2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_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_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
78 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
79 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
80 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
81 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
82 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
83 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
84 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
85 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
86 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
87 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
88 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
89 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
90 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
91 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
92 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
93 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
94 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
95 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
96 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
97 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
98 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
99 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
100 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
101 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
102 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
103 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
104 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
105 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
106 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
107 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
108 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
109 /* WINED3DSIH_DEF */ "def",
110 /* WINED3DSIH_DEFAULT */ "default",
111 /* WINED3DSIH_DEFB */ "defb",
112 /* WINED3DSIH_DEFI */ "defi",
113 /* WINED3DSIH_DIV */ "div",
114 /* WINED3DSIH_DP2 */ "dp2",
115 /* WINED3DSIH_DP2ADD */ "dp2add",
116 /* WINED3DSIH_DP3 */ "dp3",
117 /* WINED3DSIH_DP4 */ "dp4",
118 /* WINED3DSIH_DST */ "dst",
119 /* WINED3DSIH_DSX */ "dsx",
120 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
121 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
122 /* WINED3DSIH_DSY */ "dsy",
123 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
124 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
125 /* WINED3DSIH_ELSE */ "else",
126 /* WINED3DSIH_EMIT */ "emit",
127 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
128 /* WINED3DSIH_ENDIF */ "endif",
129 /* WINED3DSIH_ENDLOOP */ "endloop",
130 /* WINED3DSIH_ENDREP */ "endrep",
131 /* WINED3DSIH_ENDSWITCH */ "endswitch",
132 /* WINED3DSIH_EQ */ "eq",
133 /* WINED3DSIH_EXP */ "exp",
134 /* WINED3DSIH_EXPP */ "expp",
135 /* WINED3DSIH_F16TOF32 */ "f16tof32",
136 /* WINED3DSIH_F32TOF16 */ "f32tof16",
137 /* WINED3DSIH_FCALL */ "fcall",
138 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
139 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
140 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
141 /* WINED3DSIH_FRC */ "frc",
142 /* WINED3DSIH_FTOI */ "ftoi",
143 /* WINED3DSIH_FTOU */ "ftou",
144 /* WINED3DSIH_GATHER4 */ "gather4",
145 /* WINED3DSIH_GATHER4_C */ "gather4_c",
146 /* WINED3DSIH_GE */ "ge",
147 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
148 /* WINED3DSIH_HS_DECLS */ "hs_decls",
149 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
150 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
151 /* WINED3DSIH_IADD */ "iadd",
152 /* WINED3DSIH_IEQ */ "ieq",
153 /* WINED3DSIH_IF */ "if",
154 /* WINED3DSIH_IFC */ "ifc",
155 /* WINED3DSIH_IGE */ "ige",
156 /* WINED3DSIH_ILT */ "ilt",
157 /* WINED3DSIH_IMAD */ "imad",
158 /* WINED3DSIH_IMAX */ "imax",
159 /* WINED3DSIH_IMIN */ "imin",
160 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
161 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
162 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
163 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
164 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
165 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
166 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
167 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
168 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
169 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
170 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
171 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
172 /* WINED3DSIH_IMUL */ "imul",
173 /* WINED3DSIH_INE */ "ine",
174 /* WINED3DSIH_INEG */ "ineg",
175 /* WINED3DSIH_ISHL */ "ishl",
176 /* WINED3DSIH_ISHR */ "ishr",
177 /* WINED3DSIH_ITOF */ "itof",
178 /* WINED3DSIH_LABEL */ "label",
179 /* WINED3DSIH_LD */ "ld",
180 /* WINED3DSIH_LD2DMS */ "ld2dms",
181 /* WINED3DSIH_LD_RAW */ "ld_raw",
182 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
183 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
184 /* WINED3DSIH_LIT */ "lit",
185 /* WINED3DSIH_LOD */ "lod",
186 /* WINED3DSIH_LOG */ "log",
187 /* WINED3DSIH_LOGP */ "logp",
188 /* WINED3DSIH_LOOP */ "loop",
189 /* WINED3DSIH_LRP */ "lrp",
190 /* WINED3DSIH_LT */ "lt",
191 /* WINED3DSIH_M3x2 */ "m3x2",
192 /* WINED3DSIH_M3x3 */ "m3x3",
193 /* WINED3DSIH_M3x4 */ "m3x4",
194 /* WINED3DSIH_M4x3 */ "m4x3",
195 /* WINED3DSIH_M4x4 */ "m4x4",
196 /* WINED3DSIH_MAD */ "mad",
197 /* WINED3DSIH_MAX */ "max",
198 /* WINED3DSIH_MIN */ "min",
199 /* WINED3DSIH_MOV */ "mov",
200 /* WINED3DSIH_MOVA */ "mova",
201 /* WINED3DSIH_MOVC */ "movc",
202 /* WINED3DSIH_MUL */ "mul",
203 /* WINED3DSIH_NE */ "ne",
204 /* WINED3DSIH_NOP */ "nop",
205 /* WINED3DSIH_NOT */ "not",
206 /* WINED3DSIH_NRM */ "nrm",
207 /* WINED3DSIH_OR */ "or",
208 /* WINED3DSIH_PHASE */ "phase",
209 /* WINED3DSIH_POW */ "pow",
210 /* WINED3DSIH_RCP */ "rcp",
211 /* WINED3DSIH_REP */ "rep",
212 /* WINED3DSIH_RESINFO */ "resinfo",
213 /* WINED3DSIH_RET */ "ret",
214 /* WINED3DSIH_ROUND_NE */ "round_ne",
215 /* WINED3DSIH_ROUND_NI */ "round_ni",
216 /* WINED3DSIH_ROUND_PI */ "round_pi",
217 /* WINED3DSIH_ROUND_Z */ "round_z",
218 /* WINED3DSIH_RSQ */ "rsq",
219 /* WINED3DSIH_SAMPLE */ "sample",
220 /* WINED3DSIH_SAMPLE_B */ "sample_b",
221 /* WINED3DSIH_SAMPLE_C */ "sample_c",
222 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
223 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
224 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
225 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
226 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
227 /* WINED3DSIH_SETP */ "setp",
228 /* WINED3DSIH_SGE */ "sge",
229 /* WINED3DSIH_SGN */ "sgn",
230 /* WINED3DSIH_SINCOS */ "sincos",
231 /* WINED3DSIH_SLT */ "slt",
232 /* WINED3DSIH_SQRT */ "sqrt",
233 /* WINED3DSIH_STORE_RAW */ "store_raw",
234 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
235 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
236 /* WINED3DSIH_SUB */ "sub",
237 /* WINED3DSIH_SWAPC */ "swapc",
238 /* WINED3DSIH_SWITCH */ "switch",
239 /* WINED3DSIH_SYNC */ "sync",
240 /* WINED3DSIH_TEX */ "texld",
241 /* WINED3DSIH_TEXBEM */ "texbem",
242 /* WINED3DSIH_TEXBEML */ "texbeml",
243 /* WINED3DSIH_TEXCOORD */ "texcrd",
244 /* WINED3DSIH_TEXDEPTH */ "texdepth",
245 /* WINED3DSIH_TEXDP3 */ "texdp3",
246 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
247 /* WINED3DSIH_TEXKILL */ "texkill",
248 /* WINED3DSIH_TEXLDD */ "texldd",
249 /* WINED3DSIH_TEXLDL */ "texldl",
250 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
251 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
252 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
253 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
254 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
255 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
256 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
257 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
258 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
259 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
260 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
261 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
262 /* WINED3DSIH_UBFE */ "ubfe",
263 /* WINED3DSIH_UDIV */ "udiv",
264 /* WINED3DSIH_UGE */ "uge",
265 /* WINED3DSIH_ULT */ "ult",
266 /* WINED3DSIH_UMAX */ "umax",
267 /* WINED3DSIH_UMIN */ "umin",
268 /* WINED3DSIH_USHR */ "ushr",
269 /* WINED3DSIH_UTOF */ "utof",
270 /* WINED3DSIH_XOR */ "xor",
273 static const char * const semantic_names
[] =
275 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
276 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
277 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
278 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
279 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
280 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
281 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
282 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
283 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
284 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
285 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
286 /* WINED3D_DECL_USAGE_FOG */ "FOG",
287 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
288 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
293 enum wined3d_sysval_semantic sysval_semantic
;
294 const char *sysval_name
;
296 sysval_semantic_names
[] =
298 {WINED3D_SV_POSITION
, "SV_Position"},
299 {WINED3D_SV_CLIP_DISTANCE
, "SV_ClipDistance"},
300 {WINED3D_SV_CULL_DISTANCE
, "SV_CullDistance"},
301 {WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
, "SV_RenderTargetArrayIndex"},
302 {WINED3D_SV_VIEWPORT_ARRAY_INDEX
, "SV_ViewportArrayIndex"},
303 {WINED3D_SV_VERTEX_ID
, "SV_VertexID"},
304 {WINED3D_SV_INSTANCE_ID
, "SV_InstanceID"},
305 {WINED3D_SV_PRIMITIVE_ID
, "SV_PrimitiveID"},
306 {WINED3D_SV_IS_FRONT_FACE
, "SV_IsFrontFace"},
307 {WINED3D_SV_SAMPLE_INDEX
, "SV_SampleIndex"},
308 {WINED3D_SV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
309 {WINED3D_SV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
310 {WINED3D_SV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
311 {WINED3D_SV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
312 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
313 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
314 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
315 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
316 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
317 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
318 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
319 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
322 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
323 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
325 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
327 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
328 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
330 return shader_opcode_names
[handler_idx
];
333 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
335 if (usage
>= ARRAY_SIZE(semantic_names
))
337 FIXME("Unrecognized usage %#x.\n", usage
);
338 return "UNRECOGNIZED";
341 return semantic_names
[usage
];
344 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
348 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
350 if (!strcmp(name
, semantic_names
[i
]))
357 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
361 case WINED3D_DECL_USAGE_POSITION
:
362 return WINED3D_SV_POSITION
;
368 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
370 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
373 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
374 const struct wined3d_shader_semantic
*s
)
376 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
377 e
->semantic_idx
= s
->usage_idx
;
378 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
379 e
->component_type
= WINED3D_TYPE_FLOAT
;
380 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
381 e
->mask
= s
->reg
.write_mask
;
384 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
385 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
387 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
388 e
->semantic_idx
= usage_idx
;
389 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
390 e
->component_type
= WINED3D_TYPE_FLOAT
;
391 e
->register_idx
= reg_idx
;
392 e
->mask
= write_mask
;
395 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
397 switch (version_token
>> 16)
401 return &sm1_shader_frontend
;
409 return &sm4_shader_frontend
;
412 FIXME("Unrecognised version token %#x.\n", version_token
);
417 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
419 buffer
->buffer
[0] = '\0';
420 buffer
->content_size
= 0;
423 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
425 buffer
->buffer_size
= 32;
426 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
428 ERR("Failed to allocate shader buffer memory.\n");
432 string_buffer_clear(buffer
);
436 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
438 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
441 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
444 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
446 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
447 new_buffer_size
*= 2;
448 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
450 ERR("Failed to grow buffer.\n");
451 buffer
->buffer
[buffer
->content_size
] = '\0';
454 buffer
->buffer
= new_buffer
;
455 buffer
->buffer_size
= new_buffer_size
;
459 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
464 rem
= buffer
->buffer_size
- buffer
->content_size
;
465 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
466 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
469 buffer
->content_size
+= rc
;
473 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
480 va_start(args
, format
);
481 ret
= shader_vaddline(buffer
, format
, args
);
485 if (!string_buffer_resize(buffer
, ret
))
490 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
492 struct wined3d_string_buffer
*buffer
;
494 if (list_empty(&list
->list
))
496 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
497 if (!buffer
|| !string_buffer_init(buffer
))
499 ERR("Couldn't allocate buffer for temporary string.\n");
500 HeapFree(GetProcessHeap(), 0, buffer
);
506 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
507 list_remove(&buffer
->entry
);
509 string_buffer_clear(buffer
);
513 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
517 string_buffer_clear(buffer
);
518 return shader_vaddline(buffer
, format
, args
);
521 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
528 va_start(args
, format
);
529 ret
= string_buffer_vsprintf(buffer
, format
, args
);
533 if (!string_buffer_resize(buffer
, ret
))
538 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
542 list_add_head(&list
->list
, &buffer
->entry
);
545 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
547 list_init(&list
->list
);
550 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
552 struct wined3d_string_buffer
*buffer
, *buffer_next
;
554 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
556 string_buffer_free(buffer
);
557 HeapFree(GetProcessHeap(), 0, buffer
);
559 list_init(&list
->list
);
562 /* Convert floating point offset relative to a register file to an absolute
563 * offset for float constants. */
564 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
566 switch (register_type
)
568 case WINED3DSPR_CONST
: return register_idx
;
569 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
570 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
571 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
573 FIXME("Unsupported register type: %u.\n", register_type
);
578 static void shader_delete_constant_list(struct list
*clist
)
580 struct wined3d_shader_lconst
*constant
, *constant_next
;
582 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
583 HeapFree(GetProcessHeap(), 0, constant
);
587 static void shader_set_limits(struct wined3d_shader
*shader
)
589 static const struct limits_entry
591 unsigned int min_version
;
592 unsigned int max_version
;
593 struct wined3d_shader_limits limits
;
597 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
598 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
599 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
600 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
601 * even though they are capable of supporting much more (GL
602 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
603 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
605 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
606 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
607 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
612 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
613 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
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}},
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
623 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
624 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
629 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
630 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
631 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
632 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
633 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
634 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
635 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
640 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
641 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
643 const struct limits_entry
*limits_array
;
644 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
645 shader
->reg_maps
.shader_version
.minor
);
648 switch (shader
->reg_maps
.shader_version
.type
)
651 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
653 case WINED3D_SHADER_TYPE_VERTEX
:
654 limits_array
= vs_limits
;
656 case WINED3D_SHADER_TYPE_HULL
:
657 limits_array
= hs_limits
;
659 case WINED3D_SHADER_TYPE_DOMAIN
:
660 limits_array
= ds_limits
;
662 case WINED3D_SHADER_TYPE_GEOMETRY
:
663 limits_array
= gs_limits
;
665 case WINED3D_SHADER_TYPE_PIXEL
:
666 limits_array
= ps_limits
;
668 case WINED3D_SHADER_TYPE_COMPUTE
:
669 limits_array
= cs_limits
;
673 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
675 if (shader_version
<= limits_array
[i
].max_version
)
677 shader
->limits
= &limits_array
[i
].limits
;
684 FIXME("Unexpected shader version \"%u.%u\".\n",
685 shader
->reg_maps
.shader_version
.major
,
686 shader
->reg_maps
.shader_version
.minor
);
687 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
691 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
696 bitmap
[idx
] |= (1u << shift
);
699 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
700 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
704 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
705 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
706 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
708 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
711 case WINED3DSPR_TEMP
:
712 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
715 case WINED3DSPR_INPUT
:
716 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
718 if (reg
->idx
[0].rel_addr
)
720 /* If relative addressing is used, we must assume that all registers
721 * are used. Even if it is a construct like v3[aL], we can't assume
722 * that v0, v1 and v2 aren't read because aL can be negative */
724 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
726 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
731 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
735 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
738 case WINED3DSPR_RASTOUT
:
739 if (reg
->idx
[0].offset
== 1)
741 if (reg
->idx
[0].offset
== 2)
742 reg_maps
->point_size
= 1;
745 case WINED3DSPR_MISCTYPE
:
746 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
748 if (!reg
->idx
[0].offset
)
750 else if (reg
->idx
[0].offset
== 1)
751 reg_maps
->usesfacing
= 1;
755 case WINED3DSPR_CONST
:
756 if (reg
->idx
[0].rel_addr
)
758 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
759 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
760 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
761 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
762 reg_maps
->usesrelconstF
= TRUE
;
766 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
768 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
773 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
778 case WINED3DSPR_CONSTINT
:
779 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
781 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
786 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
790 case WINED3DSPR_CONSTBOOL
:
791 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
793 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
798 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
802 case WINED3DSPR_COLOROUT
:
803 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
807 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
808 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
814 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
815 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
817 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
818 struct wined3d_shader_sampler_map
*map
;
821 map
= ®_maps
->sampler_map
;
822 entries
= map
->entries
;
823 for (i
= 0; i
< map
->count
; ++i
)
825 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
831 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
833 ERR("Failed to allocate sampler map entries.\n");
837 map
->entries
= entries
;
839 else if (map
->count
== map
->size
)
841 size_t new_size
= map
->size
* 2;
843 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
844 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
846 ERR("Failed to resize sampler map entries.\n");
849 map
->size
= new_size
;
850 map
->entries
= entries
;
853 entry
= &entries
[map
->count
++];
854 entry
->resource_idx
= resource_idx
;
855 entry
->sampler_idx
= sampler_idx
;
856 entry
->bind_idx
= bind_idx
;
859 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
863 case WINED3DSIH_M4x4
:
864 case WINED3DSIH_M3x4
:
865 return param
== 1 ? 3 : 0;
867 case WINED3DSIH_M4x3
:
868 case WINED3DSIH_M3x3
:
869 return param
== 1 ? 2 : 0;
871 case WINED3DSIH_M3x2
:
872 return param
== 1 ? 1 : 0;
879 /* Note that this does not count the loop register as an address register. */
880 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
881 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
882 struct wined3d_shader_signature
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
884 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
885 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
886 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
887 void *fe_data
= shader
->frontend_data
;
888 struct wined3d_shader_version shader_version
;
892 memset(reg_maps
, 0, sizeof(*reg_maps
));
893 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
894 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
895 reg_maps
->min_rel_offset
= ~0U;
896 list_init(®_maps
->indexable_temps
);
898 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
899 reg_maps
->shader_version
= shader_version
;
901 shader_set_limits(shader
);
903 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
904 sizeof(*reg_maps
->constf
))))
906 ERR("Failed to allocate constant map memory.\n");
907 return E_OUTOFMEMORY
;
910 while (!fe
->shader_is_end(fe_data
, &ptr
))
912 struct wined3d_shader_instruction ins
;
915 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
917 /* Unhandled opcode, and its parameters. */
918 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
920 TRACE("Skipping unrecognized instruction.\n");
924 /* Handle declarations. */
925 if (ins
.handler_idx
== WINED3DSIH_DCL
926 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
928 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
929 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
931 switch (semantic
->reg
.reg
.type
)
933 /* Mark input registers used. */
934 case WINED3DSPR_INPUT
:
935 if (reg_idx
>= MAX_REG_INPUT
)
937 ERR("Invalid input register index %u.\n", reg_idx
);
940 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
941 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
942 return WINED3DERR_INVALIDCALL
;
943 reg_maps
->input_registers
|= 1u << reg_idx
;
944 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
947 /* Vertex shader: mark 3.0 output registers used, save token. */
948 case WINED3DSPR_OUTPUT
:
949 if (reg_idx
>= MAX_REG_OUTPUT
)
951 ERR("Invalid output register index %u.\n", reg_idx
);
954 reg_maps
->output_registers
|= 1u << reg_idx
;
955 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
956 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
958 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
959 reg_maps
->point_size
= 1;
962 case WINED3DSPR_SAMPLER
:
963 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
964 case WINED3DSPR_RESOURCE
:
965 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
967 ERR("Invalid resource index %u.\n", reg_idx
);
970 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
971 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
975 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
977 ERR("Invalid UAV resource index %u.\n", reg_idx
);
980 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
981 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
985 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
989 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
991 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
992 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
993 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
995 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
997 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1000 FIXME("Multiple immediate constant buffers.\n");
1001 reg_maps
->icb
= ins
.declaration
.icb
;
1003 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1005 struct wined3d_shader_indexable_temp
*reg
;
1007 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1008 return E_OUTOFMEMORY
;
1010 *reg
= ins
.declaration
.indexable_temp
;
1011 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1013 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1015 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1016 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
1018 FIXME("Invalid instruction %#x for shader type %#x.\n",
1019 ins
.handler_idx
, shader_version
.type
);
1021 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1023 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1024 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
1026 FIXME("Invalid instruction %#x for shader type %#x.\n",
1027 ins
.handler_idx
, shader_version
.type
);
1029 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1031 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1032 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1034 ERR("Invalid resource index %u.\n", reg_idx
);
1037 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1038 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1039 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1041 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1043 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1044 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1046 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1048 reg_maps
->temporary_count
= ins
.declaration
.count
;
1050 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1052 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1054 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1058 FIXME("Invalid instruction %#x for shader type %#x.\n",
1059 ins
.handler_idx
, shader_version
.type
);
1062 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1064 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1065 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1067 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1070 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1071 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1072 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1074 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1076 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1077 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1079 FIXME("Invalid instruction %#x for shader type %#x.\n",
1080 ins
.handler_idx
, shader_version
.type
);
1082 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1084 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1086 if (!lconst
) return E_OUTOFMEMORY
;
1088 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1089 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1090 value
= (float *)lconst
->value
;
1092 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1093 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1095 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1096 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1097 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1098 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1099 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1100 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1101 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1102 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1105 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1107 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1108 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1110 shader
->lconst_inf_or_nan
= TRUE
;
1113 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1115 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1116 if (!lconst
) return E_OUTOFMEMORY
;
1118 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1119 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1121 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1122 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1124 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1126 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1127 if (!lconst
) return E_OUTOFMEMORY
;
1129 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1130 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1132 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1133 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1135 /* For subroutine prototypes. */
1136 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1138 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1140 /* Set texture, address, temporary registers. */
1143 BOOL color0_mov
= FALSE
;
1146 /* This will loop over all the registers and try to
1147 * make a bitmask of the ones we're interested in.
1149 * Relative addressing tokens are ignored, but that's
1150 * okay, since we'll catch any address registers when
1151 * they are initialized (required by spec). */
1152 for (i
= 0; i
< ins
.dst_count
; ++i
)
1154 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1155 shader_version
.type
, constf_size
))
1156 return WINED3DERR_INVALIDCALL
;
1158 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1160 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1162 switch (ins
.dst
[i
].reg
.type
)
1164 case WINED3DSPR_RASTOUT
:
1165 if (shader_version
.major
>= 3)
1170 reg_maps
->output_registers
|= 1u << 10;
1171 shader_signature_from_usage(&output_signature_elements
[10],
1172 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1176 reg_maps
->output_registers
|= 1u << 11;
1177 shader_signature_from_usage(&output_signature_elements
[11],
1178 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1182 reg_maps
->output_registers
|= 1u << 11;
1183 shader_signature_from_usage(&output_signature_elements
[11],
1184 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1189 case WINED3DSPR_ATTROUT
:
1190 if (shader_version
.major
>= 3)
1195 if (reg_maps
->output_registers
& (1u << idx
))
1197 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1201 reg_maps
->output_registers
|= 1u << idx
;
1202 shader_signature_from_usage(&output_signature_elements
[idx
],
1203 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1208 case WINED3DSPR_TEXCRDOUT
:
1209 if (shader_version
.major
>= 3)
1211 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1214 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1215 if (reg_maps
->output_registers
& (1u << idx
))
1217 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1221 reg_maps
->output_registers
|= 1u << idx
;
1222 shader_signature_from_usage(&output_signature_elements
[idx
],
1223 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1232 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1234 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1236 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1237 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1238 * the mov and perform the sRGB write correction from the source register.
1240 * However, if the mov is only partial, we can't do this, and if the write
1241 * comes from an instruction other than MOV it is hard to do as well. If
1242 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1243 shader
->u
.ps
.color0_mov
= FALSE
;
1244 if (ins
.handler_idx
== WINED3DSIH_MOV
1245 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1247 /* Used later when the source register is read. */
1251 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1254 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1255 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1257 shader
->u
.ps
.color0_mov
= FALSE
;
1261 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1262 if (shader_version
.major
== 1
1263 && (ins
.handler_idx
== WINED3DSIH_TEX
1264 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1265 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1266 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1267 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1268 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1269 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1270 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1271 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1272 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1273 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1275 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1277 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1278 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1279 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1280 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1282 /* texbem is only valid with < 1.4 pixel shaders */
1283 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1284 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1286 reg_maps
->bumpmat
|= 1u << reg_idx
;
1287 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1289 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1293 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1295 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1299 if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1300 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
1301 && ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
1302 && ins
.handler_idx
!= WINED3DSIH_IMM_ATOMIC_CONSUME
)
1303 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
)
1305 unsigned int reg_idx
;
1306 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
)
1307 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1308 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1309 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1311 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1312 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1314 ERR("Invalid UAV index %u.\n", reg_idx
);
1317 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1319 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1321 reg_maps
->usesnrm
= 1;
1323 else if (ins
.handler_idx
== WINED3DSIH_DSY
1324 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1325 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1327 reg_maps
->usesdsy
= 1;
1329 else if (ins
.handler_idx
== WINED3DSIH_DSX
1330 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1331 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1333 reg_maps
->usesdsx
= 1;
1335 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1336 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1337 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1338 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1339 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1340 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1341 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1342 || ins
.handler_idx
== WINED3DSIH_REP
)
1345 if (cur_loop_depth
> max_loop_depth
)
1346 max_loop_depth
= cur_loop_depth
;
1348 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1349 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1353 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE
1354 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1355 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1356 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1357 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1358 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1360 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1361 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1363 else if (ins
.handler_idx
== WINED3DSIH_LD
1364 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1365 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1367 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1368 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1372 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1373 shader_version
.type
, constf_size
))
1374 return WINED3DERR_INVALIDCALL
;
1376 for (i
= 0; i
< ins
.src_count
; ++i
)
1378 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1379 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1381 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1382 shader_version
.type
, constf_size
))
1383 return WINED3DERR_INVALIDCALL
;
1386 ++reg
.idx
[0].offset
;
1387 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1388 shader_version
.type
, constf_size
))
1389 return WINED3DERR_INVALIDCALL
;
1395 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1396 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1398 shader
->u
.ps
.color0_mov
= TRUE
;
1399 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1405 reg_maps
->loop_depth
= max_loop_depth
;
1407 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1408 * R0 is written to the render target. */
1409 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1410 reg_maps
->rt_mask
|= (1u << 0);
1412 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
1414 if (input_signature
->elements
)
1416 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1418 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1419 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1421 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1423 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1424 reg_maps
->usesfacing
= 1;
1428 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1430 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1431 struct wined3d_shader_signature_element
*e
;
1434 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1435 return E_OUTOFMEMORY
;
1436 input_signature
->element_count
= count
;
1438 e
= input_signature
->elements
;
1439 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1441 if (!(reg_maps
->input_registers
& (1u << i
)))
1443 input_signature_elements
[i
].register_idx
= i
;
1444 *e
++ = input_signature_elements
[i
];
1448 if (output_signature
->elements
)
1450 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1452 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1455 else if (reg_maps
->output_registers
)
1457 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1458 struct wined3d_shader_signature_element
*e
;
1460 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1461 return E_OUTOFMEMORY
;
1462 output_signature
->element_count
= count
;
1464 e
= output_signature
->elements
;
1465 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1467 if (!(reg_maps
->output_registers
& (1u << i
)))
1469 *e
++ = output_signature_elements
[i
];
1476 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1478 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1480 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1481 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1483 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1484 HeapFree(GetProcessHeap(), 0, reg
);
1485 list_init(®_maps
->indexable_temps
);
1488 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1490 DWORD map
= 1u << max
;
1492 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1494 return wined3d_log2i(map
);
1497 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1499 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1501 shader_addline(buffer
, "refactoringAllowed");
1502 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1504 shader_addline(buffer
, " | ");
1507 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1509 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1510 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1514 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1517 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1519 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1521 shader_addline(buffer
, "_g");
1522 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1524 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1526 shader_addline(buffer
, "_t");
1527 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1531 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1534 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1536 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1538 shader_addline(buffer
, "_glc");
1539 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1541 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1543 shader_addline(buffer
, "_opc");
1544 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1548 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1551 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1552 enum wined3d_tessellator_domain domain
)
1556 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1557 shader_addline(buffer
, "line");
1559 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1560 shader_addline(buffer
, "triangle");
1562 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1563 shader_addline(buffer
, "quad");
1566 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1571 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1572 enum wined3d_tessellator_output_primitive output_primitive
)
1574 switch (output_primitive
)
1576 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1577 shader_addline(buffer
, "point");
1579 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1580 shader_addline(buffer
, "line");
1582 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1583 shader_addline(buffer
, "triangle_cw");
1585 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1586 shader_addline(buffer
, "triangle_ccw");
1589 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1594 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1595 enum wined3d_tessellator_partitioning partitioning
)
1597 switch (partitioning
)
1599 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1600 shader_addline(buffer
, "integer");
1602 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1603 shader_addline(buffer
, "pow2");
1605 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1606 shader_addline(buffer
, "fractional_odd");
1608 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1609 shader_addline(buffer
, "fractional_even");
1612 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1617 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1621 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1623 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1625 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1630 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1633 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1634 const struct wined3d_shader_semantic
*semantic
, const struct wined3d_shader_version
*shader_version
)
1636 shader_addline(buffer
, "dcl");
1638 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1640 switch (semantic
->resource_type
)
1642 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1643 shader_addline(buffer
, "_2d");
1646 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1647 shader_addline(buffer
, "_3d");
1650 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1651 shader_addline(buffer
, "_cube");
1655 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1659 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1661 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1662 shader_addline(buffer
, "_resource_");
1664 shader_addline(buffer
, "_uav_");
1665 switch (semantic
->resource_type
)
1667 case WINED3D_SHADER_RESOURCE_BUFFER
:
1668 shader_addline(buffer
, "buffer");
1671 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1672 shader_addline(buffer
, "texture1d");
1675 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1676 shader_addline(buffer
, "texture2d");
1679 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1680 shader_addline(buffer
, "texture2dms");
1683 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1684 shader_addline(buffer
, "texture3d");
1687 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1688 shader_addline(buffer
, "texturecube");
1691 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1692 shader_addline(buffer
, "texture1darray");
1695 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1696 shader_addline(buffer
, "texture2darray");
1699 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1700 shader_addline(buffer
, "texture2dmsarray");
1703 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
1704 shader_addline(buffer
, "texturecubearray");
1708 shader_addline(buffer
, "unknown");
1711 switch (semantic
->resource_data_type
)
1713 case WINED3D_DATA_FLOAT
:
1714 shader_addline(buffer
, " (float)");
1717 case WINED3D_DATA_INT
:
1718 shader_addline(buffer
, " (int)");
1721 case WINED3D_DATA_UINT
:
1722 shader_addline(buffer
, " (uint)");
1725 case WINED3D_DATA_UNORM
:
1726 shader_addline(buffer
, " (unorm)");
1729 case WINED3D_DATA_SNORM
:
1730 shader_addline(buffer
, " (snorm)");
1734 shader_addline(buffer
, " (unknown)");
1740 /* Pixel shaders 3.0 don't have usage semantics. */
1741 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1744 shader_addline(buffer
, "_");
1746 switch (semantic
->usage
)
1748 case WINED3D_DECL_USAGE_POSITION
:
1749 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1752 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1753 shader_addline(buffer
, "blend");
1756 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1757 shader_addline(buffer
, "weight");
1760 case WINED3D_DECL_USAGE_NORMAL
:
1761 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1764 case WINED3D_DECL_USAGE_PSIZE
:
1765 shader_addline(buffer
, "psize");
1768 case WINED3D_DECL_USAGE_COLOR
:
1769 if (!semantic
->usage_idx
)
1770 shader_addline(buffer
, "color");
1772 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1775 case WINED3D_DECL_USAGE_TEXCOORD
:
1776 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1779 case WINED3D_DECL_USAGE_TANGENT
:
1780 shader_addline(buffer
, "tangent");
1783 case WINED3D_DECL_USAGE_BINORMAL
:
1784 shader_addline(buffer
, "binormal");
1787 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1788 shader_addline(buffer
, "tessfactor");
1791 case WINED3D_DECL_USAGE_POSITIONT
:
1792 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1795 case WINED3D_DECL_USAGE_FOG
:
1796 shader_addline(buffer
, "fog");
1799 case WINED3D_DECL_USAGE_DEPTH
:
1800 shader_addline(buffer
, "depth");
1803 case WINED3D_DECL_USAGE_SAMPLE
:
1804 shader_addline(buffer
, "sample");
1808 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1809 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
1814 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1815 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1817 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1818 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1819 UINT offset
= reg
->idx
[0].offset
;
1823 case WINED3DSPR_TEMP
:
1824 shader_addline(buffer
, "r");
1827 case WINED3DSPR_INPUT
:
1828 shader_addline(buffer
, "v");
1831 case WINED3DSPR_CONST
:
1832 case WINED3DSPR_CONST2
:
1833 case WINED3DSPR_CONST3
:
1834 case WINED3DSPR_CONST4
:
1835 shader_addline(buffer
, "c");
1836 offset
= shader_get_float_offset(reg
->type
, offset
);
1839 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1840 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1843 case WINED3DSPR_RASTOUT
:
1844 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1847 case WINED3DSPR_COLOROUT
:
1848 shader_addline(buffer
, "oC");
1851 case WINED3DSPR_DEPTHOUT
:
1852 shader_addline(buffer
, "oDepth");
1855 case WINED3DSPR_ATTROUT
:
1856 shader_addline(buffer
, "oD");
1859 case WINED3DSPR_TEXCRDOUT
:
1860 /* Vertex shaders >= 3.0 use general purpose output registers
1861 * (WINED3DSPR_OUTPUT), which can include an address token. */
1862 if (shader_version
->major
>= 3)
1863 shader_addline(buffer
, "o");
1865 shader_addline(buffer
, "oT");
1868 case WINED3DSPR_CONSTINT
:
1869 shader_addline(buffer
, "i");
1872 case WINED3DSPR_CONSTBOOL
:
1873 shader_addline(buffer
, "b");
1876 case WINED3DSPR_LABEL
:
1877 shader_addline(buffer
, "l");
1880 case WINED3DSPR_LOOP
:
1881 shader_addline(buffer
, "aL");
1884 case WINED3DSPR_SAMPLER
:
1885 shader_addline(buffer
, "s");
1888 case WINED3DSPR_MISCTYPE
:
1891 FIXME("Unhandled misctype register %u.\n", offset
);
1892 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1896 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1900 case WINED3DSPR_PREDICATE
:
1901 shader_addline(buffer
, "p");
1904 case WINED3DSPR_IMMCONST
:
1905 shader_addline(buffer
, "l");
1908 case WINED3DSPR_CONSTBUFFER
:
1909 shader_addline(buffer
, "cb");
1912 case WINED3DSPR_IMMCONSTBUFFER
:
1913 shader_addline(buffer
, "icb");
1916 case WINED3DSPR_PRIMID
:
1917 shader_addline(buffer
, "primID");
1920 case WINED3DSPR_NULL
:
1921 shader_addline(buffer
, "null");
1924 case WINED3DSPR_RESOURCE
:
1925 shader_addline(buffer
, "t");
1928 case WINED3DSPR_UAV
:
1929 shader_addline(buffer
, "u");
1932 case WINED3DSPR_OUTPOINTID
:
1933 shader_addline(buffer
, "vOutputControlPointID");
1936 case WINED3DSPR_FORKINSTID
:
1937 shader_addline(buffer
, "vForkInstanceId");
1940 case WINED3DSPR_INCONTROLPOINT
:
1941 shader_addline(buffer
, "vicp");
1944 case WINED3DSPR_OUTCONTROLPOINT
:
1945 shader_addline(buffer
, "vocp");
1948 case WINED3DSPR_PATCHCONST
:
1949 shader_addline(buffer
, "vpc");
1952 case WINED3DSPR_TESSCOORD
:
1953 shader_addline(buffer
, "vDomainLocation");
1956 case WINED3DSPR_GROUPSHAREDMEM
:
1957 shader_addline(buffer
, "g");
1960 case WINED3DSPR_THREADID
:
1961 shader_addline(buffer
, "vThreadID");
1964 case WINED3DSPR_THREADGROUPID
:
1965 shader_addline(buffer
, "vThreadGroupID");
1968 case WINED3DSPR_LOCALTHREADID
:
1969 shader_addline(buffer
, "vThreadIDInGroup");
1972 case WINED3DSPR_LOCALTHREADINDEX
:
1973 shader_addline(buffer
, "vThreadIDInGroupFlattened");
1976 case WINED3DSPR_IDXTEMP
:
1977 shader_addline(buffer
, "x");
1980 case WINED3DSPR_STREAM
:
1981 shader_addline(buffer
, "m");
1984 case WINED3DSPR_FUNCTIONBODY
:
1985 shader_addline(buffer
, "fb");
1988 case WINED3DSPR_FUNCTIONPOINTER
:
1989 shader_addline(buffer
, "fp");
1992 case WINED3DSPR_COVERAGE
:
1993 shader_addline(buffer
, "vCoverage");
1996 case WINED3DSPR_SAMPLEMASK
:
1997 shader_addline(buffer
, "oMask");
2001 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2005 if (reg
->type
== WINED3DSPR_IMMCONST
)
2007 shader_addline(buffer
, "(");
2008 switch (reg
->immconst_type
)
2010 case WINED3D_IMMCONST_SCALAR
:
2011 switch (reg
->data_type
)
2013 case WINED3D_DATA_FLOAT
:
2014 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2016 case WINED3D_DATA_INT
:
2017 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2019 case WINED3D_DATA_RESOURCE
:
2020 case WINED3D_DATA_SAMPLER
:
2021 case WINED3D_DATA_UINT
:
2022 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2025 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2030 case WINED3D_IMMCONST_VEC4
:
2031 switch (reg
->data_type
)
2033 case WINED3D_DATA_FLOAT
:
2034 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2035 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2036 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2038 case WINED3D_DATA_INT
:
2039 shader_addline(buffer
, "%d, %d, %d, %d",
2040 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2041 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2043 case WINED3D_DATA_RESOURCE
:
2044 case WINED3D_DATA_SAMPLER
:
2045 case WINED3D_DATA_UINT
:
2046 shader_addline(buffer
, "%u, %u, %u, %u",
2047 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2048 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2051 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2057 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2060 shader_addline(buffer
, ")");
2062 else if (reg
->type
!= WINED3DSPR_RASTOUT
2063 && reg
->type
!= WINED3DSPR_MISCTYPE
2064 && reg
->type
!= WINED3DSPR_NULL
)
2068 shader_addline(buffer
, "[");
2069 if (reg
->idx
[0].rel_addr
)
2071 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2072 shader_addline(buffer
, " + ");
2074 shader_addline(buffer
, "%u]", offset
);
2076 if (reg
->idx
[1].offset
!= ~0u)
2078 shader_addline(buffer
, "[");
2079 if (reg
->idx
[1].rel_addr
)
2081 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2082 shader_addline(buffer
, " + ");
2084 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2088 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2089 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2093 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2094 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2096 DWORD write_mask
= param
->write_mask
;
2098 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2100 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2102 static const char write_mask_chars
[] = "xyzw";
2104 shader_addline(buffer
, ".");
2105 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2106 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2107 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2108 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2109 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2110 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2111 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2112 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2116 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2117 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2119 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2120 DWORD swizzle
= param
->swizzle
;
2122 if (src_modifier
== WINED3DSPSM_NEG
2123 || src_modifier
== WINED3DSPSM_BIASNEG
2124 || src_modifier
== WINED3DSPSM_SIGNNEG
2125 || src_modifier
== WINED3DSPSM_X2NEG
2126 || src_modifier
== WINED3DSPSM_ABSNEG
)
2127 shader_addline(buffer
, "-");
2128 else if (src_modifier
== WINED3DSPSM_COMP
)
2129 shader_addline(buffer
, "1-");
2130 else if (src_modifier
== WINED3DSPSM_NOT
)
2131 shader_addline(buffer
, "!");
2133 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2134 shader_addline(buffer
, "abs(");
2136 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2138 switch (src_modifier
)
2140 case WINED3DSPSM_NONE
: break;
2141 case WINED3DSPSM_NEG
: break;
2142 case WINED3DSPSM_NOT
: break;
2143 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2144 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2145 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2146 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2147 case WINED3DSPSM_COMP
: break;
2148 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2149 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2150 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2151 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2152 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2153 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2154 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2157 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2159 static const char swizzle_chars
[] = "xyzw";
2160 DWORD swizzle_x
= swizzle
& 0x03;
2161 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2162 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2163 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2165 if (swizzle_x
== swizzle_y
2166 && swizzle_x
== swizzle_z
2167 && swizzle_x
== swizzle_w
)
2169 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2173 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2174 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2179 /* Shared code in order to generate the bulk of the shader string.
2180 * NOTE: A description of how to parse tokens can be found on MSDN. */
2181 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2182 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
)
2184 struct wined3d_device
*device
= shader
->device
;
2185 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2186 void *fe_data
= shader
->frontend_data
;
2187 struct wined3d_shader_version shader_version
;
2188 struct wined3d_shader_parser_state state
;
2189 struct wined3d_shader_instruction ins
;
2190 struct wined3d_shader_tex_mx tex_mx
;
2191 struct wined3d_shader_context ctx
;
2194 /* Initialize current parsing state. */
2195 tex_mx
.current_row
= 0;
2196 state
.current_loop_depth
= 0;
2197 state
.current_loop_reg
= 0;
2198 state
.in_subroutine
= FALSE
;
2200 ctx
.shader
= shader
;
2201 ctx
.gl_info
= &device
->adapter
->gl_info
;
2202 ctx
.reg_maps
= reg_maps
;
2203 ctx
.buffer
= buffer
;
2204 ctx
.tex_mx
= &tex_mx
;
2206 ctx
.backend_data
= backend_ctx
;
2209 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2211 while (!fe
->shader_is_end(fe_data
, &ptr
))
2214 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2216 /* Unknown opcode and its parameters. */
2217 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2219 TRACE("Skipping unrecognized instruction.\n");
2224 FIXME("Predicates not implemented.\n");
2226 /* Call appropriate function for output target */
2227 device
->shader_backend
->shader_handle_instruction(&ins
);
2231 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2232 const struct wined3d_shader_dst_param
*dst
)
2234 DWORD mmask
= dst
->modifiers
;
2239 case 13: shader_addline(buffer
, "_d8"); break;
2240 case 14: shader_addline(buffer
, "_d4"); break;
2241 case 15: shader_addline(buffer
, "_d2"); break;
2242 case 1: shader_addline(buffer
, "_x2"); break;
2243 case 2: shader_addline(buffer
, "_x4"); break;
2244 case 3: shader_addline(buffer
, "_x8"); break;
2245 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2248 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2249 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2250 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2252 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2253 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2256 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2257 enum wined3d_primitive_type primitive_type
)
2259 switch (primitive_type
)
2261 case WINED3D_PT_UNDEFINED
:
2262 shader_addline(buffer
, "undefined");
2264 case WINED3D_PT_POINTLIST
:
2265 shader_addline(buffer
, "pointlist");
2267 case WINED3D_PT_LINELIST
:
2268 shader_addline(buffer
, "linelist");
2270 case WINED3D_PT_LINESTRIP
:
2271 shader_addline(buffer
, "linestrip");
2273 case WINED3D_PT_TRIANGLELIST
:
2274 shader_addline(buffer
, "trianglelist");
2276 case WINED3D_PT_TRIANGLESTRIP
:
2277 shader_addline(buffer
, "trianglestrip");
2279 case WINED3D_PT_TRIANGLEFAN
:
2280 shader_addline(buffer
, "trianglefan");
2282 case WINED3D_PT_LINELIST_ADJ
:
2283 shader_addline(buffer
, "linelist_adj");
2285 case WINED3D_PT_LINESTRIP_ADJ
:
2286 shader_addline(buffer
, "linestrip_adj");
2288 case WINED3D_PT_TRIANGLELIST_ADJ
:
2289 shader_addline(buffer
, "trianglelist_adj");
2291 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2292 shader_addline(buffer
, "trianglestrip_adj");
2295 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
2300 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2301 enum wined3d_shader_interpolation_mode interpolation_mode
)
2303 switch (interpolation_mode
)
2305 case WINED3DSIM_CONSTANT
:
2306 shader_addline(buffer
, "constant");
2308 case WINED3DSIM_LINEAR
:
2309 shader_addline(buffer
, "linear");
2311 case WINED3DSIM_LINEAR_CENTROID
:
2312 shader_addline(buffer
, "linear centroid");
2314 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2315 shader_addline(buffer
, "linear noperspective");
2317 case WINED3DSIM_LINEAR_SAMPLE
:
2318 shader_addline(buffer
, "linear sample");
2320 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2321 shader_addline(buffer
, "linear noperspective centroid");
2323 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2324 shader_addline(buffer
, "linear noperspective sample");
2327 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2332 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2334 struct wined3d_shader_version shader_version
;
2335 struct wined3d_string_buffer buffer
;
2336 const char *type_prefix
;
2341 if (!string_buffer_init(&buffer
))
2343 ERR("Failed to initialize string buffer.\n");
2347 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2349 TRACE("Parsing %p.\n", ptr
);
2351 switch (shader_version
.type
)
2353 case WINED3D_SHADER_TYPE_VERTEX
:
2357 case WINED3D_SHADER_TYPE_HULL
:
2361 case WINED3D_SHADER_TYPE_DOMAIN
:
2365 case WINED3D_SHADER_TYPE_GEOMETRY
:
2369 case WINED3D_SHADER_TYPE_PIXEL
:
2373 case WINED3D_SHADER_TYPE_COMPUTE
:
2378 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2379 type_prefix
= "unknown";
2383 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2385 while (!fe
->shader_is_end(fe_data
, &ptr
))
2387 struct wined3d_shader_instruction ins
;
2389 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2390 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2392 WARN("Skipping unrecognized instruction.\n");
2393 shader_addline(&buffer
, "<unrecognized instruction>\n");
2397 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2399 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, &shader_version
);
2400 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2401 shader_addline(&buffer
, " ");
2402 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2404 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2406 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2407 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2408 shader_addline(&buffer
, ", %s",
2409 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2411 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2413 shader_addline(&buffer
, "%s fb%u",
2414 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2416 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2418 shader_addline(&buffer
, "%s ft%u = {...}",
2419 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2421 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2423 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2424 shader_dump_global_flags(&buffer
, ins
.flags
);
2426 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2428 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2429 ins
.declaration
.max_tessellation_factor
);
2431 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2433 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2434 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2436 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2437 ins
.declaration
.icb
->data
[4 * i
+ 0],
2438 ins
.declaration
.icb
->data
[4 * i
+ 1],
2439 ins
.declaration
.icb
->data
[4 * i
+ 2],
2440 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2442 shader_addline(&buffer
, "}");
2444 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2446 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2447 ins
.declaration
.indexable_temp
.register_idx
,
2448 ins
.declaration
.indexable_temp
.register_size
,
2449 ins
.declaration
.indexable_temp
.component_count
);
2451 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2453 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2454 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2455 shader_addline(&buffer
, " ");
2456 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2458 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2459 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2460 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2461 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2463 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2464 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2465 shader_addline(&buffer
, ", ");
2466 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2468 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2470 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2471 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2472 shader_addline(&buffer
, " ");
2473 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2474 shader_addline(&buffer
, ", ");
2475 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2477 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2478 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2480 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2481 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2483 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2484 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2486 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2487 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2489 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2491 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2492 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2493 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2495 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2497 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2498 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2500 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2502 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2503 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2504 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2506 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2508 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2509 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2510 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2511 shader_addline(&buffer
, ", comparisonMode");
2513 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2514 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
2515 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2516 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2517 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
2519 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2521 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2523 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2524 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2526 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2528 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2529 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2531 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2533 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2534 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2536 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2538 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2539 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2540 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2542 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2544 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2545 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2546 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2547 ins
.declaration
.tgsm_structured
.structure_count
);
2549 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2551 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2552 ins
.declaration
.thread_group_size
.x
,
2553 ins
.declaration
.thread_group_size
.y
,
2554 ins
.declaration
.thread_group_size
.z
);
2556 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2558 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2559 shader_dump_uav_flags(&buffer
, ins
.flags
);
2560 shader_addline(&buffer
, " ");
2561 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2563 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2565 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2566 shader_dump_uav_flags(&buffer
, ins
.flags
);
2567 shader_addline(&buffer
, " ");
2568 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2569 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2571 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2573 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2574 ins
.dst
[0].reg
.idx
[0].offset
),
2575 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2576 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2577 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2578 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2580 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2582 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2583 ins
.src
[0].reg
.u
.immconst_data
[0],
2584 ins
.src
[0].reg
.u
.immconst_data
[1],
2585 ins
.src
[0].reg
.u
.immconst_data
[2],
2586 ins
.src
[0].reg
.u
.immconst_data
[3]);
2588 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2590 shader_addline(&buffer
, "defb b%u = %s",
2591 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2597 shader_addline(&buffer
, "(");
2598 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2599 shader_addline(&buffer
, ") ");
2602 /* PixWin marks instructions with the coissue flag with a '+' */
2604 shader_addline(&buffer
, "+");
2606 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2608 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2609 || ins
.handler_idx
== WINED3DSIH_IF
)
2613 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2614 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2615 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2618 else if (ins
.handler_idx
== WINED3DSIH_IFC
2619 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2623 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2624 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2625 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2626 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2627 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2628 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2629 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2632 else if (ins
.handler_idx
== WINED3DSIH_TEX
2633 && shader_version
.major
>= 2
2634 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2636 shader_addline(&buffer
, "p");
2638 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
2642 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2643 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2644 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2647 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
2651 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2652 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2655 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
2657 shader_dump_sync_flags(&buffer
, ins
.flags
);
2660 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2661 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2663 for (i
= 0; i
< ins
.dst_count
; ++i
)
2665 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2666 shader_addline(&buffer
, !i
? " " : ", ");
2667 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2670 /* Other source tokens */
2671 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2673 shader_addline(&buffer
, !i
? " " : ", ");
2674 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2677 shader_addline(&buffer
, "\n");
2680 for (p
= buffer
.buffer
; *p
; p
= q
)
2682 if (!(q
= strstr(p
, "\n")))
2686 TRACE(" %.*s", (int)(q
- p
), p
);
2689 string_buffer_free(&buffer
);
2692 static void shader_cleanup(struct wined3d_shader
*shader
)
2694 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2695 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2696 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2697 shader
->device
->shader_backend
->shader_destroy(shader
);
2698 shader_cleanup_reg_maps(&shader
->reg_maps
);
2699 HeapFree(GetProcessHeap(), 0, shader
->function
);
2700 shader_delete_constant_list(&shader
->constantsF
);
2701 shader_delete_constant_list(&shader
->constantsB
);
2702 shader_delete_constant_list(&shader
->constantsI
);
2703 list_remove(&shader
->shader_list_entry
);
2705 if (shader
->frontend
&& shader
->frontend_data
)
2706 shader
->frontend
->shader_free(shader
->frontend_data
);
2709 struct shader_none_priv
2711 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2712 const struct fragment_pipeline
*fragment_pipe
;
2713 BOOL ffp_proj_control
;
2716 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2717 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
2718 const struct wined3d_state
*state
) {}
2719 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2720 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2721 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2722 const struct wined3d_state
*state
) {}
2723 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2724 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2725 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2727 /* Context activation is done by the caller. */
2728 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2729 const struct wined3d_state
*state
)
2731 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2732 struct shader_none_priv
*priv
= shader_priv
;
2734 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2735 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2738 /* Context activation is done by the caller. */
2739 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2741 struct shader_none_priv
*priv
= shader_priv
;
2742 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2744 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2745 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2747 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2748 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2749 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2750 | (1u << WINED3D_SHADER_TYPE_HULL
)
2751 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2752 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2755 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2756 const struct fragment_pipeline
*fragment_pipe
)
2758 struct fragment_caps fragment_caps
;
2759 void *vertex_priv
, *fragment_priv
;
2760 struct shader_none_priv
*priv
;
2762 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2763 return E_OUTOFMEMORY
;
2765 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2767 ERR("Failed to initialize vertex pipe.\n");
2768 HeapFree(GetProcessHeap(), 0, priv
);
2772 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2774 ERR("Failed to initialize fragment pipe.\n");
2775 vertex_pipe
->vp_free(device
);
2776 HeapFree(GetProcessHeap(), 0, priv
);
2780 priv
->vertex_pipe
= vertex_pipe
;
2781 priv
->fragment_pipe
= fragment_pipe
;
2782 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2783 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2785 device
->vertex_priv
= vertex_priv
;
2786 device
->fragment_priv
= fragment_priv
;
2787 device
->shader_priv
= priv
;
2792 static void shader_none_free(struct wined3d_device
*device
)
2794 struct shader_none_priv
*priv
= device
->shader_priv
;
2796 priv
->fragment_pipe
->free_private(device
);
2797 priv
->vertex_pipe
->vp_free(device
);
2798 HeapFree(GetProcessHeap(), 0, priv
);
2801 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2806 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2808 /* Set the shader caps to 0 for the none shader backend */
2809 caps
->vs_version
= 0;
2810 caps
->hs_version
= 0;
2811 caps
->ds_version
= 0;
2812 caps
->gs_version
= 0;
2813 caps
->ps_version
= 0;
2814 caps
->cs_version
= 0;
2815 caps
->vs_uniform_count
= 0;
2816 caps
->ps_uniform_count
= 0;
2817 caps
->ps_1x_max_value
= 0.0f
;
2818 caps
->varying_count
= 0;
2819 caps
->wined3d_caps
= 0;
2822 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2824 /* We "support" every possible fixup, since we don't support any shader
2825 * model, and will never have to actually sample a texture. */
2829 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2831 struct shader_none_priv
*priv
= shader_priv
;
2833 return priv
->ffp_proj_control
;
2836 const struct wined3d_shader_backend_ops none_shader_backend
=
2838 shader_none_handle_instruction
,
2840 shader_none_select_compute
,
2841 shader_none_disable
,
2842 shader_none_update_float_vertex_constants
,
2843 shader_none_update_float_pixel_constants
,
2844 shader_none_load_constants
,
2845 shader_none_destroy
,
2848 shader_none_allocate_context_data
,
2849 shader_none_free_context_data
,
2850 shader_none_init_context_state
,
2851 shader_none_get_caps
,
2852 shader_none_color_fixup_supported
,
2853 shader_none_has_ffp_proj_control
,
2856 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
2857 size_t byte_code_size
, DWORD float_const_count
, enum wined3d_shader_type type
, unsigned int max_version
)
2859 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2860 const struct wined3d_shader_frontend
*fe
;
2862 unsigned int backend_version
;
2863 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2865 TRACE("shader %p, byte_code %p, byte_code_size %#lx, float_const_count %u, type %#x, max_version %u.\n",
2866 shader
, byte_code
, (long)byte_code_size
, float_const_count
, type
, max_version
);
2868 list_init(&shader
->constantsF
);
2869 list_init(&shader
->constantsB
);
2870 list_init(&shader
->constantsI
);
2871 shader
->lconst_inf_or_nan
= FALSE
;
2872 list_init(®_maps
->indexable_temps
);
2874 fe
= shader_select_frontend(*byte_code
);
2877 FIXME("Unable to find frontend for shader.\n");
2878 return WINED3DERR_INVALIDCALL
;
2880 shader
->frontend
= fe
;
2881 shader
->frontend_data
= fe
->shader_init(byte_code
, byte_code_size
, &shader
->output_signature
);
2882 if (!shader
->frontend_data
)
2884 FIXME("Failed to initialize frontend.\n");
2885 return WINED3DERR_INVALIDCALL
;
2888 /* First pass: trace shader. */
2889 if (TRACE_ON(d3d_shader
))
2890 shader_trace_init(fe
, shader
->frontend_data
);
2892 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2893 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
2894 &shader
->output_signature
, byte_code
, float_const_count
)))
2897 if (reg_maps
->shader_version
.type
!= type
)
2899 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
2900 return WINED3DERR_INVALIDCALL
;
2902 if (reg_maps
->shader_version
.major
> max_version
)
2904 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
2905 return WINED3DERR_INVALIDCALL
;
2909 case WINED3D_SHADER_TYPE_VERTEX
:
2910 backend_version
= d3d_info
->limits
.vs_version
;
2912 case WINED3D_SHADER_TYPE_HULL
:
2913 backend_version
= d3d_info
->limits
.hs_version
;
2915 case WINED3D_SHADER_TYPE_DOMAIN
:
2916 backend_version
= d3d_info
->limits
.ds_version
;
2918 case WINED3D_SHADER_TYPE_GEOMETRY
:
2919 backend_version
= d3d_info
->limits
.gs_version
;
2921 case WINED3D_SHADER_TYPE_PIXEL
:
2922 backend_version
= d3d_info
->limits
.ps_version
;
2924 case WINED3D_SHADER_TYPE_COMPUTE
:
2925 backend_version
= d3d_info
->limits
.cs_version
;
2928 FIXME("No backend version-checking for this shader type.\n");
2929 backend_version
= 0;
2931 if (reg_maps
->shader_version
.major
> backend_version
)
2933 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2934 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
2935 return WINED3DERR_INVALIDCALL
;
2938 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
)))
2939 return E_OUTOFMEMORY
;
2940 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
2945 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2947 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
2949 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2954 static void wined3d_shader_destroy_object(void *object
)
2956 shader_cleanup(object
);
2957 HeapFree(GetProcessHeap(), 0, object
);
2960 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2962 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
2964 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2968 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2969 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
2975 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2977 TRACE("shader %p.\n", shader
);
2979 return shader
->parent
;
2982 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2983 void *byte_code
, UINT
*byte_code_size
)
2985 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2989 *byte_code_size
= shader
->functionLength
;
2993 if (*byte_code_size
< shader
->functionLength
)
2995 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2996 * than the required size we should write the required size and
2997 * return D3DERR_MOREDATA. That's not actually true. */
2998 return WINED3DERR_INVALIDCALL
;
3001 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3006 /* Set local constants for d3d8 shaders. */
3007 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3008 UINT start_idx
, const float *src_data
, UINT count
)
3010 UINT end_idx
= start_idx
+ count
;
3013 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3015 if (end_idx
> shader
->limits
->constant_float
)
3017 WARN("end_idx %u > float constants limit %u.\n",
3018 end_idx
, shader
->limits
->constant_float
);
3019 end_idx
= shader
->limits
->constant_float
;
3022 for (i
= start_idx
; i
< end_idx
; ++i
)
3024 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3027 return E_OUTOFMEMORY
;
3030 value
= (float *)lconst
->value
;
3031 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3032 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3034 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3035 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3037 shader
->lconst_inf_or_nan
= TRUE
;
3044 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3045 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
3047 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3048 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3049 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3050 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3051 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3052 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3053 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_HULL
] ? WINED3D_SHADER_TYPE_HULL
3054 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3055 : WINED3D_SHADER_TYPE_PIXEL
;
3056 if (shader
->reg_maps
.shader_version
.major
>= 4)
3057 args
->next_shader_input_count
= state
->shader
[WINED3D_SHADER_TYPE_HULL
]
3058 ? state
->shader
[WINED3D_SHADER_TYPE_HULL
]->limits
->packed_input
3059 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]
3060 ? state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
3061 : state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3062 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3064 args
->next_shader_input_count
= 0;
3065 args
->swizzle_map
= swizzle_map
;
3066 if (d3d_info
->emulated_flatshading
)
3067 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3069 args
->flatshading
= 0;
3072 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3074 if (usage_idx1
!= usage_idx2
)
3076 if (usage1
== usage2
)
3078 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3080 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3086 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3087 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3089 WORD map
= shader
->reg_maps
.input_registers
;
3092 for (i
= 0; map
; map
>>= 1, ++i
)
3094 if (!(map
& 1)) continue;
3096 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3097 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3106 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3107 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3109 struct wined3d_shader_signature_element
*e
;
3114 if (!src
->element_count
)
3117 ptr
= *signature_strings
;
3119 dst
->element_count
= src
->element_count
;
3120 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3121 return E_OUTOFMEMORY
;
3123 for (i
= 0; i
< src
->element_count
; ++i
)
3125 e
= &src
->elements
[i
];
3126 dst
->elements
[i
] = *e
;
3128 len
= strlen(e
->semantic_name
);
3129 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3130 dst
->elements
[i
].semantic_name
= ptr
;
3134 *signature_strings
= ptr
;
3139 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3140 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3141 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3143 struct wined3d_shader_signature_element
*e
;
3149 if (!desc
->byte_code
)
3150 return WINED3DERR_INVALIDCALL
;
3153 shader
->device
= device
;
3154 shader
->parent
= parent
;
3155 shader
->parent_ops
= parent_ops
;
3158 for (i
= 0; i
< desc
->input_signature
.element_count
; ++i
)
3160 e
= &desc
->input_signature
.elements
[i
];
3161 len
= strlen(e
->semantic_name
);
3162 if (len
>= ~(SIZE_T
)0 - total
)
3163 return E_OUTOFMEMORY
;
3167 for (i
= 0; i
< desc
->output_signature
.element_count
; ++i
)
3169 e
= &desc
->output_signature
.elements
[i
];
3170 len
= strlen(e
->semantic_name
);
3171 if (len
>= ~(SIZE_T
)0 - total
)
3172 return E_OUTOFMEMORY
;
3176 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3177 return E_OUTOFMEMORY
;
3178 ptr
= shader
->signature_strings
;
3180 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3182 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3185 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3187 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3188 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3192 list_init(&shader
->linked_programs
);
3193 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3195 if (FAILED(hr
= shader_set_function(shader
, desc
->byte_code
,
3196 desc
->byte_code_size
, float_const_count
, type
, desc
->max_version
)))
3198 WARN("Failed to set function, hr %#x.\n", hr
);
3199 shader_cleanup(shader
);
3202 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3207 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3208 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3210 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3214 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3215 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3218 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3220 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3222 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3225 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3226 shader_usage_from_semantic_name(input
->semantic_name
);
3227 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3230 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3231 shader
->load_local_constsF
= TRUE
;
3236 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3237 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3239 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
);
3242 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3243 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3245 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
);
3248 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3249 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3251 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
);
3254 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3255 struct gs_compile_args
*args
)
3257 args
->ps_input_count
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3258 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3261 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3262 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3264 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3265 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3266 const struct wined3d_texture
*texture
;
3269 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3270 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3272 static unsigned int warned
= 0;
3274 args
->srgb_correction
= 1;
3275 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3276 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3277 "support, expect rendering artifacts.\n");
3280 if (shader
->reg_maps
.shader_version
.major
== 1
3281 && shader
->reg_maps
.shader_version
.minor
<= 3)
3283 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3285 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3287 if (flags
& WINED3D_TTFF_PROJECTED
)
3289 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3291 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3293 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3295 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3296 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3298 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3300 struct wined3d_vertex_declaration_element
*element
=
3301 &state
->vertex_declaration
->elements
[j
];
3303 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3304 && element
->usage_idx
== index
)
3306 max_valid
= element
->format
->component_count
;
3310 if (!tex_transform
|| tex_transform
> max_valid
)
3312 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3313 tex_transform
, max_valid
);
3314 tex_transform
= max_valid
;
3316 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3317 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3318 && tex_transform
> WINED3D_TTFF_COUNT2
)
3319 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3320 && tex_transform
> WINED3D_TTFF_COUNT3
))
3321 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3324 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3325 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3326 i
, tex_transform
, resource_type
);
3330 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3332 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3336 if (shader
->reg_maps
.shader_version
.major
== 1
3337 && shader
->reg_maps
.shader_version
.minor
<= 4)
3339 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3341 const struct wined3d_texture
*texture
= state
->textures
[i
];
3343 if (!shader
->reg_maps
.resource_info
[i
].type
)
3346 /* Treat unbound textures as 2D. The dummy texture will provide
3347 * the proper sample value. The tex_types bitmap defaults to
3348 * 2D because of the memset. */
3352 switch (texture
->target
)
3354 /* RECT textures are distinguished from 2D textures via np2_fixup */
3355 case GL_TEXTURE_RECTANGLE_ARB
:
3360 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3363 case GL_TEXTURE_CUBE_MAP_ARB
:
3364 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3370 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3372 if (!shader
->reg_maps
.resource_info
[i
].type
)
3375 texture
= state
->textures
[i
];
3378 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3381 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3382 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3384 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3386 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3387 args
->shadow
|= 1u << i
;
3389 /* Flag samplers that need NP2 texcoord fixup. */
3390 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3391 args
->np2_fixup
|= (1u << i
);
3394 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3395 if (shader
->reg_maps
.shader_version
.major
>= 4)
3398 if (shader
->reg_maps
.shader_version
.major
>= 3)
3400 if (position_transformed
)
3401 args
->vp_mode
= pretransformed
;
3402 else if (use_vs(state
))
3403 args
->vp_mode
= vertexshader
;
3405 args
->vp_mode
= fixedfunction
;
3406 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3410 args
->vp_mode
= vertexshader
;
3411 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3413 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3415 case WINED3D_FOG_NONE
:
3416 if (position_transformed
|| use_vs(state
))
3418 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3422 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3424 case WINED3D_FOG_NONE
: /* Fall through. */
3425 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3426 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3427 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3431 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3432 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3433 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3438 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3442 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3444 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3446 args
->texcoords_initialized
= 0;
3447 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3451 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3452 args
->texcoords_initialized
|= 1u << i
;
3456 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3457 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3459 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3460 & WINED3D_FFP_TCI_MASK
3461 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3462 args
->texcoords_initialized
|= 1u << i
;
3468 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3471 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3472 && state
->gl_primitive_type
== GL_POINTS
;
3474 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3475 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3477 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3478 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3479 : WINED3D_CMP_ALWAYS
) - 1;
3481 if (d3d_info
->emulated_flatshading
)
3482 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3484 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
3485 ? context
->render_offscreen
: 0;
3488 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3489 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3491 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3492 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3495 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3496 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3499 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3501 if (shader
->u
.ps
.input_reg_used
[i
])
3504 highest_reg_used
= i
;
3508 /* Don't do any register mapping magic if it is not needed, or if we can't
3509 * achieve anything anyway */
3510 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3511 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3512 || shader
->reg_maps
.shader_version
.major
>= 4)
3514 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3516 /* This happens with relative addressing. The input mapper function
3517 * warns about this if the higher registers are declared too, so
3518 * don't write a FIXME here */
3519 WARN("More varying registers used than supported\n");
3522 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3524 shader
->u
.ps
.input_reg_map
[i
] = i
;
3527 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3531 shader
->u
.ps
.declared_in_count
= 0;
3532 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3534 if (shader
->u
.ps
.input_reg_used
[i
])
3535 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3536 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3543 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3545 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3546 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3549 if (reg_maps
->shader_version
.major
!= 1) return;
3551 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3553 /* We don't sample from this sampler. */
3554 if (!resource_info
[i
].type
)
3557 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3559 case WINED3D_SHADER_TEX_2D
:
3560 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3563 case WINED3D_SHADER_TEX_3D
:
3564 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3567 case WINED3D_SHADER_TEX_CUBE
:
3568 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3574 static HRESULT
compute_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3575 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3577 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
);
3580 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3581 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3583 struct wined3d_shader
*object
;
3586 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3587 device
, desc
, parent
, parent_ops
, shader
);
3589 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3590 return E_OUTOFMEMORY
;
3592 if (FAILED(hr
= compute_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3594 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
3595 HeapFree(GetProcessHeap(), 0, object
);
3599 TRACE("Created compute shader %p.\n", object
);
3605 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3606 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3608 struct wined3d_shader
*object
;
3611 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3612 device
, desc
, parent
, parent_ops
, shader
);
3614 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3615 return E_OUTOFMEMORY
;
3617 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3619 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
3620 HeapFree(GetProcessHeap(), 0, object
);
3624 TRACE("Created domain shader %p.\n", object
);
3630 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3631 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3633 struct wined3d_shader
*object
;
3636 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3637 device
, desc
, parent
, parent_ops
, shader
);
3639 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3641 return E_OUTOFMEMORY
;
3643 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3645 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
3646 HeapFree(GetProcessHeap(), 0, object
);
3650 TRACE("Created geometry shader %p.\n", object
);
3656 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3657 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3659 struct wined3d_shader
*object
;
3662 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3663 device
, desc
, parent
, parent_ops
, shader
);
3665 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3666 return E_OUTOFMEMORY
;
3668 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3670 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
3671 HeapFree(GetProcessHeap(), 0, object
);
3675 TRACE("Created hull shader %p.\n", object
);
3681 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3682 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3684 struct wined3d_shader
*object
;
3687 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3688 device
, desc
, parent
, parent_ops
, shader
);
3690 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3692 return E_OUTOFMEMORY
;
3694 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3696 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
3697 HeapFree(GetProcessHeap(), 0, object
);
3701 TRACE("Created pixel shader %p.\n", object
);
3707 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3708 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3710 struct wined3d_shader
*object
;
3713 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3714 device
, desc
, parent
, parent_ops
, shader
);
3716 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3718 return E_OUTOFMEMORY
;
3720 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3722 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3723 HeapFree(GetProcessHeap(), 0, object
);
3727 TRACE("Created vertex shader %p.\n", object
);