gdi32: Add stub for GetFontResourceInfoW.
[wine.git] / dlls / wined3d / shader.c
blob2bb5f21aed5858c27d82c9b00d18dd09be6817d6
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static const char * const shader_opcode_names[] =
39 /* WINED3DSIH_ABS */ "abs",
40 /* WINED3DSIH_ADD */ "add",
41 /* WINED3DSIH_AND */ "and",
42 /* WINED3DSIH_BEM */ "bem",
43 /* WINED3DSIH_BREAK */ "break",
44 /* WINED3DSIH_BREAKC */ "breakc",
45 /* WINED3DSIH_BREAKP */ "breakp",
46 /* WINED3DSIH_CALL */ "call",
47 /* WINED3DSIH_CALLNZ */ "callnz",
48 /* WINED3DSIH_CMP */ "cmp",
49 /* WINED3DSIH_CND */ "cnd",
50 /* WINED3DSIH_CRS */ "crs",
51 /* WINED3DSIH_CUT */ "cut",
52 /* WINED3DSIH_DCL */ "dcl",
53 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
54 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
55 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
56 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
57 /* WINED3DSIH_DEF */ "def",
58 /* WINED3DSIH_DEFB */ "defb",
59 /* WINED3DSIH_DEFI */ "defi",
60 /* WINED3DSIH_DIV */ "div",
61 /* WINED3DSIH_DP2ADD */ "dp2add",
62 /* WINED3DSIH_DP3 */ "dp3",
63 /* WINED3DSIH_DP4 */ "dp4",
64 /* WINED3DSIH_DST */ "dst",
65 /* WINED3DSIH_DSX */ "dsx",
66 /* WINED3DSIH_DSY */ "dsy",
67 /* WINED3DSIH_ELSE */ "else",
68 /* WINED3DSIH_EMIT */ "emit",
69 /* WINED3DSIH_ENDIF */ "endif",
70 /* WINED3DSIH_ENDLOOP */ "endloop",
71 /* WINED3DSIH_ENDREP */ "endrep",
72 /* WINED3DSIH_EQ */ "eq",
73 /* WINED3DSIH_EXP */ "exp",
74 /* WINED3DSIH_EXPP */ "expp",
75 /* WINED3DSIH_FRC */ "frc",
76 /* WINED3DSIH_FTOI */ "ftoi",
77 /* WINED3DSIH_GE */ "ge",
78 /* WINED3DSIH_IADD */ "iadd",
79 /* WINED3DSIH_IEQ */ "ieq",
80 /* WINED3DSIH_IF */ "if",
81 /* WINED3DSIH_IFC */ "ifc",
82 /* WINED3DSIH_IGE */ "ige",
83 /* WINED3DSIH_IMUL */ "imul",
84 /* WINED3DSIH_ITOF */ "itof",
85 /* WINED3DSIH_LABEL */ "label",
86 /* WINED3DSIH_LD */ "ld",
87 /* WINED3DSIH_LIT */ "lit",
88 /* WINED3DSIH_LOG */ "log",
89 /* WINED3DSIH_LOGP */ "logp",
90 /* WINED3DSIH_LOOP */ "loop",
91 /* WINED3DSIH_LRP */ "lrp",
92 /* WINED3DSIH_LT */ "lt",
93 /* WINED3DSIH_M3x2 */ "m3x2",
94 /* WINED3DSIH_M3x3 */ "m3x3",
95 /* WINED3DSIH_M3x4 */ "m3x4",
96 /* WINED3DSIH_M4x3 */ "m4x3",
97 /* WINED3DSIH_M4x4 */ "m4x4",
98 /* WINED3DSIH_MAD */ "mad",
99 /* WINED3DSIH_MAX */ "max",
100 /* WINED3DSIH_MIN */ "min",
101 /* WINED3DSIH_MOV */ "mov",
102 /* WINED3DSIH_MOVA */ "mova",
103 /* WINED3DSIH_MOVC */ "movc",
104 /* WINED3DSIH_MUL */ "mul",
105 /* WINED3DSIH_NOP */ "nop",
106 /* WINED3DSIH_NRM */ "nrm",
107 /* WINED3DSIH_PHASE */ "phase",
108 /* WINED3DSIH_POW */ "pow",
109 /* WINED3DSIH_RCP */ "rcp",
110 /* WINED3DSIH_REP */ "rep",
111 /* WINED3DSIH_RET */ "ret",
112 /* WINED3DSIH_ROUND_NI */ "round_ni",
113 /* WINED3DSIH_RSQ */ "rsq",
114 /* WINED3DSIH_SAMPLE */ "sample",
115 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
116 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
117 /* WINED3DSIH_SETP */ "setp",
118 /* WINED3DSIH_SGE */ "sge",
119 /* WINED3DSIH_SGN */ "sgn",
120 /* WINED3DSIH_SINCOS */ "sincos",
121 /* WINED3DSIH_SLT */ "slt",
122 /* WINED3DSIH_SQRT */ "sqrt",
123 /* WINED3DSIH_SUB */ "sub",
124 /* WINED3DSIH_TEX */ "texld",
125 /* WINED3DSIH_TEXBEM */ "texbem",
126 /* WINED3DSIH_TEXBEML */ "texbeml",
127 /* WINED3DSIH_TEXCOORD */ "texcrd",
128 /* WINED3DSIH_TEXDEPTH */ "texdepth",
129 /* WINED3DSIH_TEXDP3 */ "texdp3",
130 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
131 /* WINED3DSIH_TEXKILL */ "texkill",
132 /* WINED3DSIH_TEXLDD */ "texldd",
133 /* WINED3DSIH_TEXLDL */ "texldl",
134 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
135 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
136 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
137 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
138 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
139 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
140 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
141 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
142 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
143 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
144 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
145 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
146 /* WINED3DSIH_UDIV */ "udiv",
147 /* WINED3DSIH_USHR */ "ushr",
148 /* WINED3DSIH_UTOF */ "utof",
149 /* WINED3DSIH_XOR */ "xor",
152 static const char * const semantic_names[] =
154 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
155 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
156 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
157 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
158 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
159 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
160 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
161 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
162 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
163 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
164 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
165 /* WINED3D_DECL_USAGE_FOG */ "FOG",
166 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
167 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
170 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
172 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
174 FIXME("Unrecognized usage %#x.\n", usage);
175 return "UNRECOGNIZED";
178 return semantic_names[usage];
181 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
183 unsigned int i;
185 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
187 if (!strcmp(name, semantic_names[i])) return i;
190 return ~0U;
193 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
195 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
198 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
199 const struct wined3d_shader_semantic *s)
201 e->semantic_name = shader_semantic_name_from_usage(s->usage);
202 e->semantic_idx = s->usage_idx;
203 e->sysval_semantic = 0;
204 e->component_type = 0;
205 e->register_idx = s->reg.reg.idx[0].offset;
206 e->mask = s->reg.write_mask;
209 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
210 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
212 e->semantic_name = shader_semantic_name_from_usage(usage);
213 e->semantic_idx = usage_idx;
214 e->sysval_semantic = 0;
215 e->component_type = 0;
216 e->register_idx = reg_idx;
217 e->mask = write_mask;
220 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
222 switch (version_token >> 16)
224 case WINED3D_SM1_VS:
225 case WINED3D_SM1_PS:
226 return &sm1_shader_frontend;
228 case WINED3D_SM4_PS:
229 case WINED3D_SM4_VS:
230 case WINED3D_SM4_GS:
231 return &sm4_shader_frontend;
233 default:
234 FIXME("Unrecognised version token %#x\n", version_token);
235 return NULL;
239 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
241 buffer->buffer[0] = '\0';
242 buffer->bsize = 0;
243 buffer->lineNo = 0;
244 buffer->newline = TRUE;
247 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
249 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
250 if (!buffer->buffer)
252 ERR("Failed to allocate shader buffer memory.\n");
253 return FALSE;
256 shader_buffer_clear(buffer);
257 return TRUE;
260 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
262 HeapFree(GetProcessHeap(), 0, buffer->buffer);
265 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
267 char *base = buffer->buffer + buffer->bsize;
268 int rc;
270 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
272 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
274 ERR("The buffer allocated for the shader program string "
275 "is too small at %d bytes.\n", SHADER_PGMSIZE);
276 buffer->bsize = SHADER_PGMSIZE - 1;
277 return -1;
280 if (buffer->newline)
282 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
283 buffer->newline = FALSE;
285 else
287 TRACE("%s", base);
290 buffer->bsize += rc;
291 if (buffer->buffer[buffer->bsize-1] == '\n')
293 ++buffer->lineNo;
294 buffer->newline = TRUE;
297 return 0;
300 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
302 va_list args;
303 int ret;
305 va_start(args, format);
306 ret = shader_vaddline(buffer, format, args);
307 va_end(args);
309 return ret;
312 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
313 void *parent, const struct wined3d_parent_ops *parent_ops)
315 shader->ref = 1;
316 shader->device = device;
317 shader->parent = parent;
318 shader->parent_ops = parent_ops;
319 list_init(&shader->linked_programs);
320 list_add_head(&device->shaders, &shader->shader_list_entry);
323 /* Convert floating point offset relative to a register file to an absolute
324 * offset for float constants. */
325 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
327 switch (register_type)
329 case WINED3DSPR_CONST: return register_idx;
330 case WINED3DSPR_CONST2: return 2048 + register_idx;
331 case WINED3DSPR_CONST3: return 4096 + register_idx;
332 case WINED3DSPR_CONST4: return 6144 + register_idx;
333 default:
334 FIXME("Unsupported register type: %u.\n", register_type);
335 return register_idx;
339 static void shader_delete_constant_list(struct list *clist)
341 struct wined3d_shader_lconst *constant;
342 struct list *ptr;
344 ptr = list_head(clist);
345 while (ptr)
347 constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
348 ptr = list_next(clist, ptr);
349 HeapFree(GetProcessHeap(), 0, constant);
351 list_init(clist);
354 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
356 DWORD idx, shift;
357 idx = bit >> 5;
358 shift = bit & 0x1f;
359 bitmap[idx] |= (1 << shift);
362 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
363 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
365 switch (reg->type)
367 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
368 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
369 reg_maps->texcoord |= 1 << reg->idx[0].offset;
370 else
371 reg_maps->address |= 1 << reg->idx[0].offset;
372 break;
374 case WINED3DSPR_TEMP:
375 reg_maps->temporary |= 1 << reg->idx[0].offset;
376 break;
378 case WINED3DSPR_INPUT:
379 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
381 if (reg->idx[0].rel_addr)
383 /* If relative addressing is used, we must assume that all registers
384 * are used. Even if it is a construct like v3[aL], we can't assume
385 * that v0, v1 and v2 aren't read because aL can be negative */
386 unsigned int i;
387 for (i = 0; i < MAX_REG_INPUT; ++i)
389 shader->u.ps.input_reg_used[i] = TRUE;
392 else
394 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
397 else
398 reg_maps->input_registers |= 1 << reg->idx[0].offset;
399 break;
401 case WINED3DSPR_RASTOUT:
402 if (reg->idx[0].offset == 1)
403 reg_maps->fog = 1;
404 break;
406 case WINED3DSPR_MISCTYPE:
407 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
409 if (!reg->idx[0].offset)
410 reg_maps->vpos = 1;
411 else if (reg->idx[0].offset == 1)
412 reg_maps->usesfacing = 1;
414 break;
416 case WINED3DSPR_CONST:
417 if (reg->idx[0].rel_addr)
419 if (reg->idx[0].offset < reg_maps->min_rel_offset)
420 reg_maps->min_rel_offset = reg->idx[0].offset;
421 if (reg->idx[0].offset > reg_maps->max_rel_offset)
422 reg_maps->max_rel_offset = reg->idx[0].offset;
423 reg_maps->usesrelconstF = TRUE;
425 else
427 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
429 break;
431 case WINED3DSPR_CONSTINT:
432 reg_maps->integer_constants |= (1 << reg->idx[0].offset);
433 break;
435 case WINED3DSPR_CONSTBOOL:
436 reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
437 break;
439 case WINED3DSPR_COLOROUT:
440 reg_maps->rt_mask |= (1 << reg->idx[0].offset);
441 break;
443 default:
444 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
445 reg->type, reg->idx[0].offset, reg->idx[1].offset);
446 break;
450 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
452 switch (instr)
454 case WINED3DSIH_M4x4:
455 case WINED3DSIH_M3x4:
456 return param == 1 ? 3 : 0;
458 case WINED3DSIH_M4x3:
459 case WINED3DSIH_M3x3:
460 return param == 1 ? 2 : 0;
462 case WINED3DSIH_M3x2:
463 return param == 1 ? 1 : 0;
465 default:
466 return 0;
470 /* Note that this does not count the loop register as an address register. */
471 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
472 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
473 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
475 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
476 void *fe_data = shader->frontend_data;
477 struct wined3d_shader_version shader_version;
478 const DWORD *ptr = byte_code;
480 memset(reg_maps, 0, sizeof(*reg_maps));
481 reg_maps->min_rel_offset = ~0U;
483 fe->shader_read_header(fe_data, &ptr, &shader_version);
484 reg_maps->shader_version = shader_version;
486 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
487 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
488 if (!reg_maps->constf)
490 ERR("Failed to allocate constant map memory.\n");
491 return E_OUTOFMEMORY;
494 while (!fe->shader_is_end(fe_data, &ptr))
496 struct wined3d_shader_instruction ins;
498 /* Fetch opcode. */
499 fe->shader_read_instruction(fe_data, &ptr, &ins);
501 /* Unhandled opcode, and its parameters. */
502 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
504 TRACE("Skipping unrecognized instruction.\n");
505 continue;
508 /* Handle declarations. */
509 if (ins.handler_idx == WINED3DSIH_DCL)
511 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
513 switch (semantic->reg.reg.type)
515 /* Mark input registers used. */
516 case WINED3DSPR_INPUT:
517 reg_maps->input_registers |= 1 << semantic->reg.reg.idx[0].offset;
518 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
519 break;
521 /* Vertex shader: mark 3.0 output registers used, save token. */
522 case WINED3DSPR_OUTPUT:
523 reg_maps->output_registers |= 1 << semantic->reg.reg.idx[0].offset;
524 shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx[0].offset], semantic);
525 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
526 reg_maps->fog = 1;
527 break;
529 /* Save sampler usage token. */
530 case WINED3DSPR_SAMPLER:
531 reg_maps->sampler_type[semantic->reg.reg.idx[0].offset] = semantic->sampler_type;
532 break;
534 default:
535 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
536 break;
539 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
541 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
542 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
543 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
544 else
545 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
547 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
549 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
550 shader->u.gs.input_type = ins.declaration.primitive_type;
551 else
552 FIXME("Invalid instruction %#x for shader type %#x.\n",
553 ins.handler_idx, shader_version.type);
555 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
557 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
558 shader->u.gs.output_type = ins.declaration.primitive_type;
559 else
560 FIXME("Invalid instruction %#x for shader type %#x.\n",
561 ins.handler_idx, shader_version.type);
563 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
565 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
566 shader->u.gs.vertices_out = ins.declaration.count;
567 else
568 FIXME("Invalid instruction %#x for shader type %#x.\n",
569 ins.handler_idx, shader_version.type);
571 else if (ins.handler_idx == WINED3DSIH_DEF)
573 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
574 if (!lconst) return E_OUTOFMEMORY;
576 lconst->idx = ins.dst[0].reg.idx[0].offset;
577 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
579 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
580 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
582 float *value = (float *)lconst->value;
583 if (value[0] < -1.0f) value[0] = -1.0f;
584 else if (value[0] > 1.0f) value[0] = 1.0f;
585 if (value[1] < -1.0f) value[1] = -1.0f;
586 else if (value[1] > 1.0f) value[1] = 1.0f;
587 if (value[2] < -1.0f) value[2] = -1.0f;
588 else if (value[2] > 1.0f) value[2] = 1.0f;
589 if (value[3] < -1.0f) value[3] = -1.0f;
590 else if (value[3] > 1.0f) value[3] = 1.0f;
593 list_add_head(&shader->constantsF, &lconst->entry);
595 else if (ins.handler_idx == WINED3DSIH_DEFI)
597 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
598 if (!lconst) return E_OUTOFMEMORY;
600 lconst->idx = ins.dst[0].reg.idx[0].offset;
601 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
603 list_add_head(&shader->constantsI, &lconst->entry);
604 reg_maps->local_int_consts |= (1 << lconst->idx);
606 else if (ins.handler_idx == WINED3DSIH_DEFB)
608 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
609 if (!lconst) return E_OUTOFMEMORY;
611 lconst->idx = ins.dst[0].reg.idx[0].offset;
612 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
614 list_add_head(&shader->constantsB, &lconst->entry);
615 reg_maps->local_bool_consts |= (1 << lconst->idx);
617 /* For subroutine prototypes. */
618 else if (ins.handler_idx == WINED3DSIH_LABEL)
620 reg_maps->labels |= 1 << ins.src[0].reg.idx[0].offset;
622 /* Set texture, address, temporary registers. */
623 else
625 BOOL color0_mov = FALSE;
626 unsigned int i;
628 /* This will loop over all the registers and try to
629 * make a bitmask of the ones we're interested in.
631 * Relative addressing tokens are ignored, but that's
632 * okay, since we'll catch any address registers when
633 * they are initialized (required by spec). */
634 for (i = 0; i < ins.dst_count; ++i)
636 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
638 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
639 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
640 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
641 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
643 UINT idx = ins.dst[i].reg.idx[0].offset;
645 switch (ins.dst[i].reg.type)
647 case WINED3DSPR_RASTOUT:
648 switch (idx)
650 case 0: /* oPos */
651 reg_maps->output_registers |= 1 << 10;
652 shader_signature_from_usage(&output_signature[10],
653 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
654 break;
656 case 1: /* oFog */
657 reg_maps->output_registers |= 1 << 11;
658 shader_signature_from_usage(&output_signature[11],
659 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
660 break;
662 case 2: /* oPts */
663 reg_maps->output_registers |= 1 << 11;
664 shader_signature_from_usage(&output_signature[11],
665 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
666 break;
668 break;
670 case WINED3DSPR_ATTROUT:
671 if (idx < 2)
673 idx += 8;
674 if (reg_maps->output_registers & (1 << idx))
676 output_signature[idx].mask |= ins.dst[i].write_mask;
678 else
680 reg_maps->output_registers |= 1 << idx;
681 shader_signature_from_usage(&output_signature[idx],
682 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
685 break;
687 case WINED3DSPR_TEXCRDOUT:
689 reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
690 if (reg_maps->output_registers & (1 << idx))
692 output_signature[idx].mask |= ins.dst[i].write_mask;
694 else
696 reg_maps->output_registers |= 1 << idx;
697 shader_signature_from_usage(&output_signature[idx],
698 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
700 break;
702 default:
703 break;
707 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
709 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
711 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
712 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
713 * the mov and perform the sRGB write correction from the source register.
715 * However, if the mov is only partial, we can't do this, and if the write
716 * comes from an instruction other than MOV it is hard to do as well. If
717 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
718 shader->u.ps.color0_mov = FALSE;
719 if (ins.handler_idx == WINED3DSIH_MOV
720 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
722 /* Used later when the source register is read. */
723 color0_mov = TRUE;
726 /* Also drop the MOV marker if the source register is overwritten prior to the shader
727 * end
729 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
730 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
732 shader->u.ps.color0_mov = FALSE;
736 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
737 if (shader_version.major == 1
738 && (ins.handler_idx == WINED3DSIH_TEX
739 || ins.handler_idx == WINED3DSIH_TEXBEM
740 || ins.handler_idx == WINED3DSIH_TEXBEML
741 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
742 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
743 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
744 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
745 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
746 || ins.handler_idx == WINED3DSIH_TEXREG2AR
747 || ins.handler_idx == WINED3DSIH_TEXREG2GB
748 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
750 /* Fake sampler usage, only set reserved bit and type. */
751 DWORD sampler_code = ins.dst[i].reg.idx[0].offset;
753 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
754 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
756 /* texbem is only valid with < 1.4 pixel shaders */
757 if (ins.handler_idx == WINED3DSIH_TEXBEM
758 || ins.handler_idx == WINED3DSIH_TEXBEML)
760 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
761 if (ins.handler_idx == WINED3DSIH_TEXBEML)
763 reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx[0].offset;
767 else if (ins.handler_idx == WINED3DSIH_BEM)
769 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
773 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
774 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
775 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
776 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
777 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
778 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
779 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
780 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
781 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
782 else if (ins.handler_idx == WINED3DSIH_LOOP
783 || ins.handler_idx == WINED3DSIH_REP)
785 ++cur_loop_depth;
786 if (cur_loop_depth > max_loop_depth)
787 max_loop_depth = cur_loop_depth;
789 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
790 || ins.handler_idx == WINED3DSIH_ENDREP)
791 --cur_loop_depth;
793 if (ins.predicate)
794 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
796 for (i = 0; i < ins.src_count; ++i)
798 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
799 struct wined3d_shader_register reg = ins.src[i].reg;
801 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
802 while (count)
804 ++reg.idx[0].offset;
805 shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
806 --count;
809 if (color0_mov)
811 if (ins.src[i].reg.type == WINED3DSPR_TEMP
812 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
814 shader->u.ps.color0_mov = TRUE;
815 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
821 reg_maps->loop_depth = max_loop_depth;
823 /* PS before 2.0 don't have explicit color outputs. Instead the value of
824 * R0 is written to the render target. */
825 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
826 reg_maps->rt_mask |= (1 << 0);
828 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
830 return WINED3D_OK;
833 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
835 DWORD map = 1 << max;
836 map |= map - 1;
837 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
839 return wined3d_log2i(map);
842 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
843 const struct wined3d_shader_version *shader_version)
845 TRACE("dcl");
847 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
849 switch (semantic->sampler_type)
851 case WINED3DSTT_2D: TRACE("_2d"); break;
852 case WINED3DSTT_CUBE: TRACE("_cube"); break;
853 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
854 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
857 else
859 /* Pixel shaders 3.0 don't have usage semantics. */
860 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
861 else TRACE("_");
863 switch (semantic->usage)
865 case WINED3D_DECL_USAGE_POSITION:
866 TRACE("position%u", semantic->usage_idx);
867 break;
869 case WINED3D_DECL_USAGE_BLEND_INDICES:
870 TRACE("blend");
871 break;
873 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
874 TRACE("weight");
875 break;
877 case WINED3D_DECL_USAGE_NORMAL:
878 TRACE("normal%u", semantic->usage_idx);
879 break;
881 case WINED3D_DECL_USAGE_PSIZE:
882 TRACE("psize");
883 break;
885 case WINED3D_DECL_USAGE_COLOR:
886 if (!semantic->usage_idx) TRACE("color");
887 else TRACE("specular%u", (semantic->usage_idx - 1));
888 break;
890 case WINED3D_DECL_USAGE_TEXCOORD:
891 TRACE("texture%u", semantic->usage_idx);
892 break;
894 case WINED3D_DECL_USAGE_TANGENT:
895 TRACE("tangent");
896 break;
898 case WINED3D_DECL_USAGE_BINORMAL:
899 TRACE("binormal");
900 break;
902 case WINED3D_DECL_USAGE_TESS_FACTOR:
903 TRACE("tessfactor");
904 break;
906 case WINED3D_DECL_USAGE_POSITIONT:
907 TRACE("positionT%u", semantic->usage_idx);
908 break;
910 case WINED3D_DECL_USAGE_FOG:
911 TRACE("fog");
912 break;
914 case WINED3D_DECL_USAGE_DEPTH:
915 TRACE("depth");
916 break;
918 case WINED3D_DECL_USAGE_SAMPLE:
919 TRACE("sample");
920 break;
922 default:
923 FIXME("unknown_semantics(0x%08x)", semantic->usage);
928 static void shader_dump_register(const struct wined3d_shader_register *reg,
929 const struct wined3d_shader_version *shader_version)
931 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
932 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
933 UINT offset = reg->idx[0].offset;
935 switch (reg->type)
937 case WINED3DSPR_TEMP:
938 TRACE("r");
939 break;
941 case WINED3DSPR_INPUT:
942 TRACE("v");
943 break;
945 case WINED3DSPR_CONST:
946 case WINED3DSPR_CONST2:
947 case WINED3DSPR_CONST3:
948 case WINED3DSPR_CONST4:
949 TRACE("c");
950 offset = shader_get_float_offset(reg->type, offset);
951 break;
953 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
954 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
955 break;
957 case WINED3DSPR_RASTOUT:
958 TRACE("%s", rastout_reg_names[offset]);
959 break;
961 case WINED3DSPR_COLOROUT:
962 TRACE("oC");
963 break;
965 case WINED3DSPR_DEPTHOUT:
966 TRACE("oDepth");
967 break;
969 case WINED3DSPR_ATTROUT:
970 TRACE("oD");
971 break;
973 case WINED3DSPR_TEXCRDOUT:
974 /* Vertex shaders >= 3.0 use general purpose output registers
975 * (WINED3DSPR_OUTPUT), which can include an address token. */
976 if (shader_version->major >= 3) TRACE("o");
977 else TRACE("oT");
978 break;
980 case WINED3DSPR_CONSTINT:
981 TRACE("i");
982 break;
984 case WINED3DSPR_CONSTBOOL:
985 TRACE("b");
986 break;
988 case WINED3DSPR_LABEL:
989 TRACE("l");
990 break;
992 case WINED3DSPR_LOOP:
993 TRACE("aL");
994 break;
996 case WINED3DSPR_SAMPLER:
997 TRACE("s");
998 break;
1000 case WINED3DSPR_MISCTYPE:
1001 if (offset > 1)
1002 FIXME("Unhandled misctype register %u.\n", offset);
1003 else
1004 TRACE("%s", misctype_reg_names[offset]);
1005 break;
1007 case WINED3DSPR_PREDICATE:
1008 TRACE("p");
1009 break;
1011 case WINED3DSPR_IMMCONST:
1012 TRACE("l");
1013 break;
1015 case WINED3DSPR_CONSTBUFFER:
1016 TRACE("cb");
1017 break;
1019 case WINED3DSPR_PRIMID:
1020 TRACE("primID");
1021 break;
1023 case WINED3DSPR_NULL:
1024 TRACE("null");
1025 break;
1027 case WINED3DSPR_RESOURCE:
1028 TRACE("t");
1029 break;
1031 default:
1032 TRACE("unhandled_rtype(%#x)", reg->type);
1033 break;
1036 if (reg->type == WINED3DSPR_IMMCONST)
1038 TRACE("(");
1039 switch (reg->immconst_type)
1041 case WINED3D_IMMCONST_SCALAR:
1042 switch (reg->data_type)
1044 case WINED3D_DATA_FLOAT:
1045 TRACE("%.8e", *(const float *)reg->immconst_data);
1046 break;
1047 case WINED3D_DATA_INT:
1048 TRACE("%d", reg->immconst_data[0]);
1049 break;
1050 case WINED3D_DATA_RESOURCE:
1051 case WINED3D_DATA_SAMPLER:
1052 case WINED3D_DATA_UINT:
1053 TRACE("%u", reg->immconst_data[0]);
1054 break;
1055 default:
1056 TRACE("<unhandled data type %#x>", reg->data_type);
1057 break;
1059 break;
1061 case WINED3D_IMMCONST_VEC4:
1062 switch (reg->data_type)
1064 case WINED3D_DATA_FLOAT:
1065 TRACE("%.8e, %.8e, %.8e, %.8e",
1066 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1067 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1068 break;
1069 case WINED3D_DATA_INT:
1070 TRACE("%d, %d, %d, %d",
1071 reg->immconst_data[0], reg->immconst_data[1],
1072 reg->immconst_data[2], reg->immconst_data[3]);
1073 break;
1074 case WINED3D_DATA_RESOURCE:
1075 case WINED3D_DATA_SAMPLER:
1076 case WINED3D_DATA_UINT:
1077 TRACE("%u, %u, %u, %u",
1078 reg->immconst_data[0], reg->immconst_data[1],
1079 reg->immconst_data[2], reg->immconst_data[3]);
1080 break;
1081 default:
1082 TRACE("<unhandled data type %#x>", reg->data_type);
1083 break;
1085 break;
1087 default:
1088 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1089 break;
1091 TRACE(")");
1093 else if (reg->type != WINED3DSPR_RASTOUT
1094 && reg->type != WINED3DSPR_MISCTYPE
1095 && reg->type != WINED3DSPR_NULL)
1097 if (offset != ~0U)
1099 TRACE("[");
1100 if (reg->idx[0].rel_addr)
1102 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1103 TRACE(" + ");
1105 TRACE("%u]", offset);
1107 if (reg->idx[1].offset != ~0U)
1109 TRACE("[");
1110 if (reg->idx[1].rel_addr)
1112 shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1113 TRACE(" + ");
1115 TRACE("%u]", reg->idx[1].offset);
1121 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1122 const struct wined3d_shader_version *shader_version)
1124 DWORD write_mask = param->write_mask;
1126 shader_dump_register(&param->reg, shader_version);
1128 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1130 static const char *write_mask_chars = "xyzw";
1132 TRACE(".");
1133 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1134 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1135 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1136 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1140 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1141 const struct wined3d_shader_version *shader_version)
1143 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1144 DWORD swizzle = param->swizzle;
1146 if (src_modifier == WINED3DSPSM_NEG
1147 || src_modifier == WINED3DSPSM_BIASNEG
1148 || src_modifier == WINED3DSPSM_SIGNNEG
1149 || src_modifier == WINED3DSPSM_X2NEG
1150 || src_modifier == WINED3DSPSM_ABSNEG)
1151 TRACE("-");
1152 else if (src_modifier == WINED3DSPSM_COMP)
1153 TRACE("1-");
1154 else if (src_modifier == WINED3DSPSM_NOT)
1155 TRACE("!");
1157 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1158 TRACE("abs(");
1160 shader_dump_register(&param->reg, shader_version);
1162 if (src_modifier)
1164 switch (src_modifier)
1166 case WINED3DSPSM_NONE: break;
1167 case WINED3DSPSM_NEG: break;
1168 case WINED3DSPSM_NOT: break;
1169 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1170 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1171 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1172 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1173 case WINED3DSPSM_COMP: break;
1174 case WINED3DSPSM_X2: TRACE("_x2"); break;
1175 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1176 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1177 case WINED3DSPSM_DW: TRACE("_dw"); break;
1178 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1179 case WINED3DSPSM_ABS: TRACE(")"); break;
1180 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1184 if (swizzle != WINED3DSP_NOSWIZZLE)
1186 static const char *swizzle_chars = "xyzw";
1187 DWORD swizzle_x = swizzle & 0x03;
1188 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1189 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1190 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1192 if (swizzle_x == swizzle_y
1193 && swizzle_x == swizzle_z
1194 && swizzle_x == swizzle_w)
1196 TRACE(".%c", swizzle_chars[swizzle_x]);
1198 else
1200 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1201 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1206 /* Shared code in order to generate the bulk of the shader string.
1207 * NOTE: A description of how to parse tokens can be found on MSDN. */
1208 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1209 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1211 struct wined3d_device *device = shader->device;
1212 const struct wined3d_shader_frontend *fe = shader->frontend;
1213 void *fe_data = shader->frontend_data;
1214 struct wined3d_shader_version shader_version;
1215 struct wined3d_shader_loop_state loop_state;
1216 struct wined3d_shader_instruction ins;
1217 struct wined3d_shader_tex_mx tex_mx;
1218 struct wined3d_shader_context ctx;
1219 const DWORD *ptr = byte_code;
1221 /* Initialize current parsing state. */
1222 tex_mx.current_row = 0;
1223 loop_state.current_depth = 0;
1224 loop_state.current_reg = 0;
1226 ctx.shader = shader;
1227 ctx.gl_info = &device->adapter->gl_info;
1228 ctx.reg_maps = reg_maps;
1229 ctx.buffer = buffer;
1230 ctx.tex_mx = &tex_mx;
1231 ctx.loop_state = &loop_state;
1232 ctx.backend_data = backend_ctx;
1233 ins.ctx = &ctx;
1235 fe->shader_read_header(fe_data, &ptr, &shader_version);
1237 while (!fe->shader_is_end(fe_data, &ptr))
1239 /* Read opcode. */
1240 fe->shader_read_instruction(fe_data, &ptr, &ins);
1242 /* Unknown opcode and its parameters. */
1243 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1245 TRACE("Skipping unrecognized instruction.\n");
1246 continue;
1249 if (ins.predicate)
1250 FIXME("Predicates not implemented.\n");
1252 /* Call appropriate function for output target */
1253 device->shader_backend->shader_handle_instruction(&ins);
1257 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1259 DWORD mmask = dst->modifiers;
1261 switch (dst->shift)
1263 case 0: break;
1264 case 13: TRACE("_d8"); break;
1265 case 14: TRACE("_d4"); break;
1266 case 15: TRACE("_d2"); break;
1267 case 1: TRACE("_x2"); break;
1268 case 2: TRACE("_x4"); break;
1269 case 3: TRACE("_x8"); break;
1270 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1273 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1274 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1275 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1277 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1278 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1281 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1283 switch (primitive_type)
1285 case WINED3D_PT_UNDEFINED:
1286 TRACE("undefined");
1287 break;
1288 case WINED3D_PT_POINTLIST:
1289 TRACE("pointlist");
1290 break;
1291 case WINED3D_PT_LINELIST:
1292 TRACE("linelist");
1293 break;
1294 case WINED3D_PT_LINESTRIP:
1295 TRACE("linestrip");
1296 break;
1297 case WINED3D_PT_TRIANGLELIST:
1298 TRACE("trianglelist");
1299 break;
1300 case WINED3D_PT_TRIANGLESTRIP:
1301 TRACE("trianglestrip");
1302 break;
1303 case WINED3D_PT_TRIANGLEFAN:
1304 TRACE("trianglefan");
1305 break;
1306 case WINED3D_PT_LINELIST_ADJ:
1307 TRACE("linelist_adj");
1308 break;
1309 case WINED3D_PT_LINESTRIP_ADJ:
1310 TRACE("linestrip_adj");
1311 break;
1312 case WINED3D_PT_TRIANGLELIST_ADJ:
1313 TRACE("trianglelist_adj");
1314 break;
1315 case WINED3D_PT_TRIANGLESTRIP_ADJ:
1316 TRACE("trianglestrip_adj");
1317 break;
1318 default:
1319 TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1320 break;
1324 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1326 struct wined3d_shader_version shader_version;
1327 const DWORD *ptr = byte_code;
1328 const char *type_prefix;
1329 DWORD i;
1331 TRACE("Parsing %p.\n", byte_code);
1333 fe->shader_read_header(fe_data, &ptr, &shader_version);
1335 switch (shader_version.type)
1337 case WINED3D_SHADER_TYPE_VERTEX:
1338 type_prefix = "vs";
1339 break;
1341 case WINED3D_SHADER_TYPE_GEOMETRY:
1342 type_prefix = "gs";
1343 break;
1345 case WINED3D_SHADER_TYPE_PIXEL:
1346 type_prefix = "ps";
1347 break;
1349 default:
1350 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1351 type_prefix = "unknown";
1352 break;
1355 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1357 while (!fe->shader_is_end(fe_data, &ptr))
1359 struct wined3d_shader_instruction ins;
1361 fe->shader_read_instruction(fe_data, &ptr, &ins);
1362 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1364 TRACE("Skipping unrecognized instruction.\n");
1365 continue;
1368 if (ins.handler_idx == WINED3DSIH_DCL)
1370 shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1371 shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1372 TRACE(" ");
1373 shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1375 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1377 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1378 shader_dump_src_param(&ins.declaration.src, &shader_version);
1379 TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1381 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1382 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1384 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1385 shader_dump_primitive_type(ins.declaration.primitive_type);
1387 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1389 TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1391 else if (ins.handler_idx == WINED3DSIH_DEF)
1393 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1394 ins.dst[0].reg.idx[0].offset),
1395 *(const float *)&ins.src[0].reg.immconst_data[0],
1396 *(const float *)&ins.src[0].reg.immconst_data[1],
1397 *(const float *)&ins.src[0].reg.immconst_data[2],
1398 *(const float *)&ins.src[0].reg.immconst_data[3]);
1400 else if (ins.handler_idx == WINED3DSIH_DEFI)
1402 TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1403 ins.src[0].reg.immconst_data[0],
1404 ins.src[0].reg.immconst_data[1],
1405 ins.src[0].reg.immconst_data[2],
1406 ins.src[0].reg.immconst_data[3]);
1408 else if (ins.handler_idx == WINED3DSIH_DEFB)
1410 TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1412 else
1414 if (ins.predicate)
1416 TRACE("(");
1417 shader_dump_src_param(ins.predicate, &shader_version);
1418 TRACE(") ");
1421 /* PixWin marks instructions with the coissue flag with a '+' */
1422 if (ins.coissue) TRACE("+");
1424 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1426 if (ins.handler_idx == WINED3DSIH_IFC
1427 || ins.handler_idx == WINED3DSIH_BREAKC)
1429 switch (ins.flags)
1431 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1432 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1433 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1434 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1435 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1436 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1437 default: TRACE("_(%u)", ins.flags);
1440 else if (ins.handler_idx == WINED3DSIH_TEX
1441 && shader_version.major >= 2
1442 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1444 TRACE("p");
1447 for (i = 0; i < ins.dst_count; ++i)
1449 shader_dump_ins_modifiers(&ins.dst[i]);
1450 TRACE(!i ? " " : ", ");
1451 shader_dump_dst_param(&ins.dst[i], &shader_version);
1454 /* Other source tokens */
1455 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1457 TRACE(!i ? " " : ", ");
1458 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1461 TRACE("\n");
1465 static void shader_cleanup(struct wined3d_shader *shader)
1467 shader->device->shader_backend->shader_destroy(shader);
1468 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1469 HeapFree(GetProcessHeap(), 0, shader->function);
1470 shader_delete_constant_list(&shader->constantsF);
1471 shader_delete_constant_list(&shader->constantsB);
1472 shader_delete_constant_list(&shader->constantsI);
1473 list_remove(&shader->shader_list_entry);
1475 if (shader->frontend && shader->frontend_data)
1476 shader->frontend->shader_free(shader->frontend_data);
1479 struct shader_none_priv
1481 const struct fragment_pipeline *fragment_pipe;
1482 BOOL ffp_proj_control;
1485 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1486 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1487 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1488 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1489 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1490 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1491 static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1492 static void shader_none_load_np2fixup_constants(void *shader_priv,
1493 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1494 static void shader_none_destroy(struct wined3d_shader *shader) {}
1495 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1497 static void shader_none_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
1498 enum wined3d_shader_mode fragment_mode)
1500 const struct wined3d_gl_info *gl_info = context->gl_info;
1501 struct wined3d_device *device = context->swapchain->device;
1502 struct shader_none_priv *priv = device->shader_priv;
1504 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
1507 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
1509 struct fragment_caps fragment_caps;
1510 struct shader_none_priv *priv;
1511 void *fragment_priv;
1513 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1515 ERR("Failed to allocate private data.\n");
1516 return E_OUTOFMEMORY;
1519 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1521 ERR("Failed to initialize fragment pipe.\n");
1522 HeapFree(GetProcessHeap(), 0, priv);
1523 return E_FAIL;
1526 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1527 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1528 device->fragment_priv = fragment_priv;
1529 priv->fragment_pipe = fragment_pipe;
1530 device->shader_priv = priv;
1532 return WINED3D_OK;
1535 static void shader_none_free(struct wined3d_device *device)
1537 struct shader_none_priv *priv = device->shader_priv;
1539 priv->fragment_pipe->free_private(device);
1540 HeapFree(GetProcessHeap(), 0, priv);
1543 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1545 /* Set the shader caps to 0 for the none shader backend */
1546 caps->vs_version = 0;
1547 caps->gs_version = 0;
1548 caps->ps_version = 0;
1549 caps->vs_uniform_count = 0;
1550 caps->ps_uniform_count = 0;
1551 caps->ps_1x_max_value = 0.0f;
1552 caps->wined3d_caps = 0;
1555 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1557 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1559 TRACE("Checking support for fixup:\n");
1560 dump_color_fixup_desc(fixup);
1563 /* Faked to make some apps happy. */
1564 if (!is_complex_fixup(fixup))
1566 TRACE("[OK]\n");
1567 return TRUE;
1570 TRACE("[FAILED]\n");
1571 return FALSE;
1574 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
1576 struct shader_none_priv *priv = shader_priv;
1578 return priv->ffp_proj_control;
1581 const struct wined3d_shader_backend_ops none_shader_backend =
1583 shader_none_handle_instruction,
1584 shader_none_select,
1585 shader_none_select_depth_blt,
1586 shader_none_deselect_depth_blt,
1587 shader_none_update_float_vertex_constants,
1588 shader_none_update_float_pixel_constants,
1589 shader_none_load_constants,
1590 shader_none_load_np2fixup_constants,
1591 shader_none_destroy,
1592 shader_none_alloc,
1593 shader_none_free,
1594 shader_none_context_destroyed,
1595 shader_none_get_caps,
1596 shader_none_color_fixup_supported,
1597 shader_none_has_ffp_proj_control,
1600 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1601 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1602 enum wined3d_shader_type type, unsigned int max_version)
1604 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1605 const struct wined3d_shader_frontend *fe;
1606 HRESULT hr;
1607 unsigned int backend_version;
1609 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1610 shader, byte_code, output_signature, float_const_count);
1612 fe = shader_select_frontend(*byte_code);
1613 if (!fe)
1615 FIXME("Unable to find frontend for shader.\n");
1616 return WINED3DERR_INVALIDCALL;
1618 shader->frontend = fe;
1619 shader->frontend_data = fe->shader_init(byte_code, output_signature);
1620 if (!shader->frontend_data)
1622 FIXME("Failed to initialize frontend.\n");
1623 return WINED3DERR_INVALIDCALL;
1626 /* First pass: trace shader. */
1627 if (TRACE_ON(d3d_shader))
1628 shader_trace_init(fe, shader->frontend_data, byte_code);
1630 /* Initialize immediate constant lists. */
1631 list_init(&shader->constantsF);
1632 list_init(&shader->constantsB);
1633 list_init(&shader->constantsI);
1635 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1636 hr = shader_get_registers_used(shader, fe,
1637 reg_maps, shader->input_signature, shader->output_signature,
1638 byte_code, float_const_count);
1639 if (FAILED(hr)) return hr;
1641 if (reg_maps->shader_version.type != type)
1643 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1644 return WINED3DERR_INVALIDCALL;
1646 if (reg_maps->shader_version.major > max_version)
1648 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1649 return WINED3DERR_INVALIDCALL;
1651 switch (type)
1653 case WINED3D_SHADER_TYPE_VERTEX:
1654 backend_version = shader->device->vs_version;
1655 break;
1656 case WINED3D_SHADER_TYPE_GEOMETRY:
1657 backend_version = shader->device->gs_version;
1658 break;
1659 case WINED3D_SHADER_TYPE_PIXEL:
1660 backend_version = shader->device->ps_version;
1661 break;
1662 default:
1663 FIXME("No backend version-checking for this shader type\n");
1664 backend_version = 0;
1666 if (reg_maps->shader_version.major > backend_version)
1668 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1669 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1670 return WINED3DERR_INVALIDCALL;
1673 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1674 if (!shader->function)
1675 return E_OUTOFMEMORY;
1676 memcpy(shader->function, byte_code, shader->functionLength);
1678 return WINED3D_OK;
1681 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1683 ULONG refcount = InterlockedIncrement(&shader->ref);
1685 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1687 return refcount;
1690 /* Do not call while under the GL lock. */
1691 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1693 ULONG refcount = InterlockedDecrement(&shader->ref);
1695 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1697 if (!refcount)
1699 shader_cleanup(shader);
1700 shader->parent_ops->wined3d_object_destroyed(shader->parent);
1701 HeapFree(GetProcessHeap(), 0, shader);
1704 return refcount;
1707 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1709 TRACE("shader %p.\n", shader);
1711 return shader->parent;
1714 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1715 void *byte_code, UINT *byte_code_size)
1717 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1719 if (!byte_code)
1721 *byte_code_size = shader->functionLength;
1722 return WINED3D_OK;
1725 if (*byte_code_size < shader->functionLength)
1727 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1728 * than the required size we should write the required size and
1729 * return D3DERR_MOREDATA. That's not actually true. */
1730 return WINED3DERR_INVALIDCALL;
1733 memcpy(byte_code, shader->function, shader->functionLength);
1735 return WINED3D_OK;
1738 /* Set local constants for d3d8 shaders. */
1739 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1740 UINT start_idx, const float *src_data, UINT count)
1742 UINT end_idx = start_idx + count;
1743 UINT i;
1745 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1747 if (end_idx > shader->limits.constant_float)
1749 WARN("end_idx %u > float constants limit %u.\n",
1750 end_idx, shader->limits.constant_float);
1751 end_idx = shader->limits.constant_float;
1754 for (i = start_idx; i < end_idx; ++i)
1756 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1757 if (!lconst)
1758 return E_OUTOFMEMORY;
1760 lconst->idx = i;
1761 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1762 list_add_head(&shader->constantsF, &lconst->entry);
1765 return WINED3D_OK;
1768 void find_vs_compile_args(const struct wined3d_state *state,
1769 const struct wined3d_shader *shader, struct vs_compile_args *args)
1771 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1772 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1773 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1774 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1775 args->swizzle_map = shader->device->strided_streams.swizzle_map;
1778 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1780 if (usage_idx1 != usage_idx2)
1781 return FALSE;
1782 if (usage1 == usage2)
1783 return TRUE;
1784 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1785 return TRUE;
1786 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1787 return TRUE;
1789 return FALSE;
1792 BOOL vshader_get_input(const struct wined3d_shader *shader,
1793 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1795 WORD map = shader->reg_maps.input_registers;
1796 unsigned int i;
1798 for (i = 0; map; map >>= 1, ++i)
1800 if (!(map & 1)) continue;
1802 if (match_usage(shader->u.vs.attributes[i].usage,
1803 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1805 *regnum = i;
1806 return TRUE;
1809 return FALSE;
1812 static void vertexshader_set_limits(struct wined3d_shader *shader)
1814 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1815 shader->reg_maps.shader_version.minor);
1816 struct wined3d_device *device = shader->device;
1818 shader->limits.packed_input = 0;
1820 switch (shader_version)
1822 case WINED3D_SHADER_VERSION(1, 0):
1823 case WINED3D_SHADER_VERSION(1, 1):
1824 shader->limits.constant_bool = 0;
1825 shader->limits.constant_int = 0;
1826 shader->limits.packed_output = 12;
1827 shader->limits.sampler = 0;
1828 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1829 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1830 * constants? */
1831 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1832 break;
1834 case WINED3D_SHADER_VERSION(2, 0):
1835 case WINED3D_SHADER_VERSION(2, 1):
1836 shader->limits.constant_bool = 16;
1837 shader->limits.constant_int = 16;
1838 shader->limits.packed_output = 12;
1839 shader->limits.sampler = 0;
1840 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1841 break;
1843 case WINED3D_SHADER_VERSION(3, 0):
1844 shader->limits.constant_bool = 16;
1845 shader->limits.constant_int = 16;
1846 shader->limits.packed_output = 12;
1847 shader->limits.sampler = 4;
1848 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1849 * even though they are capable of supporting much more (GL
1850 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1851 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1852 * shaders to 256. */
1853 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1854 break;
1856 case WINED3D_SHADER_VERSION(4, 0):
1857 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1858 shader->limits.constant_int = 0;
1859 shader->limits.constant_float = 0;
1860 shader->limits.constant_bool = 0;
1861 shader->limits.packed_output = 16;
1862 shader->limits.packed_input = 0;
1863 break;
1865 default:
1866 shader->limits.constant_bool = 16;
1867 shader->limits.constant_int = 16;
1868 shader->limits.packed_output = 12;
1869 shader->limits.sampler = 0;
1870 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1871 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1872 shader->reg_maps.shader_version.major,
1873 shader->reg_maps.shader_version.minor);
1877 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1878 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1879 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1881 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1882 unsigned int i;
1883 HRESULT hr;
1884 WORD map;
1886 if (!byte_code) return WINED3DERR_INVALIDCALL;
1888 shader_init(shader, device, parent, parent_ops);
1889 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1890 WINED3D_SHADER_TYPE_VERTEX, max_version);
1891 if (FAILED(hr))
1893 WARN("Failed to set function, hr %#x.\n", hr);
1894 shader_cleanup(shader);
1895 return hr;
1898 map = reg_maps->input_registers;
1899 for (i = 0; map; map >>= 1, ++i)
1901 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1902 continue;
1904 shader->u.vs.attributes[i].usage =
1905 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1906 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1909 if (output_signature)
1911 for (i = 0; i < output_signature->element_count; ++i)
1913 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1914 reg_maps->output_registers |= 1 << e->register_idx;
1915 shader->output_signature[e->register_idx] = *e;
1919 vertexshader_set_limits(shader);
1921 shader->load_local_constsF = reg_maps->usesrelconstF
1922 && !list_empty(&shader->constantsF);
1924 return WINED3D_OK;
1927 static void geometryshader_set_limits(struct wined3d_shader *shader)
1929 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1930 shader->reg_maps.shader_version.minor);
1932 switch (shader_version)
1934 case WINED3D_SHADER_VERSION(4, 0):
1935 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1936 shader->limits.constant_int = 0;
1937 shader->limits.constant_float = 0;
1938 shader->limits.constant_bool = 0;
1939 shader->limits.packed_output = 32;
1940 shader->limits.packed_input = 16;
1941 break;
1943 default:
1944 memset(&shader->limits, 0, sizeof(shader->limits));
1945 FIXME("Unhandled geometry shader version \"%u.%u\".\n",
1946 shader->reg_maps.shader_version.major,
1947 shader->reg_maps.shader_version.minor);
1951 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1952 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1953 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1955 HRESULT hr;
1957 shader_init(shader, device, parent, parent_ops);
1958 hr = shader_set_function(shader, byte_code, output_signature, 0,
1959 WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1960 if (FAILED(hr))
1962 WARN("Failed to set function, hr %#x.\n", hr);
1963 shader_cleanup(shader);
1964 return hr;
1967 geometryshader_set_limits(shader);
1969 shader->load_local_constsF = FALSE;
1971 return WINED3D_OK;
1974 void find_ps_compile_args(const struct wined3d_state *state,
1975 const struct wined3d_shader *shader, struct ps_compile_args *args)
1977 struct wined3d_device *device = shader->device;
1978 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1979 const struct wined3d_texture *texture;
1980 UINT i;
1982 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1983 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1985 const struct wined3d_surface *rt = state->fb->render_targets[0];
1986 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
1988 static unsigned int warned = 0;
1990 args->srgb_correction = 1;
1991 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
1992 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
1993 "support, expect rendering artifacts.\n");
1997 if (shader->reg_maps.shader_version.major == 1
1998 && shader->reg_maps.shader_version.minor <= 3)
2000 for (i = 0; i < 4; ++i)
2002 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
2004 if (flags & WINED3D_TTFF_PROJECTED)
2006 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
2008 if (!state->vertex_shader)
2010 unsigned int j;
2011 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
2012 DWORD max_valid = WINED3D_TTFF_COUNT4;
2013 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
2015 for (j = 0; j < state->vertex_declaration->element_count; ++j)
2017 struct wined3d_vertex_declaration_element *element =
2018 &state->vertex_declaration->elements[j];
2020 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2021 && element->usage_idx == index)
2023 max_valid = element->format->component_count;
2024 break;
2027 if (!tex_transform || tex_transform > max_valid)
2029 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2030 tex_transform, max_valid);
2031 tex_transform = max_valid;
2033 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
2034 || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
2035 || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
2036 tex_transform |= WINED3D_PSARGS_PROJECTED;
2037 else
2039 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2040 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2041 i, tex_transform, sampler_type);
2044 else
2045 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2047 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2052 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2054 if (!shader->reg_maps.sampler_type[i])
2055 continue;
2057 texture = state->textures[i];
2058 if (!texture)
2060 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2061 continue;
2063 args->color_fixup[i] = texture->resource.format->color_fixup;
2065 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2066 args->shadow |= 1 << i;
2068 /* Flag samplers that need NP2 texcoord fixup. */
2069 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2070 args->np2_fixup |= (1 << i);
2072 if (shader->reg_maps.shader_version.major >= 3)
2074 if (device->strided_streams.position_transformed)
2076 args->vp_mode = pretransformed;
2078 else if (use_vs(state))
2080 args->vp_mode = vertexshader;
2082 else
2084 args->vp_mode = fixedfunction;
2086 args->fog = FOG_OFF;
2088 else
2090 args->vp_mode = vertexshader;
2091 if (state->render_states[WINED3D_RS_FOGENABLE])
2093 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2095 case WINED3D_FOG_NONE:
2096 if (device->strided_streams.position_transformed || use_vs(state))
2098 args->fog = FOG_LINEAR;
2099 break;
2102 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2104 case WINED3D_FOG_NONE: /* Fall through. */
2105 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2106 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2107 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2109 break;
2111 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2112 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2113 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2116 else
2118 args->fog = FOG_OFF;
2123 static void pixelshader_set_limits(struct wined3d_shader *shader)
2125 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2126 shader->reg_maps.shader_version.minor);
2128 shader->limits.packed_output = 0;
2130 switch (shader_version)
2132 case WINED3D_SHADER_VERSION(1, 0):
2133 case WINED3D_SHADER_VERSION(1, 1):
2134 case WINED3D_SHADER_VERSION(1, 2):
2135 case WINED3D_SHADER_VERSION(1, 3):
2136 shader->limits.constant_float = 8;
2137 shader->limits.constant_int = 0;
2138 shader->limits.constant_bool = 0;
2139 shader->limits.sampler = 4;
2140 shader->limits.packed_input = 0;
2141 break;
2143 case WINED3D_SHADER_VERSION(1, 4):
2144 shader->limits.constant_float = 8;
2145 shader->limits.constant_int = 0;
2146 shader->limits.constant_bool = 0;
2147 shader->limits.sampler = 6;
2148 shader->limits.packed_input = 0;
2149 break;
2151 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2152 case WINED3D_SHADER_VERSION(2, 0):
2153 shader->limits.constant_float = 32;
2154 shader->limits.constant_int = 16;
2155 shader->limits.constant_bool = 16;
2156 shader->limits.sampler = 16;
2157 shader->limits.packed_input = 0;
2158 break;
2160 case WINED3D_SHADER_VERSION(2, 1):
2161 shader->limits.constant_float = 32;
2162 shader->limits.constant_int = 16;
2163 shader->limits.constant_bool = 16;
2164 shader->limits.sampler = 16;
2165 shader->limits.packed_input = 0;
2166 break;
2168 case WINED3D_SHADER_VERSION(3, 0):
2169 shader->limits.constant_float = 224;
2170 shader->limits.constant_int = 16;
2171 shader->limits.constant_bool = 16;
2172 shader->limits.sampler = 16;
2173 shader->limits.packed_input = 12;
2174 break;
2176 case WINED3D_SHADER_VERSION(4, 0):
2177 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2178 shader->limits.constant_int = 0;
2179 shader->limits.constant_float = 0;
2180 shader->limits.constant_bool = 0;
2181 shader->limits.packed_input = 32;
2182 break;
2184 default:
2185 shader->limits.constant_float = 32;
2186 shader->limits.constant_int = 16;
2187 shader->limits.constant_bool = 16;
2188 shader->limits.sampler = 16;
2189 shader->limits.packed_input = 0;
2190 FIXME("Unrecognized pixel shader version %u.%u\n",
2191 shader->reg_maps.shader_version.major,
2192 shader->reg_maps.shader_version.minor);
2196 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2197 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2198 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2200 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2201 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2202 HRESULT hr;
2204 if (!byte_code) return WINED3DERR_INVALIDCALL;
2206 shader_init(shader, device, parent, parent_ops);
2207 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2208 WINED3D_SHADER_TYPE_PIXEL, max_version);
2209 if (FAILED(hr))
2211 WARN("Failed to set function, hr %#x.\n", hr);
2212 shader_cleanup(shader);
2213 return hr;
2216 pixelshader_set_limits(shader);
2218 for (i = 0; i < MAX_REG_INPUT; ++i)
2220 if (shader->u.ps.input_reg_used[i])
2222 ++num_regs_used;
2223 highest_reg_used = i;
2227 /* Don't do any register mapping magic if it is not needed, or if we can't
2228 * achieve anything anyway */
2229 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2230 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2232 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2234 /* This happens with relative addressing. The input mapper function
2235 * warns about this if the higher registers are declared too, so
2236 * don't write a FIXME here */
2237 WARN("More varying registers used than supported\n");
2240 for (i = 0; i < MAX_REG_INPUT; ++i)
2242 shader->u.ps.input_reg_map[i] = i;
2245 shader->u.ps.declared_in_count = highest_reg_used + 1;
2247 else
2249 shader->u.ps.declared_in_count = 0;
2250 for (i = 0; i < MAX_REG_INPUT; ++i)
2252 if (shader->u.ps.input_reg_used[i])
2253 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2254 else shader->u.ps.input_reg_map[i] = ~0U;
2258 shader->load_local_constsF = FALSE;
2260 return WINED3D_OK;
2263 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2265 enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2266 unsigned int i;
2268 if (reg_maps->shader_version.major != 1) return;
2270 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2272 /* We don't sample from this sampler. */
2273 if (!sampler_type[i]) continue;
2275 if (!textures[i])
2277 WARN("No texture bound to sampler %u, using 2D.\n", i);
2278 sampler_type[i] = WINED3DSTT_2D;
2279 continue;
2282 switch (textures[i]->target)
2284 case GL_TEXTURE_RECTANGLE_ARB:
2285 case GL_TEXTURE_2D:
2286 /* We have to select between texture rectangles and 2D
2287 * textures later because 2.0 and 3.0 shaders only have
2288 * WINED3DSTT_2D as well. */
2289 sampler_type[i] = WINED3DSTT_2D;
2290 break;
2292 case GL_TEXTURE_3D:
2293 sampler_type[i] = WINED3DSTT_VOLUME;
2294 break;
2296 case GL_TEXTURE_CUBE_MAP_ARB:
2297 sampler_type[i] = WINED3DSTT_CUBE;
2298 break;
2300 default:
2301 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2302 sampler_type[i] = WINED3DSTT_2D;
2307 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2308 const struct wined3d_shader_signature *output_signature, void *parent,
2309 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2311 struct wined3d_shader *object;
2312 HRESULT hr;
2314 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2315 device, byte_code, output_signature, parent, parent_ops, shader);
2317 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2318 if (!object)
2320 ERR("Failed to allocate shader memory.\n");
2321 return E_OUTOFMEMORY;
2324 hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2325 if (FAILED(hr))
2327 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2328 HeapFree(GetProcessHeap(), 0, object);
2329 return hr;
2332 TRACE("Created geometry shader %p.\n", object);
2333 *shader = object;
2335 return WINED3D_OK;
2338 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2339 const struct wined3d_shader_signature *output_signature, void *parent,
2340 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2342 struct wined3d_shader *object;
2343 HRESULT hr;
2345 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2346 device, byte_code, output_signature, parent, parent_ops, shader);
2348 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2349 if (!object)
2351 ERR("Failed to allocate shader memory.\n");
2352 return E_OUTOFMEMORY;
2355 hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2356 if (FAILED(hr))
2358 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2359 HeapFree(GetProcessHeap(), 0, object);
2360 return hr;
2363 TRACE("Created pixel shader %p.\n", object);
2364 *shader = object;
2366 return WINED3D_OK;
2369 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2370 const struct wined3d_shader_signature *output_signature, void *parent,
2371 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2373 struct wined3d_shader *object;
2374 HRESULT hr;
2376 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2377 device, byte_code, output_signature, parent, parent_ops, shader);
2379 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2380 if (!object)
2382 ERR("Failed to allocate shader memory.\n");
2383 return E_OUTOFMEMORY;
2386 hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2387 if (FAILED(hr))
2389 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2390 HeapFree(GetProcessHeap(), 0, object);
2391 return hr;
2394 TRACE("Created vertex shader %p.\n", object);
2395 *shader = object;
2397 return WINED3D_OK;