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
28 #include "wined3d_private.h"
29 #include "wined3d_gl.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
33 const struct wined3d_vec4 wined3d_srgb_const
[] =
35 /* pow, mul_high, sub_high, mul_low */
36 {0.41666f
, 1.055f
, 0.055f
, 12.92f
},
38 {0.0031308f
, 0.0f
, 0.0f
, 0.0f
},
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
47 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
48 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
49 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
50 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
51 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
52 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
53 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
54 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
55 /* WINED3DSIH_BEM */ "bem",
56 /* WINED3DSIH_BFI */ "bfi",
57 /* WINED3DSIH_BFREV */ "bfrev",
58 /* WINED3DSIH_BREAK */ "break",
59 /* WINED3DSIH_BREAKC */ "breakc",
60 /* WINED3DSIH_BREAKP */ "breakp",
61 /* WINED3DSIH_BUFINFO */ "bufinfo",
62 /* WINED3DSIH_CALL */ "call",
63 /* WINED3DSIH_CALLNZ */ "callnz",
64 /* WINED3DSIH_CASE */ "case",
65 /* WINED3DSIH_CMP */ "cmp",
66 /* WINED3DSIH_CND */ "cnd",
67 /* WINED3DSIH_CONTINUE */ "continue",
68 /* WINED3DSIH_CONTINUEP */ "continuec",
69 /* WINED3DSIH_COUNTBITS */ "countbits",
70 /* WINED3DSIH_CRS */ "crs",
71 /* WINED3DSIH_CUT */ "cut",
72 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
73 /* WINED3DSIH_DCL */ "dcl",
74 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
75 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
76 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
77 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
78 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
79 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
81 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
82 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
83 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
84 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
85 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
86 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
87 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
88 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
89 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
90 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
91 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
92 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
93 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
94 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
95 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
96 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
97 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
98 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
99 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
100 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
101 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
102 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
103 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
104 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
105 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
106 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
107 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
108 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
109 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
110 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
111 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
112 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
113 /* WINED3DSIH_DEF */ "def",
114 /* WINED3DSIH_DEFAULT */ "default",
115 /* WINED3DSIH_DEFB */ "defb",
116 /* WINED3DSIH_DEFI */ "defi",
117 /* WINED3DSIH_DIV */ "div",
118 /* WINED3DSIH_DP2 */ "dp2",
119 /* WINED3DSIH_DP2ADD */ "dp2add",
120 /* WINED3DSIH_DP3 */ "dp3",
121 /* WINED3DSIH_DP4 */ "dp4",
122 /* WINED3DSIH_DST */ "dst",
123 /* WINED3DSIH_DSX */ "dsx",
124 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
125 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
126 /* WINED3DSIH_DSY */ "dsy",
127 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
128 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EVAL_CENTROID */ "eval_centroid",
138 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
139 /* WINED3DSIH_EXP */ "exp",
140 /* WINED3DSIH_EXPP */ "expp",
141 /* WINED3DSIH_F16TOF32 */ "f16tof32",
142 /* WINED3DSIH_F32TOF16 */ "f32tof16",
143 /* WINED3DSIH_FCALL */ "fcall",
144 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
145 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
146 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
147 /* WINED3DSIH_FRC */ "frc",
148 /* WINED3DSIH_FTOI */ "ftoi",
149 /* WINED3DSIH_FTOU */ "ftou",
150 /* WINED3DSIH_GATHER4 */ "gather4",
151 /* WINED3DSIH_GATHER4_C */ "gather4_c",
152 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
153 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
154 /* WINED3DSIH_GE */ "ge",
155 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
156 /* WINED3DSIH_HS_DECLS */ "hs_decls",
157 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
158 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
159 /* WINED3DSIH_IADD */ "iadd",
160 /* WINED3DSIH_IBFE */ "ibfe",
161 /* WINED3DSIH_IEQ */ "ieq",
162 /* WINED3DSIH_IF */ "if",
163 /* WINED3DSIH_IFC */ "ifc",
164 /* WINED3DSIH_IGE */ "ige",
165 /* WINED3DSIH_ILT */ "ilt",
166 /* WINED3DSIH_IMAD */ "imad",
167 /* WINED3DSIH_IMAX */ "imax",
168 /* WINED3DSIH_IMIN */ "imin",
169 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
170 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
171 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
172 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
173 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
174 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
175 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
176 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
177 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
178 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
179 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
180 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
181 /* WINED3DSIH_IMUL */ "imul",
182 /* WINED3DSIH_INE */ "ine",
183 /* WINED3DSIH_INEG */ "ineg",
184 /* WINED3DSIH_ISHL */ "ishl",
185 /* WINED3DSIH_ISHR */ "ishr",
186 /* WINED3DSIH_ITOF */ "itof",
187 /* WINED3DSIH_LABEL */ "label",
188 /* WINED3DSIH_LD */ "ld",
189 /* WINED3DSIH_LD2DMS */ "ld2dms",
190 /* WINED3DSIH_LD_RAW */ "ld_raw",
191 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
192 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
193 /* WINED3DSIH_LIT */ "lit",
194 /* WINED3DSIH_LOD */ "lod",
195 /* WINED3DSIH_LOG */ "log",
196 /* WINED3DSIH_LOGP */ "logp",
197 /* WINED3DSIH_LOOP */ "loop",
198 /* WINED3DSIH_LRP */ "lrp",
199 /* WINED3DSIH_LT */ "lt",
200 /* WINED3DSIH_M3x2 */ "m3x2",
201 /* WINED3DSIH_M3x3 */ "m3x3",
202 /* WINED3DSIH_M3x4 */ "m3x4",
203 /* WINED3DSIH_M4x3 */ "m4x3",
204 /* WINED3DSIH_M4x4 */ "m4x4",
205 /* WINED3DSIH_MAD */ "mad",
206 /* WINED3DSIH_MAX */ "max",
207 /* WINED3DSIH_MIN */ "min",
208 /* WINED3DSIH_MOV */ "mov",
209 /* WINED3DSIH_MOVA */ "mova",
210 /* WINED3DSIH_MOVC */ "movc",
211 /* WINED3DSIH_MUL */ "mul",
212 /* WINED3DSIH_NE */ "ne",
213 /* WINED3DSIH_NOP */ "nop",
214 /* WINED3DSIH_NOT */ "not",
215 /* WINED3DSIH_NRM */ "nrm",
216 /* WINED3DSIH_OR */ "or",
217 /* WINED3DSIH_PHASE */ "phase",
218 /* WINED3DSIH_POW */ "pow",
219 /* WINED3DSIH_RCP */ "rcp",
220 /* WINED3DSIH_REP */ "rep",
221 /* WINED3DSIH_RESINFO */ "resinfo",
222 /* WINED3DSIH_RET */ "ret",
223 /* WINED3DSIH_RETP */ "retp",
224 /* WINED3DSIH_ROUND_NE */ "round_ne",
225 /* WINED3DSIH_ROUND_NI */ "round_ni",
226 /* WINED3DSIH_ROUND_PI */ "round_pi",
227 /* WINED3DSIH_ROUND_Z */ "round_z",
228 /* WINED3DSIH_RSQ */ "rsq",
229 /* WINED3DSIH_SAMPLE */ "sample",
230 /* WINED3DSIH_SAMPLE_B */ "sample_b",
231 /* WINED3DSIH_SAMPLE_C */ "sample_c",
232 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
233 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
234 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
235 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
236 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
237 /* WINED3DSIH_SETP */ "setp",
238 /* WINED3DSIH_SGE */ "sge",
239 /* WINED3DSIH_SGN */ "sgn",
240 /* WINED3DSIH_SINCOS */ "sincos",
241 /* WINED3DSIH_SLT */ "slt",
242 /* WINED3DSIH_SQRT */ "sqrt",
243 /* WINED3DSIH_STORE_RAW */ "store_raw",
244 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
245 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
246 /* WINED3DSIH_SUB */ "sub",
247 /* WINED3DSIH_SWAPC */ "swapc",
248 /* WINED3DSIH_SWITCH */ "switch",
249 /* WINED3DSIH_SYNC */ "sync",
250 /* WINED3DSIH_TEX */ "texld",
251 /* WINED3DSIH_TEXBEM */ "texbem",
252 /* WINED3DSIH_TEXBEML */ "texbeml",
253 /* WINED3DSIH_TEXCOORD */ "texcrd",
254 /* WINED3DSIH_TEXDEPTH */ "texdepth",
255 /* WINED3DSIH_TEXDP3 */ "texdp3",
256 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
257 /* WINED3DSIH_TEXKILL */ "texkill",
258 /* WINED3DSIH_TEXLDD */ "texldd",
259 /* WINED3DSIH_TEXLDL */ "texldl",
260 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
261 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
262 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
263 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
264 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
265 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
266 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
267 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
268 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
269 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
270 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
271 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
272 /* WINED3DSIH_UBFE */ "ubfe",
273 /* WINED3DSIH_UDIV */ "udiv",
274 /* WINED3DSIH_UGE */ "uge",
275 /* WINED3DSIH_ULT */ "ult",
276 /* WINED3DSIH_UMAX */ "umax",
277 /* WINED3DSIH_UMIN */ "umin",
278 /* WINED3DSIH_UMUL */ "umul",
279 /* WINED3DSIH_USHR */ "ushr",
280 /* WINED3DSIH_UTOF */ "utof",
281 /* WINED3DSIH_XOR */ "xor",
284 static const char * const semantic_names
[] =
286 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
287 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
288 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
289 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
290 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
291 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
292 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
293 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
294 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
295 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
296 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
297 /* WINED3D_DECL_USAGE_FOG */ "FOG",
298 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
299 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
302 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
304 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
305 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
307 return shader_opcode_names
[handler_idx
];
310 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
312 if (usage
>= ARRAY_SIZE(semantic_names
))
314 FIXME("Unrecognized usage %#x.\n", usage
);
315 return "UNRECOGNIZED";
318 return semantic_names
[usage
];
321 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
325 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
327 if (!strcmp(name
, semantic_names
[i
]))
334 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
338 case WINED3D_DECL_USAGE_POSITION
:
339 return WINED3D_SV_POSITION
;
345 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
347 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
350 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
351 const struct wined3d_shader_semantic
*s
)
353 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
354 e
->semantic_idx
= s
->usage_idx
;
356 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
357 e
->component_type
= WINED3D_TYPE_FLOAT
;
358 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
359 e
->mask
= s
->reg
.write_mask
;
362 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
363 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
365 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
366 e
->semantic_idx
= usage_idx
;
368 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
369 e
->component_type
= WINED3D_TYPE_FLOAT
;
370 e
->register_idx
= reg_idx
;
371 e
->mask
= write_mask
;
374 static const struct wined3d_shader_frontend
*shader_select_frontend(enum vkd3d_shader_source_type source_type
)
378 case VKD3D_SHADER_SOURCE_D3D_BYTECODE
:
379 return &sm1_shader_frontend
;
381 case VKD3D_SHADER_SOURCE_DXBC_TPF
:
382 return &sm4_shader_frontend
;
385 WARN("Invalid source type %#x specified.\n", source_type
);
390 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
392 buffer
->buffer
[0] = '\0';
393 buffer
->content_size
= 0;
396 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
398 buffer
->buffer_size
= 32;
399 if (!(buffer
->buffer
= heap_alloc(buffer
->buffer_size
)))
401 ERR("Failed to allocate shader buffer memory.\n");
405 string_buffer_clear(buffer
);
409 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
411 heap_free(buffer
->buffer
);
414 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
417 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
419 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
420 new_buffer_size
*= 2;
421 if (!(new_buffer
= heap_realloc(buffer
->buffer
, new_buffer_size
)))
423 ERR("Failed to grow buffer.\n");
424 buffer
->buffer
[buffer
->content_size
] = '\0';
427 buffer
->buffer
= new_buffer
;
428 buffer
->buffer_size
= new_buffer_size
;
432 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
437 rem
= buffer
->buffer_size
- buffer
->content_size
;
438 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
439 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
442 buffer
->content_size
+= rc
;
446 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
453 va_start(args
, format
);
454 ret
= shader_vaddline(buffer
, format
, args
);
458 if (!string_buffer_resize(buffer
, ret
))
463 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
465 struct wined3d_string_buffer
*buffer
;
467 if (list_empty(&list
->list
))
469 buffer
= heap_alloc(sizeof(*buffer
));
470 if (!buffer
|| !string_buffer_init(buffer
))
472 ERR("Couldn't allocate buffer for temporary string.\n");
479 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
480 list_remove(&buffer
->entry
);
482 string_buffer_clear(buffer
);
486 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
490 string_buffer_clear(buffer
);
491 return shader_vaddline(buffer
, format
, args
);
494 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
501 va_start(args
, format
);
502 ret
= string_buffer_vsprintf(buffer
, format
, args
);
506 if (!string_buffer_resize(buffer
, ret
))
511 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
515 list_add_head(&list
->list
, &buffer
->entry
);
518 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
520 list_init(&list
->list
);
523 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
525 struct wined3d_string_buffer
*buffer
, *buffer_next
;
527 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
529 string_buffer_free(buffer
);
532 list_init(&list
->list
);
535 static void shader_delete_constant_list(struct list
*clist
)
537 struct wined3d_shader_lconst
*constant
, *constant_next
;
539 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
544 static void shader_set_limits(struct wined3d_shader
*shader
)
546 static const struct limits_entry
548 unsigned int min_version
;
549 unsigned int max_version
;
550 struct wined3d_shader_limits limits
;
554 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
555 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
556 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
557 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
558 * even though they are capable of supporting much more (GL
559 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
560 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
562 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
563 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
564 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
569 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
570 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
574 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
575 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
579 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
580 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
581 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
586 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
587 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
588 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
589 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
590 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
591 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
592 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
597 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
598 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
600 const struct limits_entry
*limits_array
;
601 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
602 shader
->reg_maps
.shader_version
.minor
);
605 switch (shader
->reg_maps
.shader_version
.type
)
608 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
610 case WINED3D_SHADER_TYPE_VERTEX
:
611 limits_array
= vs_limits
;
613 case WINED3D_SHADER_TYPE_HULL
:
614 limits_array
= hs_limits
;
616 case WINED3D_SHADER_TYPE_DOMAIN
:
617 limits_array
= ds_limits
;
619 case WINED3D_SHADER_TYPE_GEOMETRY
:
620 limits_array
= gs_limits
;
622 case WINED3D_SHADER_TYPE_PIXEL
:
623 limits_array
= ps_limits
;
625 case WINED3D_SHADER_TYPE_COMPUTE
:
626 limits_array
= cs_limits
;
630 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
632 if (shader_version
<= limits_array
[i
].max_version
)
634 shader
->limits
= &limits_array
[i
].limits
;
641 FIXME("Unexpected shader version \"%u.%u\".\n",
642 shader
->reg_maps
.shader_version
.major
,
643 shader
->reg_maps
.shader_version
.minor
);
644 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
648 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
649 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
653 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
654 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
655 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
657 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
660 case WINED3DSPR_TEMP
:
661 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
664 case WINED3DSPR_INPUT
:
665 if (reg
->idx
[0].rel_addr
)
666 reg_maps
->input_rel_addressing
= 1;
667 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
669 /* If relative addressing is used, we must assume that all
670 * registers are used. Even if it is a construct like v3[aL],
671 * we can't assume that v0, v1 and v2 aren't read because aL
672 * can be negative. */
673 if (reg
->idx
[0].rel_addr
)
674 shader
->u
.ps
.input_reg_used
= ~0u;
676 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
680 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
684 case WINED3DSPR_RASTOUT
:
685 if (reg
->idx
[0].offset
== 1)
687 if (reg
->idx
[0].offset
== 2)
688 reg_maps
->point_size
= 1;
691 case WINED3DSPR_MISCTYPE
:
692 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
694 if (!reg
->idx
[0].offset
)
696 else if (reg
->idx
[0].offset
== 1)
697 reg_maps
->usesfacing
= 1;
701 case WINED3DSPR_CONST
:
702 if (reg
->idx
[0].rel_addr
)
704 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
705 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
706 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
707 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
708 reg_maps
->usesrelconstF
= TRUE
;
712 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
714 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
719 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
724 case WINED3DSPR_CONSTINT
:
725 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
727 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
732 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
736 case WINED3DSPR_CONSTBOOL
:
737 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
739 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
744 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
748 case WINED3DSPR_COLOROUT
:
749 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
752 case WINED3DSPR_OUTCONTROLPOINT
:
756 case WINED3DSPR_SAMPLEMASK
:
757 reg_maps
->sample_mask
= 1;
761 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
762 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
768 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
769 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
771 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
772 struct wined3d_shader_sampler_map
*map
;
775 map
= ®_maps
->sampler_map
;
776 entries
= map
->entries
;
777 for (i
= 0; i
< map
->count
; ++i
)
779 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
785 if (!(entries
= heap_calloc(4, sizeof(*entries
))))
787 ERR("Failed to allocate sampler map entries.\n");
791 map
->entries
= entries
;
793 else if (map
->count
== map
->size
)
795 size_t new_size
= map
->size
* 2;
797 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
798 || !(entries
= heap_realloc(entries
, sizeof(*entries
) * new_size
)))
800 ERR("Failed to resize sampler map entries.\n");
803 map
->size
= new_size
;
804 map
->entries
= entries
;
807 entry
= &entries
[map
->count
++];
808 entry
->resource_idx
= resource_idx
;
809 entry
->sampler_idx
= sampler_idx
;
810 entry
->bind_idx
= bind_idx
;
813 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
817 case WINED3DSIH_M4x4
:
818 case WINED3DSIH_M3x4
:
819 return param
== 1 ? 3 : 0;
821 case WINED3DSIH_M4x3
:
822 case WINED3DSIH_M3x3
:
823 return param
== 1 ? 2 : 0;
825 case WINED3DSIH_M3x2
:
826 return param
== 1 ? 1 : 0;
833 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
834 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
836 struct wined3d_shader_tgsm
*tgsm
;
838 if (register_idx
>= MAX_TGSM_REGISTERS
)
840 ERR("Invalid TGSM register index %u.\n", register_idx
);
843 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
845 FIXME("TGSM declarations are allowed only in compute shaders.\n");
849 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
850 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
851 return E_OUTOFMEMORY
;
853 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
854 tgsm
= ®_maps
->tgsm
[register_idx
];
856 tgsm
->stride
= stride
;
860 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
861 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
862 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
864 struct wined3d_shader_phase
*phase
;
866 if ((phase
= *current_phase
))
868 phase
->end
= previous_instruction_ptr
;
869 *current_phase
= NULL
;
872 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
874 ERR("Unexpected shader type %s.\n", debug_shader_type(shader
->reg_maps
.shader_version
.type
));
878 switch (ins
->handler_idx
)
880 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
881 if (shader
->u
.hs
.phases
.control_point
)
883 FIXME("Multiple control point phases.\n");
884 heap_free(shader
->u
.hs
.phases
.control_point
);
886 if (!(shader
->u
.hs
.phases
.control_point
= heap_alloc_zero(sizeof(*shader
->u
.hs
.phases
.control_point
))))
887 return E_OUTOFMEMORY
;
888 phase
= shader
->u
.hs
.phases
.control_point
;
890 case WINED3DSIH_HS_FORK_PHASE
:
891 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
892 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
893 sizeof(*shader
->u
.hs
.phases
.fork
)))
894 return E_OUTOFMEMORY
;
895 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
897 case WINED3DSIH_HS_JOIN_PHASE
:
898 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
899 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
900 sizeof(*shader
->u
.hs
.phases
.join
)))
901 return E_OUTOFMEMORY
;
902 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
905 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
909 phase
->start
= current_instruction_ptr
;
910 *current_phase
= phase
;
915 static HRESULT
shader_calculate_clip_or_cull_distance_mask(
916 const struct wined3d_shader_signature_element
*e
, unsigned int *mask
)
918 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
919 * the only allowed semantic indices.
921 if (e
->semantic_idx
>= WINED3D_MAX_CLIP_DISTANCES
/ 4)
924 WARN("Invalid clip/cull distance index %u.\n", e
->semantic_idx
);
925 return WINED3DERR_INVALIDCALL
;
928 *mask
= (e
->mask
& WINED3DSP_WRITEMASK_ALL
) << (4 * e
->semantic_idx
);
932 static void wined3d_insert_interpolation_mode(uint32_t *packed_interpolation_mode
,
933 unsigned int register_idx
, enum wined3d_shader_interpolation_mode mode
)
935 if (mode
> WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
)
936 FIXME("Unexpected interpolation mode %#x.\n", mode
);
938 wined3d_insert_bits(packed_interpolation_mode
,
939 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, mode
);
942 static HRESULT
shader_scan_output_signature(struct wined3d_shader
*shader
)
944 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
945 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
949 for (i
= 0; i
< output_signature
->element_count
; ++i
)
951 const struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
954 reg_maps
->output_registers
|= 1u << e
->register_idx
;
955 if (e
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
957 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
959 reg_maps
->clip_distance_mask
|= mask
;
961 else if (e
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
963 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
965 reg_maps
->cull_distance_mask
|= mask
;
967 else if (e
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
)
969 reg_maps
->viewport_array
= 1;
976 /* Note that this does not count the loop register as an address register. */
977 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, DWORD constf_size
)
979 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
980 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
981 struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
982 struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
983 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
984 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
985 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
986 struct wined3d_shader_version shader_version
;
987 struct wined3d_shader_phase
*phase
= NULL
;
988 const DWORD
*ptr
, *prev_ins
, *current_ins
;
989 void *fe_data
= shader
->frontend_data
;
993 memset(reg_maps
, 0, sizeof(*reg_maps
));
994 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
995 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
996 reg_maps
->min_rel_offset
= ~0U;
997 list_init(®_maps
->indexable_temps
);
999 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1000 prev_ins
= current_ins
= ptr
;
1001 reg_maps
->shader_version
= shader_version
;
1003 shader_set_limits(shader
);
1005 if (!(reg_maps
->constf
= heap_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
1006 sizeof(*reg_maps
->constf
))))
1008 ERR("Failed to allocate constant map memory.\n");
1009 return E_OUTOFMEMORY
;
1012 while (!fe
->shader_is_end(fe_data
, &ptr
))
1014 struct wined3d_shader_instruction ins
;
1018 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1020 /* Unhandled opcode, and its parameters. */
1021 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1023 WARN("Encountered unrecognised or invalid instruction.\n");
1024 return WINED3DERR_INVALIDCALL
;
1027 /* Handle declarations. */
1028 if (ins
.handler_idx
== WINED3DSIH_DCL
1029 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1031 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1032 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1034 switch (semantic
->reg
.reg
.type
)
1036 /* Mark input registers used. */
1037 case WINED3DSPR_INPUT
:
1038 if (reg_idx
>= MAX_REG_INPUT
)
1040 ERR("Invalid input register index %u.\n", reg_idx
);
1043 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1044 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1045 return WINED3DERR_INVALIDCALL
;
1046 reg_maps
->input_registers
|= 1u << reg_idx
;
1047 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1050 /* Vertex shader: mark 3.0 output registers used, save token. */
1051 case WINED3DSPR_OUTPUT
:
1052 if (reg_idx
>= MAX_REG_OUTPUT
)
1054 ERR("Invalid output register index %u.\n", reg_idx
);
1057 reg_maps
->output_registers
|= 1u << reg_idx
;
1058 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1059 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1061 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1062 reg_maps
->point_size
= 1;
1065 case WINED3DSPR_SAMPLER
:
1066 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1067 case WINED3DSPR_RESOURCE
:
1068 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1070 ERR("Invalid resource index %u.\n", reg_idx
);
1073 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1074 if (semantic
->resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
&& semantic
->sample_count
== 1)
1075 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1076 if (semantic
->resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
&& semantic
->sample_count
== 1)
1077 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
1078 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1079 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1082 case WINED3DSPR_UAV
:
1083 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1085 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1088 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1089 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1091 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1095 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1099 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1101 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1102 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1104 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1108 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1109 wined3d_bitmap_set(®_maps
->cb_map
, reg
->idx
[0].offset
);
1112 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1114 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1116 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1117 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1119 FIXME("Invalid instruction %#x for shader type %#x.\n",
1120 ins
.handler_idx
, shader_version
.type
);
1124 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1127 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1129 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1130 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1132 FIXME("Invalid instruction %#x for shader type %#x.\n",
1133 ins
.handler_idx
, shader_version
.type
);
1135 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1136 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1139 phase
->instance_count
= ins
.declaration
.count
;
1141 FIXME("Instruction %s outside of shader phase.\n",
1142 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1144 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1147 FIXME("Multiple immediate constant buffers.\n");
1148 reg_maps
->icb
= ins
.declaration
.icb
;
1150 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1154 FIXME("Indexable temporary registers not supported.\n");
1158 struct wined3d_shader_indexable_temp
*reg
;
1160 if (!(reg
= heap_alloc(sizeof(*reg
))))
1161 return E_OUTOFMEMORY
;
1163 *reg
= ins
.declaration
.indexable_temp
;
1164 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1167 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1169 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1170 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1172 FIXME("Invalid instruction %#x for shader type %#x.\n",
1173 ins
.handler_idx
, shader_version
.type
);
1175 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1177 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1178 if (reg_idx
>= MAX_REG_INPUT
)
1180 ERR("Invalid register index %u.\n", reg_idx
);
1183 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1184 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
1186 FIXME("Invalid instruction %#x for shader type %#x.\n",
1187 ins
.handler_idx
, shader_version
.type
);
1189 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
1191 if (ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUT
1192 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTGE
1193 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTLE
)
1195 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1196 shader
->u
.ps
.depth_output
= ins
.declaration
.dst
.reg
.type
;
1198 FIXME("Invalid instruction %#x for shader type %#x.\n",
1199 ins
.handler_idx
, shader_version
.type
);
1202 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1204 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1205 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1207 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1209 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1211 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1212 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1214 FIXME("Invalid instruction %#x for shader type %#x.\n",
1215 ins
.handler_idx
, shader_version
.type
);
1217 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1219 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1220 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1222 ERR("Invalid resource index %u.\n", reg_idx
);
1225 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1226 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1227 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1228 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1230 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1232 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1233 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1235 ERR("Invalid resource index %u.\n", reg_idx
);
1238 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1239 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1240 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1241 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1242 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1244 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1246 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1247 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1249 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1252 phase
->temporary_count
= ins
.declaration
.count
;
1254 reg_maps
->temporary_count
= ins
.declaration
.count
;
1256 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1258 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1259 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1260 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1261 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1263 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1265 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1266 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1268 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1270 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1272 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1273 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1275 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1277 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1279 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1280 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1283 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1285 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1286 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1287 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1288 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1291 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1293 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1295 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1299 FIXME("Invalid instruction %#x for shader type %#x.\n",
1300 ins
.handler_idx
, shader_version
.type
);
1303 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1305 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1306 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1308 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1312 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1313 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1314 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1315 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1317 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1319 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1320 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1322 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1326 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1327 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1328 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1329 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1330 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1332 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1334 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1335 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1337 FIXME("Invalid instruction %#x for shader type %#x.\n",
1338 ins
.handler_idx
, shader_version
.type
);
1340 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1342 struct wined3d_shader_lconst
*lconst
;
1345 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1346 return E_OUTOFMEMORY
;
1348 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1349 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1350 value
= (float *)lconst
->value
;
1352 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1353 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1355 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1356 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1357 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1358 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1359 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1360 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1361 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1362 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1365 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1367 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1368 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1370 shader
->lconst_inf_or_nan
= TRUE
;
1373 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1375 struct wined3d_shader_lconst
*lconst
;
1377 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1378 return E_OUTOFMEMORY
;
1380 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1381 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1383 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1384 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1386 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1388 struct wined3d_shader_lconst
*lconst
;
1390 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1391 return E_OUTOFMEMORY
;
1393 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1394 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1396 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1397 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1399 /* Handle shader phases. */
1400 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1401 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1402 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1404 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1407 /* For subroutine prototypes. */
1408 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1410 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1412 /* Set texture, address, temporary registers. */
1415 BOOL color0_mov
= FALSE
;
1418 /* This will loop over all the registers and try to
1419 * make a bitmask of the ones we're interested in.
1421 * Relative addressing tokens are ignored, but that's
1422 * okay, since we'll catch any address registers when
1423 * they are initialized (required by spec). */
1424 for (i
= 0; i
< ins
.dst_count
; ++i
)
1426 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1427 shader_version
.type
, constf_size
))
1428 return WINED3DERR_INVALIDCALL
;
1430 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1432 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1434 switch (ins
.dst
[i
].reg
.type
)
1436 case WINED3DSPR_RASTOUT
:
1437 if (shader_version
.major
>= 3)
1442 reg_maps
->output_registers
|= 1u << 10;
1443 shader_signature_from_usage(&output_signature_elements
[10],
1444 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1448 reg_maps
->output_registers
|= 1u << 11;
1449 shader_signature_from_usage(&output_signature_elements
[11],
1450 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1454 reg_maps
->output_registers
|= 1u << 11;
1455 shader_signature_from_usage(&output_signature_elements
[11],
1456 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1461 case WINED3DSPR_ATTROUT
:
1462 if (shader_version
.major
>= 3)
1467 if (reg_maps
->output_registers
& (1u << idx
))
1469 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1473 reg_maps
->output_registers
|= 1u << idx
;
1474 shader_signature_from_usage(&output_signature_elements
[idx
],
1475 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1480 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1481 if (shader_version
.major
>= 3)
1483 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1485 WARN("Invalid output register index %u.\n", idx
);
1488 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1491 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1493 WARN("Invalid texcoord index %u.\n", idx
);
1496 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1497 if (reg_maps
->output_registers
& (1u << idx
))
1499 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1503 reg_maps
->output_registers
|= 1u << idx
;
1504 shader_signature_from_usage(&output_signature_elements
[idx
],
1505 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1514 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1516 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1518 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1519 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1520 * the mov and perform the sRGB write correction from the source register.
1522 * However, if the mov is only partial, we can't do this, and if the write
1523 * comes from an instruction other than MOV it is hard to do as well. If
1524 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1525 shader
->u
.ps
.color0_mov
= FALSE
;
1526 if (ins
.handler_idx
== WINED3DSIH_MOV
1527 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1529 /* Used later when the source register is read. */
1533 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1536 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1537 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1539 shader
->u
.ps
.color0_mov
= FALSE
;
1543 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1544 if (shader_version
.major
== 1
1545 && (ins
.handler_idx
== WINED3DSIH_TEX
1546 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1547 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1548 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1549 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1550 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1551 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1552 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1553 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1554 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1555 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1557 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1559 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1561 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1565 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1566 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1567 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1568 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1569 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1571 /* texbem is only valid with < 1.4 pixel shaders */
1572 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1573 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1575 reg_maps
->bumpmat
|= 1u << reg_idx
;
1576 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1578 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1582 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1584 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1588 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1590 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1591 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1593 ERR("Invalid UAV index %u.\n", reg_idx
);
1596 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1598 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1599 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1600 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1601 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1602 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1603 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1605 const struct wined3d_shader_register
*reg
;
1607 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1608 reg
= &ins
.src
[1].reg
;
1609 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1610 reg
= &ins
.src
[2].reg
;
1611 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1612 reg
= &ins
.dst
[0].reg
;
1613 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1614 reg
= &ins
.src
[0].reg
;
1616 reg
= &ins
.dst
[1].reg
;
1618 if (reg
->type
== WINED3DSPR_UAV
)
1620 if (reg
->idx
[0].offset
>= MAX_UNORDERED_ACCESS_VIEWS
)
1622 ERR("Invalid UAV index %u.\n", reg
->idx
[0].offset
);
1625 reg_maps
->uav_read_mask
|= (1u << reg
->idx
[0].offset
);
1628 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1630 reg_maps
->usesnrm
= 1;
1632 else if (ins
.handler_idx
== WINED3DSIH_DSY
1633 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1634 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1636 reg_maps
->usesdsy
= 1;
1638 else if (ins
.handler_idx
== WINED3DSIH_DSX
1639 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1640 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1642 reg_maps
->usesdsx
= 1;
1644 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1645 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1646 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1647 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1648 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1649 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1650 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1651 || ins
.handler_idx
== WINED3DSIH_REP
)
1654 if (cur_loop_depth
> max_loop_depth
)
1655 max_loop_depth
= cur_loop_depth
;
1657 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1658 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1662 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1663 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1664 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1665 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1666 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1667 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1668 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1669 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1671 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1672 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1674 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1675 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1677 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1678 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1680 else if ((ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1681 || (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
))
1683 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1684 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1686 else if (ins
.handler_idx
== WINED3DSIH_LD
1687 || ins
.handler_idx
== WINED3DSIH_LD2DMS
1688 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1689 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1691 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1692 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1694 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1695 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1697 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1698 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1702 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1703 shader_version
.type
, constf_size
))
1704 return WINED3DERR_INVALIDCALL
;
1706 for (i
= 0; i
< ins
.src_count
; ++i
)
1708 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1709 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1711 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1712 shader_version
.type
, constf_size
))
1713 return WINED3DERR_INVALIDCALL
;
1716 ++reg
.idx
[0].offset
;
1717 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1718 shader_version
.type
, constf_size
))
1719 return WINED3DERR_INVALIDCALL
;
1725 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1726 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1728 shader
->u
.ps
.color0_mov
= TRUE
;
1729 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1735 prev_ins
= current_ins
;
1737 reg_maps
->loop_depth
= max_loop_depth
;
1741 phase
->end
= prev_ins
;
1745 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1746 * R0 is written to the render target. */
1747 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1748 reg_maps
->rt_mask
|= (1u << 0);
1750 if (input_signature
->elements
)
1752 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1754 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1756 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1758 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1759 return WINED3DERR_INVALIDCALL
;
1762 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1764 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1766 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1767 reg_maps
->usesfacing
= 1;
1769 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1772 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1774 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1775 struct wined3d_shader_signature_element
*e
;
1778 if (!(input_signature
->elements
= heap_calloc(count
, sizeof(*input_signature
->elements
))))
1779 return E_OUTOFMEMORY
;
1780 input_signature
->element_count
= count
;
1782 e
= input_signature
->elements
;
1783 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1785 if (!(reg_maps
->input_registers
& (1u << i
)))
1787 input_signature_elements
[i
].register_idx
= i
;
1788 *e
++ = input_signature_elements
[i
];
1792 if (output_signature
->elements
)
1794 if (FAILED(hr
= shader_scan_output_signature(shader
)))
1797 else if (reg_maps
->output_registers
)
1799 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1800 struct wined3d_shader_signature_element
*e
;
1802 if (!(output_signature
->elements
= heap_calloc(count
, sizeof(*output_signature
->elements
))))
1803 return E_OUTOFMEMORY
;
1804 output_signature
->element_count
= count
;
1806 e
= output_signature
->elements
;
1807 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1809 if (!(reg_maps
->output_registers
& (1u << i
)))
1811 *e
++ = output_signature_elements
[i
];
1818 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1820 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1822 heap_free(reg_maps
->constf
);
1823 heap_free(reg_maps
->sampler_map
.entries
);
1825 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1827 list_init(®_maps
->indexable_temps
);
1829 heap_free(reg_maps
->tgsm
);
1832 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1834 DWORD map
= 1u << max
;
1836 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1838 return wined3d_log2i(map
);
1841 /* Shared code in order to generate the bulk of the shader string. */
1842 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
1843 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
1844 const DWORD
*start
, const DWORD
*end
)
1846 struct wined3d_device
*device
= shader
->device
;
1847 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1848 void *fe_data
= shader
->frontend_data
;
1849 struct wined3d_shader_version shader_version
;
1850 struct wined3d_shader_parser_state state
;
1851 struct wined3d_shader_instruction ins
;
1852 struct wined3d_shader_tex_mx tex_mx
;
1853 struct wined3d_shader_context ctx
;
1856 /* Initialize current parsing state. */
1857 tex_mx
.current_row
= 0;
1858 state
.current_loop_depth
= 0;
1859 state
.current_loop_reg
= 0;
1860 state
.in_subroutine
= FALSE
;
1862 ctx
.shader
= shader
;
1863 ctx
.reg_maps
= reg_maps
;
1864 ctx
.buffer
= buffer
;
1865 ctx
.tex_mx
= &tex_mx
;
1867 ctx
.backend_data
= backend_ctx
;
1870 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1874 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
1877 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1879 /* Unknown opcode and its parameters. */
1880 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1882 WARN("Encountered unrecognised or invalid instruction.\n");
1883 return WINED3DERR_INVALIDCALL
;
1887 FIXME("Predicates not implemented.\n");
1889 /* Call appropriate function for output target */
1890 device
->shader_backend
->shader_handle_instruction(&ins
);
1896 static void shader_cleanup(struct wined3d_shader
*shader
)
1898 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1900 heap_free(shader
->u
.hs
.phases
.control_point
);
1901 heap_free(shader
->u
.hs
.phases
.fork
);
1902 heap_free(shader
->u
.hs
.phases
.join
);
1905 heap_free(shader
->patch_constant_signature
.elements
);
1906 heap_free(shader
->output_signature
.elements
);
1907 heap_free(shader
->input_signature
.elements
);
1908 shader
->device
->shader_backend
->shader_destroy(shader
);
1909 shader_cleanup_reg_maps(&shader
->reg_maps
);
1910 heap_free(shader
->byte_code
);
1911 shader_delete_constant_list(&shader
->constantsF
);
1912 shader_delete_constant_list(&shader
->constantsB
);
1913 shader_delete_constant_list(&shader
->constantsI
);
1914 list_remove(&shader
->shader_list_entry
);
1916 if (shader
->frontend
&& shader
->frontend_data
)
1917 shader
->frontend
->shader_free(shader
->frontend_data
);
1920 struct shader_none_priv
1922 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
1923 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
1924 BOOL ffp_proj_control
;
1927 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
1928 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
1929 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
1930 const struct wined3d_state
*state
) {}
1931 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1932 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1933 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1934 const struct wined3d_state
*state
) {}
1935 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
1936 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
1937 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
1939 /* Context activation is done by the caller. */
1940 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
1941 const struct wined3d_state
*state
)
1943 struct shader_none_priv
*priv
= shader_priv
;
1945 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
1946 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
1949 /* Context activation is done by the caller. */
1950 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
1952 struct shader_none_priv
*priv
= shader_priv
;
1954 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
1955 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
1957 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
1958 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
1959 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
1960 | (1u << WINED3D_SHADER_TYPE_HULL
)
1961 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
1962 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
1965 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
1966 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
1968 struct fragment_caps fragment_caps
;
1969 void *vertex_priv
, *fragment_priv
;
1970 struct shader_none_priv
*priv
;
1972 if (!(priv
= heap_alloc(sizeof(*priv
))))
1973 return E_OUTOFMEMORY
;
1975 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
1977 ERR("Failed to initialize vertex pipe.\n");
1982 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
1984 ERR("Failed to initialize fragment pipe.\n");
1985 vertex_pipe
->vp_free(device
, NULL
);
1990 priv
->vertex_pipe
= vertex_pipe
;
1991 priv
->fragment_pipe
= fragment_pipe
;
1992 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
1993 priv
->ffp_proj_control
= fragment_caps
.proj_control
;
1995 device
->vertex_priv
= vertex_priv
;
1996 device
->fragment_priv
= fragment_priv
;
1997 device
->shader_priv
= priv
;
2002 static void shader_none_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
2004 struct shader_none_priv
*priv
= device
->shader_priv
;
2006 priv
->fragment_pipe
->free_private(device
, context
);
2007 priv
->vertex_pipe
->vp_free(device
, context
);
2011 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2016 static void shader_none_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
2018 /* Set the shader caps to 0 for the none shader backend */
2019 memset(caps
, 0, sizeof(*caps
));
2022 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2024 /* We "support" every possible fixup, since we don't support any shader
2025 * model, and will never have to actually sample a texture. */
2029 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2031 struct shader_none_priv
*priv
= shader_priv
;
2033 return priv
->ffp_proj_control
;
2036 static uint64_t shader_none_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
2037 enum wined3d_shader_type shader_type
)
2042 const struct wined3d_shader_backend_ops none_shader_backend
=
2044 shader_none_handle_instruction
,
2045 shader_none_precompile
,
2047 shader_none_select_compute
,
2048 shader_none_disable
,
2049 shader_none_update_float_vertex_constants
,
2050 shader_none_update_float_pixel_constants
,
2051 shader_none_load_constants
,
2052 shader_none_destroy
,
2055 shader_none_allocate_context_data
,
2056 shader_none_free_context_data
,
2057 shader_none_init_context_state
,
2058 shader_none_get_caps
,
2059 shader_none_color_fixup_supported
,
2060 shader_none_has_ffp_proj_control
,
2061 shader_none_shader_compile
,
2064 static unsigned int shader_max_version_from_feature_level(enum wined3d_feature_level level
)
2068 case WINED3D_FEATURE_LEVEL_11_1
:
2069 case WINED3D_FEATURE_LEVEL_11
:
2071 case WINED3D_FEATURE_LEVEL_10_1
:
2072 case WINED3D_FEATURE_LEVEL_10
:
2074 case WINED3D_FEATURE_LEVEL_9_3
:
2076 case WINED3D_FEATURE_LEVEL_9_2
:
2077 case WINED3D_FEATURE_LEVEL_9_1
:
2084 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2085 enum wined3d_shader_type type
, unsigned int float_const_count
)
2087 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2088 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2089 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2090 const struct wined3d_shader_frontend
*fe
;
2091 unsigned int backend_version
;
2094 TRACE("shader %p, device %p, type %s, float_const_count %u.\n",
2095 shader
, device
, debug_shader_type(type
), float_const_count
);
2097 fe
= shader
->frontend
;
2098 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
2099 shader
->functionLength
, &shader
->output_signature
)))
2101 FIXME("Failed to initialize frontend.\n");
2102 return WINED3DERR_INVALIDCALL
;
2105 if (FAILED(hr
= shader_get_registers_used(shader
, float_const_count
)))
2108 if (version
->type
!= type
)
2110 WARN("Wrong shader type %s.\n", debug_shader_type(reg_maps
->shader_version
.type
));
2111 return WINED3DERR_INVALIDCALL
;
2113 if (version
->major
> shader_max_version_from_feature_level(device
->cs
->c
.state
->feature_level
))
2115 WARN("Shader version %u not supported by this device.\n", version
->major
);
2116 return WINED3DERR_INVALIDCALL
;
2120 case WINED3D_SHADER_TYPE_VERTEX
:
2121 backend_version
= d3d_info
->limits
.vs_version
;
2123 case WINED3D_SHADER_TYPE_HULL
:
2124 backend_version
= d3d_info
->limits
.hs_version
;
2126 case WINED3D_SHADER_TYPE_DOMAIN
:
2127 backend_version
= d3d_info
->limits
.ds_version
;
2129 case WINED3D_SHADER_TYPE_GEOMETRY
:
2130 backend_version
= d3d_info
->limits
.gs_version
;
2132 case WINED3D_SHADER_TYPE_PIXEL
:
2133 backend_version
= d3d_info
->limits
.ps_version
;
2135 case WINED3D_SHADER_TYPE_COMPUTE
:
2136 backend_version
= d3d_info
->limits
.cs_version
;
2139 FIXME("No backend version-checking for this shader type.\n");
2140 backend_version
= 0;
2142 if (version
->major
> backend_version
)
2144 WARN("Shader version %u.%u not supported by the current shader backend.\n",
2145 version
->major
, version
->minor
);
2146 return WINED3DERR_INVALIDCALL
;
2149 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2154 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2156 unsigned int refcount
= InterlockedIncrement(&shader
->ref
);
2158 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2163 static void wined3d_shader_init_object(void *object
)
2165 struct wined3d_shader
*shader
= object
;
2166 struct wined3d_device
*device
= shader
->device
;
2168 TRACE("shader %p.\n", shader
);
2170 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
2172 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
2175 static void wined3d_shader_destroy_object(void *object
)
2177 TRACE("object %p.\n", object
);
2179 shader_cleanup(object
);
2183 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2185 unsigned int refcount
= InterlockedDecrement(&shader
->ref
);
2187 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2191 wined3d_mutex_lock();
2192 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2193 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
2194 wined3d_mutex_unlock();
2200 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2202 TRACE("shader %p.\n", shader
);
2204 return shader
->parent
;
2207 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2208 void *byte_code
, UINT
*byte_code_size
)
2210 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2214 *byte_code_size
= shader
->byte_code_size
;
2218 if (*byte_code_size
< shader
->byte_code_size
)
2220 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2221 * than the required size we should write the required size and
2222 * return D3DERR_MOREDATA. That's not actually true. */
2223 return WINED3DERR_INVALIDCALL
;
2226 memcpy(byte_code
, shader
->byte_code
, shader
->byte_code_size
);
2231 /* Set local constants for d3d8 shaders. */
2232 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
2233 UINT start_idx
, const float *src_data
, UINT count
)
2235 UINT end_idx
= start_idx
+ count
;
2238 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
2240 if (end_idx
> shader
->limits
->constant_float
)
2242 WARN("end_idx %u > float constants limit %u.\n",
2243 end_idx
, shader
->limits
->constant_float
);
2244 end_idx
= shader
->limits
->constant_float
;
2247 for (i
= start_idx
; i
< end_idx
; ++i
)
2249 struct wined3d_shader_lconst
*lconst
;
2252 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
2253 return E_OUTOFMEMORY
;
2256 value
= (float *)lconst
->value
;
2257 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
2258 list_add_head(&shader
->constantsF
, &lconst
->entry
);
2260 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
2261 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
2263 shader
->lconst_inf_or_nan
= TRUE
;
2270 static void init_interpolation_compile_args(uint32_t *interpolation_args
,
2271 const struct wined3d_shader
*pixel_shader
, const struct wined3d_d3d_info
*d3d_info
)
2273 if (!d3d_info
->shader_output_interpolation
|| !pixel_shader
2274 || pixel_shader
->reg_maps
.shader_version
.major
< 4)
2276 memset(interpolation_args
, 0, sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
2280 memcpy(interpolation_args
, pixel_shader
->u
.ps
.interpolation_mode
,
2281 sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
2284 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2285 struct vs_compile_args
*args
, const struct wined3d_context
*context
)
2287 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2288 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2289 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
2290 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2291 WORD swizzle_map
= context
->stream_info
.swizzle_map
;
2293 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
2294 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
2295 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
2296 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
2297 args
->point_size
= state
->primitive_type
== WINED3D_PT_POINTLIST
;
2298 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
2299 args
->next_shader_type
= hull_shader
? WINED3D_SHADER_TYPE_HULL
2300 : geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
2301 if (shader
->reg_maps
.shader_version
.major
>= 4)
2302 args
->next_shader_input_count
= hull_shader
? hull_shader
->limits
->packed_input
2303 : geometry_shader
? geometry_shader
->limits
->packed_input
2304 : pixel_shader
? pixel_shader
->limits
->packed_input
: 0;
2306 args
->next_shader_input_count
= 0;
2307 args
->swizzle_map
= swizzle_map
;
2308 if (d3d_info
->emulated_flatshading
)
2309 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2311 args
->flatshading
= 0;
2313 init_interpolation_compile_args(args
->interpolation_mode
,
2314 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, d3d_info
);
2317 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
2319 if (usage_idx1
!= usage_idx2
)
2321 if (usage1
== usage2
)
2323 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2325 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
2331 bool vshader_get_input(const struct wined3d_shader
*shader
,
2332 uint8_t usage_req
, uint8_t usage_idx_req
, unsigned int *regnum
)
2334 uint32_t map
= shader
->reg_maps
.input_registers
& 0xffff;
2339 i
= wined3d_bit_scan(&map
);
2340 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
2341 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
2351 static void shader_trace(const void *code
, size_t size
, enum vkd3d_shader_source_type source_type
)
2353 struct vkd3d_shader_compile_info info
;
2354 struct vkd3d_shader_code d3d_asm
;
2355 const char *ptr
, *end
, *line
;
2359 static const struct vkd3d_shader_compile_option compile_options
[] =
2361 {VKD3D_SHADER_COMPILE_OPTION_API_VERSION
, VKD3D_SHADER_API_VERSION_1_6
},
2364 info
.type
= VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO
;
2366 info
.source
.code
= code
;
2367 info
.source
.size
= size
;
2368 info
.source_type
= source_type
;
2369 info
.target_type
= VKD3D_SHADER_TARGET_D3D_ASM
;
2370 info
.options
= compile_options
;
2371 info
.option_count
= ARRAY_SIZE(compile_options
);
2372 info
.log_level
= VKD3D_SHADER_LOG_WARNING
;
2373 info
.source_name
= NULL
;
2375 ret
= vkd3d_shader_compile(&info
, &d3d_asm
, &messages
);
2376 if (messages
&& *messages
&& FIXME_ON(d3d_shader
))
2378 FIXME("Shader log:\n");
2380 end
= ptr
+ strlen(ptr
);
2381 while ((line
= wined3d_get_line(&ptr
, end
)))
2383 FIXME(" %.*s", (int)(ptr
- line
), line
);
2387 vkd3d_shader_free_messages(messages
);
2391 ERR("Failed to disassemble, ret %d.\n", ret
);
2396 end
= ptr
+ d3d_asm
.size
;
2397 while ((line
= wined3d_get_line(&ptr
, end
)))
2399 TRACE(" %.*s", (int)(ptr
- line
), line
);
2403 vkd3d_shader_free_shader_code(&d3d_asm
);
2406 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2407 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2409 enum vkd3d_shader_source_type source_type
;
2412 TRACE("byte_code %p, byte_code_size %#lx.\n", desc
->byte_code
, (long)desc
->byte_code_size
);
2414 if (!desc
->byte_code
)
2415 return WINED3DERR_INVALIDCALL
;
2418 shader
->device
= device
;
2419 shader
->parent
= parent
;
2420 shader
->parent_ops
= parent_ops
;
2422 list_init(&shader
->linked_programs
);
2423 list_init(&shader
->constantsF
);
2424 list_init(&shader
->constantsB
);
2425 list_init(&shader
->constantsI
);
2426 shader
->lconst_inf_or_nan
= FALSE
;
2427 list_init(&shader
->reg_maps
.indexable_temps
);
2428 list_init(&shader
->shader_list_entry
);
2430 if (desc
->byte_code_size
== ~(size_t)0)
2432 struct wined3d_shader_version shader_version
;
2433 const struct wined3d_shader_frontend
*fe
;
2434 struct wined3d_shader_instruction ins
;
2438 source_type
= VKD3D_SHADER_SOURCE_D3D_BYTECODE
;
2439 if (!(shader
->frontend
= shader_select_frontend(source_type
)))
2441 FIXME("Unable to find frontend for shader.\n");
2442 hr
= WINED3DERR_INVALIDCALL
;
2446 fe
= shader
->frontend
;
2447 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, desc
->byte_code_size
, &shader
->output_signature
)))
2449 WARN("Failed to initialise frontend data.\n");
2450 hr
= WINED3DERR_INVALIDCALL
;
2454 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2455 while (!fe
->shader_is_end(fe_data
, &ptr
))
2456 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2458 fe
->shader_free(fe_data
);
2460 shader
->byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
2462 if (!(shader
->byte_code
= heap_alloc(shader
->byte_code_size
)))
2467 memcpy(shader
->byte_code
, desc
->byte_code
, shader
->byte_code_size
);
2469 shader
->function
= shader
->byte_code
;
2470 shader
->functionLength
= shader
->byte_code_size
;
2474 unsigned int max_version
;
2476 if (!(shader
->byte_code
= heap_alloc(desc
->byte_code_size
)))
2481 memcpy(shader
->byte_code
, desc
->byte_code
, desc
->byte_code_size
);
2482 shader
->byte_code_size
= desc
->byte_code_size
;
2484 max_version
= shader_max_version_from_feature_level(device
->cs
->c
.state
->feature_level
);
2485 if (FAILED(hr
= wined3d_shader_extract_from_dxbc(shader
, max_version
, &source_type
)))
2488 if (!(shader
->frontend
= shader_select_frontend(source_type
)))
2490 FIXME("Unable to find frontend for shader.\n");
2491 hr
= WINED3DERR_INVALIDCALL
;
2496 if (TRACE_ON(d3d_shader
))
2498 if (source_type
== VKD3D_SHADER_SOURCE_D3D_BYTECODE
)
2499 shader_trace(shader
->function
, shader
->functionLength
, source_type
);
2501 shader_trace(shader
->byte_code
, shader
->byte_code_size
, source_type
);
2508 shader_cleanup(shader
);
2512 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2513 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2515 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2519 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
2522 if (FAILED(hr
= shader_set_function(shader
, device
,
2523 WINED3D_SHADER_TYPE_VERTEX
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
)))
2525 shader_cleanup(shader
);
2529 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2531 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
2533 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
2536 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
2537 shader_usage_from_semantic_name(input
->semantic_name
);
2538 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
2541 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
2542 shader
->load_local_constsF
= TRUE
;
2547 static struct wined3d_shader_signature_element
*shader_find_signature_element(const struct wined3d_shader_signature
*s
,
2548 unsigned int stream_idx
, const char *semantic_name
, unsigned int semantic_idx
)
2550 struct wined3d_shader_signature_element
*e
= s
->elements
;
2553 for (i
= 0; i
< s
->element_count
; ++i
)
2555 if (e
[i
].stream_idx
== stream_idx
2556 && !stricmp(e
[i
].semantic_name
, semantic_name
)
2557 && e
[i
].semantic_idx
== semantic_idx
)
2564 BOOL
shader_get_stream_output_register_info(const struct wined3d_shader
*shader
,
2565 const struct wined3d_stream_output_element
*so_element
, unsigned int *register_idx
, unsigned int *component_idx
)
2567 const struct wined3d_shader_signature_element
*output
;
2570 if (!(output
= shader_find_signature_element(&shader
->output_signature
,
2571 so_element
->stream_idx
, so_element
->semantic_name
, so_element
->semantic_idx
)))
2574 for (idx
= 0; idx
< 4; ++idx
)
2576 if (output
->mask
& (1u << idx
))
2579 idx
+= so_element
->component_idx
;
2581 *register_idx
= output
->register_idx
;
2582 *component_idx
= idx
;
2586 static HRESULT
geometry_shader_init_so_desc(struct wined3d_geometry_shader
*gs
, struct wined3d_device
*device
,
2587 const struct wined3d_stream_output_desc
*so_desc
)
2589 struct wined3d_so_desc_entry
*s
;
2590 struct wine_rb_entry
*entry
;
2595 if ((entry
= wine_rb_get(&device
->so_descs
, so_desc
)))
2597 gs
->so_desc
= &WINE_RB_ENTRY_VALUE(entry
, struct wined3d_so_desc_entry
, entry
)->desc
;
2601 size
= FIELD_OFFSET(struct wined3d_so_desc_entry
, elements
[so_desc
->element_count
]);
2602 for (i
= 0; i
< so_desc
->element_count
; ++i
)
2604 const char *n
= so_desc
->elements
[i
].semantic_name
;
2607 size
+= strlen(n
) + 1;
2609 if (!(s
= heap_alloc(size
)))
2610 return E_OUTOFMEMORY
;
2614 memcpy(s
->elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*s
->elements
));
2615 s
->desc
.elements
= s
->elements
;
2617 name
= (char *)&s
->elements
[s
->desc
.element_count
];
2618 for (i
= 0; i
< so_desc
->element_count
; ++i
)
2620 struct wined3d_stream_output_element
*e
= &s
->elements
[i
];
2622 if (!e
->semantic_name
)
2625 size
= strlen(e
->semantic_name
) + 1;
2626 memcpy(name
, e
->semantic_name
, size
);
2627 e
->semantic_name
= name
;
2631 if (wine_rb_put(&device
->so_descs
, &s
->desc
, &s
->entry
) == -1)
2636 gs
->so_desc
= &s
->desc
;
2641 static HRESULT
geometry_shader_init_stream_output(struct wined3d_shader
*shader
,
2642 const struct wined3d_stream_output_desc
*so_desc
)
2644 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2645 const struct wined3d_shader_signature_element
*output
;
2646 unsigned int i
, component_idx
, register_idx
, mask
;
2647 struct wined3d_shader_version shader_version
;
2655 if (!(fe_data
= fe
->shader_init(shader
->function
, shader
->functionLength
, &shader
->output_signature
)))
2657 WARN("Failed to initialise frontend data.\n");
2658 return WINED3DERR_INVALIDCALL
;
2660 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2661 fe
->shader_free(fe_data
);
2663 switch (shader_version
.type
)
2665 case WINED3D_SHADER_TYPE_VERTEX
:
2666 case WINED3D_SHADER_TYPE_DOMAIN
:
2667 shader
->function
= NULL
;
2668 shader
->functionLength
= 0;
2670 case WINED3D_SHADER_TYPE_GEOMETRY
:
2673 WARN("Wrong shader type %s.\n", debug_shader_type(shader_version
.type
));
2674 return E_INVALIDARG
;
2677 if (!shader
->function
)
2679 shader
->reg_maps
.shader_version
= shader_version
;
2680 shader
->reg_maps
.shader_version
.type
= WINED3D_SHADER_TYPE_GEOMETRY
;
2681 shader_set_limits(shader
);
2682 if (FAILED(hr
= shader_scan_output_signature(shader
)))
2686 for (i
= 0; i
< so_desc
->element_count
; ++i
)
2688 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
2690 if (!e
->semantic_name
)
2692 if (!(output
= shader_find_signature_element(&shader
->output_signature
,
2693 e
->stream_idx
, e
->semantic_name
, e
->semantic_idx
))
2694 || !shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
2696 WARN("Failed to find output signature element for stream output entry.\n");
2697 return E_INVALIDARG
;
2700 mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
2701 if ((output
->mask
& 0xff & mask
) != mask
)
2703 WARN("Invalid component range %u-%u (mask %#x), output mask %#x.\n",
2704 component_idx
, e
->component_count
, mask
, output
->mask
& 0xff);
2705 return E_INVALIDARG
;
2709 if (FAILED(hr
= geometry_shader_init_so_desc(&shader
->u
.gs
, shader
->device
, so_desc
)))
2711 WARN("Failed to initialise stream output description, hr %#lx.\n", hr
);
2718 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2719 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
2720 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2724 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
2727 if (FAILED(hr
= geometry_shader_init_stream_output(shader
, so_desc
)))
2730 if (shader
->function
2731 && FAILED(hr
= shader_set_function(shader
, device
, WINED3D_SHADER_TYPE_GEOMETRY
, 0)))
2737 shader_cleanup(shader
);
2741 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2742 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
2744 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2745 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2746 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
2748 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
2749 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
2751 args
->output_count
= geometry_shader
? geometry_shader
->limits
->packed_input
2752 : pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
2753 args
->next_shader_type
= geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
2755 args
->render_offscreen
= context
->render_offscreen
;
2757 init_interpolation_compile_args(args
->interpolation_mode
,
2758 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, context
->d3d_info
);
2763 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2764 struct gs_compile_args
*args
, const struct wined3d_context
*context
)
2766 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2768 args
->output_count
= pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
2770 if (!(args
->primitive_type
= shader
->u
.gs
.input_type
))
2771 args
->primitive_type
= state
->primitive_type
;
2773 init_interpolation_compile_args(args
->interpolation_mode
, pixel_shader
, context
->d3d_info
);
2776 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2777 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
2779 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2780 struct wined3d_texture
*texture
;
2783 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
2784 if (!d3d_info
->srgb_write_control
&& needs_srgb_write(d3d_info
, state
, &state
->fb
))
2786 static unsigned int warned
= 0;
2788 args
->srgb_correction
= 1;
2789 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
&& !warned
++)
2790 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2791 "support, expect rendering artifacts.\n");
2794 if (shader
->reg_maps
.shader_version
.major
== 1
2795 && shader
->reg_maps
.shader_version
.minor
<= 3)
2797 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2799 uint32_t flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
2801 if (flags
& WINED3D_TTFF_PROJECTED
)
2803 uint32_t tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
2805 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
2807 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
2809 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
2810 uint32_t max_valid
= WINED3D_TTFF_COUNT4
;
2812 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
2814 struct wined3d_vertex_declaration_element
*element
=
2815 &state
->vertex_declaration
->elements
[j
];
2817 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
2818 && element
->usage_idx
== index
)
2820 max_valid
= element
->format
->component_count
;
2824 if (!tex_transform
|| tex_transform
> max_valid
)
2826 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2827 tex_transform
, max_valid
);
2828 tex_transform
= max_valid
;
2830 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
2831 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
2832 && tex_transform
> WINED3D_TTFF_COUNT2
)
2833 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
2834 && tex_transform
> WINED3D_TTFF_COUNT3
))
2835 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2838 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2839 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2840 i
, tex_transform
, resource_type
);
2844 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
2846 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2850 if (shader
->reg_maps
.shader_version
.major
== 1
2851 && shader
->reg_maps
.shader_version
.minor
<= 4)
2853 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2855 if (!shader
->reg_maps
.resource_info
[i
].type
)
2858 /* Treat unbound textures as 2D. The dummy texture will provide
2859 * the proper sample value. The tex_types bitmap defaults to
2860 * 2D because of the memset. */
2861 if (!(texture
= wined3d_state_get_ffp_texture(state
, i
)))
2864 switch (wined3d_texture_gl(texture
)->target
)
2866 /* RECT textures are distinguished from 2D textures via np2_fixup */
2871 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2874 case GL_TEXTURE_CUBE_MAP_ARB
:
2875 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2880 else if (shader
->reg_maps
.shader_version
.major
<= 3)
2882 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2884 enum wined3d_shader_resource_type resource_type
;
2885 enum wined3d_shader_tex_types tex_type
;
2887 if (!(resource_type
= shader
->reg_maps
.resource_info
[i
].type
))
2890 switch (resource_type
)
2892 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2893 tex_type
= WINED3D_SHADER_TEX_3D
;
2895 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2896 tex_type
= WINED3D_SHADER_TEX_CUBE
;
2899 tex_type
= WINED3D_SHADER_TEX_2D
;
2903 if ((texture
= wined3d_state_get_ffp_texture(state
, i
)))
2905 /* Star Wars: The Old Republic uses mismatched samplers for rendering water. */
2906 if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_2D
2907 && resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
2908 && !(texture
->resource
.usage
& WINED3DUSAGE_LEGACY_CUBEMAP
))
2909 tex_type
= WINED3D_SHADER_TEX_2D
;
2910 else if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_3D
2911 && resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2912 tex_type
= WINED3D_SHADER_TEX_3D
;
2914 args
->tex_types
|= tex_type
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2918 if (shader
->reg_maps
.shader_version
.major
>= 4)
2920 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
2922 for (i
= 0 ; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
2923 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2924 args
->np2_fixup
= 0;
2928 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
2930 if (!shader
->reg_maps
.resource_info
[i
].type
)
2933 if (!(texture
= wined3d_state_get_ffp_texture(state
, i
)))
2935 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2938 if (can_use_texture_swizzle(d3d_info
, texture
->resource
.format
))
2939 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2941 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
2943 if (texture
->resource
.format_caps
& WINED3D_FORMAT_CAP_SHADOW
)
2944 args
->shadow
|= 1u << i
;
2946 /* Flag samplers that need NP2 texcoord fixup. */
2947 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
2948 args
->np2_fixup
|= (1u << i
);
2952 if (shader
->reg_maps
.shader_version
.major
>= 3)
2954 if (position_transformed
)
2955 args
->vp_mode
= WINED3D_VP_MODE_NONE
;
2956 else if (use_vs(state
))
2957 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
2959 args
->vp_mode
= WINED3D_VP_MODE_FF
;
2960 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
2964 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
2965 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
2967 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
2969 case WINED3D_FOG_NONE
:
2970 if (position_transformed
|| use_vs(state
))
2972 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
2976 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
2978 case WINED3D_FOG_NONE
: /* Fall through. */
2979 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
2980 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
2981 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
2985 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
2986 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
2987 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
2992 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
2996 if (!d3d_info
->full_ffp_varyings
)
2998 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3000 args
->texcoords_initialized
= 0;
3001 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
3005 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3006 args
->texcoords_initialized
|= 1u << i
;
3010 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3011 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3013 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3014 & WINED3D_FFP_TCI_MASK
3015 || (coord_idx
< WINED3D_MAX_FFP_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3016 args
->texcoords_initialized
|= 1u << i
;
3022 args
->texcoords_initialized
= wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES
);
3025 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3026 && state
->primitive_type
== WINED3D_PT_POINTLIST
;
3028 if (d3d_info
->ffp_alpha_test
)
3029 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3031 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3032 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3033 : WINED3D_CMP_ALWAYS
) - 1;
3035 if (d3d_info
->emulated_flatshading
)
3036 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3038 args
->y_correction
= (shader
->reg_maps
.vpos
&& d3d_info
->frag_coord_correction
)
3039 || (shader
->reg_maps
.usesdsy
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3040 ? !context
->render_offscreen
: 0;
3042 for (i
= 0; i
< ARRAY_SIZE(state
->fb
.render_targets
); ++i
)
3044 struct wined3d_rendertarget_view
*rtv
= state
->fb
.render_targets
[i
];
3045 if (rtv
&& rtv
->format
->id
== WINED3DFMT_A8_UNORM
&& !is_identity_fixup(rtv
->format
->color_fixup
))
3046 args
->rt_alpha_swizzle
|= 1u << i
;
3049 args
->dual_source_blend
= state
->blend_state
&& state
->blend_state
->dual_source
;
3052 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3053 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3055 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3056 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3059 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
3062 if (FAILED(hr
= shader_set_function(shader
, device
,
3063 WINED3D_SHADER_TYPE_PIXEL
, d3d_info
->limits
.ps_uniform_count
)))
3065 shader_cleanup(shader
);
3069 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3071 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3074 highest_reg_used
= i
;
3078 /* Don't do any register mapping magic if it is not needed, or if we can't
3079 * achieve anything anyway */
3080 if (highest_reg_used
< (d3d_info
->limits
.varying_count
/ 4)
3081 || num_regs_used
> (d3d_info
->limits
.varying_count
/ 4)
3082 || shader
->reg_maps
.shader_version
.major
>= 4)
3084 if (num_regs_used
> (d3d_info
->limits
.varying_count
/ 4))
3086 /* This happens with relative addressing. The input mapper function
3087 * warns about this if the higher registers are declared too, so
3088 * don't write a FIXME here */
3089 WARN("More varying registers used than supported\n");
3092 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3094 shader
->u
.ps
.input_reg_map
[i
] = i
;
3097 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3101 shader
->u
.ps
.declared_in_count
= 0;
3102 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3104 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3105 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3106 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3113 enum wined3d_shader_resource_type
pixelshader_get_resource_type(const struct wined3d_shader_reg_maps
*reg_maps
,
3114 unsigned int resource_idx
, DWORD tex_types
)
3116 static enum wined3d_shader_resource_type shader_resource_type_from_shader_tex_types
[] =
3118 WINED3D_SHADER_RESOURCE_TEXTURE_2D
, /* WINED3D_SHADER_TEX_2D */
3119 WINED3D_SHADER_RESOURCE_TEXTURE_3D
, /* WINED3D_SHADER_TEX_3D */
3120 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
, /* WINED3D_SHADER_TEX_CUBE */
3125 if (reg_maps
->shader_version
.major
> 3)
3126 return reg_maps
->resource_info
[resource_idx
].type
;
3128 if (!reg_maps
->resource_info
[resource_idx
].type
)
3131 idx
= (tex_types
>> resource_idx
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
;
3132 assert(idx
< ARRAY_SIZE(shader_resource_type_from_shader_tex_types
));
3133 return shader_resource_type_from_shader_tex_types
[idx
];
3136 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3137 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3139 struct wined3d_shader
*object
;
3142 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3143 device
, desc
, parent
, parent_ops
, shader
);
3145 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3146 return E_OUTOFMEMORY
;
3148 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
3150 WARN("Failed to initialize compute shader, hr %#lx.\n", hr
);
3155 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_COMPUTE
, 0)))
3157 shader_cleanup(object
);
3162 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3164 TRACE("Created compute shader %p.\n", object
);
3170 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3171 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3173 struct wined3d_shader
*object
;
3176 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3177 device
, desc
, parent
, parent_ops
, shader
);
3179 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3180 return E_OUTOFMEMORY
;
3182 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
3184 WARN("Failed to initialize domain shader, hr %#lx.\n", hr
);
3189 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_DOMAIN
, 0)))
3191 shader_cleanup(object
);
3196 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3198 TRACE("Created domain shader %p.\n", object
);
3204 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3205 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
3206 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3208 struct wined3d_shader
*object
;
3211 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
3212 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
3214 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3215 return E_OUTOFMEMORY
;
3217 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
3219 WARN("Failed to initialize geometry shader, hr %#lx.\n", hr
);
3224 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3226 TRACE("Created geometry shader %p.\n", object
);
3232 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3233 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3235 struct wined3d_shader
*object
;
3238 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3239 device
, desc
, parent
, parent_ops
, shader
);
3241 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3242 return E_OUTOFMEMORY
;
3244 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
3246 WARN("Failed to initialize hull shader, hr %#lx.\n", hr
);
3251 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_HULL
, 0)))
3253 shader_cleanup(object
);
3258 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3260 TRACE("Created hull shader %p.\n", object
);
3266 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3267 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3269 struct wined3d_shader
*object
;
3272 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3273 device
, desc
, parent
, parent_ops
, shader
);
3275 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3276 return E_OUTOFMEMORY
;
3278 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3280 WARN("Failed to initialize pixel shader, hr %#lx.\n", hr
);
3285 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3287 TRACE("Created pixel shader %p.\n", object
);
3293 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3294 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3296 struct wined3d_shader
*object
;
3299 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3300 device
, desc
, parent
, parent_ops
, shader
);
3302 if (!(object
= heap_alloc_zero(sizeof(*object
))))
3303 return E_OUTOFMEMORY
;
3305 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3307 WARN("Failed to initialize vertex shader, hr %#lx.\n", hr
);
3312 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
3314 TRACE("Created vertex shader %p.\n", object
);