzle;
2442 if (src_modifier == WINED3DSPSM_NEG
2443 || src_modifier == WINED3DSPSM_BIASNEG
2444 || src_modifier == WINED3DSPSM_SIGNNEG
2445 || src_modifier == WINED3DSPSM_X2NEG
2446 || src_modifier == WINED3DSPSM_ABSNEG)
2447 shader_addline(buffer, "-");
2448 else if (src_modifier == WINED3DSPSM_COMP)
2449 shader_addline(buffer, "1-");
2450 else if (src_modifier == WINED3DSPSM_NOT)
2451 shader_addline(buffer, "!");
2453 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2454 shader_addline(buffer, "abs(");
2456 shader_dump_register(buffer, &param->reg, shader_version);
2458 switch (src_modifier)
2460 case WINED3DSPSM_NONE: break;
2461 case WINED3DSPSM_NEG: break;
2462 case WINED3DSPSM_NOT: break;
2463 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2464 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2465 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2466 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2467 case WINED3DSPSM_COMP: break;
2468 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2469 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2470 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2471 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2472 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2473 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2474 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2477 if (swizzle != WINED3DSP_NOSWIZZLE)
2479 static const char swizzle_chars[] = "xyzw";
2480 DWORD swizzle_x = swizzle & 0x03;
2481 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2482 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2483 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2485 if (swizzle_x == swizzle_y
2486 && swizzle_x == swizzle_z
2487 && swizzle_x == swizzle_w)
2489 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2491 else
2493 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2494 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2499 /* Shared code in order to generate the bulk of the shader string. */
2500 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2501 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2502 const DWORD *start, const DWORD *end)
2504 struct wined3d_device *device = shader->device;
2505 const struct wined3d_shader_frontend *fe = shader->frontend;
2506 void *fe_data = shader->frontend_data;
2507 struct wined3d_shader_version shader_version;
2508 struct wined3d_shader_parser_state state;
2509 struct wined3d_shader_instruction ins;
2510 struct wined3d_shader_tex_mx tex_mx;
2511 struct wined3d_shader_context ctx;
2512 const DWORD *ptr;
2514 /* Initialize current parsing state. */
2515 tex_mx.current_row = 0;
2516 state.current_loop_depth = 0;
2517 state.current_loop_reg = 0;
2518 state.in_subroutine = FALSE;
2520 ctx.shader = shader;
2521 ctx.gl_info = &device->adapter->gl_info;
2522 ctx.reg_maps = reg_maps;
2523 ctx.buffer = buffer;
2524 ctx.tex_mx = &tex_mx;
2525 ctx.state = &state;
2526 ctx.backend_data = backend_ctx;
2527 ins.ctx = &ctx;
2529 fe->shader_read_header(fe_data, &ptr, &shader_version);
2530 if (start)
2531 ptr = start;
2533 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2535 /* Read opcode. */
2536 fe->shader_read_instruction(fe_data, &ptr, &ins);
2538 /* Unknown opcode and its parameters. */
2539 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2541 WARN("Encountered unrecognised or invalid instruction.\n");
2542 return WINED3DERR_INVALIDCALL;
2545 if (ins.predicate)
2546 FIXME("Predicates not implemented.\n");
2548 /* Call appropriate function for output target */
2549 device->shader_backend->shader_handle_instruction(&ins);
2552 return WINED3D_OK;
2555 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2556 const struct wined3d_shader_dst_param *dst)
2558 DWORD mmask = dst->modifiers;
2560 switch (dst->shift)
2562 case 0: break;
2563 case 13: shader_addline(buffer, "_d8"); break;
2564 case 14: shader_addline(buffer, "_d4"); break;
2565 case 15: shader_addline(buffer, "_d2"); break;
2566 case 1: shader_addline(buffer, "_x2"); break;
2567 case 2: shader_addline(buffer, "_x4"); break;
2568 case 3: shader_addline(buffer, "_x8"); break;
2569 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2572 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2573 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2574 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2576 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2577 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2580 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2581 const struct wined3d_shader_primitive_type *primitive_type)
2583 switch (primitive_type->type)
2585 case WINED3D_PT_UNDEFINED:
2586 shader_addline(buffer, "undefined");
2587 break;
2588 case WINED3D_PT_POINTLIST:
2589 shader_addline(buffer, "pointlist");
2590 break;
2591 case WINED3D_PT_LINELIST:
2592 shader_addline(buffer, "linelist");
2593 break;
2594 case WINED3D_PT_LINESTRIP:
2595 shader_addline(buffer, "linestrip");
2596 break;
2597 case WINED3D_PT_TRIANGLELIST:
2598 shader_addline(buffer, "trianglelist");
2599 break;
2600 case WINED3D_PT_TRIANGLESTRIP:
2601 shader_addline(buffer, "trianglestrip");
2602 break;
2603 case WINED3D_PT_TRIANGLEFAN:
2604 shader_addline(buffer, "trianglefan");
2605 break;
2606 case WINED3D_PT_LINELIST_ADJ:
2607 shader_addline(buffer, "linelist_adj");
2608 break;
2609 case WINED3D_PT_LINESTRIP_ADJ:
2610 shader_addline(buffer, "linestrip_adj");
2611 break;
2612 case WINED3D_PT_TRIANGLELIST_ADJ:
2613 shader_addline(buffer, "trianglelist_adj");
2614 break;
2615 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2616 shader_addline(buffer, "trianglestrip_adj");
2617 break;
2618 case WINED3D_PT_PATCH:
2619 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2620 break;
2621 default:
2622 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2623 break;
2627 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2628 enum wined3d_shader_interpolation_mode interpolation_mode)
2630 switch (interpolation_mode)
2632 case WINED3DSIM_CONSTANT:
2633 shader_addline(buffer, "constant");
2634 break;
2635 case WINED3DSIM_LINEAR:
2636 shader_addline(buffer, "linear");
2637 break;
2638 case WINED3DSIM_LINEAR_CENTROID:
2639 shader_addline(buffer, "linear centroid");
2640 break;
2641 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2642 shader_addline(buffer, "linear noperspective");
2643 break;
2644 case WINED3DSIM_LINEAR_SAMPLE:
2645 shader_addline(buffer, "linear sample");
2646 break;
2647 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2648 shader_addline(buffer, "linear noperspective centroid");
2649 break;
2650 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2651 shader_addline(buffer, "linear noperspective sample");
2652 break;
2653 default:
2654 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2655 break;
2659 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2661 struct wined3d_shader_version shader_version;
2662 struct wined3d_string_buffer buffer;
2663 const char *type_prefix;
2664 const char *p, *q;
2665 const DWORD *ptr;
2666 DWORD i;
2668 if (!string_buffer_init(&buffer))
2670 ERR("Failed to initialize string buffer.\n");
2671 return;
2674 fe->shader_read_header(fe_data, &ptr, &shader_version);
2676 TRACE("Parsing %p.\n", ptr);
2678 switch (shader_version.type)
2680 case WINED3D_SHADER_TYPE_VERTEX:
2681 type_prefix = "vs";
2682 break;
2684 case WINED3D_SHADER_TYPE_HULL:
2685 type_prefix = "hs";
2686 break;
2688 case WINED3D_SHADER_TYPE_DOMAIN:
2689 type_prefix = "ds";
2690 break;
2692 case WINED3D_SHADER_TYPE_GEOMETRY:
2693 type_prefix = "gs";
2694 break;
2696 case WINED3D_SHADER_TYPE_PIXEL:
2697 type_prefix = "ps";
2698 break;
2700 case WINED3D_SHADER_TYPE_COMPUTE:
2701 type_prefix = "cs";
2702 break;
2704 default:
2705 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2706 type_prefix = "unknown";
2707 break;
2710 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2712 while (!fe->shader_is_end(fe_data, &ptr))
2714 struct wined3d_shader_instruction ins;
2716 fe->shader_read_instruction(fe_data, &ptr, &ins);
2717 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2719 WARN("Skipping unrecognized instruction.\n");
2720 shader_addline(&buffer, "<unrecognized instruction>\n");
2721 continue;
2724 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2726 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2727 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2728 shader_addline(&buffer, " ");
2729 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2731 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2733 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2734 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2735 shader_addline(&buffer, ", %s",
2736 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2738 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2740 shader_addline(&buffer, "%s fb%u",
2741 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2743 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2745 shader_addline(&buffer, "%s ft%u = {...}",
2746 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2748 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2750 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2751 shader_dump_global_flags(&buffer, ins.flags);
2753 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2755 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2756 ins.declaration.max_tessellation_factor);
2758 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2760 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2761 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2763 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2764 ins.declaration.icb->data[4 * i + 0],
2765 ins.declaration.icb->data[4 * i + 1],
2766 ins.declaration.icb->data[4 * i + 2],
2767 ins.declaration.icb->data[4 * i + 3]);
2769 shader_addline(&buffer, "}");
2771 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2773 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2774 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2775 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2777 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2779 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2780 ins.declaration.indexable_temp.register_idx,
2781 ins.declaration.indexable_temp.register_size,
2782 ins.declaration.indexable_temp.component_count);
2784 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2786 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2787 shader_dump_interpolation_mode(&buffer, ins.flags);
2788 shader_addline(&buffer, " ");
2789 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2791 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2792 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2793 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2794 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2796 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2797 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2798 shader_addline(&buffer, ", ");
2799 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2801 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2803 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2804 shader_dump_interpolation_mode(&buffer, ins.flags);
2805 shader_addline(&buffer, " ");
2806 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2807 shader_addline(&buffer, ", ");
2808 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2810 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2811 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2813 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2814 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2816 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2817 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2819 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2820 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2822 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2824 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2825 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2826 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2828 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
2830 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2831 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2833 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2835 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2836 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2837 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2839 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2841 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2842 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2843 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2844 shader_addline(&buffer, ", comparisonMode");
2846 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2847 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2848 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2849 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2850 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2851 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2852 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2854 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2856 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2858 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2859 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2861 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2863 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2864 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2866 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2868 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2869 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2871 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2873 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2874 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2875 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2877 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2879 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2880 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2881 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2882 ins.declaration.tgsm_structured.structure_count);
2884 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2886 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2887 ins.declaration.thread_group_size.x,
2888 ins.declaration.thread_group_size.y,
2889 ins.declaration.thread_group_size.z);
2891 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
2893 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2894 shader_dump_uav_flags(&buffer, ins.flags);
2895 shader_addline(&buffer, " ");
2896 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2898 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
2900 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2901 shader_dump_uav_flags(&buffer, ins.flags);
2902 shader_addline(&buffer, " ");
2903 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2904 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2906 else if (ins.handler_idx == WINED3DSIH_DEF)
2908 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
2909 ins.dst[0].reg.idx[0].offset),
2910 *(const float *)&ins.src[0].reg.u.immconst_data[0],
2911 *(const float *)&ins.src[0].reg.u.immconst_data[1],
2912 *(const float *)&ins.src[0].reg.u.immconst_data[2],
2913 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
2915 else if (ins.handler_idx == WINED3DSIH_DEFI)
2917 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
2918 ins.src[0].reg.u.immconst_data[0],
2919 ins.src[0].reg.u.immconst_data[1],
2920 ins.src[0].reg.u.immconst_data[2],
2921 ins.src[0].reg.u.immconst_data[3]);
2923 else if (ins.handler_idx == WINED3DSIH_DEFB)
2925 shader_addline(&buffer, "defb b%u = %s",
2926 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
2928 else
2930 if (ins.predicate)
2932 shader_addline(&buffer, "(");
2933 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
2934 shader_addline(&buffer, ") ");
2937 /* PixWin marks instructions with the coissue flag with a '+' */
2938 if (ins.coissue)
2939 shader_addline(&buffer, "+");
2941 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2943 if (ins.handler_idx == WINED3DSIH_BREAKP
2944 || ins.handler_idx == WINED3DSIH_CONTINUEP
2945 || ins.handler_idx == WINED3DSIH_IF
2946 || ins.handler_idx == WINED3DSIH_RETP)
2948 switch (ins.flags)
2950 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
2951 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
2952 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
2955 else if (ins.handler_idx == WINED3DSIH_IFC
2956 || ins.handler_idx == WINED3DSIH_BREAKC)
2958 switch (ins.flags)
2960 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
2961 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
2962 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
2963 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
2964 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
2965 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
2966 default: shader_addline(&buffer, "_(%u)", ins.flags);
2969 else if (ins.handler_idx == WINED3DSIH_TEX
2970 && shader_version.major >= 2
2971 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
2973 shader_addline(&buffer, "p");
2975 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
2977 switch (ins.flags)
2979 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
2980 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
2981 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
2984 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
2986 switch (ins.flags)
2988 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
2989 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
2992 else if (ins.handler_idx == WINED3DSIH_SYNC)
2994 shader_dump_sync_flags(&buffer, ins.flags);
2997 if (wined3d_shader_instruction_has_texel_offset(&ins))
2998 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3000 for (i = 0; i < ins.dst_count; ++i)
3002 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3003 shader_addline(&buffer, !i ? " " : ", ");
3004 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3007 /* Other source tokens */
3008 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3010 shader_addline(&buffer, !i ? " " : ", ");
3011 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3014 shader_addline(&buffer, "\n");
3017 for (p = buffer.buffer; *p; p = q)
3019 if (!(q = strstr(p, "\n")))
3020 q = p + strlen(p);
3021 else
3022 ++q;
3023 TRACE(" %.*s", (int)(q - p), p);
3026 string_buffer_free(&buffer);
3029 static void shader_cleanup(struct wined3d_shader *shader)
3031 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3033 HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
3034 HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.fork);
3035 HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.join);
3037 else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
3039 HeapFree(GetProcessHeap(), 0, shader->u.gs.so_desc.elements);
3042 HeapFree(GetProcessHeap(), 0, shader->patch_constant_signature.elements);
3043 HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
3044 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
3045 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
3046 shader->device->shader_backend->shader_destroy(shader);
3047 shader_cleanup_reg_maps(&shader->reg_maps);
3048 HeapFree(GetProcessHeap(), 0, shader->function);
3049 shader_delete_constant_list(&shader->constantsF);
3050 shader_delete_constant_list(&shader->constantsB);
3051 shader_delete_constant_list(&shader->constantsI);
3052 list_remove(&shader->shader_list_entry);
3054 if (shader->frontend && shader->frontend_data)
3055 shader->frontend->shader_free(shader->frontend_data);
3058 struct shader_none_priv
3060 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3061 const struct fragment_pipeline *fragment_pipe;
3062 BOOL ffp_proj_control;
3065 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
3066 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
3067 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3068 const struct wined3d_state *state) {}
3069 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
3070 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
3071 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3072 const struct wined3d_state *state) {}
3073 static void shader_none_destroy(struct wined3d_shader *shader) {}
3074 static void shader_none_free_context_data(struct wined3d_context *context) {}
3075 static void shader_none_init_context_state(struct wined3d_context *context) {}
3077 /* Context activation is done by the caller. */
3078 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3079 const struct wined3d_state *state)
3081 const struct wined3d_gl_info *gl_info = context->gl_info;
3082 struct shader_none_priv *priv = shader_priv;
3084 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
3085 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
3088 /* Context activation is done by the caller. */
3089 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3091 struct shader_none_priv *priv = shader_priv;
3092 const struct wined3d_gl_info *gl_info = context->gl_info;
3094 priv->vertex_pipe->vp_enable(gl_info, FALSE);
3095 priv->fragment_pipe->enable_extension(gl_info, FALSE);
3097 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3098 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3099 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3100 | (1u << WINED3D_SHADER_TYPE_HULL)
3101 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3102 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3105 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3106 const struct fragment_pipeline *fragment_pipe)
3108 struct fragment_caps fragment_caps;
3109 void *vertex_priv, *fragment_priv;
3110 struct shader_none_priv *priv;
3112 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
3113 return E_OUTOFMEMORY;
3115 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3117 ERR("Failed to initialize vertex pipe.\n");
3118 HeapFree(GetProcessHeap(), 0, priv);
3119 return E_FAIL;
3122 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3124 ERR("Failed to initialize fragment pipe.\n");
3125 vertex_pipe->vp_free(device);
3126 HeapFree(GetProcessHeap(), 0, priv);
3127 return E_FAIL;
3130 priv->vertex_pipe = vertex_pipe;
3131 priv->fragment_pipe = fragment_pipe;
3132 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
3133 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3135 device->vertex_priv = vertex_priv;
3136 device->fragment_priv = fragment_priv;
3137 device->shader_priv = priv;
3139 return WINED3D_OK;
3142 static void shader_none_free(struct wined3d_device *device)
3144 struct shader_none_priv *priv = device->shader_priv;
3146 priv->fragment_pipe->free_private(device);
3147 priv->vertex_pipe->vp_free(device);
3148 HeapFree(GetProcessHeap(), 0, priv);
3151 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3153 return TRUE;
3156 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
3158 /* Set the shader caps to 0 for the none shader backend */
3159 caps->vs_version = 0;
3160 caps->hs_version = 0;
3161 caps->ds_version = 0;
3162 caps->gs_version = 0;
3163 caps->ps_version = 0;
3164 caps->cs_version = 0;
3165 caps->vs_uniform_count = 0;
3166 caps->ps_uniform_count = 0;
3167 caps->ps_1x_max_value = 0.0f;
3168 caps->varying_count = 0;
3169 caps->wined3d_caps = 0;
3172 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3174 /* We "support" every possible fixup, since we don't support any shader
3175 * model, and will never have to actually sample a texture. */
3176 return TRUE;
3179 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3181 struct shader_none_priv *priv = shader_priv;
3183 return priv->ffp_proj_control;
3186 const struct wined3d_shader_backend_ops none_shader_backend =
3188 shader_none_handle_instruction,
3189 shader_none_precompile,
3190 shader_none_select,
3191 shader_none_select_compute,
3192 shader_none_disable,
3193 shader_none_update_float_vertex_constants,
3194 shader_none_update_float_pixel_constants,
3195 shader_none_load_constants,
3196 shader_none_destroy,
3197 shader_none_alloc,
3198 shader_none_free,
3199 shader_none_allocate_context_data,
3200 shader_none_free_context_data,
3201 shader_none_init_context_state,
3202 shader_none_get_caps,
3203 shader_none_color_fixup_supported,
3204 shader_none_has_ffp_proj_control,
3207 static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
3208 enum wined3d_shader_type type, unsigned int max_version)
3210 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3211 const struct wined3d_shader_frontend *fe;
3212 HRESULT hr;
3213 unsigned int backend_version;
3214 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3216 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3217 shader, float_const_count, type, max_version);
3219 fe = shader->frontend;
3220 if (!(shader->frontend_data = fe->shader_init(shader->function,
3221 shader->functionLength, &shader->output_signature)))
3223 FIXME("Failed to initialize frontend.\n");
3224 return WINED3DERR_INVALIDCALL;
3227 /* First pass: trace shader. */
3228 if (TRACE_ON(d3d_shader))
3229 shader_trace_init(fe, shader->frontend_data);
3231 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3232 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
3233 &shader->output_signature, float_const_count)))
3234 return hr;
3236 if (reg_maps->shader_version.type != type)
3238 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
3239 return WINED3DERR_INVALIDCALL;
3241 if (reg_maps->shader_version.major > max_version)
3243 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
3244 return WINED3DERR_INVALIDCALL;
3246 switch (type)
3248 case WINED3D_SHADER_TYPE_VERTEX:
3249 backend_version = d3d_info->limits.vs_version;
3250 break;
3251 case WINED3D_SHADER_TYPE_HULL:
3252 backend_version = d3d_info->limits.hs_version;
3253 break;
3254 case WINED3D_SHADER_TYPE_DOMAIN:
3255 backend_version = d3d_info->limits.ds_version;
3256 break;
3257 case WINED3D_SHADER_TYPE_GEOMETRY:
3258 backend_version = d3d_info->limits.gs_version;
3259 break;
3260 case WINED3D_SHADER_TYPE_PIXEL:
3261 backend_version = d3d_info->limits.ps_version;
3262 break;
3263 case WINED3D_SHADER_TYPE_COMPUTE:
3264 backend_version = d3d_info->limits.cs_version;
3265 break;
3266 default:
3267 FIXME("No backend version-checking for this shader type.\n");
3268 backend_version = 0;
3270 if (reg_maps->shader_version.major > backend_version)
3272 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3273 reg_maps->shader_version.major, reg_maps->shader_version.minor);
3274 return WINED3DERR_INVALIDCALL;
3277 return WINED3D_OK;
3280 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3282 ULONG refcount = InterlockedIncrement(&shader->ref);
3284 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3286 return refcount;
3289 static void wined3d_shader_init_object(void *object)
3291 struct wined3d_shader *shader = object;
3292 struct wined3d_device *device = shader->device;
3294 list_add_head(&device->shaders, &shader->shader_list_entry);
3296 device->shader_backend->shader_precompile(device->shader_priv, shader);
3299 static void wined3d_shader_destroy_object(void *object)
3301 shader_cleanup(object);
3302 HeapFree(GetProcessHeap(), 0, object);
3305 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3307 ULONG refcount = InterlockedDecrement(&shader->ref);
3309 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3311 if (!refcount)
3313 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3314 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3317 return refcount;
3320 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3322 TRACE("shader %p.\n", shader);
3324 return shader->parent;
3327 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3328 void *byte_code, UINT *byte_code_size)
3330 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3332 if (!byte_code)
3334 *byte_code_size = shader->functionLength;
3335 return WINED3D_OK;
3338 if (*byte_code_size < shader->functionLength)
3340 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3341 * than the required size we should write the required size and
3342 * return D3DERR_MOREDATA. That's not actually true. */
3343 return WINED3DERR_INVALIDCALL;
3346 memcpy(byte_code, shader->function, shader->functionLength);
3348 return WINED3D_OK;
3351 /* Set local constants for d3d8 shaders. */
3352 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3353 UINT start_idx, const float *src_data, UINT count)
3355 UINT end_idx = start_idx + count;
3356 UINT i;
3358 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3360 if (end_idx > shader->limits->constant_float)
3362 WARN("end_idx %u > float constants limit %u.\n",
3363 end_idx, shader->limits->constant_float);
3364 end_idx = shader->limits->constant_float;
3367 for (i = start_idx; i < end_idx; ++i)
3369 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
3370 float *value;
3371 if (!lconst)
3372 return E_OUTOFMEMORY;
3374 lconst->idx = i;
3375 value = (float *)lconst->value;
3376 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3377 list_add_head(&shader->constantsF, &lconst->entry);
3379 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3380 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3382 shader->lconst_inf_or_nan = TRUE;
3386 return WINED3D_OK;
3389 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3390 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info)
3392 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3393 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3394 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3395 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3396 args->point_size = state->gl_primitive_type == GL_POINTS;
3397 args->per_vertex_point_size = shader->reg_maps.point_size;
3398 args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_HULL] ? WINED3D_SHADER_TYPE_HULL
3399 : state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
3400 : WINED3D_SHADER_TYPE_PIXEL;
3401 if (shader->reg_maps.shader_version.major >= 4)
3402 args->next_shader_input_count = state->shader[WINED3D_SHADER_TYPE_HULL]
3403 ? state->shader[WINED3D_SHADER_TYPE_HULL]->limits->packed_input
3404 : state->shader[WINED3D_SHADER_TYPE_GEOMETRY]
3405 ? state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input
3406 : state->shader[WINED3D_SHADER_TYPE_PIXEL]
3407 ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
3408 else
3409 args->next_shader_input_count = 0;
3410 args->swizzle_map = swizzle_map;
3411 if (d3d_info->emulated_flatshading)
3412 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3413 else
3414 args->flatshading = 0;
3417 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3419 if (usage_idx1 != usage_idx2)
3420 return FALSE;
3421 if (usage1 == usage2)
3422 return TRUE;
3423 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3424 return TRUE;
3425 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3426 return TRUE;
3428 return FALSE;
3431 BOOL vshader_get_input(const struct wined3d_shader *shader,
3432 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
3434 WORD map = shader->reg_maps.input_registers;
3435 unsigned int i;
3437 for (i = 0; map; map >>= 1, ++i)
3439 if (!(map & 1)) continue;
3441 if (match_usage(shader->u.vs.attributes[i].usage,
3442 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3444 *regnum = i;
3445 return TRUE;
3448 return FALSE;
3451 static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
3452 SIZE_T *total)
3454 struct wined3d_shader_signature_element *e;
3455 unsigned int i;
3456 SIZE_T len;
3458 for (i = 0; i < signature->element_count; ++i)
3460 e = &signature->elements[i];
3461 len = strlen(e->semantic_name);
3462 if (len >= ~(SIZE_T)0 - *total)
3463 return E_OUTOFMEMORY;
3465 *total += len + 1;
3467 return WINED3D_OK;
3470 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
3471 const struct wined3d_shader_signature *src, char **signature_strings)
3473 struct wined3d_shader_signature_element *e;
3474 unsigned int i;
3475 SIZE_T len;
3476 char *ptr;
3478 if (!src->element_count)
3479 return WINED3D_OK;
3481 ptr = *signature_strings;
3483 dst->element_count = src->element_count;
3484 if (!(dst->elements = wined3d_calloc(dst->element_count, sizeof(*dst->elements))))
3485 return E_OUTOFMEMORY;
3487 for (i = 0; i < src->element_count; ++i)
3489 e = &src->elements[i];
3490 dst->elements[i] = *e;
3492 len = strlen(e->semantic_name);
3493 memcpy(ptr, e->semantic_name, len + 1);
3494 dst->elements[i].semantic_name = ptr;
3495 ptr += len + 1;
3498 *signature_strings = ptr;
3500 return WINED3D_OK;
3503 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3504 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
3505 void *parent, const struct wined3d_parent_ops *parent_ops)
3507 size_t byte_code_size;
3508 SIZE_T total;
3509 HRESULT hr;
3510 char *ptr;
3512 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3513 desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
3515 if (!desc->byte_code)
3516 return WINED3DERR_INVALIDCALL;
3518 if (!(shader->frontend = shader_select_frontend(desc->format)))
3520 FIXME("Unable to find frontend for shader.\n");
3521 return WINED3DERR_INVALIDCALL;
3524 shader->ref = 1;
3525 shader->device = device;
3526 shader->parent = parent;
3527 shader->parent_ops = parent_ops;
3529 total = 0;
3530 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
3531 return hr;
3532 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
3533 return hr;
3534 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
3535 return hr;
3536 if (total && !(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
3537 return E_OUTOFMEMORY;
3538 ptr = shader->signature_strings;
3540 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
3542 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
3543 return hr;
3545 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
3547 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
3548 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
3549 return hr;
3551 if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
3553 HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
3554 HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
3555 HeapFree(GetProcessHeap(), 0, shader->signature_strings);
3556 return hr;
3559 list_init(&shader->linked_programs);
3560 list_init(&shader->constantsF);
3561 list_init(&shader->constantsB);
3562 list_init(&shader->constantsI);
3563 shader->lconst_inf_or_nan = FALSE;
3564 list_init(&shader->reg_maps.indexable_temps);
3565 list_init(&shader->shader_list_entry);
3567 byte_code_size = desc->byte_code_size;
3568 if (byte_code_size == ~(size_t)0)
3570 const struct wined3d_shader_frontend *fe = shader->frontend;
3571 struct wined3d_shader_version shader_version;
3572 struct wined3d_shader_instruction ins;
3573 const DWORD *ptr;
3574 void *fe_data;
3576 if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
3578 WARN("Failed to initialise frontend data.\n");
3579 shader_cleanup(shader);
3580 return WINED3DERR_INVALIDCALL;
3583 fe->shader_read_header(fe_data, &ptr, &shader_version);
3584 while (!fe->shader_is_end(fe_data, &ptr))
3585 fe->shader_read_instruction(fe_data, &ptr, &ins);
3587 fe->shader_free(fe_data);
3589 byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3592 if (!(shader->function = HeapAlloc(GetProcessHeap(), 0, byte_code_size)))
3594 shader_cleanup(shader);
3595 return E_OUTOFMEMORY;
3597 memcpy(shader->function, desc->byte_code, byte_code_size);
3598 shader->functionLength = byte_code_size;
3600 if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
3602 WARN("Failed to set function, hr %#x.\n", hr);
3603 shader_cleanup(shader);
3604 return hr;
3607 shader->load_local_constsF = shader->lconst_inf_or_nan;
3609 wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader);
3611 return hr;
3614 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3615 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3617 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3618 unsigned int i;
3619 HRESULT hr;
3621 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3622 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3623 return hr;
3625 for (i = 0; i < shader->input_signature.element_count; ++i)
3627 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3629 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3630 continue;
3632 shader->u.vs.attributes[input->register_idx].usage =
3633 shader_usage_from_semantic_name(input->semantic_name);
3634 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3637 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3638 shader->load_local_constsF = TRUE;
3640 return WINED3D_OK;
3643 static HRESULT domain_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3644 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3646 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops);
3649 static HRESULT hull_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3650 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3652 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops);
3655 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3656 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3657 void *parent, const struct wined3d_parent_ops *parent_ops)
3659 struct wined3d_stream_output_element *elements = NULL;
3660 HRESULT hr;
3662 if (so_desc && !(elements = wined3d_calloc(so_desc->element_count, sizeof(*elements))))
3663 return E_OUTOFMEMORY;
3665 if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
3667 HeapFree(GetProcessHeap(), 0, elements);
3668 return hr;
3671 if (so_desc)
3673 shader->u.gs.so_desc = *so_desc;
3674 shader->u.gs.so_desc.elements = elements;
3675 memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
3678 return WINED3D_OK;
3681 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3682 struct ds_compile_args *args, const struct wined3d_context *context)
3684 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3686 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3687 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3689 args->output_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
3690 state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input :
3691 state->shader[WINED3D_SHADER_TYPE_PIXEL] ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input
3692 : shader->limits->packed_output;
3693 args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
3694 : WINED3D_SHADER_TYPE_PIXEL;
3696 args->render_offscreen = context->render_offscreen;
3698 args->padding = 0;
3701 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3702 struct gs_compile_args *args)
3704 args->output_count = state->shader[WINED3D_SHADER_TYPE_PIXEL]
3705 ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : shader->limits->packed_output;
3708 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3709 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3711 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3712 const struct wined3d_gl_info *gl_info = context->gl_info;
3713 const struct wined3d_texture *texture;
3714 unsigned int i;
3716 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3717 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3719 static unsigned int warned = 0;
3721 args->srgb_correction = 1;
3722 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3723 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3724 "support, expect rendering artifacts.\n");
3727 if (shader->reg_maps.shader_version.major == 1
3728 && shader->reg_maps.shader_version.minor <= 3)
3730 for (i = 0; i < shader->limits->sampler; ++i)
3732 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3734 if (flags & WINED3D_TTFF_PROJECTED)
3736 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3738 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3740 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3741 unsigned int j;
3742 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3743 DWORD max_valid = WINED3D_TTFF_COUNT4;
3745 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3747 struct wined3d_vertex_declaration_element *element =
3748 &state->vertex_declaration->elements[j];
3750 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3751 && element->usage_idx == index)
3753 max_valid = element->format->component_count;
3754 break;
3757 if (!tex_transform || tex_transform > max_valid)
3759 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3760 tex_transform, max_valid);
3761 tex_transform = max_valid;
3763 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3764 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3765 && tex_transform > WINED3D_TTFF_COUNT2)
3766 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3767 && tex_transform > WINED3D_TTFF_COUNT3))
3768 tex_transform |= WINED3D_PSARGS_PROJECTED;
3769 else
3771 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3772 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3773 i, tex_transform, resource_type);
3776 else
3777 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3779 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3783 if (shader->reg_maps.shader_version.major == 1
3784 && shader->reg_maps.shader_version.minor <= 4)
3786 for (i = 0; i < shader->limits->sampler; ++i)
3788 const struct wined3d_texture *texture = state->textures[i];
3790 if (!shader->reg_maps.resource_info[i].type)
3791 continue;
3793 /* Treat unbound textures as 2D. The dummy texture will provide
3794 * the proper sample value. The tex_types bitmap defaults to
3795 * 2D because of the memset. */
3796 if (!texture)
3797 continue;
3799 switch (texture->target)
3801 /* RECT textures are distinguished from 2D textures via np2_fixup */
3802 case GL_TEXTURE_RECTANGLE_ARB:
3803 case GL_TEXTURE_2D:
3804 break;
3806 case GL_TEXTURE_3D:
3807 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3808 break;
3810 case GL_TEXTURE_CUBE_MAP_ARB:
3811 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3812 break;
3817 if (shader->reg_maps.shader_version.major >= 4)
3819 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3820 args->shadow = 0;
3821 for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
3822 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3823 args->np2_fixup = 0;
3825 else
3827 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3829 if (!shader->reg_maps.resource_info[i].type)
3830 continue;
3832 texture = state->textures[i];
3833 if (!texture)
3835 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3836 continue;
3838 if (can_use_texture_swizzle(gl_info, texture->resource.format))
3839 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3840 else
3841 args->color_fixup[i] = texture->resource.format->color_fixup;
3843 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
3844 args->shadow |= 1u << i;
3846 /* Flag samplers that need NP2 texcoord fixup. */
3847 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3848 args->np2_fixup |= (1u << i);
3852 if (shader->reg_maps.shader_version.major >= 3)
3854 if (position_transformed)
3855 args->vp_mode = pretransformed;
3856 else if (use_vs(state))
3857 args->vp_mode = vertexshader;
3858 else
3859 args->vp_mode = fixedfunction;
3860 args->fog = WINED3D_FFP_PS_FOG_OFF;
3862 else
3864 args->vp_mode = vertexshader;
3865 if (state->render_states[WINED3D_RS_FOGENABLE])
3867 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3869 case WINED3D_FOG_NONE:
3870 if (position_transformed || use_vs(state))
3872 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
3873 break;
3876 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3878 case WINED3D_FOG_NONE: /* Fall through. */
3879 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3880 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3881 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3883 break;
3885 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3886 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3887 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3890 else
3892 args->fog = WINED3D_FFP_PS_FOG_OFF;
3896 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
3898 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3900 args->texcoords_initialized = 0;
3901 for (i = 0; i < MAX_TEXTURES; ++i)
3903 if (vs)
3905 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
3906 args->texcoords_initialized |= 1u << i;
3908 else
3910 const struct wined3d_stream_info *si = &context->stream_info;
3911 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3913 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3914 & WINED3D_FFP_TCI_MASK
3915 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
3916 args->texcoords_initialized |= 1u << i;
3920 else
3922 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
3925 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
3926 && state->gl_primitive_type == GL_POINTS;
3928 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3929 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
3930 else
3931 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
3932 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
3933 : WINED3D_CMP_ALWAYS) - 1;
3935 if (d3d_info->emulated_flatshading)
3936 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3938 args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
3939 ? context->render_offscreen : 0;
3942 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3943 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3945 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3946 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
3947 HRESULT hr;
3949 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
3950 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
3951 return hr;
3953 for (i = 0; i < MAX_REG_INPUT; ++i)
3955 if (shader->u.ps.input_reg_used & (1u << i))
3957 ++num_regs_used;
3958 highest_reg_used = i;
3962 /* Don't do any register mapping magic if it is not needed, or if we can't
3963 * achieve anything anyway */
3964 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
3965 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
3966 || shader->reg_maps.shader_version.major >= 4)
3968 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
3970 /* This happens with relative addressing. The input mapper function
3971 * warns about this if the higher registers are declared too, so
3972 * don't write a FIXME here */
3973 WARN("More varying registers used than supported\n");
3976 for (i = 0; i < MAX_REG_INPUT; ++i)
3978 shader->u.ps.input_reg_map[i] = i;
3981 shader->u.ps.declared_in_count = highest_reg_used + 1;
3983 else
3985 shader->u.ps.declared_in_count = 0;
3986 for (i = 0; i < MAX_REG_INPUT; ++i)
3988 if (shader->u.ps.input_reg_used & (1u << i))
3989 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
3990 else shader->u.ps.input_reg_map[i] = ~0U;
3994 return WINED3D_OK;
3997 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
3999 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4000 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
4001 unsigned int i;
4003 if (reg_maps->shader_version.major != 1) return;
4005 for (i = 0; i < shader->limits->sampler; ++i)
4007 /* We don't sample from this sampler. */
4008 if (!resource_info[i].type)
4009 continue;
4011 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
4013 case WINED3D_SHADER_TEX_2D:
4014 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4015 break;
4017 case WINED3D_SHADER_TEX_3D:
4018 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
4019 break;
4021 case WINED3D_SHADER_TEX_CUBE:
4022 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
4023 break;
4028 static HRESULT compute_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4029 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4031 return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops);
4034 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4035 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4037 struct wined3d_shader *object;
4038 HRESULT hr;
4040 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4041 device, desc, parent, parent_ops, shader);
4043 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
4044 return E_OUTOFMEMORY;
4046 if (FAILED(hr = compute_shader_init(object, device, desc, parent, parent_ops)))
4048 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4049 HeapFree(GetProcessHeap(), 0, object);
4050 return hr;
4053 TRACE("Created compute shader %p.\n", object);
4054 *shader = object;
4056 return WINED3D_OK;
4059 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4060 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4062 struct wined3d_shader *object;
4063 HRESULT hr;
4065 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4066 device, desc, parent, parent_ops, shader);
4068 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
4069 return E_OUTOFMEMORY;
4071 if (FAILED(hr = domain_shader_init(object, device, desc, parent, parent_ops)))
4073 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4074 HeapFree(GetProcessHeap(), 0, object);
4075 return hr;
4078 TRACE("Created domain shader %p.\n", object);
4079 *shader = object;
4081 return WINED3D_OK;
4084 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4085 const struct wined3d_stream_output_desc *so_desc, void *parent,
4086 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4088 struct wined3d_shader *object;
4089 HRESULT hr;
4091 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4092 device, desc, so_desc, parent, parent_ops, shader);
4094 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
4095 return E_OUTOFMEMORY;
4097 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4099 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4100 HeapFree(GetProcessHeap(), 0, object);
4101 return hr;
4104 TRACE("Created geometry shader %p.\n", object);
4105 *shader = object;
4107 return WINED3D_OK;
4110 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4111 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4113 struct wined3d_shader *object;
4114 HRESULT hr;
4116 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4117 device, desc, parent, parent_ops, shader);
4119 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
4120 return E_OUTOFMEMORY;
4122 if (FAILED(hr = hull_shader_init(object, device, desc, parent, parent_ops)))
4124 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4125 HeapFree(GetProcessHeap(), 0, object);
4126 return hr;
4129 TRACE("Created hull shader %p.\n", object);
4130 *shader = object;
4132 return WINED3D_OK;
4135 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4136 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4138 struct wined3d_shader *object;
4139 HRESULT hr;
4141 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4142 device, desc, parent, parent_ops, shader);
4144 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4145 if (!object)
4146 return E_OUTOFMEMORY;
4148 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4150 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4151 HeapFree(GetProcessHeap(), 0, object);
4152 return hr;
4155 TRACE("Created pixel shader %p.\n", object);
4156 *shader = object;
4158 return WINED3D_OK;
4161 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4162 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4164 struct wined3d_shader *object;
4165 HRESULT hr;
4167 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4168 device, desc, parent, parent_ops, shader);
4170 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4171 if (!object)
4172 return E_OUTOFMEMORY;
4174 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4176 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4177 HeapFree(GetProcessHeap(), 0, object);
4178 return hr;
4181 TRACE("Created vertex shader %p.\n", object);
4182 *shader = object;
4184 return WINED3D_OK;