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
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
36 static const char * const shader_opcode_names
[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DEF */ "def",
53 /* WINED3DSIH_DEFB */ "defb",
54 /* WINED3DSIH_DEFI */ "defi",
55 /* WINED3DSIH_DIV */ "div",
56 /* WINED3DSIH_DP2ADD */ "dp2add",
57 /* WINED3DSIH_DP3 */ "dp3",
58 /* WINED3DSIH_DP4 */ "dp4",
59 /* WINED3DSIH_DST */ "dst",
60 /* WINED3DSIH_DSX */ "dsx",
61 /* WINED3DSIH_DSY */ "dsy",
62 /* WINED3DSIH_ELSE */ "else",
63 /* WINED3DSIH_EMIT */ "emit",
64 /* WINED3DSIH_ENDIF */ "endif",
65 /* WINED3DSIH_ENDLOOP */ "endloop",
66 /* WINED3DSIH_ENDREP */ "endrep",
67 /* WINED3DSIH_EQ */ "eq",
68 /* WINED3DSIH_EXP */ "exp",
69 /* WINED3DSIH_EXPP */ "expp",
70 /* WINED3DSIH_FRC */ "frc",
71 /* WINED3DSIH_FTOI */ "ftoi",
72 /* WINED3DSIH_GE */ "ge",
73 /* WINED3DSIH_IADD */ "iadd",
74 /* WINED3DSIH_IEQ */ "ieq",
75 /* WINED3DSIH_IF */ "if",
76 /* WINED3DSIH_IFC */ "ifc",
77 /* WINED3DSIH_IGE */ "ige",
78 /* WINED3DSIH_IMUL */ "imul",
79 /* WINED3DSIH_ITOF */ "itof",
80 /* WINED3DSIH_LABEL */ "label",
81 /* WINED3DSIH_LD */ "ld",
82 /* WINED3DSIH_LIT */ "lit",
83 /* WINED3DSIH_LOG */ "log",
84 /* WINED3DSIH_LOGP */ "logp",
85 /* WINED3DSIH_LOOP */ "loop",
86 /* WINED3DSIH_LRP */ "lrp",
87 /* WINED3DSIH_LT */ "lt",
88 /* WINED3DSIH_M3x2 */ "m3x2",
89 /* WINED3DSIH_M3x3 */ "m3x3",
90 /* WINED3DSIH_M3x4 */ "m3x4",
91 /* WINED3DSIH_M4x3 */ "m4x3",
92 /* WINED3DSIH_M4x4 */ "m4x4",
93 /* WINED3DSIH_MAD */ "mad",
94 /* WINED3DSIH_MAX */ "max",
95 /* WINED3DSIH_MIN */ "min",
96 /* WINED3DSIH_MOV */ "mov",
97 /* WINED3DSIH_MOVA */ "mova",
98 /* WINED3DSIH_MOVC */ "movc",
99 /* WINED3DSIH_MUL */ "mul",
100 /* WINED3DSIH_NOP */ "nop",
101 /* WINED3DSIH_NRM */ "nrm",
102 /* WINED3DSIH_PHASE */ "phase",
103 /* WINED3DSIH_POW */ "pow",
104 /* WINED3DSIH_RCP */ "rcp",
105 /* WINED3DSIH_REP */ "rep",
106 /* WINED3DSIH_RET */ "ret",
107 /* WINED3DSIH_ROUND_NI */ "round_ni",
108 /* WINED3DSIH_RSQ */ "rsq",
109 /* WINED3DSIH_SAMPLE */ "sample",
110 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
111 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
112 /* WINED3DSIH_SETP */ "setp",
113 /* WINED3DSIH_SGE */ "sge",
114 /* WINED3DSIH_SGN */ "sgn",
115 /* WINED3DSIH_SINCOS */ "sincos",
116 /* WINED3DSIH_SLT */ "slt",
117 /* WINED3DSIH_SQRT */ "sqrt",
118 /* WINED3DSIH_SUB */ "sub",
119 /* WINED3DSIH_TEX */ "texld",
120 /* WINED3DSIH_TEXBEM */ "texbem",
121 /* WINED3DSIH_TEXBEML */ "texbeml",
122 /* WINED3DSIH_TEXCOORD */ "texcrd",
123 /* WINED3DSIH_TEXDEPTH */ "texdepth",
124 /* WINED3DSIH_TEXDP3 */ "texdp3",
125 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
126 /* WINED3DSIH_TEXKILL */ "texkill",
127 /* WINED3DSIH_TEXLDD */ "texldd",
128 /* WINED3DSIH_TEXLDL */ "texldl",
129 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
130 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
131 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
132 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
133 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
134 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
135 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
136 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
137 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
138 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
139 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
140 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
141 /* WINED3DSIH_UDIV */ "udiv",
142 /* WINED3DSIH_USHR */ "ushr",
143 /* WINED3DSIH_UTOF */ "utof",
144 /* WINED3DSIH_XOR */ "xor",
147 static const char * const semantic_names
[] =
149 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
150 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
151 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
152 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
153 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
154 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
155 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
156 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
157 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
158 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
159 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
160 /* WINED3D_DECL_USAGE_FOG */ "FOG",
161 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
162 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
165 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
167 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
169 FIXME("Unrecognized usage %#x.\n", usage
);
170 return "UNRECOGNIZED";
173 return semantic_names
[usage
];
176 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
180 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
182 if (!strcmp(name
, semantic_names
[i
])) return i
;
188 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
190 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
193 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
194 const struct wined3d_shader_semantic
*s
)
196 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
197 e
->semantic_idx
= s
->usage_idx
;
198 e
->sysval_semantic
= 0;
199 e
->component_type
= 0;
200 e
->register_idx
= s
->reg
.reg
.idx
;
201 e
->mask
= s
->reg
.write_mask
;
204 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
205 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
207 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
208 e
->semantic_idx
= usage_idx
;
209 e
->sysval_semantic
= 0;
210 e
->component_type
= 0;
211 e
->register_idx
= reg_idx
;
212 e
->mask
= write_mask
;
215 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
217 switch (version_token
>> 16)
221 return &sm1_shader_frontend
;
226 return &sm4_shader_frontend
;
229 FIXME("Unrecognised version token %#x\n", version_token
);
234 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
)
236 buffer
->buffer
[0] = '\0';
239 buffer
->newline
= TRUE
;
242 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
)
244 buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE
);
247 ERR("Failed to allocate shader buffer memory.\n");
251 shader_buffer_clear(buffer
);
255 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
)
257 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
260 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *format
, va_list args
)
262 char *base
= buffer
->buffer
+ buffer
->bsize
;
265 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
267 if (rc
< 0 /* C89 */ || (unsigned int)rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
/* C99 */)
269 ERR("The buffer allocated for the shader program string "
270 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
271 buffer
->bsize
= SHADER_PGMSIZE
- 1;
277 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
278 buffer
->newline
= FALSE
;
286 if (buffer
->buffer
[buffer
->bsize
-1] == '\n')
289 buffer
->newline
= TRUE
;
295 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *format
, ...)
300 va_start(args
, format
);
301 ret
= shader_vaddline(buffer
, format
, args
);
307 static void shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
308 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
311 shader
->device
= device
;
312 shader
->parent
= parent
;
313 shader
->parent_ops
= parent_ops
;
314 list_init(&shader
->linked_programs
);
315 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
318 /* Convert floating point offset relative to a register file to an absolute
319 * offset for float constants. */
320 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
322 switch (register_type
)
324 case WINED3DSPR_CONST
: return register_idx
;
325 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
326 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
327 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
329 FIXME("Unsupported register type: %u.\n", register_type
);
334 static void shader_delete_constant_list(struct list
*clist
)
336 struct wined3d_shader_lconst
*constant
;
339 ptr
= list_head(clist
);
342 constant
= LIST_ENTRY(ptr
, struct wined3d_shader_lconst
, entry
);
343 ptr
= list_next(clist
, ptr
);
344 HeapFree(GetProcessHeap(), 0, constant
);
349 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
354 bitmap
[idx
] |= (1 << shift
);
357 static void shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
358 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
)
362 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
363 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
) reg_maps
->texcoord
|= 1 << reg
->idx
;
364 else reg_maps
->address
|= 1 << reg
->idx
;
367 case WINED3DSPR_TEMP
:
368 reg_maps
->temporary
|= 1 << reg
->idx
;
371 case WINED3DSPR_INPUT
:
372 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
376 /* If relative addressing is used, we must assume that all registers
377 * are used. Even if it is a construct like v3[aL], we can't assume
378 * that v0, v1 and v2 aren't read because aL can be negative */
380 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
382 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
387 shader
->u
.ps
.input_reg_used
[reg
->idx
] = TRUE
;
390 else reg_maps
->input_registers
|= 1 << reg
->idx
;
393 case WINED3DSPR_RASTOUT
:
394 if (reg
->idx
== 1) reg_maps
->fog
= 1;
397 case WINED3DSPR_MISCTYPE
:
398 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
400 if (!reg
->idx
) reg_maps
->vpos
= 1;
401 else if (reg
->idx
== 1) reg_maps
->usesfacing
= 1;
405 case WINED3DSPR_CONST
:
408 if (reg
->idx
< reg_maps
->min_rel_offset
) reg_maps
->min_rel_offset
= reg
->idx
;
409 if (reg
->idx
> reg_maps
->max_rel_offset
) reg_maps
->max_rel_offset
= reg
->idx
;
410 reg_maps
->usesrelconstF
= TRUE
;
414 set_bitmap_bit(reg_maps
->constf
, reg
->idx
);
418 case WINED3DSPR_CONSTINT
:
419 reg_maps
->integer_constants
|= (1 << reg
->idx
);
422 case WINED3DSPR_CONSTBOOL
:
423 reg_maps
->boolean_constants
|= (1 << reg
->idx
);
426 case WINED3DSPR_COLOROUT
:
427 reg_maps
->rt_mask
|= (1 << reg
->idx
);
431 TRACE("Not recording register of type %#x and idx %u\n", reg
->type
, reg
->idx
);
436 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
440 case WINED3DSIH_M4x4
:
441 case WINED3DSIH_M3x4
:
442 return param
== 1 ? 3 : 0;
444 case WINED3DSIH_M4x3
:
445 case WINED3DSIH_M3x3
:
446 return param
== 1 ? 2 : 0;
448 case WINED3DSIH_M3x2
:
449 return param
== 1 ? 1 : 0;
456 /* Note that this does not count the loop register as an address register. */
457 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
458 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature_element
*input_signature
,
459 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
461 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
462 void *fe_data
= shader
->frontend_data
;
463 struct wined3d_shader_version shader_version
;
464 const DWORD
*ptr
= byte_code
;
466 memset(reg_maps
, 0, sizeof(*reg_maps
));
467 reg_maps
->min_rel_offset
= ~0U;
469 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
470 reg_maps
->shader_version
= shader_version
;
472 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
473 sizeof(*reg_maps
->constf
) * ((constf_size
+ 31) / 32));
474 if (!reg_maps
->constf
)
476 ERR("Failed to allocate constant map memory.\n");
477 return E_OUTOFMEMORY
;
480 while (!fe
->shader_is_end(fe_data
, &ptr
))
482 struct wined3d_shader_instruction ins
;
488 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
489 if (comment
) continue;
492 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
494 /* Unhandled opcode, and its parameters. */
495 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
497 TRACE("Skipping unrecognized instruction.\n");
502 /* Handle declarations. */
503 if (ins
.handler_idx
== WINED3DSIH_DCL
)
505 struct wined3d_shader_semantic semantic
;
507 fe
->shader_read_semantic(&ptr
, &semantic
);
509 switch (semantic
.reg
.reg
.type
)
511 /* Mark input registers used. */
512 case WINED3DSPR_INPUT
:
513 reg_maps
->input_registers
|= 1 << semantic
.reg
.reg
.idx
;
514 shader_signature_from_semantic(&input_signature
[semantic
.reg
.reg
.idx
], &semantic
);
517 /* Vertex shader: mark 3.0 output registers used, save token. */
518 case WINED3DSPR_OUTPUT
:
519 reg_maps
->output_registers
|= 1 << semantic
.reg
.reg
.idx
;
520 shader_signature_from_semantic(&output_signature
[semantic
.reg
.reg
.idx
], &semantic
);
521 if (semantic
.usage
== WINED3D_DECL_USAGE_FOG
)
525 /* Save sampler usage token. */
526 case WINED3DSPR_SAMPLER
:
527 reg_maps
->sampler_type
[semantic
.reg
.reg
.idx
] = semantic
.sampler_type
;
531 TRACE("Not recording DCL register type %#x.\n", semantic
.reg
.reg
.type
);
535 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
537 struct wined3d_shader_src_param rel_addr
;
538 struct wined3d_shader_dst_param dst
;
540 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
541 if (!lconst
) return E_OUTOFMEMORY
;
543 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
544 lconst
->idx
= dst
.reg
.idx
;
546 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
549 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
550 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
552 float *value
= (float *)lconst
->value
;
553 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
554 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
555 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
556 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
557 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
558 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
559 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
560 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
563 list_add_head(&shader
->constantsF
, &lconst
->entry
);
565 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
567 struct wined3d_shader_src_param rel_addr
;
568 struct wined3d_shader_dst_param dst
;
570 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
571 if (!lconst
) return E_OUTOFMEMORY
;
573 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
574 lconst
->idx
= dst
.reg
.idx
;
576 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
579 list_add_head(&shader
->constantsI
, &lconst
->entry
);
580 reg_maps
->local_int_consts
|= (1 << dst
.reg
.idx
);
582 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
584 struct wined3d_shader_src_param rel_addr
;
585 struct wined3d_shader_dst_param dst
;
587 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
588 if (!lconst
) return E_OUTOFMEMORY
;
590 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
591 lconst
->idx
= dst
.reg
.idx
;
593 memcpy(lconst
->value
, ptr
, sizeof(DWORD
));
596 list_add_head(&shader
->constantsB
, &lconst
->entry
);
597 reg_maps
->local_bool_consts
|= (1 << dst
.reg
.idx
);
599 /* For subroutine prototypes. */
600 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
602 struct wined3d_shader_src_param src
, rel_addr
;
604 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
605 reg_maps
->labels
|= 1 << src
.reg
.idx
;
607 /* Set texture, address, temporary registers. */
610 BOOL color0_mov
= FALSE
;
611 unsigned int i
, limit
;
613 /* This will loop over all the registers and try to
614 * make a bitmask of the ones we're interested in.
616 * Relative addressing tokens are ignored, but that's
617 * okay, since we'll catch any address registers when
618 * they are initialized (required by spec). */
619 for (i
= 0; i
< ins
.dst_count
; ++i
)
621 struct wined3d_shader_src_param dst_rel_addr
;
622 struct wined3d_shader_dst_param dst_param
;
624 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
, &dst_rel_addr
);
626 shader_record_register_usage(shader
, reg_maps
, &dst_param
.reg
, shader_version
.type
);
628 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
629 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
630 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
631 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
&& shader_version
.major
< 3)
633 UINT idx
= dst_param
.reg
.idx
;
635 switch (dst_param
.reg
.type
)
637 case WINED3DSPR_RASTOUT
:
641 reg_maps
->output_registers
|= 1 << 10;
642 shader_signature_from_usage(&output_signature
[10],
643 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
647 reg_maps
->output_registers
|= 1 << 11;
648 shader_signature_from_usage(&output_signature
[11],
649 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
653 reg_maps
->output_registers
|= 1 << 11;
654 shader_signature_from_usage(&output_signature
[11],
655 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
660 case WINED3DSPR_ATTROUT
:
664 if (reg_maps
->output_registers
& (1 << idx
))
666 output_signature
[idx
].mask
|= dst_param
.write_mask
;
670 reg_maps
->output_registers
|= 1 << idx
;
671 shader_signature_from_usage(&output_signature
[idx
],
672 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, dst_param
.write_mask
);
677 case WINED3DSPR_TEXCRDOUT
:
679 reg_maps
->texcoord_mask
[idx
] |= dst_param
.write_mask
;
680 if (reg_maps
->output_registers
& (1 << idx
))
682 output_signature
[idx
].mask
|= dst_param
.write_mask
;
686 reg_maps
->output_registers
|= 1 << idx
;
687 shader_signature_from_usage(&output_signature
[idx
],
688 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, dst_param
.write_mask
);
697 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
699 if (dst_param
.reg
.type
== WINED3DSPR_COLOROUT
&& !dst_param
.reg
.idx
)
701 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
702 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
703 * the mov and perform the sRGB write correction from the source register.
705 * However, if the mov is only partial, we can't do this, and if the write
706 * comes from an instruction other than MOV it is hard to do as well. If
707 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
708 shader
->u
.ps
.color0_mov
= FALSE
;
709 if (ins
.handler_idx
== WINED3DSIH_MOV
710 && dst_param
.write_mask
== WINED3DSP_WRITEMASK_ALL
)
712 /* Used later when the source register is read. */
716 /* Also drop the MOV marker if the source register is overwritten prior to the shader
719 else if (dst_param
.reg
.type
== WINED3DSPR_TEMP
720 && dst_param
.reg
.idx
== shader
->u
.ps
.color0_reg
)
722 shader
->u
.ps
.color0_mov
= FALSE
;
726 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
727 if (shader_version
.major
== 1
728 && (ins
.handler_idx
== WINED3DSIH_TEX
729 || ins
.handler_idx
== WINED3DSIH_TEXBEM
730 || ins
.handler_idx
== WINED3DSIH_TEXBEML
731 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
732 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
733 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
734 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
735 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
736 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
737 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
738 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
740 /* Fake sampler usage, only set reserved bit and type. */
741 DWORD sampler_code
= dst_param
.reg
.idx
;
743 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
744 reg_maps
->sampler_type
[sampler_code
] = WINED3DSTT_2D
;
746 /* texbem is only valid with < 1.4 pixel shaders */
747 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
748 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
750 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
751 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
753 reg_maps
->luminanceparams
|= 1 << dst_param
.reg
.idx
;
757 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
759 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
763 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
764 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
765 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
766 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
767 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
768 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
769 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
770 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
771 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
772 else if (ins
.handler_idx
== WINED3DSIH_LOOP
773 || ins
.handler_idx
== WINED3DSIH_REP
)
776 if (cur_loop_depth
> max_loop_depth
)
777 max_loop_depth
= cur_loop_depth
;
779 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
780 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
783 limit
= ins
.src_count
+ (ins
.predicate
? 1 : 0);
784 for (i
= 0; i
< limit
; ++i
)
786 struct wined3d_shader_src_param src_param
, src_rel_addr
;
789 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
790 count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
792 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
796 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
802 if (src_param
.reg
.type
== WINED3DSPR_TEMP
803 && src_param
.swizzle
== WINED3DSP_NOSWIZZLE
)
805 shader
->u
.ps
.color0_mov
= TRUE
;
806 shader
->u
.ps
.color0_reg
= src_param
.reg
.idx
;
812 reg_maps
->loop_depth
= max_loop_depth
;
814 /* PS before 2.0 don't have explicit color outputs. Instead the value of
815 * R0 is written to the render target. */
816 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
817 reg_maps
->rt_mask
|= (1 << 0);
819 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
824 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
826 DWORD map
= 1 << max
;
828 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
830 return wined3d_log2i(map
);
833 static void shader_dump_decl_usage(const struct wined3d_shader_semantic
*semantic
,
834 const struct wined3d_shader_version
*shader_version
)
838 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
840 switch (semantic
->sampler_type
)
842 case WINED3DSTT_2D
: TRACE("_2d"); break;
843 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
844 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
845 default: TRACE("_unknown_ttype(0x%08x)", semantic
->sampler_type
);
850 /* Pixel shaders 3.0 don't have usage semantics. */
851 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
) return;
854 switch (semantic
->usage
)
856 case WINED3D_DECL_USAGE_POSITION
:
857 TRACE("position%u", semantic
->usage_idx
);
860 case WINED3D_DECL_USAGE_BLEND_INDICES
:
864 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
868 case WINED3D_DECL_USAGE_NORMAL
:
869 TRACE("normal%u", semantic
->usage_idx
);
872 case WINED3D_DECL_USAGE_PSIZE
:
876 case WINED3D_DECL_USAGE_COLOR
:
877 if (!semantic
->usage_idx
) TRACE("color");
878 else TRACE("specular%u", (semantic
->usage_idx
- 1));
881 case WINED3D_DECL_USAGE_TEXCOORD
:
882 TRACE("texture%u", semantic
->usage_idx
);
885 case WINED3D_DECL_USAGE_TANGENT
:
889 case WINED3D_DECL_USAGE_BINORMAL
:
893 case WINED3D_DECL_USAGE_TESS_FACTOR
:
897 case WINED3D_DECL_USAGE_POSITIONT
:
898 TRACE("positionT%u", semantic
->usage_idx
);
901 case WINED3D_DECL_USAGE_FOG
:
905 case WINED3D_DECL_USAGE_DEPTH
:
909 case WINED3D_DECL_USAGE_SAMPLE
:
914 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
919 static void shader_dump_register(const struct wined3d_shader_register
*reg
,
920 const struct wined3d_shader_version
*shader_version
)
922 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
923 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
924 UINT offset
= reg
->idx
;
928 case WINED3DSPR_TEMP
:
932 case WINED3DSPR_INPUT
:
936 case WINED3DSPR_CONST
:
937 case WINED3DSPR_CONST2
:
938 case WINED3DSPR_CONST3
:
939 case WINED3DSPR_CONST4
:
941 offset
= shader_get_float_offset(reg
->type
, reg
->idx
);
944 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
945 TRACE("%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
948 case WINED3DSPR_RASTOUT
:
949 TRACE("%s", rastout_reg_names
[reg
->idx
]);
952 case WINED3DSPR_COLOROUT
:
956 case WINED3DSPR_DEPTHOUT
:
960 case WINED3DSPR_ATTROUT
:
964 case WINED3DSPR_TEXCRDOUT
:
965 /* Vertex shaders >= 3.0 use general purpose output registers
966 * (WINED3DSPR_OUTPUT), which can include an address token. */
967 if (shader_version
->major
>= 3) TRACE("o");
971 case WINED3DSPR_CONSTINT
:
975 case WINED3DSPR_CONSTBOOL
:
979 case WINED3DSPR_LABEL
:
983 case WINED3DSPR_LOOP
:
987 case WINED3DSPR_SAMPLER
:
991 case WINED3DSPR_MISCTYPE
:
992 if (reg
->idx
> 1) FIXME("Unhandled misctype register %u.\n", reg
->idx
);
993 else TRACE("%s", misctype_reg_names
[reg
->idx
]);
996 case WINED3DSPR_PREDICATE
:
1000 case WINED3DSPR_IMMCONST
:
1004 case WINED3DSPR_CONSTBUFFER
:
1008 case WINED3DSPR_NULL
:
1012 case WINED3DSPR_RESOURCE
:
1017 TRACE("unhandled_rtype(%#x)", reg
->type
);
1021 if (reg
->type
== WINED3DSPR_IMMCONST
)
1024 switch (reg
->immconst_type
)
1026 case WINED3D_IMMCONST_SCALAR
:
1027 TRACE("%.8e", *(const float *)reg
->immconst_data
);
1030 case WINED3D_IMMCONST_VEC4
:
1031 TRACE("%.8e, %.8e, %.8e, %.8e",
1032 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1033 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1037 TRACE("<unhandled immconst_type %#x>", reg
->immconst_type
);
1042 else if (reg
->type
!= WINED3DSPR_RASTOUT
1043 && reg
->type
!= WINED3DSPR_MISCTYPE
1044 && reg
->type
!= WINED3DSPR_NULL
)
1046 if (reg
->array_idx
!= ~0U)
1048 TRACE("%u[%u", offset
, reg
->array_idx
);
1052 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1061 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1064 TRACE("%u", offset
);
1065 if (reg
->rel_addr
) TRACE("]");
1070 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
1071 const struct wined3d_shader_version
*shader_version
)
1073 DWORD write_mask
= param
->write_mask
;
1075 shader_dump_register(¶m
->reg
, shader_version
);
1077 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1079 static const char *write_mask_chars
= "xyzw";
1082 if (write_mask
& WINED3DSP_WRITEMASK_0
) TRACE("%c", write_mask_chars
[0]);
1083 if (write_mask
& WINED3DSP_WRITEMASK_1
) TRACE("%c", write_mask_chars
[1]);
1084 if (write_mask
& WINED3DSP_WRITEMASK_2
) TRACE("%c", write_mask_chars
[2]);
1085 if (write_mask
& WINED3DSP_WRITEMASK_3
) TRACE("%c", write_mask_chars
[3]);
1089 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
1090 const struct wined3d_shader_version
*shader_version
)
1092 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1093 DWORD swizzle
= param
->swizzle
;
1095 if (src_modifier
== WINED3DSPSM_NEG
1096 || src_modifier
== WINED3DSPSM_BIASNEG
1097 || src_modifier
== WINED3DSPSM_SIGNNEG
1098 || src_modifier
== WINED3DSPSM_X2NEG
1099 || src_modifier
== WINED3DSPSM_ABSNEG
)
1101 else if (src_modifier
== WINED3DSPSM_COMP
)
1103 else if (src_modifier
== WINED3DSPSM_NOT
)
1106 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1109 shader_dump_register(¶m
->reg
, shader_version
);
1113 switch (src_modifier
)
1115 case WINED3DSPSM_NONE
: break;
1116 case WINED3DSPSM_NEG
: break;
1117 case WINED3DSPSM_NOT
: break;
1118 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
1119 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
1120 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
1121 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1122 case WINED3DSPSM_COMP
: break;
1123 case WINED3DSPSM_X2
: TRACE("_x2"); break;
1124 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
1125 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
1126 case WINED3DSPSM_DW
: TRACE("_dw"); break;
1127 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
1128 case WINED3DSPSM_ABS
: TRACE(")"); break;
1129 default: TRACE("_unknown_modifier(%#x)", src_modifier
);
1133 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1135 static const char *swizzle_chars
= "xyzw";
1136 DWORD swizzle_x
= swizzle
& 0x03;
1137 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1138 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1139 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1141 if (swizzle_x
== swizzle_y
1142 && swizzle_x
== swizzle_z
1143 && swizzle_x
== swizzle_w
)
1145 TRACE(".%c", swizzle_chars
[swizzle_x
]);
1149 TRACE(".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1150 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1155 /* Shared code in order to generate the bulk of the shader string.
1156 * NOTE: A description of how to parse tokens can be found on MSDN. */
1157 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
1158 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1160 struct wined3d_device
*device
= shader
->device
;
1161 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1162 void *fe_data
= shader
->frontend_data
;
1163 struct wined3d_shader_src_param dst_rel_addr
[2];
1164 struct wined3d_shader_src_param src_rel_addr
[4];
1165 struct wined3d_shader_dst_param dst_param
[2];
1166 struct wined3d_shader_src_param src_param
[4];
1167 struct wined3d_shader_version shader_version
;
1168 struct wined3d_shader_loop_state loop_state
;
1169 struct wined3d_shader_instruction ins
;
1170 struct wined3d_shader_tex_mx tex_mx
;
1171 struct wined3d_shader_context ctx
;
1172 const DWORD
*ptr
= byte_code
;
1175 /* Initialize current parsing state. */
1176 tex_mx
.current_row
= 0;
1177 loop_state
.current_depth
= 0;
1178 loop_state
.current_reg
= 0;
1180 ctx
.shader
= shader
;
1181 ctx
.gl_info
= &device
->adapter
->gl_info
;
1182 ctx
.reg_maps
= reg_maps
;
1183 ctx
.buffer
= buffer
;
1184 ctx
.tex_mx
= &tex_mx
;
1185 ctx
.loop_state
= &loop_state
;
1186 ctx
.backend_data
= backend_ctx
;
1189 ins
.dst
= dst_param
;
1190 ins
.src
= src_param
;
1192 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1194 while (!fe
->shader_is_end(fe_data
, &ptr
))
1196 const char *comment
;
1200 /* Skip comment tokens. */
1201 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1202 if (comment
) continue;
1205 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1207 /* Unknown opcode and its parameters. */
1208 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1210 TRACE("Skipping unrecognized instruction.\n");
1215 /* Nothing to do. */
1216 if (ins
.handler_idx
== WINED3DSIH_DCL
1217 || ins
.handler_idx
== WINED3DSIH_NOP
1218 || ins
.handler_idx
== WINED3DSIH_DEF
1219 || ins
.handler_idx
== WINED3DSIH_DEFI
1220 || ins
.handler_idx
== WINED3DSIH_DEFB
1221 || ins
.handler_idx
== WINED3DSIH_PHASE
)
1227 /* Destination tokens */
1228 for (i
= 0; i
< ins
.dst_count
; ++i
)
1230 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1233 /* Predication token */
1236 FIXME("Predicates not implemented.\n");
1237 ins
.predicate
= *ptr
++;
1240 /* Other source tokens */
1241 for (i
= 0; i
< ins
.src_count
; ++i
)
1243 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
[i
], &src_rel_addr
[i
]);
1246 /* Call appropriate function for output target */
1247 device
->shader_backend
->shader_handle_instruction(&ins
);
1251 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param
*dst
)
1253 DWORD mmask
= dst
->modifiers
;
1258 case 13: TRACE("_d8"); break;
1259 case 14: TRACE("_d4"); break;
1260 case 15: TRACE("_d2"); break;
1261 case 1: TRACE("_x2"); break;
1262 case 2: TRACE("_x4"); break;
1263 case 3: TRACE("_x8"); break;
1264 default: TRACE("_unhandled_shift(%d)", dst
->shift
); break;
1267 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
1268 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
1269 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
1271 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1272 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1275 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1277 struct wined3d_shader_version shader_version
;
1278 const DWORD
*ptr
= byte_code
;
1279 const char *type_prefix
;
1282 TRACE("Parsing %p.\n", byte_code
);
1284 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1286 switch (shader_version
.type
)
1288 case WINED3D_SHADER_TYPE_VERTEX
:
1292 case WINED3D_SHADER_TYPE_GEOMETRY
:
1296 case WINED3D_SHADER_TYPE_PIXEL
:
1301 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1302 type_prefix
= "unknown";
1306 TRACE("%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1308 while (!fe
->shader_is_end(fe_data
, &ptr
))
1310 struct wined3d_shader_instruction ins
;
1311 const char *comment
;
1316 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1319 if (comment_size
> 4 && *(const DWORD
*)comment
== WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1321 const char *end
= comment
+ comment_size
;
1322 const char *ptr
= comment
+ 4;
1323 const char *line
= ptr
;
1330 UINT len
= ptr
- line
;
1331 if (len
&& *(ptr
- 1) == '\r') --len
;
1332 TRACE("// %s\n", debugstr_an(line
, len
));
1337 if (line
!= ptr
) TRACE("// %s\n", debugstr_an(line
, ptr
- line
));
1339 else TRACE("// %s\n", debugstr_an(comment
, comment_size
));
1343 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1344 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1346 TRACE("Skipping unrecognized instruction.\n");
1351 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1353 struct wined3d_shader_semantic semantic
;
1355 fe
->shader_read_semantic(&ptr
, &semantic
);
1357 shader_dump_decl_usage(&semantic
, &shader_version
);
1358 shader_dump_ins_modifiers(&semantic
.reg
);
1360 shader_dump_dst_param(&semantic
.reg
, &shader_version
);
1362 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1364 struct wined3d_shader_src_param rel_addr
;
1365 struct wined3d_shader_dst_param dst
;
1367 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1369 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst
.reg
.type
, dst
.reg
.idx
),
1370 *(const float *)(ptr
),
1371 *(const float *)(ptr
+ 1),
1372 *(const float *)(ptr
+ 2),
1373 *(const float *)(ptr
+ 3));
1376 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1378 struct wined3d_shader_src_param rel_addr
;
1379 struct wined3d_shader_dst_param dst
;
1381 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1383 TRACE("defi i%u = %d, %d, %d, %d", dst
.reg
.idx
,
1390 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1392 struct wined3d_shader_src_param rel_addr
;
1393 struct wined3d_shader_dst_param dst
;
1395 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1397 TRACE("defb b%u = %s", dst
.reg
.idx
, *ptr
? "true" : "false");
1402 struct wined3d_shader_src_param dst_rel_addr
[2];
1403 struct wined3d_shader_src_param src_rel_addr
;
1404 struct wined3d_shader_dst_param dst_param
[2];
1405 struct wined3d_shader_src_param src_param
;
1407 for (i
= 0; i
< ins
.dst_count
; ++i
)
1409 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1412 /* Print out predication source token first - it follows
1413 * the destination token. */
1416 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1418 shader_dump_src_param(&src_param
, &shader_version
);
1422 /* PixWin marks instructions with the coissue flag with a '+' */
1423 if (ins
.coissue
) TRACE("+");
1425 TRACE("%s", shader_opcode_names
[ins
.handler_idx
]);
1427 if (ins
.handler_idx
== WINED3DSIH_IFC
1428 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
1432 case WINED3D_SHADER_REL_OP_GT
: TRACE("_gt"); break;
1433 case WINED3D_SHADER_REL_OP_EQ
: TRACE("_eq"); break;
1434 case WINED3D_SHADER_REL_OP_GE
: TRACE("_ge"); break;
1435 case WINED3D_SHADER_REL_OP_LT
: TRACE("_lt"); break;
1436 case WINED3D_SHADER_REL_OP_NE
: TRACE("_ne"); break;
1437 case WINED3D_SHADER_REL_OP_LE
: TRACE("_le"); break;
1438 default: TRACE("_(%u)", ins
.flags
);
1441 else if (ins
.handler_idx
== WINED3DSIH_TEX
1442 && shader_version
.major
>= 2
1443 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
1448 /* We already read the destination tokens, print them. */
1449 for (i
= 0; i
< ins
.dst_count
; ++i
)
1451 shader_dump_ins_modifiers(&dst_param
[i
]);
1452 TRACE(!i
? " " : ", ");
1453 shader_dump_dst_param(&dst_param
[i
], &shader_version
);
1456 /* Other source tokens */
1457 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
1459 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1460 TRACE(!i
? " " : ", ");
1461 shader_dump_src_param(&src_param
, &shader_version
);
1468 static void shader_cleanup(struct wined3d_shader
*shader
)
1470 shader
->device
->shader_backend
->shader_destroy(shader
);
1471 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
1472 HeapFree(GetProcessHeap(), 0, shader
->function
);
1473 shader_delete_constant_list(&shader
->constantsF
);
1474 shader_delete_constant_list(&shader
->constantsB
);
1475 shader_delete_constant_list(&shader
->constantsI
);
1476 list_remove(&shader
->shader_list_entry
);
1478 if (shader
->frontend
&& shader
->frontend_data
)
1479 shader
->frontend
->shader_free(shader
->frontend_data
);
1482 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
1483 static void shader_none_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
) {}
1484 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
1485 enum tex_types tex_type
, const SIZE
*ds_mask_size
) {}
1486 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
1487 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1488 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1489 static void shader_none_load_constants(const struct wined3d_context
*context
, char usePS
, char useVS
) {}
1490 static void shader_none_load_np2fixup_constants(void *shader_priv
,
1491 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
) {}
1492 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
1493 static HRESULT
shader_none_alloc(struct wined3d_device
*device
) {return WINED3D_OK
;}
1494 static void shader_none_free(struct wined3d_device
*device
) {}
1495 static void shader_none_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
1497 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
1499 /* Set the shader caps to 0 for the none shader backend */
1500 caps
->VertexShaderVersion
= 0;
1501 caps
->MaxVertexShaderConst
= 0;
1502 caps
->PixelShaderVersion
= 0;
1503 caps
->PixelShader1xMaxValue
= 0.0f
;
1504 caps
->MaxPixelShaderConst
= 0;
1505 caps
->VSClipping
= FALSE
;
1508 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1510 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1512 TRACE("Checking support for fixup:\n");
1513 dump_color_fixup_desc(fixup
);
1516 /* Faked to make some apps happy. */
1517 if (!is_complex_fixup(fixup
))
1523 TRACE("[FAILED]\n");
1527 const struct wined3d_shader_backend_ops none_shader_backend
=
1529 shader_none_handle_instruction
,
1531 shader_none_select_depth_blt
,
1532 shader_none_deselect_depth_blt
,
1533 shader_none_update_float_vertex_constants
,
1534 shader_none_update_float_pixel_constants
,
1535 shader_none_load_constants
,
1536 shader_none_load_np2fixup_constants
,
1537 shader_none_destroy
,
1540 shader_none_context_destroyed
,
1541 shader_none_get_caps
,
1542 shader_none_color_fixup_supported
,
1545 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
1546 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
1547 enum wined3d_shader_type type
, unsigned int max_version
)
1549 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1550 const struct wined3d_shader_frontend
*fe
;
1552 unsigned int backend_version
;
1554 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1555 shader
, byte_code
, output_signature
, float_const_count
);
1557 fe
= shader_select_frontend(*byte_code
);
1560 FIXME("Unable to find frontend for shader.\n");
1561 return WINED3DERR_INVALIDCALL
;
1563 shader
->frontend
= fe
;
1564 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
1565 if (!shader
->frontend_data
)
1567 FIXME("Failed to initialize frontend.\n");
1568 return WINED3DERR_INVALIDCALL
;
1571 /* First pass: trace shader. */
1572 if (TRACE_ON(d3d_shader
))
1573 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
1575 /* Initialize immediate constant lists. */
1576 list_init(&shader
->constantsF
);
1577 list_init(&shader
->constantsB
);
1578 list_init(&shader
->constantsI
);
1580 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1581 hr
= shader_get_registers_used(shader
, fe
,
1582 reg_maps
, shader
->input_signature
, shader
->output_signature
,
1583 byte_code
, float_const_count
);
1584 if (FAILED(hr
)) return hr
;
1586 if (reg_maps
->shader_version
.type
!= type
)
1588 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
1589 return WINED3DERR_INVALIDCALL
;
1591 if (reg_maps
->shader_version
.major
> max_version
)
1593 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
1594 return WINED3DERR_INVALIDCALL
;
1598 case WINED3D_SHADER_TYPE_VERTEX
:
1599 backend_version
= shader
->device
->vshader_version
;
1601 case WINED3D_SHADER_TYPE_PIXEL
:
1602 backend_version
= shader
->device
->pshader_version
;
1605 FIXME("No backend version-checking for this shader type\n");
1606 backend_version
= 0;
1608 if (reg_maps
->shader_version
.major
> backend_version
)
1610 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1611 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
1612 return WINED3DERR_INVALIDCALL
;
1615 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
1616 if (!shader
->function
)
1617 return E_OUTOFMEMORY
;
1618 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
1623 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
1625 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
1627 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1632 /* Do not call while under the GL lock. */
1633 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
1635 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
1637 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1641 shader_cleanup(shader
);
1642 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
1643 HeapFree(GetProcessHeap(), 0, shader
);
1649 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
1651 TRACE("shader %p.\n", shader
);
1653 return shader
->parent
;
1656 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
1657 void *byte_code
, UINT
*byte_code_size
)
1659 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
1663 *byte_code_size
= shader
->functionLength
;
1667 if (*byte_code_size
< shader
->functionLength
)
1669 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1670 * than the required size we should write the required size and
1671 * return D3DERR_MOREDATA. That's not actually true. */
1672 return WINED3DERR_INVALIDCALL
;
1675 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
1680 /* Set local constants for d3d8 shaders. */
1681 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
1682 UINT start_idx
, const float *src_data
, UINT count
)
1684 UINT end_idx
= start_idx
+ count
;
1687 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
1689 if (end_idx
> shader
->limits
.constant_float
)
1691 WARN("end_idx %u > float constants limit %u.\n",
1692 end_idx
, shader
->limits
.constant_float
);
1693 end_idx
= shader
->limits
.constant_float
;
1696 for (i
= start_idx
; i
< end_idx
; ++i
)
1698 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1700 return E_OUTOFMEMORY
;
1703 memcpy(lconst
->value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
1704 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1710 void find_vs_compile_args(const struct wined3d_state
*state
,
1711 const struct wined3d_shader
*shader
, struct vs_compile_args
*args
)
1713 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
1714 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
1715 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
1716 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
1717 args
->swizzle_map
= shader
->device
->strided_streams
.swizzle_map
;
1720 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
1722 if (usage_idx1
!= usage_idx2
)
1724 if (usage1
== usage2
)
1726 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
1728 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
1734 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
1735 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
1737 WORD map
= shader
->reg_maps
.input_registers
;
1740 for (i
= 0; map
; map
>>= 1, ++i
)
1742 if (!(map
& 1)) continue;
1744 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
1745 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
1754 static void vertexshader_set_limits(struct wined3d_shader
*shader
)
1756 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
1757 shader
->reg_maps
.shader_version
.minor
);
1758 struct wined3d_device
*device
= shader
->device
;
1760 shader
->limits
.texcoord
= 0;
1761 shader
->limits
.attributes
= 16;
1762 shader
->limits
.packed_input
= 0;
1764 switch (shader_version
)
1766 case WINED3D_SHADER_VERSION(1, 0):
1767 case WINED3D_SHADER_VERSION(1, 1):
1768 shader
->limits
.temporary
= 12;
1769 shader
->limits
.constant_bool
= 0;
1770 shader
->limits
.constant_int
= 0;
1771 shader
->limits
.address
= 1;
1772 shader
->limits
.packed_output
= 12;
1773 shader
->limits
.sampler
= 0;
1774 shader
->limits
.label
= 0;
1775 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1776 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1778 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1781 case WINED3D_SHADER_VERSION(2, 0):
1782 case WINED3D_SHADER_VERSION(2, 1):
1783 shader
->limits
.temporary
= 12;
1784 shader
->limits
.constant_bool
= 16;
1785 shader
->limits
.constant_int
= 16;
1786 shader
->limits
.address
= 1;
1787 shader
->limits
.packed_output
= 12;
1788 shader
->limits
.sampler
= 0;
1789 shader
->limits
.label
= 16;
1790 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1793 case WINED3D_SHADER_VERSION(4, 0):
1794 FIXME("Using 3.0 limits for 4.0 shader.\n");
1797 case WINED3D_SHADER_VERSION(3, 0):
1798 shader
->limits
.temporary
= 32;
1799 shader
->limits
.constant_bool
= 32;
1800 shader
->limits
.constant_int
= 32;
1801 shader
->limits
.address
= 1;
1802 shader
->limits
.packed_output
= 12;
1803 shader
->limits
.sampler
= 4;
1804 shader
->limits
.label
= 16; /* FIXME: 2048 */
1805 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1806 * even though they are capable of supporting much more (GL
1807 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1808 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1809 * shaders to 256. */
1810 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1814 shader
->limits
.temporary
= 12;
1815 shader
->limits
.constant_bool
= 16;
1816 shader
->limits
.constant_int
= 16;
1817 shader
->limits
.address
= 1;
1818 shader
->limits
.packed_output
= 12;
1819 shader
->limits
.sampler
= 0;
1820 shader
->limits
.label
= 16;
1821 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1822 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1823 shader
->reg_maps
.shader_version
.major
,
1824 shader
->reg_maps
.shader_version
.minor
);
1828 static HRESULT
vertexshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1829 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1830 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1832 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1837 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
1839 shader_init(shader
, device
, parent
, parent_ops
);
1840 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_vshader_constantF
,
1841 WINED3D_SHADER_TYPE_VERTEX
, max_version
);
1844 WARN("Failed to set function, hr %#x.\n", hr
);
1845 shader_cleanup(shader
);
1849 map
= reg_maps
->input_registers
;
1850 for (i
= 0; map
; map
>>= 1, ++i
)
1852 if (!(map
& 1) || !shader
->input_signature
[i
].semantic_name
)
1855 shader
->u
.vs
.attributes
[i
].usage
=
1856 shader_usage_from_semantic_name(shader
->input_signature
[i
].semantic_name
);
1857 shader
->u
.vs
.attributes
[i
].usage_idx
= shader
->input_signature
[i
].semantic_idx
;
1860 if (output_signature
)
1862 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1864 struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1865 reg_maps
->output_registers
|= 1 << e
->register_idx
;
1866 shader
->output_signature
[e
->register_idx
] = *e
;
1870 vertexshader_set_limits(shader
);
1872 shader
->load_local_constsF
= reg_maps
->usesrelconstF
1873 && !list_empty(&shader
->constantsF
);
1878 static HRESULT
geometryshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1879 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1880 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1884 shader_init(shader
, device
, parent
, parent_ops
);
1885 hr
= shader_set_function(shader
, byte_code
, output_signature
, 0,
1886 WINED3D_SHADER_TYPE_GEOMETRY
, max_version
);
1889 WARN("Failed to set function, hr %#x.\n", hr
);
1890 shader_cleanup(shader
);
1894 shader
->load_local_constsF
= FALSE
;
1899 void find_ps_compile_args(const struct wined3d_state
*state
,
1900 const struct wined3d_shader
*shader
, struct ps_compile_args
*args
)
1902 struct wined3d_device
*device
= shader
->device
;
1903 const struct wined3d_texture
*texture
;
1906 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
1907 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1909 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
1910 if (rt
->resource
.format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) args
->srgb_correction
= 1;
1913 if (shader
->reg_maps
.shader_version
.major
== 1
1914 && shader
->reg_maps
.shader_version
.minor
<= 3)
1916 for (i
= 0; i
< 4; ++i
)
1918 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
1920 if (flags
& WINED3D_TTFF_PROJECTED
)
1922 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
1924 if (!state
->vertex_shader
)
1927 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
1928 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
1929 enum wined3d_sampler_texture_type sampler_type
= shader
->reg_maps
.sampler_type
[i
];
1931 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
1933 struct wined3d_vertex_declaration_element
*element
=
1934 &state
->vertex_declaration
->elements
[j
];
1936 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
1937 && element
->usage_idx
== index
)
1939 max_valid
= element
->format
->component_count
;
1943 if (!tex_transform
|| tex_transform
> max_valid
)
1945 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
1946 tex_transform
, max_valid
);
1947 tex_transform
= max_valid
;
1949 if ((sampler_type
== WINED3DSTT_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
1950 || (sampler_type
== WINED3DSTT_2D
&& tex_transform
> WINED3D_TTFF_COUNT2
)
1951 || (sampler_type
== WINED3DSTT_VOLUME
&& tex_transform
> WINED3D_TTFF_COUNT3
))
1952 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
1955 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
1956 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
1957 i
, tex_transform
, sampler_type
);
1961 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
1963 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1968 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
1970 if (!shader
->reg_maps
.sampler_type
[i
])
1973 texture
= state
->textures
[i
];
1976 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
1979 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
1981 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
1982 args
->shadow
|= 1 << i
;
1984 /* Flag samplers that need NP2 texcoord fixup. */
1985 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
1986 args
->np2_fixup
|= (1 << i
);
1988 if (shader
->reg_maps
.shader_version
.major
>= 3)
1990 if (device
->strided_streams
.position_transformed
)
1992 args
->vp_mode
= pretransformed
;
1994 else if (use_vs(state
))
1996 args
->vp_mode
= vertexshader
;
2000 args
->vp_mode
= fixedfunction
;
2002 args
->fog
= FOG_OFF
;
2006 args
->vp_mode
= vertexshader
;
2007 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
2009 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
2011 case WINED3D_FOG_NONE
:
2012 if (device
->strided_streams
.position_transformed
|| use_vs(state
))
2014 args
->fog
= FOG_LINEAR
;
2018 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
2020 case WINED3D_FOG_NONE
: /* Fall through. */
2021 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2022 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2023 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2027 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2028 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2029 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2034 args
->fog
= FOG_OFF
;
2039 static void pixelshader_set_limits(struct wined3d_shader
*shader
)
2041 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
2042 shader
->reg_maps
.shader_version
.minor
);
2044 shader
->limits
.attributes
= 0;
2045 shader
->limits
.address
= 0;
2046 shader
->limits
.packed_output
= 0;
2048 switch (shader_version
)
2050 case WINED3D_SHADER_VERSION(1, 0):
2051 case WINED3D_SHADER_VERSION(1, 1):
2052 case WINED3D_SHADER_VERSION(1, 2):
2053 case WINED3D_SHADER_VERSION(1, 3):
2054 shader
->limits
.temporary
= 2;
2055 shader
->limits
.constant_float
= 8;
2056 shader
->limits
.constant_int
= 0;
2057 shader
->limits
.constant_bool
= 0;
2058 shader
->limits
.texcoord
= 4;
2059 shader
->limits
.sampler
= 4;
2060 shader
->limits
.packed_input
= 0;
2061 shader
->limits
.label
= 0;
2064 case WINED3D_SHADER_VERSION(1, 4):
2065 shader
->limits
.temporary
= 6;
2066 shader
->limits
.constant_float
= 8;
2067 shader
->limits
.constant_int
= 0;
2068 shader
->limits
.constant_bool
= 0;
2069 shader
->limits
.texcoord
= 6;
2070 shader
->limits
.sampler
= 6;
2071 shader
->limits
.packed_input
= 0;
2072 shader
->limits
.label
= 0;
2075 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2076 case WINED3D_SHADER_VERSION(2, 0):
2077 shader
->limits
.temporary
= 32;
2078 shader
->limits
.constant_float
= 32;
2079 shader
->limits
.constant_int
= 16;
2080 shader
->limits
.constant_bool
= 16;
2081 shader
->limits
.texcoord
= 8;
2082 shader
->limits
.sampler
= 16;
2083 shader
->limits
.packed_input
= 0;
2086 case WINED3D_SHADER_VERSION(2, 1):
2087 shader
->limits
.temporary
= 32;
2088 shader
->limits
.constant_float
= 32;
2089 shader
->limits
.constant_int
= 16;
2090 shader
->limits
.constant_bool
= 16;
2091 shader
->limits
.texcoord
= 8;
2092 shader
->limits
.sampler
= 16;
2093 shader
->limits
.packed_input
= 0;
2094 shader
->limits
.label
= 16;
2097 case WINED3D_SHADER_VERSION(4, 0):
2098 FIXME("Using 3.0 limits for 4.0 shader.\n");
2101 case WINED3D_SHADER_VERSION(3, 0):
2102 shader
->limits
.temporary
= 32;
2103 shader
->limits
.constant_float
= 224;
2104 shader
->limits
.constant_int
= 16;
2105 shader
->limits
.constant_bool
= 16;
2106 shader
->limits
.texcoord
= 0;
2107 shader
->limits
.sampler
= 16;
2108 shader
->limits
.packed_input
= 12;
2109 shader
->limits
.label
= 16; /* FIXME: 2048 */
2113 shader
->limits
.temporary
= 32;
2114 shader
->limits
.constant_float
= 32;
2115 shader
->limits
.constant_int
= 16;
2116 shader
->limits
.constant_bool
= 16;
2117 shader
->limits
.texcoord
= 8;
2118 shader
->limits
.sampler
= 16;
2119 shader
->limits
.packed_input
= 0;
2120 shader
->limits
.label
= 0;
2121 FIXME("Unrecognized pixel shader version %u.%u\n",
2122 shader
->reg_maps
.shader_version
.major
,
2123 shader
->reg_maps
.shader_version
.minor
);
2127 static HRESULT
pixelshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2128 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2129 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
2131 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2132 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2135 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
2137 shader_init(shader
, device
, parent
, parent_ops
);
2138 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_pshader_constantF
,
2139 WINED3D_SHADER_TYPE_PIXEL
, max_version
);
2142 WARN("Failed to set function, hr %#x.\n", hr
);
2143 shader_cleanup(shader
);
2147 pixelshader_set_limits(shader
);
2149 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2151 if (shader
->u
.ps
.input_reg_used
[i
])
2154 highest_reg_used
= i
;
2158 /* Don't do any register mapping magic if it is not needed, or if we can't
2159 * achieve anything anyway */
2160 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2161 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2163 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2165 /* This happens with relative addressing. The input mapper function
2166 * warns about this if the higher registers are declared too, so
2167 * don't write a FIXME here */
2168 WARN("More varying registers used than supported\n");
2171 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2173 shader
->u
.ps
.input_reg_map
[i
] = i
;
2176 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
2180 shader
->u
.ps
.declared_in_count
= 0;
2181 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2183 if (shader
->u
.ps
.input_reg_used
[i
])
2184 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
2185 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
2189 shader
->load_local_constsF
= FALSE
;
2194 void pixelshader_update_samplers(struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_texture
* const *textures
)
2196 enum wined3d_sampler_texture_type
*sampler_type
= reg_maps
->sampler_type
;
2199 if (reg_maps
->shader_version
.major
!= 1) return;
2201 for (i
= 0; i
< max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
); ++i
)
2203 /* We don't sample from this sampler. */
2204 if (!sampler_type
[i
]) continue;
2208 WARN("No texture bound to sampler %u, using 2D.\n", i
);
2209 sampler_type
[i
] = WINED3DSTT_2D
;
2213 switch (textures
[i
]->target
)
2215 case GL_TEXTURE_RECTANGLE_ARB
:
2217 /* We have to select between texture rectangles and 2D
2218 * textures later because 2.0 and 3.0 shaders only have
2219 * WINED3DSTT_2D as well. */
2220 sampler_type
[i
] = WINED3DSTT_2D
;
2224 sampler_type
[i
] = WINED3DSTT_VOLUME
;
2227 case GL_TEXTURE_CUBE_MAP_ARB
:
2228 sampler_type
[i
] = WINED3DSTT_CUBE
;
2232 FIXME("Unrecognized texture type %#x, using 2D.\n", textures
[i
]->target
);
2233 sampler_type
[i
] = WINED3DSTT_2D
;
2238 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2239 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2240 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2242 struct wined3d_shader
*object
;
2245 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2246 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2248 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2251 ERR("Failed to allocate shader memory.\n");
2252 return E_OUTOFMEMORY
;
2255 hr
= geometryshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2258 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
2259 HeapFree(GetProcessHeap(), 0, object
);
2263 TRACE("Created geometry shader %p.\n", object
);
2269 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const DWORD
*byte_code
,
2270 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2271 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2273 struct wined3d_shader
*object
;
2276 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2277 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2279 if (device
->ps_selected_mode
== SHADER_NONE
)
2280 return WINED3DERR_INVALIDCALL
;
2282 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2285 ERR("Failed to allocate shader memory.\n");
2286 return E_OUTOFMEMORY
;
2289 hr
= pixelshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2292 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
2293 HeapFree(GetProcessHeap(), 0, object
);
2297 TRACE("Created pixel shader %p.\n", object
);
2303 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2304 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2305 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2307 struct wined3d_shader
*object
;
2310 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2311 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2313 if (device
->vs_selected_mode
== SHADER_NONE
)
2314 return WINED3DERR_INVALIDCALL
;
2316 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2319 ERR("Failed to allocate shader memory.\n");
2320 return E_OUTOFMEMORY
;
2323 hr
= vertexshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2326 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
2327 HeapFree(GetProcessHeap(), 0, object
);
2331 TRACE("Created vertex shader %p.\n", object
);