2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BREAK */ "break",
48 /* WINED3DSIH_BREAKC */ "breakc",
49 /* WINED3DSIH_BREAKP */ "breakp",
50 /* WINED3DSIH_CALL */ "call",
51 /* WINED3DSIH_CALLNZ */ "callnz",
52 /* WINED3DSIH_CMP */ "cmp",
53 /* WINED3DSIH_CND */ "cnd",
54 /* WINED3DSIH_CRS */ "crs",
55 /* WINED3DSIH_CUT */ "cut",
56 /* WINED3DSIH_DCL */ "dcl",
57 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
58 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
59 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
60 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
61 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
62 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
63 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
64 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
65 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
66 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
67 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
68 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
69 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
70 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
71 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
72 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
73 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
74 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
75 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
76 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
77 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
78 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
79 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
80 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
81 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
82 /* WINED3DSIH_DEF */ "def",
83 /* WINED3DSIH_DEFB */ "defb",
84 /* WINED3DSIH_DEFI */ "defi",
85 /* WINED3DSIH_DIV */ "div",
86 /* WINED3DSIH_DP2 */ "dp2",
87 /* WINED3DSIH_DP2ADD */ "dp2add",
88 /* WINED3DSIH_DP3 */ "dp3",
89 /* WINED3DSIH_DP4 */ "dp4",
90 /* WINED3DSIH_DST */ "dst",
91 /* WINED3DSIH_DSX */ "dsx",
92 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
93 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
94 /* WINED3DSIH_DSY */ "dsy",
95 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
96 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
97 /* WINED3DSIH_ELSE */ "else",
98 /* WINED3DSIH_EMIT */ "emit",
99 /* WINED3DSIH_ENDIF */ "endif",
100 /* WINED3DSIH_ENDLOOP */ "endloop",
101 /* WINED3DSIH_ENDREP */ "endrep",
102 /* WINED3DSIH_EQ */ "eq",
103 /* WINED3DSIH_EXP */ "exp",
104 /* WINED3DSIH_EXPP */ "expp",
105 /* WINED3DSIH_FRC */ "frc",
106 /* WINED3DSIH_FTOI */ "ftoi",
107 /* WINED3DSIH_FTOU */ "ftou",
108 /* WINED3DSIH_GE */ "ge",
109 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
110 /* WINED3DSIH_HS_DECLS */ "hs_decls",
111 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
112 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
113 /* WINED3DSIH_IADD */ "iadd",
114 /* WINED3DSIH_IEQ */ "ieq",
115 /* WINED3DSIH_IF */ "if",
116 /* WINED3DSIH_IFC */ "ifc",
117 /* WINED3DSIH_IGE */ "ige",
118 /* WINED3DSIH_ILT */ "ilt",
119 /* WINED3DSIH_IMAD */ "imad",
120 /* WINED3DSIH_IMAX */ "imax",
121 /* WINED3DSIH_IMIN */ "imin",
122 /* WINED3DSIH_IMUL */ "imul",
123 /* WINED3DSIH_INE */ "ine",
124 /* WINED3DSIH_INEG */ "ineg",
125 /* WINED3DSIH_ISHL */ "ishl",
126 /* WINED3DSIH_ITOF */ "itof",
127 /* WINED3DSIH_LABEL */ "label",
128 /* WINED3DSIH_LD */ "ld",
129 /* WINED3DSIH_LD2DMS */ "ld2dms",
130 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
131 /* WINED3DSIH_LIT */ "lit",
132 /* WINED3DSIH_LOG */ "log",
133 /* WINED3DSIH_LOGP */ "logp",
134 /* WINED3DSIH_LOOP */ "loop",
135 /* WINED3DSIH_LRP */ "lrp",
136 /* WINED3DSIH_LT */ "lt",
137 /* WINED3DSIH_M3x2 */ "m3x2",
138 /* WINED3DSIH_M3x3 */ "m3x3",
139 /* WINED3DSIH_M3x4 */ "m3x4",
140 /* WINED3DSIH_M4x3 */ "m4x3",
141 /* WINED3DSIH_M4x4 */ "m4x4",
142 /* WINED3DSIH_MAD */ "mad",
143 /* WINED3DSIH_MAX */ "max",
144 /* WINED3DSIH_MIN */ "min",
145 /* WINED3DSIH_MOV */ "mov",
146 /* WINED3DSIH_MOVA */ "mova",
147 /* WINED3DSIH_MOVC */ "movc",
148 /* WINED3DSIH_MUL */ "mul",
149 /* WINED3DSIH_NE */ "ne",
150 /* WINED3DSIH_NOP */ "nop",
151 /* WINED3DSIH_NOT */ "not",
152 /* WINED3DSIH_NRM */ "nrm",
153 /* WINED3DSIH_OR */ "or",
154 /* WINED3DSIH_PHASE */ "phase",
155 /* WINED3DSIH_POW */ "pow",
156 /* WINED3DSIH_RCP */ "rcp",
157 /* WINED3DSIH_REP */ "rep",
158 /* WINED3DSIH_RESINFO */ "resinfo",
159 /* WINED3DSIH_RET */ "ret",
160 /* WINED3DSIH_ROUND_NI */ "round_ni",
161 /* WINED3DSIH_ROUND_PI */ "round_pi",
162 /* WINED3DSIH_ROUND_Z */ "round_z",
163 /* WINED3DSIH_RSQ */ "rsq",
164 /* WINED3DSIH_SAMPLE */ "sample",
165 /* WINED3DSIH_SAMPLE_B */ "sample_b",
166 /* WINED3DSIH_SAMPLE_C */ "sample_c",
167 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
168 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
169 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
170 /* WINED3DSIH_SETP */ "setp",
171 /* WINED3DSIH_SGE */ "sge",
172 /* WINED3DSIH_SGN */ "sgn",
173 /* WINED3DSIH_SINCOS */ "sincos",
174 /* WINED3DSIH_SLT */ "slt",
175 /* WINED3DSIH_SQRT */ "sqrt",
176 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
177 /* WINED3DSIH_SUB */ "sub",
178 /* WINED3DSIH_TEX */ "texld",
179 /* WINED3DSIH_TEXBEM */ "texbem",
180 /* WINED3DSIH_TEXBEML */ "texbeml",
181 /* WINED3DSIH_TEXCOORD */ "texcrd",
182 /* WINED3DSIH_TEXDEPTH */ "texdepth",
183 /* WINED3DSIH_TEXDP3 */ "texdp3",
184 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
185 /* WINED3DSIH_TEXKILL */ "texkill",
186 /* WINED3DSIH_TEXLDD */ "texldd",
187 /* WINED3DSIH_TEXLDL */ "texldl",
188 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
189 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
190 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
191 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
192 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
193 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
194 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
195 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
196 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
197 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
198 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
199 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
200 /* WINED3DSIH_UDIV */ "udiv",
201 /* WINED3DSIH_UGE */ "uge",
202 /* WINED3DSIH_ULT */ "ult",
203 /* WINED3DSIH_USHR */ "ushr",
204 /* WINED3DSIH_UTOF */ "utof",
205 /* WINED3DSIH_XOR */ "xor",
208 static const char * const semantic_names
[] =
210 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
211 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
212 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
213 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
214 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
215 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
216 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
217 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
218 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
219 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
220 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
221 /* WINED3D_DECL_USAGE_FOG */ "FOG",
222 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
223 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
228 enum wined3d_sysval_semantic sysval_semantic
;
229 const char *sysval_name
;
231 sysval_semantic_names
[] =
233 {WINED3D_SV_POSITION
, "SV_Position"},
234 {WINED3D_SV_INSTANCE_ID
, "SV_InstanceID"},
235 {WINED3D_SV_PRIMITIVE_ID
, "SV_PrimitiveID"},
236 {WINED3D_SV_IS_FRONT_FACE
, "SV_IsFrontFace"},
237 {WINED3D_SV_SAMPLE_INDEX
, "SV_SampleIndex"},
238 {WINED3D_SV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
239 {WINED3D_SV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
240 {WINED3D_SV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
241 {WINED3D_SV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
242 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
243 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
244 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
245 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
246 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
247 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
248 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
249 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
252 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
253 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
255 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
257 if (handler_idx
>= sizeof(shader_opcode_names
) / sizeof(*shader_opcode_names
))
258 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
260 return shader_opcode_names
[handler_idx
];
263 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
265 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
267 FIXME("Unrecognized usage %#x.\n", usage
);
268 return "UNRECOGNIZED";
271 return semantic_names
[usage
];
274 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
278 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
280 if (!strcmp(name
, semantic_names
[i
])) return i
;
286 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
288 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
291 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
292 const struct wined3d_shader_semantic
*s
)
294 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
295 e
->semantic_idx
= s
->usage_idx
;
296 e
->sysval_semantic
= 0;
297 e
->component_type
= 0;
298 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
299 e
->mask
= s
->reg
.write_mask
;
302 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
303 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
305 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
306 e
->semantic_idx
= usage_idx
;
307 e
->sysval_semantic
= 0;
308 e
->component_type
= 0;
309 e
->register_idx
= reg_idx
;
310 e
->mask
= write_mask
;
313 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
315 switch (version_token
>> 16)
319 return &sm1_shader_frontend
;
326 return &sm4_shader_frontend
;
329 FIXME("Unrecognised version token %#x.\n", version_token
);
334 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
336 buffer
->buffer
[0] = '\0';
337 buffer
->content_size
= 0;
340 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
342 buffer
->buffer_size
= 32;
343 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
345 ERR("Failed to allocate shader buffer memory.\n");
349 string_buffer_clear(buffer
);
353 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
355 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
358 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
361 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
363 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
364 new_buffer_size
*= 2;
365 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
367 ERR("Failed to grow buffer.\n");
368 buffer
->buffer
[buffer
->content_size
] = '\0';
371 buffer
->buffer
= new_buffer
;
372 buffer
->buffer_size
= new_buffer_size
;
376 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
381 rem
= buffer
->buffer_size
- buffer
->content_size
;
382 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
383 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
386 buffer
->content_size
+= rc
;
390 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
397 va_start(args
, format
);
398 ret
= shader_vaddline(buffer
, format
, args
);
402 if (!string_buffer_resize(buffer
, ret
))
407 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
409 struct wined3d_string_buffer
*buffer
;
411 if (list_empty(&list
->list
))
413 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
414 if (!buffer
|| !string_buffer_init(buffer
))
416 ERR("Couldn't allocate buffer for temporary string.\n");
418 HeapFree(GetProcessHeap(), 0, buffer
);
424 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
425 list_remove(&buffer
->entry
);
427 string_buffer_clear(buffer
);
431 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
435 string_buffer_clear(buffer
);
436 return shader_vaddline(buffer
, format
, args
);
439 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
446 va_start(args
, format
);
447 ret
= string_buffer_vsprintf(buffer
, format
, args
);
451 if (!string_buffer_resize(buffer
, ret
))
456 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
460 list_add_head(&list
->list
, &buffer
->entry
);
463 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
465 list_init(&list
->list
);
468 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
470 struct wined3d_string_buffer
*buffer
, *buffer_next
;
472 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
474 string_buffer_free(buffer
);
475 HeapFree(GetProcessHeap(), 0, buffer
);
477 list_init(&list
->list
);
480 /* Convert floating point offset relative to a register file to an absolute
481 * offset for float constants. */
482 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
484 switch (register_type
)
486 case WINED3DSPR_CONST
: return register_idx
;
487 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
488 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
489 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
491 FIXME("Unsupported register type: %u.\n", register_type
);
496 static void shader_delete_constant_list(struct list
*clist
)
498 struct wined3d_shader_lconst
*constant
, *constant_next
;
500 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
501 HeapFree(GetProcessHeap(), 0, constant
);
505 static void shader_set_limits(struct wined3d_shader
*shader
)
507 static const struct limits_entry
509 unsigned int min_version
;
510 unsigned int max_version
;
511 struct wined3d_shader_limits limits
;
515 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
516 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
517 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
518 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
519 * even though they are capable of supporting much more (GL
520 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
521 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
523 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
524 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
525 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
530 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
531 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
535 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
536 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
540 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
541 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
542 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
547 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
548 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
549 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
550 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
551 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
552 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
553 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
556 const struct limits_entry
*limits_array
;
557 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
558 shader
->reg_maps
.shader_version
.minor
);
561 switch (shader
->reg_maps
.shader_version
.type
)
564 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
566 case WINED3D_SHADER_TYPE_VERTEX
:
567 limits_array
= vs_limits
;
569 case WINED3D_SHADER_TYPE_HULL
:
570 limits_array
= hs_limits
;
572 case WINED3D_SHADER_TYPE_DOMAIN
:
573 limits_array
= ds_limits
;
575 case WINED3D_SHADER_TYPE_GEOMETRY
:
576 limits_array
= gs_limits
;
578 case WINED3D_SHADER_TYPE_PIXEL
:
579 limits_array
= ps_limits
;
583 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
585 if (shader_version
<= limits_array
[i
].max_version
)
587 shader
->limits
= &limits_array
[i
].limits
;
594 FIXME("Unexpected shader version \"%u.%u\".\n",
595 shader
->reg_maps
.shader_version
.major
,
596 shader
->reg_maps
.shader_version
.minor
);
597 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
601 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
606 bitmap
[idx
] |= (1u << shift
);
609 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
610 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
614 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
615 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
616 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
618 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
621 case WINED3DSPR_TEMP
:
622 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
625 case WINED3DSPR_INPUT
:
626 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
628 if (reg
->idx
[0].rel_addr
)
630 /* If relative addressing is used, we must assume that all registers
631 * are used. Even if it is a construct like v3[aL], we can't assume
632 * that v0, v1 and v2 aren't read because aL can be negative */
634 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
636 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
641 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
645 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
648 case WINED3DSPR_RASTOUT
:
649 if (reg
->idx
[0].offset
== 1)
651 if (reg
->idx
[0].offset
== 2)
652 reg_maps
->point_size
= 1;
655 case WINED3DSPR_MISCTYPE
:
656 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
658 if (!reg
->idx
[0].offset
)
660 else if (reg
->idx
[0].offset
== 1)
661 reg_maps
->usesfacing
= 1;
665 case WINED3DSPR_CONST
:
666 if (reg
->idx
[0].rel_addr
)
668 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
669 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
670 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
671 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
672 reg_maps
->usesrelconstF
= TRUE
;
676 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
678 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
683 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
688 case WINED3DSPR_CONSTINT
:
689 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
691 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
696 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
700 case WINED3DSPR_CONSTBOOL
:
701 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
703 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
708 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
712 case WINED3DSPR_COLOROUT
:
713 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
717 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
718 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
724 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
725 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
727 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
728 struct wined3d_shader_sampler_map
*map
;
731 map
= ®_maps
->sampler_map
;
732 entries
= map
->entries
;
733 for (i
= 0; i
< map
->count
; ++i
)
735 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
741 if (!(entries
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entries
) * 4)))
743 ERR("Failed to allocate sampler map entries.\n");
747 map
->entries
= entries
;
749 else if (map
->count
== map
->size
)
751 size_t new_size
= map
->size
* 2;
753 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
754 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
756 ERR("Failed to resize sampler map entries.\n");
759 map
->size
= new_size
;
760 map
->entries
= entries
;
763 entry
= &entries
[map
->count
++];
764 entry
->resource_idx
= resource_idx
;
765 entry
->sampler_idx
= sampler_idx
;
766 entry
->bind_idx
= bind_idx
;
769 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
773 case WINED3DSIH_M4x4
:
774 case WINED3DSIH_M3x4
:
775 return param
== 1 ? 3 : 0;
777 case WINED3DSIH_M4x3
:
778 case WINED3DSIH_M3x3
:
779 return param
== 1 ? 2 : 0;
781 case WINED3DSIH_M3x2
:
782 return param
== 1 ? 1 : 0;
789 /* Note that this does not count the loop register as an address register. */
790 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
791 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
792 struct wined3d_shader_signature
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
794 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
795 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
796 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
797 void *fe_data
= shader
->frontend_data
;
798 struct wined3d_shader_version shader_version
;
799 const DWORD
*ptr
= byte_code
;
802 memset(reg_maps
, 0, sizeof(*reg_maps
));
803 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
804 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
805 reg_maps
->min_rel_offset
= ~0U;
807 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
808 reg_maps
->shader_version
= shader_version
;
810 shader_set_limits(shader
);
812 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
813 sizeof(*reg_maps
->constf
) * ((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32));
814 if (!reg_maps
->constf
)
816 ERR("Failed to allocate constant map memory.\n");
817 return E_OUTOFMEMORY
;
820 while (!fe
->shader_is_end(fe_data
, &ptr
))
822 struct wined3d_shader_instruction ins
;
825 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
827 /* Unhandled opcode, and its parameters. */
828 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
830 TRACE("Skipping unrecognized instruction.\n");
834 /* Handle declarations. */
835 if (ins
.handler_idx
== WINED3DSIH_DCL
)
837 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
838 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
840 switch (semantic
->reg
.reg
.type
)
842 /* Mark input registers used. */
843 case WINED3DSPR_INPUT
:
844 if (reg_idx
>= MAX_REG_INPUT
)
846 ERR("Invalid input register index %u.\n", reg_idx
);
849 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
850 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
851 return WINED3DERR_INVALIDCALL
;
852 reg_maps
->input_registers
|= 1u << reg_idx
;
853 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
856 /* Vertex shader: mark 3.0 output registers used, save token. */
857 case WINED3DSPR_OUTPUT
:
858 if (reg_idx
>= MAX_REG_OUTPUT
)
860 ERR("Invalid output register index %u.\n", reg_idx
);
863 reg_maps
->output_registers
|= 1u << reg_idx
;
864 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
865 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
867 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
868 reg_maps
->point_size
= 1;
871 case WINED3DSPR_SAMPLER
:
872 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
873 case WINED3DSPR_RESOURCE
:
874 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
876 ERR("Invalid resource index %u.\n", reg_idx
);
879 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
880 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
884 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
888 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
890 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
891 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
892 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
894 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
896 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
899 FIXME("Multiple immediate constant buffers.\n");
900 reg_maps
->icb
= ins
.declaration
.icb
;
902 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
904 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
905 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
907 FIXME("Invalid instruction %#x for shader type %#x.\n",
908 ins
.handler_idx
, shader_version
.type
);
910 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
912 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
913 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
915 FIXME("Invalid instruction %#x for shader type %#x.\n",
916 ins
.handler_idx
, shader_version
.type
);
918 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
920 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
921 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
923 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
925 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
926 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
928 FIXME("Invalid instruction %#x for shader type %#x.\n",
929 ins
.handler_idx
, shader_version
.type
);
931 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
933 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
935 if (!lconst
) return E_OUTOFMEMORY
;
937 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
938 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
939 value
= (float *)lconst
->value
;
941 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
942 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
944 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
945 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
946 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
947 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
948 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
949 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
950 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
951 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
954 list_add_head(&shader
->constantsF
, &lconst
->entry
);
956 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
957 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
959 shader
->lconst_inf_or_nan
= TRUE
;
962 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
964 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
965 if (!lconst
) return E_OUTOFMEMORY
;
967 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
968 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
970 list_add_head(&shader
->constantsI
, &lconst
->entry
);
971 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
973 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
975 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
976 if (!lconst
) return E_OUTOFMEMORY
;
978 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
979 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, sizeof(DWORD
));
981 list_add_head(&shader
->constantsB
, &lconst
->entry
);
982 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
984 /* For subroutine prototypes. */
985 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
987 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
989 /* Set texture, address, temporary registers. */
992 BOOL color0_mov
= FALSE
;
995 /* This will loop over all the registers and try to
996 * make a bitmask of the ones we're interested in.
998 * Relative addressing tokens are ignored, but that's
999 * okay, since we'll catch any address registers when
1000 * they are initialized (required by spec). */
1001 for (i
= 0; i
< ins
.dst_count
; ++i
)
1003 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1004 shader_version
.type
, constf_size
))
1005 return WINED3DERR_INVALIDCALL
;
1007 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1009 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1011 switch (ins
.dst
[i
].reg
.type
)
1013 case WINED3DSPR_RASTOUT
:
1014 if (shader_version
.major
>= 3)
1019 reg_maps
->output_registers
|= 1u << 10;
1020 shader_signature_from_usage(&output_signature_elements
[10],
1021 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1025 reg_maps
->output_registers
|= 1u << 11;
1026 shader_signature_from_usage(&output_signature_elements
[11],
1027 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1031 reg_maps
->output_registers
|= 1u << 11;
1032 shader_signature_from_usage(&output_signature_elements
[11],
1033 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1038 case WINED3DSPR_ATTROUT
:
1039 if (shader_version
.major
>= 3)
1044 if (reg_maps
->output_registers
& (1u << idx
))
1046 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1050 reg_maps
->output_registers
|= 1u << idx
;
1051 shader_signature_from_usage(&output_signature_elements
[idx
],
1052 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1057 case WINED3DSPR_TEXCRDOUT
:
1058 if (shader_version
.major
>= 3)
1060 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1063 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1064 if (reg_maps
->output_registers
& (1u << idx
))
1066 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1070 reg_maps
->output_registers
|= 1u << idx
;
1071 shader_signature_from_usage(&output_signature_elements
[idx
],
1072 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1081 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1083 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1085 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1086 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1087 * the mov and perform the sRGB write correction from the source register.
1089 * However, if the mov is only partial, we can't do this, and if the write
1090 * comes from an instruction other than MOV it is hard to do as well. If
1091 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1092 shader
->u
.ps
.color0_mov
= FALSE
;
1093 if (ins
.handler_idx
== WINED3DSIH_MOV
1094 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1096 /* Used later when the source register is read. */
1100 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1103 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1104 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1106 shader
->u
.ps
.color0_mov
= FALSE
;
1110 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1111 if (shader_version
.major
== 1
1112 && (ins
.handler_idx
== WINED3DSIH_TEX
1113 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1114 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1115 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1116 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1117 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1118 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1119 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1120 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1121 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1122 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1124 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1126 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1127 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1128 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1129 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1131 /* texbem is only valid with < 1.4 pixel shaders */
1132 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1133 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1135 reg_maps
->bumpmat
|= 1u << reg_idx
;
1136 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1138 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1142 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1144 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1148 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
1149 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
1150 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
1151 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1152 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1153 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1154 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1155 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1156 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1157 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1158 || ins
.handler_idx
== WINED3DSIH_REP
)
1161 if (cur_loop_depth
> max_loop_depth
)
1162 max_loop_depth
= cur_loop_depth
;
1164 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1165 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1169 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE
1170 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1171 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1172 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1173 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1175 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1176 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1178 else if (ins
.handler_idx
== WINED3DSIH_LD
1179 || ins
.handler_idx
== WINED3DSIH_RESINFO
)
1181 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1182 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1186 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1187 shader_version
.type
, constf_size
))
1188 return WINED3DERR_INVALIDCALL
;
1190 for (i
= 0; i
< ins
.src_count
; ++i
)
1192 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1193 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1195 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1196 shader_version
.type
, constf_size
))
1197 return WINED3DERR_INVALIDCALL
;
1200 ++reg
.idx
[0].offset
;
1201 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1202 shader_version
.type
, constf_size
))
1203 return WINED3DERR_INVALIDCALL
;
1209 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1210 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1212 shader
->u
.ps
.color0_mov
= TRUE
;
1213 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1219 reg_maps
->loop_depth
= max_loop_depth
;
1221 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1222 * R0 is written to the render target. */
1223 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1224 reg_maps
->rt_mask
|= (1u << 0);
1226 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
1228 if (input_signature
->elements
)
1230 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1232 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1233 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1234 && input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1238 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1240 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1241 struct wined3d_shader_signature_element
*e
;
1244 if (!(input_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature
->elements
) * count
)))
1245 return E_OUTOFMEMORY
;
1246 input_signature
->element_count
= count
;
1248 e
= input_signature
->elements
;
1249 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1251 if (!(reg_maps
->input_registers
& (1u << i
)))
1253 input_signature_elements
[i
].register_idx
= i
;
1254 *e
++ = input_signature_elements
[i
];
1258 if (output_signature
->elements
)
1260 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1262 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1265 else if (reg_maps
->output_registers
)
1267 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1268 struct wined3d_shader_signature_element
*e
;
1270 if (!(output_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature
->elements
) * count
)))
1271 return E_OUTOFMEMORY
;
1272 output_signature
->element_count
= count
;
1274 e
= output_signature
->elements
;
1275 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1277 if (!(reg_maps
->output_registers
& (1u << i
)))
1279 *e
++ = output_signature_elements
[i
];
1286 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1288 DWORD map
= 1u << max
;
1290 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1292 return wined3d_log2i(map
);
1295 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1297 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1299 shader_addline(buffer
, "refactoringAllowed");
1300 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1302 shader_addline(buffer
, " | ");
1305 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1307 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1308 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1312 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1315 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1316 enum wined3d_tessellator_domain domain
)
1320 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1321 shader_addline(buffer
, "line");
1323 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1324 shader_addline(buffer
, "triangle");
1326 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1327 shader_addline(buffer
, "quad");
1330 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1335 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1336 enum wined3d_tessellator_output_primitive output_primitive
)
1338 switch (output_primitive
)
1340 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1341 shader_addline(buffer
, "point");
1343 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1344 shader_addline(buffer
, "line");
1346 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1347 shader_addline(buffer
, "triangle_cw");
1349 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1350 shader_addline(buffer
, "triangle_ccw");
1353 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1358 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1359 enum wined3d_tessellator_partitioning partitioning
)
1361 switch (partitioning
)
1363 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1364 shader_addline(buffer
, "integer");
1366 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1367 shader_addline(buffer
, "pow2");
1369 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1370 shader_addline(buffer
, "fractional_odd");
1372 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1373 shader_addline(buffer
, "fractional_even");
1376 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1381 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1385 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1387 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1389 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1394 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1397 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1398 const struct wined3d_shader_semantic
*semantic
, const struct wined3d_shader_version
*shader_version
)
1400 shader_addline(buffer
, "dcl");
1402 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1404 switch (semantic
->resource_type
)
1406 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1407 shader_addline(buffer
, "_2d");
1410 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1411 shader_addline(buffer
, "_3d");
1414 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1415 shader_addline(buffer
, "_cube");
1419 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1423 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1425 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1426 shader_addline(buffer
, "_resource_");
1428 shader_addline(buffer
, "_uav_");
1429 switch (semantic
->resource_type
)
1431 case WINED3D_SHADER_RESOURCE_BUFFER
:
1432 shader_addline(buffer
, "buffer");
1435 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1436 shader_addline(buffer
, "texture1d");
1439 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1440 shader_addline(buffer
, "texture2d");
1443 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1444 shader_addline(buffer
, "texture2dms");
1447 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1448 shader_addline(buffer
, "texture3d");
1451 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1452 shader_addline(buffer
, "texturecube");
1455 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1456 shader_addline(buffer
, "texture1darray");
1459 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1460 shader_addline(buffer
, "texture2darray");
1463 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1464 shader_addline(buffer
, "texture2dmsarray");
1468 shader_addline(buffer
, "unknown");
1471 switch (semantic
->resource_data_type
)
1473 case WINED3D_DATA_FLOAT
:
1474 shader_addline(buffer
, " (float)");
1477 case WINED3D_DATA_INT
:
1478 shader_addline(buffer
, " (int)");
1481 case WINED3D_DATA_UINT
:
1482 shader_addline(buffer
, " (uint)");
1485 case WINED3D_DATA_UNORM
:
1486 shader_addline(buffer
, " (unorm)");
1489 case WINED3D_DATA_SNORM
:
1490 shader_addline(buffer
, " (snorm)");
1494 shader_addline(buffer
, " (unknown)");
1500 /* Pixel shaders 3.0 don't have usage semantics. */
1501 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1504 shader_addline(buffer
, "_");
1506 switch (semantic
->usage
)
1508 case WINED3D_DECL_USAGE_POSITION
:
1509 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1512 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1513 shader_addline(buffer
, "blend");
1516 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1517 shader_addline(buffer
, "weight");
1520 case WINED3D_DECL_USAGE_NORMAL
:
1521 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1524 case WINED3D_DECL_USAGE_PSIZE
:
1525 shader_addline(buffer
, "psize");
1528 case WINED3D_DECL_USAGE_COLOR
:
1529 if (!semantic
->usage_idx
)
1530 shader_addline(buffer
, "color");
1532 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1535 case WINED3D_DECL_USAGE_TEXCOORD
:
1536 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1539 case WINED3D_DECL_USAGE_TANGENT
:
1540 shader_addline(buffer
, "tangent");
1543 case WINED3D_DECL_USAGE_BINORMAL
:
1544 shader_addline(buffer
, "binormal");
1547 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1548 shader_addline(buffer
, "tessfactor");
1551 case WINED3D_DECL_USAGE_POSITIONT
:
1552 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1555 case WINED3D_DECL_USAGE_FOG
:
1556 shader_addline(buffer
, "fog");
1559 case WINED3D_DECL_USAGE_DEPTH
:
1560 shader_addline(buffer
, "depth");
1563 case WINED3D_DECL_USAGE_SAMPLE
:
1564 shader_addline(buffer
, "sample");
1568 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1569 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
1574 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1575 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1577 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1578 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1579 UINT offset
= reg
->idx
[0].offset
;
1583 case WINED3DSPR_TEMP
:
1584 shader_addline(buffer
, "r");
1587 case WINED3DSPR_INPUT
:
1588 shader_addline(buffer
, "v");
1591 case WINED3DSPR_CONST
:
1592 case WINED3DSPR_CONST2
:
1593 case WINED3DSPR_CONST3
:
1594 case WINED3DSPR_CONST4
:
1595 shader_addline(buffer
, "c");
1596 offset
= shader_get_float_offset(reg
->type
, offset
);
1599 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1600 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1603 case WINED3DSPR_RASTOUT
:
1604 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1607 case WINED3DSPR_COLOROUT
:
1608 shader_addline(buffer
, "oC");
1611 case WINED3DSPR_DEPTHOUT
:
1612 shader_addline(buffer
, "oDepth");
1615 case WINED3DSPR_ATTROUT
:
1616 shader_addline(buffer
, "oD");
1619 case WINED3DSPR_TEXCRDOUT
:
1620 /* Vertex shaders >= 3.0 use general purpose output registers
1621 * (WINED3DSPR_OUTPUT), which can include an address token. */
1622 if (shader_version
->major
>= 3)
1623 shader_addline(buffer
, "o");
1625 shader_addline(buffer
, "oT");
1628 case WINED3DSPR_CONSTINT
:
1629 shader_addline(buffer
, "i");
1632 case WINED3DSPR_CONSTBOOL
:
1633 shader_addline(buffer
, "b");
1636 case WINED3DSPR_LABEL
:
1637 shader_addline(buffer
, "l");
1640 case WINED3DSPR_LOOP
:
1641 shader_addline(buffer
, "aL");
1644 case WINED3DSPR_SAMPLER
:
1645 shader_addline(buffer
, "s");
1648 case WINED3DSPR_MISCTYPE
:
1651 FIXME("Unhandled misctype register %u.\n", offset
);
1652 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1656 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1660 case WINED3DSPR_PREDICATE
:
1661 shader_addline(buffer
, "p");
1664 case WINED3DSPR_IMMCONST
:
1665 shader_addline(buffer
, "l");
1668 case WINED3DSPR_CONSTBUFFER
:
1669 shader_addline(buffer
, "cb");
1672 case WINED3DSPR_IMMCONSTBUFFER
:
1673 shader_addline(buffer
, "icb");
1676 case WINED3DSPR_PRIMID
:
1677 shader_addline(buffer
, "primID");
1680 case WINED3DSPR_NULL
:
1681 shader_addline(buffer
, "null");
1684 case WINED3DSPR_RESOURCE
:
1685 shader_addline(buffer
, "t");
1688 case WINED3DSPR_UAV
:
1689 shader_addline(buffer
, "u");
1692 case WINED3DSPR_OUTPOINTID
:
1693 shader_addline(buffer
, "vOutputControlPointID");
1696 case WINED3DSPR_FORKINSTID
:
1697 shader_addline(buffer
, "vForkInstanceId");
1700 case WINED3DSPR_INCONTROLPOINT
:
1701 shader_addline(buffer
, "vicp");
1704 case WINED3DSPR_PATCHCONST
:
1705 shader_addline(buffer
, "vpc");
1708 case WINED3DSPR_TESSCOORD
:
1709 shader_addline(buffer
, "vDomainLocation");
1713 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
1717 if (reg
->type
== WINED3DSPR_IMMCONST
)
1719 shader_addline(buffer
, "(");
1720 switch (reg
->immconst_type
)
1722 case WINED3D_IMMCONST_SCALAR
:
1723 switch (reg
->data_type
)
1725 case WINED3D_DATA_FLOAT
:
1726 shader_addline(buffer
, "%.8e", *(const float *)reg
->immconst_data
);
1728 case WINED3D_DATA_INT
:
1729 shader_addline(buffer
, "%d", reg
->immconst_data
[0]);
1731 case WINED3D_DATA_RESOURCE
:
1732 case WINED3D_DATA_SAMPLER
:
1733 case WINED3D_DATA_UINT
:
1734 shader_addline(buffer
, "%u", reg
->immconst_data
[0]);
1737 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1742 case WINED3D_IMMCONST_VEC4
:
1743 switch (reg
->data_type
)
1745 case WINED3D_DATA_FLOAT
:
1746 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
1747 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1748 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1750 case WINED3D_DATA_INT
:
1751 shader_addline(buffer
, "%d, %d, %d, %d",
1752 reg
->immconst_data
[0], reg
->immconst_data
[1],
1753 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1755 case WINED3D_DATA_RESOURCE
:
1756 case WINED3D_DATA_SAMPLER
:
1757 case WINED3D_DATA_UINT
:
1758 shader_addline(buffer
, "%u, %u, %u, %u",
1759 reg
->immconst_data
[0], reg
->immconst_data
[1],
1760 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1763 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1769 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
1772 shader_addline(buffer
, ")");
1774 else if (reg
->type
!= WINED3DSPR_RASTOUT
1775 && reg
->type
!= WINED3DSPR_MISCTYPE
1776 && reg
->type
!= WINED3DSPR_NULL
)
1780 shader_addline(buffer
, "[");
1781 if (reg
->idx
[0].rel_addr
)
1783 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
1784 shader_addline(buffer
, " + ");
1786 shader_addline(buffer
, "%u]", offset
);
1788 if (reg
->idx
[1].offset
!= ~0u)
1790 shader_addline(buffer
, "[");
1791 if (reg
->idx
[1].rel_addr
)
1793 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
1794 shader_addline(buffer
, " + ");
1796 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
1802 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
1803 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
1805 DWORD write_mask
= param
->write_mask
;
1807 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1809 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1811 static const char write_mask_chars
[] = "xyzw";
1813 shader_addline(buffer
, ".");
1814 if (write_mask
& WINED3DSP_WRITEMASK_0
)
1815 shader_addline(buffer
, "%c", write_mask_chars
[0]);
1816 if (write_mask
& WINED3DSP_WRITEMASK_1
)
1817 shader_addline(buffer
, "%c", write_mask_chars
[1]);
1818 if (write_mask
& WINED3DSP_WRITEMASK_2
)
1819 shader_addline(buffer
, "%c", write_mask_chars
[2]);
1820 if (write_mask
& WINED3DSP_WRITEMASK_3
)
1821 shader_addline(buffer
, "%c", write_mask_chars
[3]);
1825 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
1826 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
1828 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1829 DWORD swizzle
= param
->swizzle
;
1831 if (src_modifier
== WINED3DSPSM_NEG
1832 || src_modifier
== WINED3DSPSM_BIASNEG
1833 || src_modifier
== WINED3DSPSM_SIGNNEG
1834 || src_modifier
== WINED3DSPSM_X2NEG
1835 || src_modifier
== WINED3DSPSM_ABSNEG
)
1836 shader_addline(buffer
, "-");
1837 else if (src_modifier
== WINED3DSPSM_COMP
)
1838 shader_addline(buffer
, "1-");
1839 else if (src_modifier
== WINED3DSPSM_NOT
)
1840 shader_addline(buffer
, "!");
1842 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1843 shader_addline(buffer
, "abs(");
1845 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1847 switch (src_modifier
)
1849 case WINED3DSPSM_NONE
: break;
1850 case WINED3DSPSM_NEG
: break;
1851 case WINED3DSPSM_NOT
: break;
1852 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
1853 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
1854 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
1855 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
1856 case WINED3DSPSM_COMP
: break;
1857 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
1858 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
1859 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
1860 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
1861 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
1862 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
1863 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
1866 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1868 static const char swizzle_chars
[] = "xyzw";
1869 DWORD swizzle_x
= swizzle
& 0x03;
1870 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1871 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1872 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1874 if (swizzle_x
== swizzle_y
1875 && swizzle_x
== swizzle_z
1876 && swizzle_x
== swizzle_w
)
1878 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
1882 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1883 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1888 /* Shared code in order to generate the bulk of the shader string.
1889 * NOTE: A description of how to parse tokens can be found on MSDN. */
1890 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
1891 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1893 struct wined3d_device
*device
= shader
->device
;
1894 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1895 void *fe_data
= shader
->frontend_data
;
1896 struct wined3d_shader_version shader_version
;
1897 struct wined3d_shader_loop_state loop_state
;
1898 struct wined3d_shader_instruction ins
;
1899 struct wined3d_shader_tex_mx tex_mx
;
1900 struct wined3d_shader_context ctx
;
1901 const DWORD
*ptr
= byte_code
;
1903 /* Initialize current parsing state. */
1904 tex_mx
.current_row
= 0;
1905 loop_state
.current_depth
= 0;
1906 loop_state
.current_reg
= 0;
1908 ctx
.shader
= shader
;
1909 ctx
.gl_info
= &device
->adapter
->gl_info
;
1910 ctx
.reg_maps
= reg_maps
;
1911 ctx
.buffer
= buffer
;
1912 ctx
.tex_mx
= &tex_mx
;
1913 ctx
.loop_state
= &loop_state
;
1914 ctx
.backend_data
= backend_ctx
;
1917 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1919 while (!fe
->shader_is_end(fe_data
, &ptr
))
1922 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1924 /* Unknown opcode and its parameters. */
1925 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1927 TRACE("Skipping unrecognized instruction.\n");
1932 FIXME("Predicates not implemented.\n");
1934 /* Call appropriate function for output target */
1935 device
->shader_backend
->shader_handle_instruction(&ins
);
1939 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
1940 const struct wined3d_shader_dst_param
*dst
)
1942 DWORD mmask
= dst
->modifiers
;
1947 case 13: shader_addline(buffer
, "_d8"); break;
1948 case 14: shader_addline(buffer
, "_d4"); break;
1949 case 15: shader_addline(buffer
, "_d2"); break;
1950 case 1: shader_addline(buffer
, "_x2"); break;
1951 case 2: shader_addline(buffer
, "_x4"); break;
1952 case 3: shader_addline(buffer
, "_x8"); break;
1953 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
1956 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
1957 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
1958 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
1960 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1961 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1964 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
1965 enum wined3d_primitive_type primitive_type
)
1967 switch (primitive_type
)
1969 case WINED3D_PT_UNDEFINED
:
1970 shader_addline(buffer
, "undefined");
1972 case WINED3D_PT_POINTLIST
:
1973 shader_addline(buffer
, "pointlist");
1975 case WINED3D_PT_LINELIST
:
1976 shader_addline(buffer
, "linelist");
1978 case WINED3D_PT_LINESTRIP
:
1979 shader_addline(buffer
, "linestrip");
1981 case WINED3D_PT_TRIANGLELIST
:
1982 shader_addline(buffer
, "trianglelist");
1984 case WINED3D_PT_TRIANGLESTRIP
:
1985 shader_addline(buffer
, "trianglestrip");
1987 case WINED3D_PT_TRIANGLEFAN
:
1988 shader_addline(buffer
, "trianglefan");
1990 case WINED3D_PT_LINELIST_ADJ
:
1991 shader_addline(buffer
, "linelist_adj");
1993 case WINED3D_PT_LINESTRIP_ADJ
:
1994 shader_addline(buffer
, "linestrip_adj");
1996 case WINED3D_PT_TRIANGLELIST_ADJ
:
1997 shader_addline(buffer
, "trianglelist_adj");
1999 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2000 shader_addline(buffer
, "trianglestrip_adj");
2003 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
2008 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2009 enum wined3d_shader_interpolation_mode interpolation_mode
)
2011 switch (interpolation_mode
)
2013 case WINED3DSIM_CONSTANT
:
2014 shader_addline(buffer
, "constant");
2016 case WINED3DSIM_LINEAR
:
2017 shader_addline(buffer
, "linear");
2019 case WINED3DSIM_LINEAR_CENTROID
:
2020 shader_addline(buffer
, "linear centroid");
2022 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2023 shader_addline(buffer
, "linear noperspective");
2025 case WINED3DSIM_LINEAR_SAMPLE
:
2026 shader_addline(buffer
, "linear sample");
2028 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2029 shader_addline(buffer
, "linear noperspective centroid");
2031 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2032 shader_addline(buffer
, "linear noperspective sample");
2035 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2040 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
2042 struct wined3d_shader_version shader_version
;
2043 struct wined3d_string_buffer buffer
;
2044 const DWORD
*ptr
= byte_code
;
2045 const char *type_prefix
;
2049 if (!string_buffer_init(&buffer
))
2051 ERR("Failed to initialize string buffer.\n");
2055 TRACE("Parsing %p.\n", byte_code
);
2057 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2059 switch (shader_version
.type
)
2061 case WINED3D_SHADER_TYPE_VERTEX
:
2065 case WINED3D_SHADER_TYPE_HULL
:
2069 case WINED3D_SHADER_TYPE_DOMAIN
:
2073 case WINED3D_SHADER_TYPE_GEOMETRY
:
2077 case WINED3D_SHADER_TYPE_PIXEL
:
2082 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2083 type_prefix
= "unknown";
2087 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2089 while (!fe
->shader_is_end(fe_data
, &ptr
))
2091 struct wined3d_shader_instruction ins
;
2093 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2094 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2096 WARN("Skipping unrecognized instruction.\n");
2097 shader_addline(&buffer
, "<unrecognized instruction>\n");
2101 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2103 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, &shader_version
);
2104 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2105 shader_addline(&buffer
, " ");
2106 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2108 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2110 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2111 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2112 shader_addline(&buffer
, ", %s",
2113 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2115 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2117 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2118 shader_dump_global_flags(&buffer
, ins
.flags
);
2120 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2122 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2123 ins
.declaration
.max_tessellation_factor
);
2125 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2127 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2128 for (i
= 0; i
< ins
.declaration
.icb
->element_count
/ 4; ++i
)
2130 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2131 ins
.declaration
.icb
->data
[4 * i
+ 0],
2132 ins
.declaration
.icb
->data
[4 * i
+ 1],
2133 ins
.declaration
.icb
->data
[4 * i
+ 2],
2134 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2136 shader_addline(&buffer
, "}");
2138 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2140 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2141 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2142 shader_addline(&buffer
, " ");
2143 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2145 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2146 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2147 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2148 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2150 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2151 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2152 shader_addline(&buffer
, ", ");
2153 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2155 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2157 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2158 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2159 shader_addline(&buffer
, " ");
2160 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2161 shader_addline(&buffer
, ", ");
2162 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2164 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2165 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2167 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2168 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2170 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2171 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2173 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2174 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2176 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2178 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2179 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2180 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2182 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2184 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2185 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2186 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2187 shader_addline(&buffer
, ", comparisonMode");
2189 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2190 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
2191 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2192 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2193 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
2195 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2197 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2199 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2200 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2202 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2204 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2205 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2207 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2209 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2210 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2212 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2214 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2215 ins
.dst
[0].reg
.idx
[0].offset
),
2216 *(const float *)&ins
.src
[0].reg
.immconst_data
[0],
2217 *(const float *)&ins
.src
[0].reg
.immconst_data
[1],
2218 *(const float *)&ins
.src
[0].reg
.immconst_data
[2],
2219 *(const float *)&ins
.src
[0].reg
.immconst_data
[3]);
2221 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2223 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2224 ins
.src
[0].reg
.immconst_data
[0],
2225 ins
.src
[0].reg
.immconst_data
[1],
2226 ins
.src
[0].reg
.immconst_data
[2],
2227 ins
.src
[0].reg
.immconst_data
[3]);
2229 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2231 shader_addline(&buffer
, "defb b%u = %s",
2232 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.immconst_data
[0] ? "true" : "false");
2238 shader_addline(&buffer
, "(");
2239 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2240 shader_addline(&buffer
, ") ");
2243 /* PixWin marks instructions with the coissue flag with a '+' */
2245 shader_addline(&buffer
, "+");
2247 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2249 if (ins
.handler_idx
== WINED3DSIH_IFC
2250 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2254 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2255 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2256 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2257 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2258 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2259 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2260 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2263 else if (ins
.handler_idx
== WINED3DSIH_TEX
2264 && shader_version
.major
>= 2
2265 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2267 shader_addline(&buffer
, "p");
2269 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
2274 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2275 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2276 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2280 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2281 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2283 for (i
= 0; i
< ins
.dst_count
; ++i
)
2285 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2286 shader_addline(&buffer
, !i
? " " : ", ");
2287 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2290 /* Other source tokens */
2291 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2293 shader_addline(&buffer
, !i
? " " : ", ");
2294 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2297 shader_addline(&buffer
, "\n");
2300 for (p
= buffer
.buffer
; *p
; p
= q
)
2302 if (!(q
= strstr(p
, "\n")))
2306 TRACE(" %.*s", (int)(q
- p
), p
);
2309 string_buffer_free(&buffer
);
2312 static void shader_cleanup(struct wined3d_shader
*shader
)
2314 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2315 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2316 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2317 shader
->device
->shader_backend
->shader_destroy(shader
);
2318 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
2319 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.sampler_map
.entries
);
2320 HeapFree(GetProcessHeap(), 0, shader
->function
);
2321 shader_delete_constant_list(&shader
->constantsF
);
2322 shader_delete_constant_list(&shader
->constantsB
);
2323 shader_delete_constant_list(&shader
->constantsI
);
2324 list_remove(&shader
->shader_list_entry
);
2326 if (shader
->frontend
&& shader
->frontend_data
)
2327 shader
->frontend
->shader_free(shader
->frontend_data
);
2330 struct shader_none_priv
2332 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2333 const struct fragment_pipeline
*fragment_pipe
;
2334 BOOL ffp_proj_control
;
2337 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2338 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
2339 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
) {}
2340 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
2341 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2342 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2343 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2344 const struct wined3d_state
*state
) {}
2345 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2346 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2347 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2349 /* Context activation is done by the caller. */
2350 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2351 const struct wined3d_state
*state
)
2353 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2354 struct shader_none_priv
*priv
= shader_priv
;
2356 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2357 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2360 /* Context activation is done by the caller. */
2361 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2363 struct shader_none_priv
*priv
= shader_priv
;
2364 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2366 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2367 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2369 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2370 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2371 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2372 | (1u << WINED3D_SHADER_TYPE_HULL
)
2373 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
2376 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2377 const struct fragment_pipeline
*fragment_pipe
)
2379 struct fragment_caps fragment_caps
;
2380 void *vertex_priv
, *fragment_priv
;
2381 struct shader_none_priv
*priv
;
2383 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2384 return E_OUTOFMEMORY
;
2386 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2388 ERR("Failed to initialize vertex pipe.\n");
2389 HeapFree(GetProcessHeap(), 0, priv
);
2393 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2395 ERR("Failed to initialize fragment pipe.\n");
2396 vertex_pipe
->vp_free(device
);
2397 HeapFree(GetProcessHeap(), 0, priv
);
2401 priv
->vertex_pipe
= vertex_pipe
;
2402 priv
->fragment_pipe
= fragment_pipe
;
2403 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2404 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2406 device
->vertex_priv
= vertex_priv
;
2407 device
->fragment_priv
= fragment_priv
;
2408 device
->shader_priv
= priv
;
2413 static void shader_none_free(struct wined3d_device
*device
)
2415 struct shader_none_priv
*priv
= device
->shader_priv
;
2417 priv
->fragment_pipe
->free_private(device
);
2418 priv
->vertex_pipe
->vp_free(device
);
2419 HeapFree(GetProcessHeap(), 0, priv
);
2422 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2427 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2429 /* Set the shader caps to 0 for the none shader backend */
2430 caps
->vs_version
= 0;
2431 caps
->hs_version
= 0;
2432 caps
->ds_version
= 0;
2433 caps
->gs_version
= 0;
2434 caps
->ps_version
= 0;
2435 caps
->vs_uniform_count
= 0;
2436 caps
->ps_uniform_count
= 0;
2437 caps
->ps_1x_max_value
= 0.0f
;
2438 caps
->varying_count
= 0;
2439 caps
->wined3d_caps
= 0;
2442 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2444 /* We "support" every possible fixup, since we don't support any shader
2445 * model, and will never have to actually sample a texture. */
2449 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2451 struct shader_none_priv
*priv
= shader_priv
;
2453 return priv
->ffp_proj_control
;
2456 const struct wined3d_shader_backend_ops none_shader_backend
=
2458 shader_none_handle_instruction
,
2460 shader_none_disable
,
2461 shader_none_select_depth_blt
,
2462 shader_none_deselect_depth_blt
,
2463 shader_none_update_float_vertex_constants
,
2464 shader_none_update_float_pixel_constants
,
2465 shader_none_load_constants
,
2466 shader_none_destroy
,
2469 shader_none_allocate_context_data
,
2470 shader_none_free_context_data
,
2471 shader_none_init_context_state
,
2472 shader_none_get_caps
,
2473 shader_none_color_fixup_supported
,
2474 shader_none_has_ffp_proj_control
,
2477 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
2478 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
2479 enum wined3d_shader_type type
, unsigned int max_version
)
2481 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2482 const struct wined3d_shader_frontend
*fe
;
2484 unsigned int backend_version
;
2485 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2487 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n",
2488 shader
, byte_code
, output_signature
, float_const_count
, type
, max_version
);
2490 list_init(&shader
->constantsF
);
2491 list_init(&shader
->constantsB
);
2492 list_init(&shader
->constantsI
);
2493 shader
->lconst_inf_or_nan
= FALSE
;
2495 fe
= shader_select_frontend(*byte_code
);
2498 FIXME("Unable to find frontend for shader.\n");
2499 return WINED3DERR_INVALIDCALL
;
2501 shader
->frontend
= fe
;
2502 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
2503 if (!shader
->frontend_data
)
2505 FIXME("Failed to initialize frontend.\n");
2506 return WINED3DERR_INVALIDCALL
;
2509 /* First pass: trace shader. */
2510 if (TRACE_ON(d3d_shader
))
2511 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
2513 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2514 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
2515 &shader
->output_signature
, byte_code
, float_const_count
)))
2518 if (reg_maps
->shader_version
.type
!= type
)
2520 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
2521 return WINED3DERR_INVALIDCALL
;
2523 if (reg_maps
->shader_version
.major
> max_version
)
2525 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
2526 return WINED3DERR_INVALIDCALL
;
2530 case WINED3D_SHADER_TYPE_VERTEX
:
2531 backend_version
= d3d_info
->limits
.vs_version
;
2533 case WINED3D_SHADER_TYPE_HULL
:
2534 backend_version
= d3d_info
->limits
.hs_version
;
2536 case WINED3D_SHADER_TYPE_DOMAIN
:
2537 backend_version
= d3d_info
->limits
.ds_version
;
2539 case WINED3D_SHADER_TYPE_GEOMETRY
:
2540 backend_version
= d3d_info
->limits
.gs_version
;
2542 case WINED3D_SHADER_TYPE_PIXEL
:
2543 backend_version
= d3d_info
->limits
.ps_version
;
2546 FIXME("No backend version-checking for this shader type\n");
2547 backend_version
= 0;
2549 if (reg_maps
->shader_version
.major
> backend_version
)
2551 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2552 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
2553 return WINED3DERR_INVALIDCALL
;
2556 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
2557 if (!shader
->function
)
2558 return E_OUTOFMEMORY
;
2559 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
2564 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2566 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
2568 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2573 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2575 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
2577 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2581 shader_cleanup(shader
);
2582 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2583 HeapFree(GetProcessHeap(), 0, shader
);
2589 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2591 TRACE("shader %p.\n", shader
);
2593 return shader
->parent
;
2596 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2597 void *byte_code
, UINT
*byte_code_size
)
2599 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2603 *byte_code_size
= shader
->functionLength
;
2607 if (*byte_code_size
< shader
->functionLength
)
2609 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2610 * than the required size we should write the required size and
2611 * return D3DERR_MOREDATA. That's not actually true. */
2612 return WINED3DERR_INVALIDCALL
;
2615 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
2620 /* Set local constants for d3d8 shaders. */
2621 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
2622 UINT start_idx
, const float *src_data
, UINT count
)
2624 UINT end_idx
= start_idx
+ count
;
2627 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
2629 if (end_idx
> shader
->limits
->constant_float
)
2631 WARN("end_idx %u > float constants limit %u.\n",
2632 end_idx
, shader
->limits
->constant_float
);
2633 end_idx
= shader
->limits
->constant_float
;
2636 for (i
= start_idx
; i
< end_idx
; ++i
)
2638 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
2641 return E_OUTOFMEMORY
;
2644 value
= (float *)lconst
->value
;
2645 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
2646 list_add_head(&shader
->constantsF
, &lconst
->entry
);
2648 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
2649 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
2651 shader
->lconst_inf_or_nan
= TRUE
;
2658 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2659 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
2661 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
2662 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
2663 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
2664 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
2665 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
2666 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
2667 args
->swizzle_map
= swizzle_map
;
2668 if (d3d_info
->emulated_flatshading
)
2669 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2671 args
->flatshading
= FALSE
;
2674 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
2676 if (usage_idx1
!= usage_idx2
)
2678 if (usage1
== usage2
)
2680 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2682 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
2688 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
2689 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
2691 WORD map
= shader
->reg_maps
.input_registers
;
2694 for (i
= 0; map
; map
>>= 1, ++i
)
2696 if (!(map
& 1)) continue;
2698 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
2699 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
2708 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
2709 const struct wined3d_shader_signature
*src
, char **signature_strings
)
2711 struct wined3d_shader_signature_element
*e
;
2716 ptr
= *signature_strings
;
2718 dst
->element_count
= src
->element_count
;
2719 if (!(dst
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst
->elements
) * dst
->element_count
)))
2720 return E_OUTOFMEMORY
;
2722 for (i
= 0; i
< src
->element_count
; ++i
)
2724 e
= &src
->elements
[i
];
2725 dst
->elements
[i
] = *e
;
2727 len
= strlen(e
->semantic_name
);
2728 memcpy(ptr
, e
->semantic_name
, len
+ 1);
2729 dst
->elements
[i
].semantic_name
= ptr
;
2733 *signature_strings
= ptr
;
2738 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2739 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
2740 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2742 struct wined3d_shader_signature_element
*e
;
2748 if (!desc
->byte_code
)
2749 return WINED3DERR_INVALIDCALL
;
2752 shader
->device
= device
;
2753 shader
->parent
= parent
;
2754 shader
->parent_ops
= parent_ops
;
2757 if (desc
->input_signature
)
2759 for (i
= 0; i
< desc
->input_signature
->element_count
; ++i
)
2761 e
= &desc
->input_signature
->elements
[i
];
2762 len
= strlen(e
->semantic_name
);
2763 if (len
>= ~(SIZE_T
)0 - total
)
2764 return E_OUTOFMEMORY
;
2769 if (desc
->output_signature
)
2771 for (i
= 0; i
< desc
->output_signature
->element_count
; ++i
)
2773 e
= &desc
->output_signature
->elements
[i
];
2774 len
= strlen(e
->semantic_name
);
2775 if (len
>= ~(SIZE_T
)0 - total
)
2776 return E_OUTOFMEMORY
;
2781 if (!(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
2782 return E_OUTOFMEMORY
;
2783 ptr
= shader
->signature_strings
;
2785 if (desc
->input_signature
&& FAILED(hr
= shader_signature_copy(&shader
->input_signature
,
2786 desc
->input_signature
, &ptr
)))
2788 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2791 if (desc
->output_signature
&& FAILED(hr
= shader_signature_copy(&shader
->output_signature
,
2792 desc
->output_signature
, &ptr
)))
2794 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2795 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2799 list_init(&shader
->linked_programs
);
2800 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
2802 if (FAILED(hr
= shader_set_function(shader
, desc
->byte_code
, desc
->output_signature
,
2803 float_const_count
, type
, desc
->max_version
)))
2805 WARN("Failed to set function, hr %#x.\n", hr
);
2806 shader_cleanup(shader
);
2812 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2813 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2815 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2819 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
2820 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
2823 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2825 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
2827 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
2830 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
2831 shader_usage_from_semantic_name(input
->semantic_name
);
2832 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
2835 shader
->load_local_constsF
= (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
)) ||
2836 shader
->lconst_inf_or_nan
;
2841 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2842 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2846 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
)))
2849 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2854 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2855 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2859 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
)))
2862 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2867 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2868 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2872 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0,
2873 WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
2876 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2881 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2882 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
2884 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2885 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2886 const struct wined3d_texture
*texture
;
2889 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
2890 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
2892 static unsigned int warned
= 0;
2894 args
->srgb_correction
= 1;
2895 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
2896 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2897 "support, expect rendering artifacts.\n");
2900 if (shader
->reg_maps
.shader_version
.major
== 1
2901 && shader
->reg_maps
.shader_version
.minor
<= 3)
2903 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2905 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
2907 if (flags
& WINED3D_TTFF_PROJECTED
)
2909 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
2911 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
2913 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
2915 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
2916 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
2918 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
2920 struct wined3d_vertex_declaration_element
*element
=
2921 &state
->vertex_declaration
->elements
[j
];
2923 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
2924 && element
->usage_idx
== index
)
2926 max_valid
= element
->format
->component_count
;
2930 if (!tex_transform
|| tex_transform
> max_valid
)
2932 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2933 tex_transform
, max_valid
);
2934 tex_transform
= max_valid
;
2936 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
2937 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
2938 && tex_transform
> WINED3D_TTFF_COUNT2
)
2939 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
2940 && tex_transform
> WINED3D_TTFF_COUNT3
))
2941 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2944 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2945 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2946 i
, tex_transform
, resource_type
);
2950 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
2952 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2956 if (shader
->reg_maps
.shader_version
.major
== 1
2957 && shader
->reg_maps
.shader_version
.minor
<= 4)
2959 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2961 const struct wined3d_texture
*texture
= state
->textures
[i
];
2963 if (!shader
->reg_maps
.resource_info
[i
].type
)
2966 /* Treat unbound textures as 2D. The dummy texture will provide
2967 * the proper sample value. The tex_types bitmap defaults to
2968 * 2D because of the memset. */
2972 switch (texture
->target
)
2974 /* RECT textures are distinguished from 2D textures via np2_fixup */
2975 case GL_TEXTURE_RECTANGLE_ARB
:
2980 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2983 case GL_TEXTURE_CUBE_MAP_ARB
:
2984 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2990 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2992 if (!shader
->reg_maps
.resource_info
[i
].type
)
2995 texture
= state
->textures
[i
];
2998 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3001 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3002 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3004 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3006 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3007 args
->shadow
|= 1u << i
;
3009 /* Flag samplers that need NP2 texcoord fixup. */
3010 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3011 args
->np2_fixup
|= (1u << i
);
3014 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3015 if (shader
->reg_maps
.shader_version
.major
>= 4)
3018 if (shader
->reg_maps
.shader_version
.major
>= 3)
3020 if (position_transformed
)
3021 args
->vp_mode
= pretransformed
;
3022 else if (use_vs(state
))
3023 args
->vp_mode
= vertexshader
;
3025 args
->vp_mode
= fixedfunction
;
3026 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3030 args
->vp_mode
= vertexshader
;
3031 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3033 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3035 case WINED3D_FOG_NONE
:
3036 if (position_transformed
|| use_vs(state
))
3038 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3042 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3044 case WINED3D_FOG_NONE
: /* Fall through. */
3045 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3046 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3047 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3051 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3052 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3053 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3058 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3062 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3064 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3066 args
->texcoords_initialized
= 0;
3067 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3071 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3072 args
->texcoords_initialized
|= 1u << i
;
3076 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3077 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3079 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3080 & WINED3D_FFP_TCI_MASK
3081 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3082 args
->texcoords_initialized
|= 1u << i
;
3088 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3091 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3092 && state
->gl_primitive_type
== GL_POINTS
;
3094 if (d3d_info
->emulated_flatshading
)
3095 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3098 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3099 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3101 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3102 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3105 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3106 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3109 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3111 if (shader
->u
.ps
.input_reg_used
[i
])
3114 highest_reg_used
= i
;
3118 /* Don't do any register mapping magic if it is not needed, or if we can't
3119 * achieve anything anyway */
3120 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3121 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3123 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3125 /* This happens with relative addressing. The input mapper function
3126 * warns about this if the higher registers are declared too, so
3127 * don't write a FIXME here */
3128 WARN("More varying registers used than supported\n");
3131 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3133 shader
->u
.ps
.input_reg_map
[i
] = i
;
3136 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3140 shader
->u
.ps
.declared_in_count
= 0;
3141 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3143 if (shader
->u
.ps
.input_reg_used
[i
])
3144 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3145 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3149 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3154 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3156 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3157 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3160 if (reg_maps
->shader_version
.major
!= 1) return;
3162 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3164 /* We don't sample from this sampler. */
3165 if (!resource_info
[i
].type
)
3168 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3170 case WINED3D_SHADER_TEX_2D
:
3171 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3174 case WINED3D_SHADER_TEX_3D
:
3175 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3178 case WINED3D_SHADER_TEX_CUBE
:
3179 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3185 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3186 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3188 struct wined3d_shader
*object
;
3191 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3192 device
, desc
, parent
, parent_ops
, shader
);
3194 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3195 return E_OUTOFMEMORY
;
3197 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3199 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
3200 HeapFree(GetProcessHeap(), 0, object
);
3204 TRACE("Created domain shader %p.\n", object
);
3210 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3211 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3213 struct wined3d_shader
*object
;
3216 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3217 device
, desc
, parent
, parent_ops
, shader
);
3219 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3221 return E_OUTOFMEMORY
;
3223 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3225 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
3226 HeapFree(GetProcessHeap(), 0, object
);
3230 TRACE("Created geometry shader %p.\n", object
);
3236 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3237 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3239 struct wined3d_shader
*object
;
3242 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3243 device
, desc
, parent
, parent_ops
, shader
);
3245 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3246 return E_OUTOFMEMORY
;
3248 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3250 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
3251 HeapFree(GetProcessHeap(), 0, object
);
3255 TRACE("Created hull shader %p.\n", object
);
3261 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3262 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3264 struct wined3d_shader
*object
;
3267 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3268 device
, desc
, parent
, parent_ops
, shader
);
3270 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3272 return E_OUTOFMEMORY
;
3274 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3276 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
3277 HeapFree(GetProcessHeap(), 0, object
);
3281 TRACE("Created pixel shader %p.\n", object
);
3287 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3288 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3290 struct wined3d_shader
*object
;
3293 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3294 device
, desc
, parent
, parent_ops
, shader
);
3296 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3298 return E_OUTOFMEMORY
;
3300 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3302 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3303 HeapFree(GetProcessHeap(), 0, object
);
3307 TRACE("Created vertex shader %p.\n", object
);