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"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 /* pow, mul_high, sub_high, mul_low */
36 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
38 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
40 static const char * const shader_opcode_names
[] =
42 /* WINED3DSIH_ABS */ "abs",
43 /* WINED3DSIH_ADD */ "add",
44 /* WINED3DSIH_AND */ "and",
45 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
46 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
47 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
48 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
49 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
50 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
51 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
52 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
53 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
54 /* WINED3DSIH_BEM */ "bem",
55 /* WINED3DSIH_BFI */ "bfi",
56 /* WINED3DSIH_BFREV */ "bfrev",
57 /* WINED3DSIH_BREAK */ "break",
58 /* WINED3DSIH_BREAKC */ "breakc",
59 /* WINED3DSIH_BREAKP */ "breakp",
60 /* WINED3DSIH_BUFINFO */ "bufinfo",
61 /* WINED3DSIH_CALL */ "call",
62 /* WINED3DSIH_CALLNZ */ "callnz",
63 /* WINED3DSIH_CASE */ "case",
64 /* WINED3DSIH_CMP */ "cmp",
65 /* WINED3DSIH_CND */ "cnd",
66 /* WINED3DSIH_CONTINUE */ "continue",
67 /* WINED3DSIH_CONTINUEP */ "continuec",
68 /* WINED3DSIH_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
78 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
81 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
82 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
83 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
84 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
85 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
86 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
87 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
88 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
89 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
90 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
91 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
92 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
93 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
94 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
95 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
96 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
97 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
98 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
99 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
100 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
101 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
102 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
103 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
104 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
105 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
106 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
107 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
108 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
109 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
110 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
111 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
112 /* WINED3DSIH_DEF */ "def",
113 /* WINED3DSIH_DEFAULT */ "default",
114 /* WINED3DSIH_DEFB */ "defb",
115 /* WINED3DSIH_DEFI */ "defi",
116 /* WINED3DSIH_DIV */ "div",
117 /* WINED3DSIH_DP2 */ "dp2",
118 /* WINED3DSIH_DP2ADD */ "dp2add",
119 /* WINED3DSIH_DP3 */ "dp3",
120 /* WINED3DSIH_DP4 */ "dp4",
121 /* WINED3DSIH_DST */ "dst",
122 /* WINED3DSIH_DSX */ "dsx",
123 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
124 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
125 /* WINED3DSIH_DSY */ "dsy",
126 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
127 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
128 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names
[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
302 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
303 const char *sysval_name
;
305 shader_input_sysval_semantic_names
[] =
307 {WINED3D_SIV_POSITION
, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
332 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
336 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
339 return shader_opcode_names
[handler_idx
];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
344 if (usage
>= ARRAY_SIZE(semantic_names
))
346 FIXME("Unrecognized usage %#x.\n", usage
);
347 return "UNRECOGNIZED";
350 return semantic_names
[usage
];
353 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
357 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
359 if (!strcmp(name
, semantic_names
[i
]))
366 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
370 case WINED3D_DECL_USAGE_POSITION
:
371 return WINED3D_SV_POSITION
;
377 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
379 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
383 const struct wined3d_shader_semantic
*s
)
385 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
386 e
->semantic_idx
= s
->usage_idx
;
388 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
389 e
->component_type
= WINED3D_TYPE_FLOAT
;
390 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
391 e
->mask
= s
->reg
.write_mask
;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
395 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
397 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
398 e
->semantic_idx
= usage_idx
;
400 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
401 e
->component_type
= WINED3D_TYPE_FLOAT
;
402 e
->register_idx
= reg_idx
;
403 e
->mask
= write_mask
;
406 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
411 return &sm1_shader_frontend
;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
414 return &sm4_shader_frontend
;
417 WARN("Invalid byte code format %#x specified.\n", format
);
422 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
424 buffer
->buffer
[0] = '\0';
425 buffer
->content_size
= 0;
428 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
430 buffer
->buffer_size
= 32;
431 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
433 ERR("Failed to allocate shader buffer memory.\n");
437 string_buffer_clear(buffer
);
441 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
443 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
446 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
449 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
451 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
452 new_buffer_size
*= 2;
453 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
455 ERR("Failed to grow buffer.\n");
456 buffer
->buffer
[buffer
->content_size
] = '\0';
459 buffer
->buffer
= new_buffer
;
460 buffer
->buffer_size
= new_buffer_size
;
464 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
469 rem
= buffer
->buffer_size
- buffer
->content_size
;
470 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
471 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
474 buffer
->content_size
+= rc
;
478 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
485 va_start(args
, format
);
486 ret
= shader_vaddline(buffer
, format
, args
);
490 if (!string_buffer_resize(buffer
, ret
))
495 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
497 struct wined3d_string_buffer
*buffer
;
499 if (list_empty(&list
->list
))
501 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
502 if (!buffer
|| !string_buffer_init(buffer
))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 HeapFree(GetProcessHeap(), 0, buffer
);
511 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
512 list_remove(&buffer
->entry
);
514 string_buffer_clear(buffer
);
518 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
522 string_buffer_clear(buffer
);
523 return shader_vaddline(buffer
, format
, args
);
526 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
533 va_start(args
, format
);
534 ret
= string_buffer_vsprintf(buffer
, format
, args
);
538 if (!string_buffer_resize(buffer
, ret
))
543 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
547 list_add_head(&list
->list
, &buffer
->entry
);
550 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
552 list_init(&list
->list
);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
557 struct wined3d_string_buffer
*buffer
, *buffer_next
;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
561 string_buffer_free(buffer
);
562 HeapFree(GetProcessHeap(), 0, buffer
);
564 list_init(&list
->list
);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
571 switch (register_type
)
573 case WINED3DSPR_CONST
: return register_idx
;
574 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
575 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
576 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
578 FIXME("Unsupported register type: %u.\n", register_type
);
583 static void shader_delete_constant_list(struct list
*clist
)
585 struct wined3d_shader_lconst
*constant
, *constant_next
;
587 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
588 HeapFree(GetProcessHeap(), 0, constant
);
592 static void shader_set_limits(struct wined3d_shader
*shader
)
594 static const struct limits_entry
596 unsigned int min_version
;
597 unsigned int max_version
;
598 struct wined3d_shader_limits limits
;
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry
*limits_array
;
649 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
650 shader
->reg_maps
.shader_version
.minor
);
653 switch (shader
->reg_maps
.shader_version
.type
)
656 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
658 case WINED3D_SHADER_TYPE_VERTEX
:
659 limits_array
= vs_limits
;
661 case WINED3D_SHADER_TYPE_HULL
:
662 limits_array
= hs_limits
;
664 case WINED3D_SHADER_TYPE_DOMAIN
:
665 limits_array
= ds_limits
;
667 case WINED3D_SHADER_TYPE_GEOMETRY
:
668 limits_array
= gs_limits
;
670 case WINED3D_SHADER_TYPE_PIXEL
:
671 limits_array
= ps_limits
;
673 case WINED3D_SHADER_TYPE_COMPUTE
:
674 limits_array
= cs_limits
;
678 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
680 if (shader_version
<= limits_array
[i
].max_version
)
682 shader
->limits
= &limits_array
[i
].limits
;
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader
->reg_maps
.shader_version
.major
,
691 shader
->reg_maps
.shader_version
.minor
);
692 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
696 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
697 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
701 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
702 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
703 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
705 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
708 case WINED3DSPR_TEMP
:
709 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
712 case WINED3DSPR_INPUT
:
713 if (reg
->idx
[0].rel_addr
)
714 reg_maps
->input_rel_addressing
= 1;
715 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
717 /* If relative addressing is used, we must assume that all
718 * registers are used. Even if it is a construct like v3[aL],
719 * we can't assume that v0, v1 and v2 aren't read because aL
720 * can be negative. */
721 if (reg
->idx
[0].rel_addr
)
722 shader
->u
.ps
.input_reg_used
= ~0u;
724 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
728 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
732 case WINED3DSPR_RASTOUT
:
733 if (reg
->idx
[0].offset
== 1)
735 if (reg
->idx
[0].offset
== 2)
736 reg_maps
->point_size
= 1;
739 case WINED3DSPR_MISCTYPE
:
740 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
742 if (!reg
->idx
[0].offset
)
744 else if (reg
->idx
[0].offset
== 1)
745 reg_maps
->usesfacing
= 1;
749 case WINED3DSPR_CONST
:
750 if (reg
->idx
[0].rel_addr
)
752 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
753 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
754 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
755 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
756 reg_maps
->usesrelconstF
= TRUE
;
760 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
762 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
767 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
772 case WINED3DSPR_CONSTINT
:
773 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
775 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
780 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
784 case WINED3DSPR_CONSTBOOL
:
785 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
787 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
792 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
796 case WINED3DSPR_COLOROUT
:
797 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
800 case WINED3DSPR_OUTCONTROLPOINT
:
805 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
806 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
812 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
813 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
815 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
816 struct wined3d_shader_sampler_map
*map
;
819 map
= ®_maps
->sampler_map
;
820 entries
= map
->entries
;
821 for (i
= 0; i
< map
->count
; ++i
)
823 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
829 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
831 ERR("Failed to allocate sampler map entries.\n");
835 map
->entries
= entries
;
837 else if (map
->count
== map
->size
)
839 size_t new_size
= map
->size
* 2;
841 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
842 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
844 ERR("Failed to resize sampler map entries.\n");
847 map
->size
= new_size
;
848 map
->entries
= entries
;
851 entry
= &entries
[map
->count
++];
852 entry
->resource_idx
= resource_idx
;
853 entry
->sampler_idx
= sampler_idx
;
854 entry
->bind_idx
= bind_idx
;
857 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
861 case WINED3DSIH_M4x4
:
862 case WINED3DSIH_M3x4
:
863 return param
== 1 ? 3 : 0;
865 case WINED3DSIH_M4x3
:
866 case WINED3DSIH_M3x3
:
867 return param
== 1 ? 2 : 0;
869 case WINED3DSIH_M3x2
:
870 return param
== 1 ? 1 : 0;
877 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
878 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
880 struct wined3d_shader_tgsm
*tgsm
;
882 if (register_idx
>= MAX_TGSM_REGISTERS
)
884 ERR("Invalid TGSM register index %u.\n", register_idx
);
887 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
889 FIXME("TGSM declarations are allowed only in compute shaders.\n");
893 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
894 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
895 return E_OUTOFMEMORY
;
897 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
898 tgsm
= ®_maps
->tgsm
[register_idx
];
900 tgsm
->stride
= stride
;
904 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
905 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
906 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
908 struct wined3d_shader_phase
*phase
;
910 if ((phase
= *current_phase
))
912 phase
->end
= previous_instruction_ptr
;
913 *current_phase
= NULL
;
916 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
918 ERR("Unexpected shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
922 switch (ins
->handler_idx
)
924 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
925 if (shader
->u
.hs
.phases
.control_point
)
927 FIXME("Multiple control point phases.\n");
928 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
930 if (!(shader
->u
.hs
.phases
.control_point
= HeapAlloc(GetProcessHeap(),
931 HEAP_ZERO_MEMORY
, sizeof(*shader
->u
.hs
.phases
.control_point
))))
932 return E_OUTOFMEMORY
;
933 phase
= shader
->u
.hs
.phases
.control_point
;
935 case WINED3DSIH_HS_FORK_PHASE
:
936 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
937 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
938 sizeof(*shader
->u
.hs
.phases
.fork
)))
939 return E_OUTOFMEMORY
;
940 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
942 case WINED3DSIH_HS_JOIN_PHASE
:
943 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
944 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
945 sizeof(*shader
->u
.hs
.phases
.join
)))
946 return E_OUTOFMEMORY
;
947 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
950 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
954 phase
->start
= current_instruction_ptr
;
955 *current_phase
= phase
;
960 static HRESULT
shader_calculate_clip_or_cull_distance_mask(
961 const struct wined3d_shader_signature_element
*e
, unsigned int *mask
)
963 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
964 * the only allowed semantic indices.
966 if (e
->semantic_idx
>= MAX_CLIP_DISTANCES
/ 4)
969 WARN("Invalid clip/cull distance index %u.\n", e
->semantic_idx
);
970 return WINED3DERR_INVALIDCALL
;
973 *mask
= (e
->mask
& WINED3DSP_WRITEMASK_ALL
) << (4 * e
->semantic_idx
);
977 static void wined3d_insert_interpolation_mode(DWORD
*packed_interpolation_mode
,
978 unsigned int register_idx
, enum wined3d_shader_interpolation_mode mode
)
980 if (mode
> WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
)
981 FIXME("Unexpected interpolation mode %#x.\n", mode
);
983 wined3d_insert_bits(packed_interpolation_mode
,
984 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, mode
);
987 /* Note that this does not count the loop register as an address register. */
988 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
989 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
990 struct wined3d_shader_signature
*output_signature
, DWORD constf_size
)
992 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
993 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
994 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
995 struct wined3d_shader_version shader_version
;
996 struct wined3d_shader_phase
*phase
= NULL
;
997 const DWORD
*ptr
, *prev_ins
, *current_ins
;
998 void *fe_data
= shader
->frontend_data
;
1002 memset(reg_maps
, 0, sizeof(*reg_maps
));
1003 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
1004 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
1005 reg_maps
->min_rel_offset
= ~0U;
1006 list_init(®_maps
->indexable_temps
);
1008 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1009 prev_ins
= current_ins
= ptr
;
1010 reg_maps
->shader_version
= shader_version
;
1012 shader_set_limits(shader
);
1014 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
1015 sizeof(*reg_maps
->constf
))))
1017 ERR("Failed to allocate constant map memory.\n");
1018 return E_OUTOFMEMORY
;
1021 while (!fe
->shader_is_end(fe_data
, &ptr
))
1023 struct wined3d_shader_instruction ins
;
1027 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1029 /* Unhandled opcode, and its parameters. */
1030 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1032 WARN("Encountered unrecognised or invalid instruction.\n");
1033 return WINED3DERR_INVALIDCALL
;
1036 /* Handle declarations. */
1037 if (ins
.handler_idx
== WINED3DSIH_DCL
1038 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1040 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1041 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1043 switch (semantic
->reg
.reg
.type
)
1045 /* Mark input registers used. */
1046 case WINED3DSPR_INPUT
:
1047 if (reg_idx
>= MAX_REG_INPUT
)
1049 ERR("Invalid input register index %u.\n", reg_idx
);
1052 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1053 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1054 return WINED3DERR_INVALIDCALL
;
1055 reg_maps
->input_registers
|= 1u << reg_idx
;
1056 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1059 /* Vertex shader: mark 3.0 output registers used, save token. */
1060 case WINED3DSPR_OUTPUT
:
1061 if (reg_idx
>= MAX_REG_OUTPUT
)
1063 ERR("Invalid output register index %u.\n", reg_idx
);
1066 reg_maps
->output_registers
|= 1u << reg_idx
;
1067 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1068 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1070 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1071 reg_maps
->point_size
= 1;
1074 case WINED3DSPR_SAMPLER
:
1075 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1076 case WINED3DSPR_RESOURCE
:
1077 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1079 ERR("Invalid resource index %u.\n", reg_idx
);
1082 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1083 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1086 case WINED3DSPR_UAV
:
1087 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1089 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1092 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1093 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1095 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1099 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1103 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1105 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1106 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1107 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1109 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1111 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1113 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1115 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1116 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1118 FIXME("Invalid instruction %#x for shader type %#x.\n",
1119 ins
.handler_idx
, shader_version
.type
);
1123 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1126 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1128 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1129 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1131 FIXME("Invalid instruction %#x for shader type %#x.\n",
1132 ins
.handler_idx
, shader_version
.type
);
1134 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1135 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1138 phase
->instance_count
= ins
.declaration
.count
;
1140 FIXME("Instruction %s outside of shader phase.\n",
1141 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1143 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1146 FIXME("Multiple immediate constant buffers.\n");
1147 reg_maps
->icb
= ins
.declaration
.icb
;
1149 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1153 FIXME("Indexable temporary registers not supported.\n");
1157 struct wined3d_shader_indexable_temp
*reg
;
1159 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1160 return E_OUTOFMEMORY
;
1162 *reg
= ins
.declaration
.indexable_temp
;
1163 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1166 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1168 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1169 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1171 FIXME("Invalid instruction %#x for shader type %#x.\n",
1172 ins
.handler_idx
, shader_version
.type
);
1174 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1176 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1177 if (reg_idx
>= MAX_REG_INPUT
)
1179 ERR("Invalid register index %u.\n", reg_idx
);
1182 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1183 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
1185 FIXME("Invalid instruction %#x for shader type %#x.\n",
1186 ins
.handler_idx
, shader_version
.type
);
1188 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
1190 if (ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUT
1191 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTGE
1192 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTLE
)
1194 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1195 shader
->u
.ps
.depth_output
= ins
.declaration
.dst
.reg
.type
;
1197 FIXME("Invalid instruction %#x for shader type %#x.\n",
1198 ins
.handler_idx
, shader_version
.type
);
1201 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1203 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1204 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1206 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1208 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1210 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1211 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1213 FIXME("Invalid instruction %#x for shader type %#x.\n",
1214 ins
.handler_idx
, shader_version
.type
);
1216 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1218 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1219 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1221 ERR("Invalid resource index %u.\n", reg_idx
);
1224 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1225 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1226 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1228 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1230 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1231 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1233 ERR("Invalid resource index %u.\n", reg_idx
);
1236 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1237 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1238 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1239 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1241 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1243 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1244 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1246 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1249 phase
->temporary_count
= ins
.declaration
.count
;
1251 reg_maps
->temporary_count
= ins
.declaration
.count
;
1253 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1255 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1256 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1257 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1258 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1260 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1262 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1263 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1265 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1267 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1269 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1270 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1272 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1274 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1276 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1277 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1280 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1282 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1283 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1284 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1285 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1288 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1290 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1292 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1296 FIXME("Invalid instruction %#x for shader type %#x.\n",
1297 ins
.handler_idx
, shader_version
.type
);
1300 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1302 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1303 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1305 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1309 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1310 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1311 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1312 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1314 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1316 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1317 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1319 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1323 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1324 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1325 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1326 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1327 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1329 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1331 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1332 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1334 FIXME("Invalid instruction %#x for shader type %#x.\n",
1335 ins
.handler_idx
, shader_version
.type
);
1337 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1339 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1341 if (!lconst
) return E_OUTOFMEMORY
;
1343 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1344 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1345 value
= (float *)lconst
->value
;
1347 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1348 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1350 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1351 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1352 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1353 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1354 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1355 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1356 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1357 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1360 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1362 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1363 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1365 shader
->lconst_inf_or_nan
= TRUE
;
1368 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1370 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1371 if (!lconst
) return E_OUTOFMEMORY
;
1373 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1374 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1376 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1377 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1379 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1381 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1382 if (!lconst
) return E_OUTOFMEMORY
;
1384 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1385 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1387 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1388 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1390 /* Handle shader phases. */
1391 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1392 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1393 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1395 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1398 /* For subroutine prototypes. */
1399 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1401 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1403 /* Set texture, address, temporary registers. */
1406 BOOL color0_mov
= FALSE
;
1409 /* This will loop over all the registers and try to
1410 * make a bitmask of the ones we're interested in.
1412 * Relative addressing tokens are ignored, but that's
1413 * okay, since we'll catch any address registers when
1414 * they are initialized (required by spec). */
1415 for (i
= 0; i
< ins
.dst_count
; ++i
)
1417 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1418 shader_version
.type
, constf_size
))
1419 return WINED3DERR_INVALIDCALL
;
1421 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1423 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1425 switch (ins
.dst
[i
].reg
.type
)
1427 case WINED3DSPR_RASTOUT
:
1428 if (shader_version
.major
>= 3)
1433 reg_maps
->output_registers
|= 1u << 10;
1434 shader_signature_from_usage(&output_signature_elements
[10],
1435 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1439 reg_maps
->output_registers
|= 1u << 11;
1440 shader_signature_from_usage(&output_signature_elements
[11],
1441 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1445 reg_maps
->output_registers
|= 1u << 11;
1446 shader_signature_from_usage(&output_signature_elements
[11],
1447 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1452 case WINED3DSPR_ATTROUT
:
1453 if (shader_version
.major
>= 3)
1458 if (reg_maps
->output_registers
& (1u << idx
))
1460 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1464 reg_maps
->output_registers
|= 1u << idx
;
1465 shader_signature_from_usage(&output_signature_elements
[idx
],
1466 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1471 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1472 if (shader_version
.major
>= 3)
1474 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1476 WARN("Invalid output register index %u.\n", idx
);
1479 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1482 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1484 WARN("Invalid texcoord index %u.\n", idx
);
1487 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1488 if (reg_maps
->output_registers
& (1u << idx
))
1490 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1494 reg_maps
->output_registers
|= 1u << idx
;
1495 shader_signature_from_usage(&output_signature_elements
[idx
],
1496 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1505 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1507 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1509 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1510 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1511 * the mov and perform the sRGB write correction from the source register.
1513 * However, if the mov is only partial, we can't do this, and if the write
1514 * comes from an instruction other than MOV it is hard to do as well. If
1515 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1516 shader
->u
.ps
.color0_mov
= FALSE
;
1517 if (ins
.handler_idx
== WINED3DSIH_MOV
1518 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1520 /* Used later when the source register is read. */
1524 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1527 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1528 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1530 shader
->u
.ps
.color0_mov
= FALSE
;
1534 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1535 if (shader_version
.major
== 1
1536 && (ins
.handler_idx
== WINED3DSIH_TEX
1537 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1538 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1539 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1540 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1541 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1542 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1543 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1544 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1545 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1546 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1548 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1550 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1552 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1556 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1557 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1558 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1559 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1561 /* texbem is only valid with < 1.4 pixel shaders */
1562 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1563 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1565 reg_maps
->bumpmat
|= 1u << reg_idx
;
1566 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1568 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1572 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1574 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1578 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1580 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1581 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1583 ERR("Invalid UAV index %u.\n", reg_idx
);
1586 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1588 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1589 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1590 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1591 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1592 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1593 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1595 unsigned int reg_idx
;
1596 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1597 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1598 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1599 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1600 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1601 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1602 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1603 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1605 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1606 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1608 ERR("Invalid UAV index %u.\n", reg_idx
);
1611 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1613 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1615 reg_maps
->usesnrm
= 1;
1617 else if (ins
.handler_idx
== WINED3DSIH_DSY
1618 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1619 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1621 reg_maps
->usesdsy
= 1;
1623 else if (ins
.handler_idx
== WINED3DSIH_DSX
1624 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1625 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1627 reg_maps
->usesdsx
= 1;
1629 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1630 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1631 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1632 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1633 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1634 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1635 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1636 || ins
.handler_idx
== WINED3DSIH_REP
)
1639 if (cur_loop_depth
> max_loop_depth
)
1640 max_loop_depth
= cur_loop_depth
;
1642 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1643 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1647 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1648 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1649 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1650 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1651 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1652 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1653 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1654 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1656 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1657 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1659 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1660 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1662 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1663 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1665 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1667 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1668 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1670 else if (ins
.handler_idx
== WINED3DSIH_LD
1671 || ins
.handler_idx
== WINED3DSIH_LD2DMS
1672 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1673 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1675 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1676 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1678 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1679 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1681 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1682 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1686 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1687 shader_version
.type
, constf_size
))
1688 return WINED3DERR_INVALIDCALL
;
1690 for (i
= 0; i
< ins
.src_count
; ++i
)
1692 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1693 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1695 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1696 shader_version
.type
, constf_size
))
1697 return WINED3DERR_INVALIDCALL
;
1700 ++reg
.idx
[0].offset
;
1701 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1702 shader_version
.type
, constf_size
))
1703 return WINED3DERR_INVALIDCALL
;
1709 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1710 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1712 shader
->u
.ps
.color0_mov
= TRUE
;
1713 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1719 prev_ins
= current_ins
;
1721 reg_maps
->loop_depth
= max_loop_depth
;
1725 phase
->end
= prev_ins
;
1729 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1730 * R0 is written to the render target. */
1731 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1732 reg_maps
->rt_mask
|= (1u << 0);
1734 if (input_signature
->elements
)
1736 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1738 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1740 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1742 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1743 return WINED3DERR_INVALIDCALL
;
1746 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1748 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1750 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1751 reg_maps
->usesfacing
= 1;
1753 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1756 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1758 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1759 struct wined3d_shader_signature_element
*e
;
1762 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1763 return E_OUTOFMEMORY
;
1764 input_signature
->element_count
= count
;
1766 e
= input_signature
->elements
;
1767 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1769 if (!(reg_maps
->input_registers
& (1u << i
)))
1771 input_signature_elements
[i
].register_idx
= i
;
1772 *e
++ = input_signature_elements
[i
];
1776 if (output_signature
->elements
)
1778 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1780 const struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1783 reg_maps
->output_registers
|= 1u << e
->register_idx
;
1784 if (e
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
1786 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1788 reg_maps
->clip_distance_mask
|= mask
;
1790 else if (e
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
1792 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1794 reg_maps
->cull_distance_mask
|= mask
;
1798 else if (reg_maps
->output_registers
)
1800 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1801 struct wined3d_shader_signature_element
*e
;
1803 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1804 return E_OUTOFMEMORY
;
1805 output_signature
->element_count
= count
;
1807 e
= output_signature
->elements
;
1808 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1810 if (!(reg_maps
->output_registers
& (1u << i
)))
1812 *e
++ = output_signature_elements
[i
];
1819 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1821 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1823 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1824 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1826 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1827 HeapFree(GetProcessHeap(), 0, reg
);
1828 list_init(®_maps
->indexable_temps
);
1830 HeapFree(GetProcessHeap(), 0, reg_maps
->tgsm
);
1833 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1835 DWORD map
= 1u << max
;
1837 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1839 return wined3d_log2i(map
);
1842 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1844 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1846 shader_addline(buffer
, "refactoringAllowed");
1847 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1849 shader_addline(buffer
, " | ");
1852 if (global_flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1854 shader_addline(buffer
, "forceEarlyDepthStencil");
1855 global_flags
&= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
;
1857 shader_addline(buffer
, " | ");
1860 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1862 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1863 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1867 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1870 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1872 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1874 shader_addline(buffer
, "_g");
1875 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1877 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1879 shader_addline(buffer
, "_t");
1880 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1884 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1887 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1889 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1891 shader_addline(buffer
, "_glc");
1892 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1894 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1896 shader_addline(buffer
, "_opc");
1897 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1901 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1904 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1905 enum wined3d_tessellator_domain domain
)
1909 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1910 shader_addline(buffer
, "line");
1912 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1913 shader_addline(buffer
, "triangle");
1915 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1916 shader_addline(buffer
, "quad");
1919 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1924 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1925 enum wined3d_tessellator_output_primitive output_primitive
)
1927 switch (output_primitive
)
1929 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1930 shader_addline(buffer
, "point");
1932 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1933 shader_addline(buffer
, "line");
1935 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1936 shader_addline(buffer
, "triangle_cw");
1938 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1939 shader_addline(buffer
, "triangle_ccw");
1942 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1947 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1948 enum wined3d_tessellator_partitioning partitioning
)
1950 switch (partitioning
)
1952 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1953 shader_addline(buffer
, "integer");
1955 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1956 shader_addline(buffer
, "pow2");
1958 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1959 shader_addline(buffer
, "fractional_odd");
1961 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1962 shader_addline(buffer
, "fractional_even");
1965 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1970 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
1971 enum wined3d_shader_input_sysval_semantic semantic
)
1975 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
1977 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1979 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
1984 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
1987 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1988 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
1989 const struct wined3d_shader_version
*shader_version
)
1991 shader_addline(buffer
, "dcl");
1993 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1995 switch (semantic
->resource_type
)
1997 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1998 shader_addline(buffer
, "_2d");
2001 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2002 shader_addline(buffer
, "_3d");
2005 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2006 shader_addline(buffer
, "_cube");
2010 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
2014 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2016 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
2017 shader_addline(buffer
, "_resource_");
2019 shader_addline(buffer
, "_uav_");
2020 switch (semantic
->resource_type
)
2022 case WINED3D_SHADER_RESOURCE_BUFFER
:
2023 shader_addline(buffer
, "buffer");
2026 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2027 shader_addline(buffer
, "texture1d");
2030 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2031 shader_addline(buffer
, "texture2d");
2034 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2035 shader_addline(buffer
, "texture2dms");
2038 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2039 shader_addline(buffer
, "texture3d");
2042 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2043 shader_addline(buffer
, "texturecube");
2046 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2047 shader_addline(buffer
, "texture1darray");
2050 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2051 shader_addline(buffer
, "texture2darray");
2054 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2055 shader_addline(buffer
, "texture2dmsarray");
2058 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2059 shader_addline(buffer
, "texturecubearray");
2063 shader_addline(buffer
, "unknown");
2066 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2067 shader_dump_uav_flags(buffer
, flags
);
2068 switch (semantic
->resource_data_type
)
2070 case WINED3D_DATA_FLOAT
:
2071 shader_addline(buffer
, " (float)");
2074 case WINED3D_DATA_INT
:
2075 shader_addline(buffer
, " (int)");
2078 case WINED3D_DATA_UINT
:
2079 shader_addline(buffer
, " (uint)");
2082 case WINED3D_DATA_UNORM
:
2083 shader_addline(buffer
, " (unorm)");
2086 case WINED3D_DATA_SNORM
:
2087 shader_addline(buffer
, " (snorm)");
2091 shader_addline(buffer
, " (unknown)");
2097 /* Pixel shaders 3.0 don't have usage semantics. */
2098 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2101 shader_addline(buffer
, "_");
2103 switch (semantic
->usage
)
2105 case WINED3D_DECL_USAGE_POSITION
:
2106 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2109 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2110 shader_addline(buffer
, "blend");
2113 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2114 shader_addline(buffer
, "weight");
2117 case WINED3D_DECL_USAGE_NORMAL
:
2118 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2121 case WINED3D_DECL_USAGE_PSIZE
:
2122 shader_addline(buffer
, "psize");
2125 case WINED3D_DECL_USAGE_COLOR
:
2126 if (!semantic
->usage_idx
)
2127 shader_addline(buffer
, "color");
2129 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2132 case WINED3D_DECL_USAGE_TEXCOORD
:
2133 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2136 case WINED3D_DECL_USAGE_TANGENT
:
2137 shader_addline(buffer
, "tangent");
2140 case WINED3D_DECL_USAGE_BINORMAL
:
2141 shader_addline(buffer
, "binormal");
2144 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2145 shader_addline(buffer
, "tessfactor");
2148 case WINED3D_DECL_USAGE_POSITIONT
:
2149 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2152 case WINED3D_DECL_USAGE_FOG
:
2153 shader_addline(buffer
, "fog");
2156 case WINED3D_DECL_USAGE_DEPTH
:
2157 shader_addline(buffer
, "depth");
2160 case WINED3D_DECL_USAGE_SAMPLE
:
2161 shader_addline(buffer
, "sample");
2165 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2166 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2171 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2172 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2174 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2175 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2176 UINT offset
= reg
->idx
[0].offset
;
2180 case WINED3DSPR_TEMP
:
2181 shader_addline(buffer
, "r");
2184 case WINED3DSPR_INPUT
:
2185 shader_addline(buffer
, "v");
2188 case WINED3DSPR_CONST
:
2189 case WINED3DSPR_CONST2
:
2190 case WINED3DSPR_CONST3
:
2191 case WINED3DSPR_CONST4
:
2192 shader_addline(buffer
, "c");
2193 offset
= shader_get_float_offset(reg
->type
, offset
);
2196 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2197 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2200 case WINED3DSPR_RASTOUT
:
2201 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2204 case WINED3DSPR_COLOROUT
:
2205 shader_addline(buffer
, "oC");
2208 case WINED3DSPR_DEPTHOUT
:
2209 shader_addline(buffer
, "oDepth");
2212 case WINED3DSPR_DEPTHOUTGE
:
2213 shader_addline(buffer
, "oDepthGE");
2216 case WINED3DSPR_DEPTHOUTLE
:
2217 shader_addline(buffer
, "oDepthLE");
2220 case WINED3DSPR_ATTROUT
:
2221 shader_addline(buffer
, "oD");
2224 case WINED3DSPR_TEXCRDOUT
:
2225 /* Vertex shaders >= 3.0 use general purpose output registers
2226 * (WINED3DSPR_OUTPUT), which can include an address token. */
2227 if (shader_version
->major
>= 3)
2228 shader_addline(buffer
, "o");
2230 shader_addline(buffer
, "oT");
2233 case WINED3DSPR_CONSTINT
:
2234 shader_addline(buffer
, "i");
2237 case WINED3DSPR_CONSTBOOL
:
2238 shader_addline(buffer
, "b");
2241 case WINED3DSPR_LABEL
:
2242 shader_addline(buffer
, "l");
2245 case WINED3DSPR_LOOP
:
2246 shader_addline(buffer
, "aL");
2249 case WINED3DSPR_SAMPLER
:
2250 shader_addline(buffer
, "s");
2253 case WINED3DSPR_MISCTYPE
:
2256 FIXME("Unhandled misctype register %u.\n", offset
);
2257 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2261 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2265 case WINED3DSPR_PREDICATE
:
2266 shader_addline(buffer
, "p");
2269 case WINED3DSPR_IMMCONST
:
2270 shader_addline(buffer
, "l");
2273 case WINED3DSPR_CONSTBUFFER
:
2274 shader_addline(buffer
, "cb");
2277 case WINED3DSPR_IMMCONSTBUFFER
:
2278 shader_addline(buffer
, "icb");
2281 case WINED3DSPR_PRIMID
:
2282 shader_addline(buffer
, "primID");
2285 case WINED3DSPR_NULL
:
2286 shader_addline(buffer
, "null");
2289 case WINED3DSPR_RESOURCE
:
2290 shader_addline(buffer
, "t");
2293 case WINED3DSPR_UAV
:
2294 shader_addline(buffer
, "u");
2297 case WINED3DSPR_OUTPOINTID
:
2298 shader_addline(buffer
, "vOutputControlPointID");
2301 case WINED3DSPR_FORKINSTID
:
2302 shader_addline(buffer
, "vForkInstanceId");
2305 case WINED3DSPR_JOININSTID
:
2306 shader_addline(buffer
, "vJoinInstanceId");
2309 case WINED3DSPR_INCONTROLPOINT
:
2310 shader_addline(buffer
, "vicp");
2313 case WINED3DSPR_OUTCONTROLPOINT
:
2314 shader_addline(buffer
, "vocp");
2317 case WINED3DSPR_PATCHCONST
:
2318 shader_addline(buffer
, "vpc");
2321 case WINED3DSPR_TESSCOORD
:
2322 shader_addline(buffer
, "vDomainLocation");
2325 case WINED3DSPR_GROUPSHAREDMEM
:
2326 shader_addline(buffer
, "g");
2329 case WINED3DSPR_THREADID
:
2330 shader_addline(buffer
, "vThreadID");
2333 case WINED3DSPR_THREADGROUPID
:
2334 shader_addline(buffer
, "vThreadGroupID");
2337 case WINED3DSPR_LOCALTHREADID
:
2338 shader_addline(buffer
, "vThreadIDInGroup");
2341 case WINED3DSPR_LOCALTHREADINDEX
:
2342 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2345 case WINED3DSPR_IDXTEMP
:
2346 shader_addline(buffer
, "x");
2349 case WINED3DSPR_STREAM
:
2350 shader_addline(buffer
, "m");
2353 case WINED3DSPR_FUNCTIONBODY
:
2354 shader_addline(buffer
, "fb");
2357 case WINED3DSPR_FUNCTIONPOINTER
:
2358 shader_addline(buffer
, "fp");
2361 case WINED3DSPR_COVERAGE
:
2362 shader_addline(buffer
, "vCoverage");
2365 case WINED3DSPR_SAMPLEMASK
:
2366 shader_addline(buffer
, "oMask");
2369 case WINED3DSPR_GSINSTID
:
2370 shader_addline(buffer
, "vGSInstanceID");
2374 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2378 if (reg
->type
== WINED3DSPR_IMMCONST
)
2380 shader_addline(buffer
, "(");
2381 switch (reg
->immconst_type
)
2383 case WINED3D_IMMCONST_SCALAR
:
2384 switch (reg
->data_type
)
2386 case WINED3D_DATA_FLOAT
:
2387 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2389 case WINED3D_DATA_INT
:
2390 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2392 case WINED3D_DATA_RESOURCE
:
2393 case WINED3D_DATA_SAMPLER
:
2394 case WINED3D_DATA_UINT
:
2395 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2398 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2403 case WINED3D_IMMCONST_VEC4
:
2404 switch (reg
->data_type
)
2406 case WINED3D_DATA_FLOAT
:
2407 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2408 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2409 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2411 case WINED3D_DATA_INT
:
2412 shader_addline(buffer
, "%d, %d, %d, %d",
2413 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2414 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2416 case WINED3D_DATA_RESOURCE
:
2417 case WINED3D_DATA_SAMPLER
:
2418 case WINED3D_DATA_UINT
:
2419 shader_addline(buffer
, "%u, %u, %u, %u",
2420 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2421 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2424 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2430 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2433 shader_addline(buffer
, ")");
2435 else if (reg
->type
!= WINED3DSPR_RASTOUT
2436 && reg
->type
!= WINED3DSPR_MISCTYPE
2437 && reg
->type
!= WINED3DSPR_NULL
)
2441 shader_addline(buffer
, "[");
2442 if (reg
->idx
[0].rel_addr
)
2444 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2445 shader_addline(buffer
, " + ");
2447 shader_addline(buffer
, "%u]", offset
);
2449 if (reg
->idx
[1].offset
!= ~0u)
2451 shader_addline(buffer
, "[");
2452 if (reg
->idx
[1].rel_addr
)
2454 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2455 shader_addline(buffer
, " + ");
2457 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2461 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2462 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2466 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2467 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2469 DWORD write_mask
= param
->write_mask
;
2471 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2473 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2475 static const char write_mask_chars
[] = "xyzw";
2477 shader_addline(buffer
, ".");
2478 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2479 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2480 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2481 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2482 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2483 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2484 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2485 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2489 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2490 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2492 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2493 DWORD swizzle
= param
->swizzle
;
2495 if (src_modifier
== WINED3DSPSM_NEG
2496 || src_modifier
== WINED3DSPSM_BIASNEG
2497 || src_modifier
== WINED3DSPSM_SIGNNEG
2498 || src_modifier
== WINED3DSPSM_X2NEG
2499 || src_modifier
== WINED3DSPSM_ABSNEG
)
2500 shader_addline(buffer
, "-");
2501 else if (src_modifier
== WINED3DSPSM_COMP
)
2502 shader_addline(buffer
, "1-");
2503 else if (src_modifier
== WINED3DSPSM_NOT
)
2504 shader_addline(buffer
, "!");
2506 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2507 shader_addline(buffer
, "abs(");
2509 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2511 switch (src_modifier
)
2513 case WINED3DSPSM_NONE
: break;
2514 case WINED3DSPSM_NEG
: break;
2515 case WINED3DSPSM_NOT
: break;
2516 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2517 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2518 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2519 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2520 case WINED3DSPSM_COMP
: break;
2521 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2522 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2523 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2524 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2525 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2526 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2527 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2530 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2532 static const char swizzle_chars
[] = "xyzw";
2533 DWORD swizzle_x
= swizzle
& 0x03;
2534 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2535 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2536 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2538 if (swizzle_x
== swizzle_y
2539 && swizzle_x
== swizzle_z
2540 && swizzle_x
== swizzle_w
)
2542 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2546 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2547 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2552 /* Shared code in order to generate the bulk of the shader string. */
2553 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2554 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2555 const DWORD
*start
, const DWORD
*end
)
2557 struct wined3d_device
*device
= shader
->device
;
2558 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2559 void *fe_data
= shader
->frontend_data
;
2560 struct wined3d_shader_version shader_version
;
2561 struct wined3d_shader_parser_state state
;
2562 struct wined3d_shader_instruction ins
;
2563 struct wined3d_shader_tex_mx tex_mx
;
2564 struct wined3d_shader_context ctx
;
2567 /* Initialize current parsing state. */
2568 tex_mx
.current_row
= 0;
2569 state
.current_loop_depth
= 0;
2570 state
.current_loop_reg
= 0;
2571 state
.in_subroutine
= FALSE
;
2573 ctx
.shader
= shader
;
2574 ctx
.gl_info
= &device
->adapter
->gl_info
;
2575 ctx
.reg_maps
= reg_maps
;
2576 ctx
.buffer
= buffer
;
2577 ctx
.tex_mx
= &tex_mx
;
2579 ctx
.backend_data
= backend_ctx
;
2582 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2586 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2589 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2591 /* Unknown opcode and its parameters. */
2592 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2594 WARN("Encountered unrecognised or invalid instruction.\n");
2595 return WINED3DERR_INVALIDCALL
;
2599 FIXME("Predicates not implemented.\n");
2601 /* Call appropriate function for output target */
2602 device
->shader_backend
->shader_handle_instruction(&ins
);
2608 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2609 const struct wined3d_shader_dst_param
*dst
)
2611 DWORD mmask
= dst
->modifiers
;
2616 case 13: shader_addline(buffer
, "_d8"); break;
2617 case 14: shader_addline(buffer
, "_d4"); break;
2618 case 15: shader_addline(buffer
, "_d2"); break;
2619 case 1: shader_addline(buffer
, "_x2"); break;
2620 case 2: shader_addline(buffer
, "_x4"); break;
2621 case 3: shader_addline(buffer
, "_x8"); break;
2622 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2625 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2626 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2627 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2629 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2630 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2633 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2634 const struct wined3d_shader_primitive_type
*primitive_type
)
2636 switch (primitive_type
->type
)
2638 case WINED3D_PT_UNDEFINED
:
2639 shader_addline(buffer
, "undefined");
2641 case WINED3D_PT_POINTLIST
:
2642 shader_addline(buffer
, "pointlist");
2644 case WINED3D_PT_LINELIST
:
2645 shader_addline(buffer
, "linelist");
2647 case WINED3D_PT_LINESTRIP
:
2648 shader_addline(buffer
, "linestrip");
2650 case WINED3D_PT_TRIANGLELIST
:
2651 shader_addline(buffer
, "trianglelist");
2653 case WINED3D_PT_TRIANGLESTRIP
:
2654 shader_addline(buffer
, "trianglestrip");
2656 case WINED3D_PT_TRIANGLEFAN
:
2657 shader_addline(buffer
, "trianglefan");
2659 case WINED3D_PT_LINELIST_ADJ
:
2660 shader_addline(buffer
, "linelist_adj");
2662 case WINED3D_PT_LINESTRIP_ADJ
:
2663 shader_addline(buffer
, "linestrip_adj");
2665 case WINED3D_PT_TRIANGLELIST_ADJ
:
2666 shader_addline(buffer
, "trianglelist_adj");
2668 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2669 shader_addline(buffer
, "trianglestrip_adj");
2671 case WINED3D_PT_PATCH
:
2672 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2675 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2680 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2681 enum wined3d_shader_interpolation_mode interpolation_mode
)
2683 switch (interpolation_mode
)
2685 case WINED3DSIM_CONSTANT
:
2686 shader_addline(buffer
, "constant");
2688 case WINED3DSIM_LINEAR
:
2689 shader_addline(buffer
, "linear");
2691 case WINED3DSIM_LINEAR_CENTROID
:
2692 shader_addline(buffer
, "linear centroid");
2694 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2695 shader_addline(buffer
, "linear noperspective");
2697 case WINED3DSIM_LINEAR_SAMPLE
:
2698 shader_addline(buffer
, "linear sample");
2700 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2701 shader_addline(buffer
, "linear noperspective centroid");
2703 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2704 shader_addline(buffer
, "linear noperspective sample");
2707 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2712 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2714 struct wined3d_shader_version shader_version
;
2715 struct wined3d_string_buffer buffer
;
2716 const char *type_prefix
;
2721 if (!string_buffer_init(&buffer
))
2723 ERR("Failed to initialize string buffer.\n");
2727 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2729 TRACE("Parsing %p.\n", ptr
);
2731 switch (shader_version
.type
)
2733 case WINED3D_SHADER_TYPE_VERTEX
:
2737 case WINED3D_SHADER_TYPE_HULL
:
2741 case WINED3D_SHADER_TYPE_DOMAIN
:
2745 case WINED3D_SHADER_TYPE_GEOMETRY
:
2749 case WINED3D_SHADER_TYPE_PIXEL
:
2753 case WINED3D_SHADER_TYPE_COMPUTE
:
2758 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2759 type_prefix
= "unknown";
2763 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2765 while (!fe
->shader_is_end(fe_data
, &ptr
))
2767 struct wined3d_shader_instruction ins
;
2769 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2770 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2772 WARN("Skipping unrecognized instruction.\n");
2773 shader_addline(&buffer
, "<unrecognized instruction>\n");
2777 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2779 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2780 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2781 shader_addline(&buffer
, " ");
2782 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2784 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2786 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2787 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2788 shader_addline(&buffer
, ", %s",
2789 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2791 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2793 shader_addline(&buffer
, "%s fb%u",
2794 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2796 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2798 shader_addline(&buffer
, "%s ft%u = {...}",
2799 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2801 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2803 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2804 shader_dump_global_flags(&buffer
, ins
.flags
);
2806 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2808 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2809 ins
.declaration
.max_tessellation_factor
);
2811 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2813 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2814 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2816 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2817 ins
.declaration
.icb
->data
[4 * i
+ 0],
2818 ins
.declaration
.icb
->data
[4 * i
+ 1],
2819 ins
.declaration
.icb
->data
[4 * i
+ 2],
2820 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2822 shader_addline(&buffer
, "}");
2824 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2826 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2827 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2828 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2830 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2832 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2833 ins
.declaration
.indexable_temp
.register_idx
,
2834 ins
.declaration
.indexable_temp
.register_size
,
2835 ins
.declaration
.indexable_temp
.component_count
);
2837 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2839 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2840 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2841 shader_addline(&buffer
, " ");
2842 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2844 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2845 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2846 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2847 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2849 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2850 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2851 shader_addline(&buffer
, ", ");
2852 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2854 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2856 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2857 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2858 shader_addline(&buffer
, " ");
2859 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2860 shader_addline(&buffer
, ", ");
2861 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2863 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2864 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2866 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2867 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2869 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2870 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2872 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2873 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2875 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2877 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2878 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2879 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2881 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2883 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2884 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2886 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2888 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2889 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2890 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2892 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2894 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2895 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2896 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2897 shader_addline(&buffer
, ", comparisonMode");
2899 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2900 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2901 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2902 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2903 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2904 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2905 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2907 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2909 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2911 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2912 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2914 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2916 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2917 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2919 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2921 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2922 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2924 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2926 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2927 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2928 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2930 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2932 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2933 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2934 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2935 ins
.declaration
.tgsm_structured
.structure_count
);
2937 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2939 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2940 ins
.declaration
.thread_group_size
.x
,
2941 ins
.declaration
.thread_group_size
.y
,
2942 ins
.declaration
.thread_group_size
.z
);
2944 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2946 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2947 shader_dump_uav_flags(&buffer
, ins
.flags
);
2948 shader_addline(&buffer
, " ");
2949 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2951 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2953 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2954 shader_dump_uav_flags(&buffer
, ins
.flags
);
2955 shader_addline(&buffer
, " ");
2956 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2957 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2959 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2961 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2962 ins
.dst
[0].reg
.idx
[0].offset
),
2963 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2964 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2965 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2966 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2968 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2970 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2971 ins
.src
[0].reg
.u
.immconst_data
[0],
2972 ins
.src
[0].reg
.u
.immconst_data
[1],
2973 ins
.src
[0].reg
.u
.immconst_data
[2],
2974 ins
.src
[0].reg
.u
.immconst_data
[3]);
2976 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2978 shader_addline(&buffer
, "defb b%u = %s",
2979 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2985 shader_addline(&buffer
, "(");
2986 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2987 shader_addline(&buffer
, ") ");
2990 /* PixWin marks instructions with the coissue flag with a '+' */
2992 shader_addline(&buffer
, "+");
2994 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2996 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2997 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
2998 || ins
.handler_idx
== WINED3DSIH_IF
2999 || ins
.handler_idx
== WINED3DSIH_RETP
3000 || ins
.handler_idx
== WINED3DSIH_TEXKILL
)
3004 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
3005 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
3006 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
3009 else if (ins
.handler_idx
== WINED3DSIH_IFC
3010 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
3014 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
3015 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
3016 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
3017 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
3018 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
3019 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
3020 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
3023 else if (ins
.handler_idx
== WINED3DSIH_TEX
3024 && shader_version
.major
>= 2
3025 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
3027 shader_addline(&buffer
, "p");
3029 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
3033 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
3034 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3035 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3038 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
3042 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3043 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3046 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
3048 shader_dump_sync_flags(&buffer
, ins
.flags
);
3051 if (wined3d_shader_instruction_has_texel_offset(&ins
))
3052 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
3054 for (i
= 0; i
< ins
.dst_count
; ++i
)
3056 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
3057 shader_addline(&buffer
, !i
? " " : ", ");
3058 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
3061 /* Other source tokens */
3062 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
3064 shader_addline(&buffer
, !i
? " " : ", ");
3065 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
3068 shader_addline(&buffer
, "\n");
3071 for (p
= buffer
.buffer
; *p
; p
= q
)
3073 if (!(q
= strstr(p
, "\n")))
3077 TRACE(" %.*s", (int)(q
- p
), p
);
3080 string_buffer_free(&buffer
);
3083 static void shader_cleanup(struct wined3d_shader
*shader
)
3085 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
3087 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
3088 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.fork
);
3089 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.join
);
3091 else if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3093 HeapFree(GetProcessHeap(), 0, shader
->u
.gs
.so_desc
.elements
);
3096 HeapFree(GetProcessHeap(), 0, shader
->patch_constant_signature
.elements
);
3097 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3098 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3099 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3100 shader
->device
->shader_backend
->shader_destroy(shader
);
3101 shader_cleanup_reg_maps(&shader
->reg_maps
);
3102 HeapFree(GetProcessHeap(), 0, shader
->function
);
3103 shader_delete_constant_list(&shader
->constantsF
);
3104 shader_delete_constant_list(&shader
->constantsB
);
3105 shader_delete_constant_list(&shader
->constantsI
);
3106 list_remove(&shader
->shader_list_entry
);
3108 if (shader
->frontend
&& shader
->frontend_data
)
3109 shader
->frontend
->shader_free(shader
->frontend_data
);
3112 struct shader_none_priv
3114 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3115 const struct fragment_pipeline
*fragment_pipe
;
3116 BOOL ffp_proj_control
;
3119 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3120 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3121 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3122 const struct wined3d_state
*state
) {}
3123 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3124 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3125 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3126 const struct wined3d_state
*state
) {}
3127 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3128 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3129 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3131 /* Context activation is done by the caller. */
3132 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3133 const struct wined3d_state
*state
)
3135 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3136 struct shader_none_priv
*priv
= shader_priv
;
3138 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
3139 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
3142 /* Context activation is done by the caller. */
3143 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3145 struct shader_none_priv
*priv
= shader_priv
;
3146 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3148 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
3149 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
3151 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3152 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3153 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3154 | (1u << WINED3D_SHADER_TYPE_HULL
)
3155 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3156 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3159 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3160 const struct fragment_pipeline
*fragment_pipe
)
3162 struct fragment_caps fragment_caps
;
3163 void *vertex_priv
, *fragment_priv
;
3164 struct shader_none_priv
*priv
;
3166 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
3167 return E_OUTOFMEMORY
;
3169 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3171 ERR("Failed to initialize vertex pipe.\n");
3172 HeapFree(GetProcessHeap(), 0, priv
);
3176 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3178 ERR("Failed to initialize fragment pipe.\n");
3179 vertex_pipe
->vp_free(device
);
3180 HeapFree(GetProcessHeap(), 0, priv
);
3184 priv
->vertex_pipe
= vertex_pipe
;
3185 priv
->fragment_pipe
= fragment_pipe
;
3186 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
3187 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3189 device
->vertex_priv
= vertex_priv
;
3190 device
->fragment_priv
= fragment_priv
;
3191 device
->shader_priv
= priv
;
3196 static void shader_none_free(struct wined3d_device
*device
)
3198 struct shader_none_priv
*priv
= device
->shader_priv
;
3200 priv
->fragment_pipe
->free_private(device
);
3201 priv
->vertex_pipe
->vp_free(device
);
3202 HeapFree(GetProcessHeap(), 0, priv
);
3205 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3210 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
3212 /* Set the shader caps to 0 for the none shader backend */
3213 caps
->vs_version
= 0;
3214 caps
->hs_version
= 0;
3215 caps
->ds_version
= 0;
3216 caps
->gs_version
= 0;
3217 caps
->ps_version
= 0;
3218 caps
->cs_version
= 0;
3219 caps
->vs_uniform_count
= 0;
3220 caps
->ps_uniform_count
= 0;
3221 caps
->ps_1x_max_value
= 0.0f
;
3222 caps
->varying_count
= 0;
3223 caps
->wined3d_caps
= 0;
3226 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3228 /* We "support" every possible fixup, since we don't support any shader
3229 * model, and will never have to actually sample a texture. */
3233 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3235 struct shader_none_priv
*priv
= shader_priv
;
3237 return priv
->ffp_proj_control
;
3240 const struct wined3d_shader_backend_ops none_shader_backend
=
3242 shader_none_handle_instruction
,
3243 shader_none_precompile
,
3245 shader_none_select_compute
,
3246 shader_none_disable
,
3247 shader_none_update_float_vertex_constants
,
3248 shader_none_update_float_pixel_constants
,
3249 shader_none_load_constants
,
3250 shader_none_destroy
,
3253 shader_none_allocate_context_data
,
3254 shader_none_free_context_data
,
3255 shader_none_init_context_state
,
3256 shader_none_get_caps
,
3257 shader_none_color_fixup_supported
,
3258 shader_none_has_ffp_proj_control
,
3261 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
3262 enum wined3d_shader_type type
, unsigned int max_version
)
3264 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3265 const struct wined3d_shader_frontend
*fe
;
3267 unsigned int backend_version
;
3268 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3270 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3271 shader
, float_const_count
, type
, max_version
);
3273 fe
= shader
->frontend
;
3274 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3275 shader
->functionLength
, &shader
->output_signature
)))
3277 FIXME("Failed to initialize frontend.\n");
3278 return WINED3DERR_INVALIDCALL
;
3281 /* First pass: trace shader. */
3282 if (TRACE_ON(d3d_shader
))
3283 shader_trace_init(fe
, shader
->frontend_data
);
3285 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3286 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
3287 &shader
->output_signature
, float_const_count
)))
3290 if (reg_maps
->shader_version
.type
!= type
)
3292 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3293 return WINED3DERR_INVALIDCALL
;
3295 if (reg_maps
->shader_version
.major
> max_version
)
3297 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3298 return WINED3DERR_INVALIDCALL
;
3302 case WINED3D_SHADER_TYPE_VERTEX
:
3303 backend_version
= d3d_info
->limits
.vs_version
;
3305 case WINED3D_SHADER_TYPE_HULL
:
3306 backend_version
= d3d_info
->limits
.hs_version
;
3308 case WINED3D_SHADER_TYPE_DOMAIN
:
3309 backend_version
= d3d_info
->limits
.ds_version
;
3311 case WINED3D_SHADER_TYPE_GEOMETRY
:
3312 backend_version
= d3d_info
->limits
.gs_version
;
3314 case WINED3D_SHADER_TYPE_PIXEL
:
3315 backend_version
= d3d_info
->limits
.ps_version
;
3317 case WINED3D_SHADER_TYPE_COMPUTE
:
3318 backend_version
= d3d_info
->limits
.cs_version
;
3321 FIXME("No backend version-checking for this shader type.\n");
3322 backend_version
= 0;
3324 if (reg_maps
->shader_version
.major
> backend_version
)
3326 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3327 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3328 return WINED3DERR_INVALIDCALL
;
3334 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3336 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3338 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3343 static void wined3d_shader_init_object(void *object
)
3345 struct wined3d_shader
*shader
= object
;
3346 struct wined3d_device
*device
= shader
->device
;
3348 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3350 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3353 static void wined3d_shader_destroy_object(void *object
)
3355 shader_cleanup(object
);
3356 HeapFree(GetProcessHeap(), 0, object
);
3359 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3361 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3363 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3367 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3368 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3374 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3376 TRACE("shader %p.\n", shader
);
3378 return shader
->parent
;
3381 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3382 void *byte_code
, UINT
*byte_code_size
)
3384 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3388 *byte_code_size
= shader
->functionLength
;
3392 if (*byte_code_size
< shader
->functionLength
)
3394 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3395 * than the required size we should write the required size and
3396 * return D3DERR_MOREDATA. That's not actually true. */
3397 return WINED3DERR_INVALIDCALL
;
3400 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3405 /* Set local constants for d3d8 shaders. */
3406 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3407 UINT start_idx
, const float *src_data
, UINT count
)
3409 UINT end_idx
= start_idx
+ count
;
3412 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3414 if (end_idx
> shader
->limits
->constant_float
)
3416 WARN("end_idx %u > float constants limit %u.\n",
3417 end_idx
, shader
->limits
->constant_float
);
3418 end_idx
= shader
->limits
->constant_float
;
3421 for (i
= start_idx
; i
< end_idx
; ++i
)
3423 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3426 return E_OUTOFMEMORY
;
3429 value
= (float *)lconst
->value
;
3430 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3431 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3433 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3434 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3436 shader
->lconst_inf_or_nan
= TRUE
;
3443 static void init_interpolation_compile_args(DWORD
*interpolation_args
,
3444 const struct wined3d_shader
*pixel_shader
, const struct wined3d_gl_info
*gl_info
)
3446 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info
)
3447 || !pixel_shader
|| pixel_shader
->reg_maps
.shader_version
.major
< 4)
3449 memset(interpolation_args
, 0, sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3453 memcpy(interpolation_args
, pixel_shader
->u
.ps
.interpolation_mode
,
3454 sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3457 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3458 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_context
*context
)
3460 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3461 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3462 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3463 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3464 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3466 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3467 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3468 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3469 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3470 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3471 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3472 args
->next_shader_type
= hull_shader
? WINED3D_SHADER_TYPE_HULL
3473 : geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3474 if (shader
->reg_maps
.shader_version
.major
>= 4)
3475 args
->next_shader_input_count
= hull_shader
? hull_shader
->limits
->packed_input
3476 : geometry_shader
? geometry_shader
->limits
->packed_input
3477 : pixel_shader
? pixel_shader
->limits
->packed_input
: 0;
3479 args
->next_shader_input_count
= 0;
3480 args
->swizzle_map
= swizzle_map
;
3481 if (d3d_info
->emulated_flatshading
)
3482 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3484 args
->flatshading
= 0;
3486 init_interpolation_compile_args(args
->interpolation_mode
,
3487 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3490 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3492 if (usage_idx1
!= usage_idx2
)
3494 if (usage1
== usage2
)
3496 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3498 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3504 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3505 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3507 WORD map
= shader
->reg_maps
.input_registers
;
3510 for (i
= 0; map
; map
>>= 1, ++i
)
3512 if (!(map
& 1)) continue;
3514 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3515 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3524 static HRESULT
shader_signature_calculate_strings_length(const struct wined3d_shader_signature
*signature
,
3527 struct wined3d_shader_signature_element
*e
;
3531 for (i
= 0; i
< signature
->element_count
; ++i
)
3533 e
= &signature
->elements
[i
];
3534 len
= strlen(e
->semantic_name
);
3535 if (len
>= ~(SIZE_T
)0 - *total
)
3536 return E_OUTOFMEMORY
;
3543 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3544 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3546 struct wined3d_shader_signature_element
*e
;
3551 if (!src
->element_count
)
3554 ptr
= *signature_strings
;
3556 dst
->element_count
= src
->element_count
;
3557 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3558 return E_OUTOFMEMORY
;
3560 for (i
= 0; i
< src
->element_count
; ++i
)
3562 e
= &src
->elements
[i
];
3563 dst
->elements
[i
] = *e
;
3565 len
= strlen(e
->semantic_name
);
3566 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3567 dst
->elements
[i
].semantic_name
= ptr
;
3571 *signature_strings
= ptr
;
3576 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3577 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3578 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3580 size_t byte_code_size
;
3585 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3586 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3588 if (!desc
->byte_code
)
3589 return WINED3DERR_INVALIDCALL
;
3591 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3593 FIXME("Unable to find frontend for shader.\n");
3594 return WINED3DERR_INVALIDCALL
;
3598 shader
->device
= device
;
3599 shader
->parent
= parent
;
3600 shader
->parent_ops
= parent_ops
;
3603 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->input_signature
, &total
)))
3605 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->output_signature
, &total
)))
3607 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->patch_constant_signature
, &total
)))
3609 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3610 return E_OUTOFMEMORY
;
3611 ptr
= shader
->signature_strings
;
3613 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3615 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3618 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3620 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3621 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3624 if (FAILED(hr
= shader_signature_copy(&shader
->patch_constant_signature
, &desc
->patch_constant_signature
, &ptr
)))
3626 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3627 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3628 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3632 list_init(&shader
->linked_programs
);
3633 list_init(&shader
->constantsF
);
3634 list_init(&shader
->constantsB
);
3635 list_init(&shader
->constantsI
);
3636 shader
->lconst_inf_or_nan
= FALSE
;
3637 list_init(&shader
->reg_maps
.indexable_temps
);
3638 list_init(&shader
->shader_list_entry
);
3640 byte_code_size
= desc
->byte_code_size
;
3641 if (byte_code_size
== ~(size_t)0)
3643 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3644 struct wined3d_shader_version shader_version
;
3645 struct wined3d_shader_instruction ins
;
3649 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3651 WARN("Failed to initialise frontend data.\n");
3652 shader_cleanup(shader
);
3653 return WINED3DERR_INVALIDCALL
;
3656 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3657 while (!fe
->shader_is_end(fe_data
, &ptr
))
3658 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3660 fe
->shader_free(fe_data
);
3662 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3665 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, byte_code_size
)))
3667 shader_cleanup(shader
);
3668 return E_OUTOFMEMORY
;
3670 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3671 shader
->functionLength
= byte_code_size
;
3673 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3675 WARN("Failed to set function, hr %#x.\n", hr
);
3676 shader_cleanup(shader
);
3680 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3682 wined3d_cs_init_object(shader
->device
->cs
, wined3d_shader_init_object
, shader
);
3687 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3688 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3690 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3694 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3695 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3698 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3700 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3702 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3705 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3706 shader_usage_from_semantic_name(input
->semantic_name
);
3707 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3710 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3711 shader
->load_local_constsF
= TRUE
;
3716 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3717 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3718 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3720 struct wined3d_stream_output_element
*elements
= NULL
;
3723 if (so_desc
&& !(elements
= wined3d_calloc(so_desc
->element_count
, sizeof(*elements
))))
3724 return E_OUTOFMEMORY
;
3726 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3728 HeapFree(GetProcessHeap(), 0, elements
);
3734 shader
->u
.gs
.so_desc
= *so_desc
;
3735 shader
->u
.gs
.so_desc
.elements
= elements
;
3736 memcpy(elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*elements
));
3742 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3743 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3745 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3746 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3747 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3748 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3750 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3751 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3753 args
->output_count
= geometry_shader
? geometry_shader
->limits
->packed_input
3754 : pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3755 args
->next_shader_type
= geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3757 args
->render_offscreen
= context
->render_offscreen
;
3759 init_interpolation_compile_args(args
->interpolation_mode
,
3760 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3765 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3766 struct gs_compile_args
*args
, const struct wined3d_context
*context
)
3768 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3769 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3771 args
->output_count
= pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3773 init_interpolation_compile_args(args
->interpolation_mode
, pixel_shader
, gl_info
);
3776 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3777 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3779 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3780 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3781 const struct wined3d_texture
*texture
;
3784 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3785 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3787 static unsigned int warned
= 0;
3789 args
->srgb_correction
= 1;
3790 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3791 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3792 "support, expect rendering artifacts.\n");
3795 if (shader
->reg_maps
.shader_version
.major
== 1
3796 && shader
->reg_maps
.shader_version
.minor
<= 3)
3798 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3800 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3802 if (flags
& WINED3D_TTFF_PROJECTED
)
3804 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3806 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3808 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3810 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3811 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3813 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3815 struct wined3d_vertex_declaration_element
*element
=
3816 &state
->vertex_declaration
->elements
[j
];
3818 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3819 && element
->usage_idx
== index
)
3821 max_valid
= element
->format
->component_count
;
3825 if (!tex_transform
|| tex_transform
> max_valid
)
3827 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3828 tex_transform
, max_valid
);
3829 tex_transform
= max_valid
;
3831 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3832 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3833 && tex_transform
> WINED3D_TTFF_COUNT2
)
3834 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3835 && tex_transform
> WINED3D_TTFF_COUNT3
))
3836 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3839 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3840 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3841 i
, tex_transform
, resource_type
);
3845 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3847 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3851 if (shader
->reg_maps
.shader_version
.major
== 1
3852 && shader
->reg_maps
.shader_version
.minor
<= 4)
3854 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3856 const struct wined3d_texture
*texture
= state
->textures
[i
];
3858 if (!shader
->reg_maps
.resource_info
[i
].type
)
3861 /* Treat unbound textures as 2D. The dummy texture will provide
3862 * the proper sample value. The tex_types bitmap defaults to
3863 * 2D because of the memset. */
3867 switch (texture
->target
)
3869 /* RECT textures are distinguished from 2D textures via np2_fixup */
3870 case GL_TEXTURE_RECTANGLE_ARB
:
3875 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3878 case GL_TEXTURE_CUBE_MAP_ARB
:
3879 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3885 if (shader
->reg_maps
.shader_version
.major
>= 4)
3887 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3889 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3890 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3891 args
->np2_fixup
= 0;
3895 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3897 if (!shader
->reg_maps
.resource_info
[i
].type
)
3900 texture
= state
->textures
[i
];
3903 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3906 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3907 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3909 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3911 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3912 args
->shadow
|= 1u << i
;
3914 /* Flag samplers that need NP2 texcoord fixup. */
3915 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3916 args
->np2_fixup
|= (1u << i
);
3920 if (shader
->reg_maps
.shader_version
.major
>= 3)
3922 if (position_transformed
)
3923 args
->vp_mode
= pretransformed
;
3924 else if (use_vs(state
))
3925 args
->vp_mode
= vertexshader
;
3927 args
->vp_mode
= fixedfunction
;
3928 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3932 args
->vp_mode
= vertexshader
;
3933 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3935 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3937 case WINED3D_FOG_NONE
:
3938 if (position_transformed
|| use_vs(state
))
3940 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3944 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3946 case WINED3D_FOG_NONE
: /* Fall through. */
3947 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3948 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3949 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3953 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3954 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3955 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3960 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3964 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3966 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3968 args
->texcoords_initialized
= 0;
3969 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3973 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3974 args
->texcoords_initialized
|= 1u << i
;
3978 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3979 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3981 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3982 & WINED3D_FFP_TCI_MASK
3983 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3984 args
->texcoords_initialized
|= 1u << i
;
3990 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3993 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3994 && state
->gl_primitive_type
== GL_POINTS
;
3996 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3997 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3999 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
4000 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
4001 : WINED3D_CMP_ALWAYS
) - 1;
4003 if (d3d_info
->emulated_flatshading
)
4004 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4006 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
4007 ? context
->render_offscreen
: 0;
4010 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
4011 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
4013 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4014 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
4017 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
4018 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
4021 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4023 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4026 highest_reg_used
= i
;
4030 /* Don't do any register mapping magic if it is not needed, or if we can't
4031 * achieve anything anyway */
4032 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
4033 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
4034 || shader
->reg_maps
.shader_version
.major
>= 4)
4036 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
4038 /* This happens with relative addressing. The input mapper function
4039 * warns about this if the higher registers are declared too, so
4040 * don't write a FIXME here */
4041 WARN("More varying registers used than supported\n");
4044 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4046 shader
->u
.ps
.input_reg_map
[i
] = i
;
4049 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
4053 shader
->u
.ps
.declared_in_count
= 0;
4054 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4056 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4057 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
4058 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
4065 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
4067 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4068 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
4071 if (reg_maps
->shader_version
.major
!= 1) return;
4073 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
4075 /* We don't sample from this sampler. */
4076 if (!resource_info
[i
].type
)
4079 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
4081 case WINED3D_SHADER_TEX_2D
:
4082 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4085 case WINED3D_SHADER_TEX_3D
:
4086 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
4089 case WINED3D_SHADER_TEX_CUBE
:
4090 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
4096 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4097 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4099 struct wined3d_shader
*object
;
4102 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4103 device
, desc
, parent
, parent_ops
, shader
);
4105 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4106 return E_OUTOFMEMORY
;
4108 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
)))
4110 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
4111 HeapFree(GetProcessHeap(), 0, object
);
4115 TRACE("Created compute shader %p.\n", object
);
4121 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4122 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4124 struct wined3d_shader
*object
;
4127 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4128 device
, desc
, parent
, parent_ops
, shader
);
4130 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4131 return E_OUTOFMEMORY
;
4133 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
)))
4135 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4136 HeapFree(GetProcessHeap(), 0, object
);
4140 TRACE("Created domain shader %p.\n", object
);
4146 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4147 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4148 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4150 struct wined3d_shader
*object
;
4153 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4154 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4156 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4157 return E_OUTOFMEMORY
;
4159 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4161 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4162 HeapFree(GetProcessHeap(), 0, object
);
4166 TRACE("Created geometry shader %p.\n", object
);
4172 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4173 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4175 struct wined3d_shader
*object
;
4178 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4179 device
, desc
, parent
, parent_ops
, shader
);
4181 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4182 return E_OUTOFMEMORY
;
4184 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
)))
4186 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4187 HeapFree(GetProcessHeap(), 0, object
);
4191 TRACE("Created hull shader %p.\n", object
);
4197 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4198 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4200 struct wined3d_shader
*object
;
4203 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4204 device
, desc
, parent
, parent_ops
, shader
);
4206 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4208 return E_OUTOFMEMORY
;
4210 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4212 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4213 HeapFree(GetProcessHeap(), 0, object
);
4217 TRACE("Created pixel shader %p.\n", object
);
4223 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4224 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4226 struct wined3d_shader
*object
;
4229 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4230 device
, desc
, parent
, parent_ops
, shader
);
4232 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4234 return E_OUTOFMEMORY
;
4236 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4238 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4239 HeapFree(GetProcessHeap(), 0, object
);
4243 TRACE("Created vertex shader %p.\n", object
);