d3d10core: Remove unnecessary DllMain implementation.
[wine.git] / dlls / wined3d / shader.c
bloba9b3d9f8b9755bfce583ff579a1b582c1b318bc9
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 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
25 #include "config.h"
26 #include "wine/port.h"
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
38 /* cmp */
39 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
41 static const char * const shader_opcode_names[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BREAK */ "break",
48 /* WINED3DSIH_BREAKC */ "breakc",
49 /* WINED3DSIH_BREAKP */ "breakp",
50 /* WINED3DSIH_CALL */ "call",
51 /* WINED3DSIH_CALLNZ */ "callnz",
52 /* WINED3DSIH_CMP */ "cmp",
53 /* WINED3DSIH_CND */ "cnd",
54 /* WINED3DSIH_CRS */ "crs",
55 /* WINED3DSIH_CUT */ "cut",
56 /* WINED3DSIH_DCL */ "dcl",
57 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
58 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
59 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
60 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
61 /* WINED3DSIH_DEF */ "def",
62 /* WINED3DSIH_DEFB */ "defb",
63 /* WINED3DSIH_DEFI */ "defi",
64 /* WINED3DSIH_DIV */ "div",
65 /* WINED3DSIH_DP2ADD */ "dp2add",
66 /* WINED3DSIH_DP3 */ "dp3",
67 /* WINED3DSIH_DP4 */ "dp4",
68 /* WINED3DSIH_DST */ "dst",
69 /* WINED3DSIH_DSX */ "dsx",
70 /* WINED3DSIH_DSY */ "dsy",
71 /* WINED3DSIH_ELSE */ "else",
72 /* WINED3DSIH_EMIT */ "emit",
73 /* WINED3DSIH_ENDIF */ "endif",
74 /* WINED3DSIH_ENDLOOP */ "endloop",
75 /* WINED3DSIH_ENDREP */ "endrep",
76 /* WINED3DSIH_EQ */ "eq",
77 /* WINED3DSIH_EXP */ "exp",
78 /* WINED3DSIH_EXPP */ "expp",
79 /* WINED3DSIH_FRC */ "frc",
80 /* WINED3DSIH_FTOI */ "ftoi",
81 /* WINED3DSIH_GE */ "ge",
82 /* WINED3DSIH_IADD */ "iadd",
83 /* WINED3DSIH_IEQ */ "ieq",
84 /* WINED3DSIH_IF */ "if",
85 /* WINED3DSIH_IFC */ "ifc",
86 /* WINED3DSIH_IGE */ "ige",
87 /* WINED3DSIH_IMUL */ "imul",
88 /* WINED3DSIH_ITOF */ "itof",
89 /* WINED3DSIH_LABEL */ "label",
90 /* WINED3DSIH_LD */ "ld",
91 /* WINED3DSIH_LIT */ "lit",
92 /* WINED3DSIH_LOG */ "log",
93 /* WINED3DSIH_LOGP */ "logp",
94 /* WINED3DSIH_LOOP */ "loop",
95 /* WINED3DSIH_LRP */ "lrp",
96 /* WINED3DSIH_LT */ "lt",
97 /* WINED3DSIH_M3x2 */ "m3x2",
98 /* WINED3DSIH_M3x3 */ "m3x3",
99 /* WINED3DSIH_M3x4 */ "m3x4",
100 /* WINED3DSIH_M4x3 */ "m4x3",
101 /* WINED3DSIH_M4x4 */ "m4x4",
102 /* WINED3DSIH_MAD */ "mad",
103 /* WINED3DSIH_MAX */ "max",
104 /* WINED3DSIH_MIN */ "min",
105 /* WINED3DSIH_MOV */ "mov",
106 /* WINED3DSIH_MOVA */ "mova",
107 /* WINED3DSIH_MOVC */ "movc",
108 /* WINED3DSIH_MUL */ "mul",
109 /* WINED3DSIH_NOP */ "nop",
110 /* WINED3DSIH_NRM */ "nrm",
111 /* WINED3DSIH_PHASE */ "phase",
112 /* WINED3DSIH_POW */ "pow",
113 /* WINED3DSIH_RCP */ "rcp",
114 /* WINED3DSIH_REP */ "rep",
115 /* WINED3DSIH_RET */ "ret",
116 /* WINED3DSIH_ROUND_NI */ "round_ni",
117 /* WINED3DSIH_RSQ */ "rsq",
118 /* WINED3DSIH_SAMPLE */ "sample",
119 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
120 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
121 /* WINED3DSIH_SETP */ "setp",
122 /* WINED3DSIH_SGE */ "sge",
123 /* WINED3DSIH_SGN */ "sgn",
124 /* WINED3DSIH_SINCOS */ "sincos",
125 /* WINED3DSIH_SLT */ "slt",
126 /* WINED3DSIH_SQRT */ "sqrt",
127 /* WINED3DSIH_SUB */ "sub",
128 /* WINED3DSIH_TEX */ "texld",
129 /* WINED3DSIH_TEXBEM */ "texbem",
130 /* WINED3DSIH_TEXBEML */ "texbeml",
131 /* WINED3DSIH_TEXCOORD */ "texcrd",
132 /* WINED3DSIH_TEXDEPTH */ "texdepth",
133 /* WINED3DSIH_TEXDP3 */ "texdp3",
134 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
135 /* WINED3DSIH_TEXKILL */ "texkill",
136 /* WINED3DSIH_TEXLDD */ "texldd",
137 /* WINED3DSIH_TEXLDL */ "texldl",
138 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
139 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
140 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
141 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
142 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
143 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
144 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
145 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
146 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
147 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
148 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
149 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
150 /* WINED3DSIH_UDIV */ "udiv",
151 /* WINED3DSIH_USHR */ "ushr",
152 /* WINED3DSIH_UTOF */ "utof",
153 /* WINED3DSIH_XOR */ "xor",
156 static const char * const semantic_names[] =
158 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
159 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
160 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
161 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
162 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
163 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
164 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
165 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
166 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
167 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
168 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
169 /* WINED3D_DECL_USAGE_FOG */ "FOG",
170 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
171 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
174 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
176 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
178 FIXME("Unrecognized usage %#x.\n", usage);
179 return "UNRECOGNIZED";
182 return semantic_names[usage];
185 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
187 unsigned int i;
189 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
191 if (!strcmp(name, semantic_names[i])) return i;
194 return ~0U;
197 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
199 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
202 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
203 const struct wined3d_shader_semantic *s)
205 e->semantic_name = shader_semantic_name_from_usage(s->usage);
206 e->semantic_idx = s->usage_idx;
207 e->sysval_semantic = 0;
208 e->component_type = 0;
209 e->register_idx = s->reg.reg.idx[0].offset;
210 e->mask = s->reg.write_mask;
213 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
214 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
216 e->semantic_name = shader_semantic_name_from_usage(usage);
217 e->semantic_idx = usage_idx;
218 e->sysval_semantic = 0;
219 e->component_type = 0;
220 e->register_idx = reg_idx;
221 e->mask = write_mask;
224 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
226 switch (version_token >> 16)
228 case WINED3D_SM1_VS:
229 case WINED3D_SM1_PS:
230 return &sm1_shader_frontend;
232 case WINED3D_SM4_PS:
233 case WINED3D_SM4_VS:
234 case WINED3D_SM4_GS:
235 return &sm4_shader_frontend;
237 default:
238 FIXME("Unrecognised version token %#x\n", version_token);
239 return NULL;
243 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
245 buffer->buffer[0] = '\0';
246 buffer->content_size = 0;
247 buffer->lineNo = 0;
248 buffer->newline = TRUE;
251 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
253 buffer->buffer_size = 16384;
254 if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
256 ERR("Failed to allocate shader buffer memory.\n");
257 return FALSE;
260 shader_buffer_clear(buffer);
261 return TRUE;
264 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
266 HeapFree(GetProcessHeap(), 0, buffer->buffer);
269 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
271 char *base = buffer->buffer + buffer->content_size;
272 int rc;
273 char *new_buffer;
275 while(1)
277 rc = vsnprintf(base, buffer->buffer_size - buffer->content_size, format, args);
278 if (rc < 0 /* C89 */ || (unsigned int)rc >= buffer->buffer_size - buffer->content_size /* C99 */)
280 new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, buffer->buffer_size * 2);
281 if (!new_buffer)
283 ERR("The buffer allocated for the shader program string is too small at %d bytes.\n", buffer->buffer_size);
284 buffer->content_size = buffer->buffer_size - 1;
285 return -1;
287 buffer->buffer = new_buffer;
288 buffer->buffer_size = buffer->buffer_size * 2;
289 base = buffer->buffer + buffer->content_size;
291 else
293 break;
297 if (buffer->newline)
299 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->content_size, base);
300 buffer->newline = FALSE;
302 else
304 TRACE("%s", base);
307 buffer->content_size += rc;
308 if (buffer->buffer[buffer->content_size-1] == '\n')
310 ++buffer->lineNo;
311 buffer->newline = TRUE;
314 return 0;
317 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
319 va_list args;
320 int ret;
322 va_start(args, format);
323 ret = shader_vaddline(buffer, format, args);
324 va_end(args);
326 return ret;
329 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
330 void *parent, const struct wined3d_parent_ops *parent_ops)
332 shader->ref = 1;
333 shader->device = device;
334 shader->parent = parent;
335 shader->parent_ops = parent_ops;
336 list_init(&shader->linked_programs);
337 list_add_head(&device->shaders, &shader->shader_list_entry);
340 /* Convert floating point offset relative to a register file to an absolute
341 * offset for float constants. */
342 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
344 switch (register_type)
346 case WINED3DSPR_CONST: return register_idx;
347 case WINED3DSPR_CONST2: return 2048 + register_idx;
348 case WINED3DSPR_CONST3: return 4096 + register_idx;
349 case WINED3DSPR_CONST4: return 6144 + register_idx;
350 default:
351 FIXME("Unsupported register type: %u.\n", register_type);
352 return register_idx;
356 static void shader_delete_constant_list(struct list *clist)
358 struct wined3d_shader_lconst *constant;
359 struct list *ptr;
361 ptr = list_head(clist);
362 while (ptr)
364 constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
365 ptr = list_next(clist, ptr);
366 HeapFree(GetProcessHeap(), 0, constant);
368 list_init(clist);
371 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
373 DWORD idx, shift;
374 idx = bit >> 5;
375 shift = bit & 0x1f;
376 bitmap[idx] |= (1 << shift);
379 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
380 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
382 switch (reg->type)
384 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
385 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
386 reg_maps->texcoord |= 1 << reg->idx[0].offset;
387 else
388 reg_maps->address |= 1 << reg->idx[0].offset;
389 break;
391 case WINED3DSPR_TEMP:
392 reg_maps->temporary |= 1 << reg->idx[0].offset;
393 break;
395 case WINED3DSPR_INPUT:
396 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
398 if (reg->idx[0].rel_addr)
400 /* If relative addressing is used, we must assume that all registers
401 * are used. Even if it is a construct like v3[aL], we can't assume
402 * that v0, v1 and v2 aren't read because aL can be negative */
403 unsigned int i;
404 for (i = 0; i < MAX_REG_INPUT; ++i)
406 shader->u.ps.input_reg_used[i] = TRUE;
409 else
411 shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
414 else
415 reg_maps->input_registers |= 1 << reg->idx[0].offset;
416 break;
418 case WINED3DSPR_RASTOUT:
419 if (reg->idx[0].offset == 1)
420 reg_maps->fog = 1;
421 break;
423 case WINED3DSPR_MISCTYPE:
424 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
426 if (!reg->idx[0].offset)
427 reg_maps->vpos = 1;
428 else if (reg->idx[0].offset == 1)
429 reg_maps->usesfacing = 1;
431 break;
433 case WINED3DSPR_CONST:
434 if (reg->idx[0].rel_addr)
436 if (reg->idx[0].offset < reg_maps->min_rel_offset)
437 reg_maps->min_rel_offset = reg->idx[0].offset;
438 if (reg->idx[0].offset > reg_maps->max_rel_offset)
439 reg_maps->max_rel_offset = reg->idx[0].offset;
440 reg_maps->usesrelconstF = TRUE;
442 else
444 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
446 break;
448 case WINED3DSPR_CONSTINT:
449 reg_maps->integer_constants |= (1 << reg->idx[0].offset);
450 break;
452 case WINED3DSPR_CONSTBOOL:
453 reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
454 break;
456 case WINED3DSPR_COLOROUT:
457 reg_maps->rt_mask |= (1 << reg->idx[0].offset);
458 break;
460 default:
461 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
462 reg->type, reg->idx[0].offset, reg->idx[1].offset);
463 break;
467 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
469 switch (instr)
471 case WINED3DSIH_M4x4:
472 case WINED3DSIH_M3x4:
473 return param == 1 ? 3 : 0;
475 case WINED3DSIH_M4x3:
476 case WINED3DSIH_M3x3:
477 return param == 1 ? 2 : 0;
479 case WINED3DSIH_M3x2:
480 return param == 1 ? 1 : 0;
482 default:
483 return 0;
487 /* Note that this does not count the loop register as an address register. */
488 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
489 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
490 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
492 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
493 void *fe_data = shader->frontend_data;
494 struct wined3d_shader_version shader_version;
495 const DWORD *ptr = byte_code;
497 memset(reg_maps, 0, sizeof(*reg_maps));
498 reg_maps->min_rel_offset = ~0U;
500 fe->shader_read_header(fe_data, &ptr, &shader_version);
501 reg_maps->shader_version = shader_version;
503 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
504 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
505 if (!reg_maps->constf)
507 ERR("Failed to allocate constant map memory.\n");
508 return E_OUTOFMEMORY;
511 while (!fe->shader_is_end(fe_data, &ptr))
513 struct wined3d_shader_instruction ins;
515 /* Fetch opcode. */
516 fe->shader_read_instruction(fe_data, &ptr, &ins);
518 /* Unhandled opcode, and its parameters. */
519 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
521 TRACE("Skipping unrecognized instruction.\n");
522 continue;
525 /* Handle declarations. */
526 if (ins.handler_idx == WINED3DSIH_DCL)
528 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
530 switch (semantic->reg.reg.type)
532 /* Mark input registers used. */
533 case WINED3DSPR_INPUT:
534 reg_maps->input_registers |= 1 << semantic->reg.reg.idx[0].offset;
535 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
536 break;
538 /* Vertex shader: mark 3.0 output registers used, save token. */
539 case WINED3DSPR_OUTPUT:
540 reg_maps->output_registers |= 1 << semantic->reg.reg.idx[0].offset;
541 shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx[0].offset], semantic);
542 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
543 reg_maps->fog = 1;
544 break;
546 /* Save sampler usage token. */
547 case WINED3DSPR_SAMPLER:
548 reg_maps->sampler_type[semantic->reg.reg.idx[0].offset] = semantic->sampler_type;
549 break;
551 default:
552 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
553 break;
556 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
558 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
559 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
560 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
561 else
562 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
564 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
566 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
567 shader->u.gs.input_type = ins.declaration.primitive_type;
568 else
569 FIXME("Invalid instruction %#x for shader type %#x.\n",
570 ins.handler_idx, shader_version.type);
572 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
574 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
575 shader->u.gs.output_type = ins.declaration.primitive_type;
576 else
577 FIXME("Invalid instruction %#x for shader type %#x.\n",
578 ins.handler_idx, shader_version.type);
580 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
582 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
583 shader->u.gs.vertices_out = ins.declaration.count;
584 else
585 FIXME("Invalid instruction %#x for shader type %#x.\n",
586 ins.handler_idx, shader_version.type);
588 else if (ins.handler_idx == WINED3DSIH_DEF)
590 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
591 float *value;
592 if (!lconst) return E_OUTOFMEMORY;
594 lconst->idx = ins.dst[0].reg.idx[0].offset;
595 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
596 value = (float *)lconst->value;
598 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
599 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
601 if (value[0] < -1.0f) value[0] = -1.0f;
602 else if (value[0] > 1.0f) value[0] = 1.0f;
603 if (value[1] < -1.0f) value[1] = -1.0f;
604 else if (value[1] > 1.0f) value[1] = 1.0f;
605 if (value[2] < -1.0f) value[2] = -1.0f;
606 else if (value[2] > 1.0f) value[2] = 1.0f;
607 if (value[3] < -1.0f) value[3] = -1.0f;
608 else if (value[3] > 1.0f) value[3] = 1.0f;
611 list_add_head(&shader->constantsF, &lconst->entry);
613 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
614 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
616 shader->lconst_inf_or_nan = TRUE;
619 else if (ins.handler_idx == WINED3DSIH_DEFI)
621 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
622 if (!lconst) return E_OUTOFMEMORY;
624 lconst->idx = ins.dst[0].reg.idx[0].offset;
625 memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
627 list_add_head(&shader->constantsI, &lconst->entry);
628 reg_maps->local_int_consts |= (1 << lconst->idx);
630 else if (ins.handler_idx == WINED3DSIH_DEFB)
632 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
633 if (!lconst) return E_OUTOFMEMORY;
635 lconst->idx = ins.dst[0].reg.idx[0].offset;
636 memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
638 list_add_head(&shader->constantsB, &lconst->entry);
639 reg_maps->local_bool_consts |= (1 << lconst->idx);
641 /* For subroutine prototypes. */
642 else if (ins.handler_idx == WINED3DSIH_LABEL)
644 reg_maps->labels |= 1 << ins.src[0].reg.idx[0].offset;
646 /* Set texture, address, temporary registers. */
647 else
649 BOOL color0_mov = FALSE;
650 unsigned int i;
652 /* This will loop over all the registers and try to
653 * make a bitmask of the ones we're interested in.
655 * Relative addressing tokens are ignored, but that's
656 * okay, since we'll catch any address registers when
657 * they are initialized (required by spec). */
658 for (i = 0; i < ins.dst_count; ++i)
660 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
662 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
663 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
664 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
665 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
667 UINT idx = ins.dst[i].reg.idx[0].offset;
669 switch (ins.dst[i].reg.type)
671 case WINED3DSPR_RASTOUT:
672 switch (idx)
674 case 0: /* oPos */
675 reg_maps->output_registers |= 1 << 10;
676 shader_signature_from_usage(&output_signature[10],
677 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
678 break;
680 case 1: /* oFog */
681 reg_maps->output_registers |= 1 << 11;
682 shader_signature_from_usage(&output_signature[11],
683 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
684 break;
686 case 2: /* oPts */
687 reg_maps->output_registers |= 1 << 11;
688 shader_signature_from_usage(&output_signature[11],
689 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
690 break;
692 break;
694 case WINED3DSPR_ATTROUT:
695 if (idx < 2)
697 idx += 8;
698 if (reg_maps->output_registers & (1 << idx))
700 output_signature[idx].mask |= ins.dst[i].write_mask;
702 else
704 reg_maps->output_registers |= 1 << idx;
705 shader_signature_from_usage(&output_signature[idx],
706 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
709 break;
711 case WINED3DSPR_TEXCRDOUT:
713 reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
714 if (reg_maps->output_registers & (1 << idx))
716 output_signature[idx].mask |= ins.dst[i].write_mask;
718 else
720 reg_maps->output_registers |= 1 << idx;
721 shader_signature_from_usage(&output_signature[idx],
722 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
724 break;
726 default:
727 break;
731 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
733 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
735 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
736 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
737 * the mov and perform the sRGB write correction from the source register.
739 * However, if the mov is only partial, we can't do this, and if the write
740 * comes from an instruction other than MOV it is hard to do as well. If
741 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
742 shader->u.ps.color0_mov = FALSE;
743 if (ins.handler_idx == WINED3DSIH_MOV
744 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
746 /* Used later when the source register is read. */
747 color0_mov = TRUE;
750 /* Also drop the MOV marker if the source register is overwritten prior to the shader
751 * end
753 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
754 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
756 shader->u.ps.color0_mov = FALSE;
760 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
761 if (shader_version.major == 1
762 && (ins.handler_idx == WINED3DSIH_TEX
763 || ins.handler_idx == WINED3DSIH_TEXBEM
764 || ins.handler_idx == WINED3DSIH_TEXBEML
765 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
766 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
767 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
768 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
769 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
770 || ins.handler_idx == WINED3DSIH_TEXREG2AR
771 || ins.handler_idx == WINED3DSIH_TEXREG2GB
772 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
774 /* Fake sampler usage, only set reserved bit and type. */
775 DWORD sampler_code = ins.dst[i].reg.idx[0].offset;
777 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
778 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
780 /* texbem is only valid with < 1.4 pixel shaders */
781 if (ins.handler_idx == WINED3DSIH_TEXBEM
782 || ins.handler_idx == WINED3DSIH_TEXBEML)
784 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
785 if (ins.handler_idx == WINED3DSIH_TEXBEML)
787 reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx[0].offset;
791 else if (ins.handler_idx == WINED3DSIH_BEM)
793 reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
797 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
798 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
799 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
800 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
801 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
802 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
803 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
804 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
805 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
806 else if (ins.handler_idx == WINED3DSIH_LOOP
807 || ins.handler_idx == WINED3DSIH_REP)
809 ++cur_loop_depth;
810 if (cur_loop_depth > max_loop_depth)
811 max_loop_depth = cur_loop_depth;
813 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
814 || ins.handler_idx == WINED3DSIH_ENDREP)
815 --cur_loop_depth;
817 if (ins.predicate)
818 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
820 for (i = 0; i < ins.src_count; ++i)
822 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
823 struct wined3d_shader_register reg = ins.src[i].reg;
825 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
826 while (count)
828 ++reg.idx[0].offset;
829 shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
830 --count;
833 if (color0_mov)
835 if (ins.src[i].reg.type == WINED3DSPR_TEMP
836 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
838 shader->u.ps.color0_mov = TRUE;
839 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
845 reg_maps->loop_depth = max_loop_depth;
847 /* PS before 2.0 don't have explicit color outputs. Instead the value of
848 * R0 is written to the render target. */
849 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
850 reg_maps->rt_mask |= (1 << 0);
852 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
854 return WINED3D_OK;
857 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
859 DWORD map = 1 << max;
860 map |= map - 1;
861 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
863 return wined3d_log2i(map);
866 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
867 const struct wined3d_shader_version *shader_version)
869 TRACE("dcl");
871 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
873 switch (semantic->sampler_type)
875 case WINED3DSTT_2D: TRACE("_2d"); break;
876 case WINED3DSTT_CUBE: TRACE("_cube"); break;
877 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
878 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
881 else
883 /* Pixel shaders 3.0 don't have usage semantics. */
884 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
885 else TRACE("_");
887 switch (semantic->usage)
889 case WINED3D_DECL_USAGE_POSITION:
890 TRACE("position%u", semantic->usage_idx);
891 break;
893 case WINED3D_DECL_USAGE_BLEND_INDICES:
894 TRACE("blend");
895 break;
897 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
898 TRACE("weight");
899 break;
901 case WINED3D_DECL_USAGE_NORMAL:
902 TRACE("normal%u", semantic->usage_idx);
903 break;
905 case WINED3D_DECL_USAGE_PSIZE:
906 TRACE("psize");
907 break;
909 case WINED3D_DECL_USAGE_COLOR:
910 if (!semantic->usage_idx) TRACE("color");
911 else TRACE("specular%u", (semantic->usage_idx - 1));
912 break;
914 case WINED3D_DECL_USAGE_TEXCOORD:
915 TRACE("texture%u", semantic->usage_idx);
916 break;
918 case WINED3D_DECL_USAGE_TANGENT:
919 TRACE("tangent");
920 break;
922 case WINED3D_DECL_USAGE_BINORMAL:
923 TRACE("binormal");
924 break;
926 case WINED3D_DECL_USAGE_TESS_FACTOR:
927 TRACE("tessfactor");
928 break;
930 case WINED3D_DECL_USAGE_POSITIONT:
931 TRACE("positionT%u", semantic->usage_idx);
932 break;
934 case WINED3D_DECL_USAGE_FOG:
935 TRACE("fog");
936 break;
938 case WINED3D_DECL_USAGE_DEPTH:
939 TRACE("depth");
940 break;
942 case WINED3D_DECL_USAGE_SAMPLE:
943 TRACE("sample");
944 break;
946 default:
947 FIXME("unknown_semantics(0x%08x)", semantic->usage);
952 static void shader_dump_register(const struct wined3d_shader_register *reg,
953 const struct wined3d_shader_version *shader_version)
955 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
956 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
957 UINT offset = reg->idx[0].offset;
959 switch (reg->type)
961 case WINED3DSPR_TEMP:
962 TRACE("r");
963 break;
965 case WINED3DSPR_INPUT:
966 TRACE("v");
967 break;
969 case WINED3DSPR_CONST:
970 case WINED3DSPR_CONST2:
971 case WINED3DSPR_CONST3:
972 case WINED3DSPR_CONST4:
973 TRACE("c");
974 offset = shader_get_float_offset(reg->type, offset);
975 break;
977 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
978 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
979 break;
981 case WINED3DSPR_RASTOUT:
982 TRACE("%s", rastout_reg_names[offset]);
983 break;
985 case WINED3DSPR_COLOROUT:
986 TRACE("oC");
987 break;
989 case WINED3DSPR_DEPTHOUT:
990 TRACE("oDepth");
991 break;
993 case WINED3DSPR_ATTROUT:
994 TRACE("oD");
995 break;
997 case WINED3DSPR_TEXCRDOUT:
998 /* Vertex shaders >= 3.0 use general purpose output registers
999 * (WINED3DSPR_OUTPUT), which can include an address token. */
1000 if (shader_version->major >= 3) TRACE("o");
1001 else TRACE("oT");
1002 break;
1004 case WINED3DSPR_CONSTINT:
1005 TRACE("i");
1006 break;
1008 case WINED3DSPR_CONSTBOOL:
1009 TRACE("b");
1010 break;
1012 case WINED3DSPR_LABEL:
1013 TRACE("l");
1014 break;
1016 case WINED3DSPR_LOOP:
1017 TRACE("aL");
1018 break;
1020 case WINED3DSPR_SAMPLER:
1021 TRACE("s");
1022 break;
1024 case WINED3DSPR_MISCTYPE:
1025 if (offset > 1)
1026 FIXME("Unhandled misctype register %u.\n", offset);
1027 else
1028 TRACE("%s", misctype_reg_names[offset]);
1029 break;
1031 case WINED3DSPR_PREDICATE:
1032 TRACE("p");
1033 break;
1035 case WINED3DSPR_IMMCONST:
1036 TRACE("l");
1037 break;
1039 case WINED3DSPR_CONSTBUFFER:
1040 TRACE("cb");
1041 break;
1043 case WINED3DSPR_PRIMID:
1044 TRACE("primID");
1045 break;
1047 case WINED3DSPR_NULL:
1048 TRACE("null");
1049 break;
1051 case WINED3DSPR_RESOURCE:
1052 TRACE("t");
1053 break;
1055 default:
1056 TRACE("unhandled_rtype(%#x)", reg->type);
1057 break;
1060 if (reg->type == WINED3DSPR_IMMCONST)
1062 TRACE("(");
1063 switch (reg->immconst_type)
1065 case WINED3D_IMMCONST_SCALAR:
1066 switch (reg->data_type)
1068 case WINED3D_DATA_FLOAT:
1069 TRACE("%.8e", *(const float *)reg->immconst_data);
1070 break;
1071 case WINED3D_DATA_INT:
1072 TRACE("%d", reg->immconst_data[0]);
1073 break;
1074 case WINED3D_DATA_RESOURCE:
1075 case WINED3D_DATA_SAMPLER:
1076 case WINED3D_DATA_UINT:
1077 TRACE("%u", reg->immconst_data[0]);
1078 break;
1079 default:
1080 TRACE("<unhandled data type %#x>", reg->data_type);
1081 break;
1083 break;
1085 case WINED3D_IMMCONST_VEC4:
1086 switch (reg->data_type)
1088 case WINED3D_DATA_FLOAT:
1089 TRACE("%.8e, %.8e, %.8e, %.8e",
1090 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1091 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1092 break;
1093 case WINED3D_DATA_INT:
1094 TRACE("%d, %d, %d, %d",
1095 reg->immconst_data[0], reg->immconst_data[1],
1096 reg->immconst_data[2], reg->immconst_data[3]);
1097 break;
1098 case WINED3D_DATA_RESOURCE:
1099 case WINED3D_DATA_SAMPLER:
1100 case WINED3D_DATA_UINT:
1101 TRACE("%u, %u, %u, %u",
1102 reg->immconst_data[0], reg->immconst_data[1],
1103 reg->immconst_data[2], reg->immconst_data[3]);
1104 break;
1105 default:
1106 TRACE("<unhandled data type %#x>", reg->data_type);
1107 break;
1109 break;
1111 default:
1112 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1113 break;
1115 TRACE(")");
1117 else if (reg->type != WINED3DSPR_RASTOUT
1118 && reg->type != WINED3DSPR_MISCTYPE
1119 && reg->type != WINED3DSPR_NULL)
1121 if (offset != ~0U)
1123 TRACE("[");
1124 if (reg->idx[0].rel_addr)
1126 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1127 TRACE(" + ");
1129 TRACE("%u]", offset);
1131 if (reg->idx[1].offset != ~0U)
1133 TRACE("[");
1134 if (reg->idx[1].rel_addr)
1136 shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1137 TRACE(" + ");
1139 TRACE("%u]", reg->idx[1].offset);
1145 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1146 const struct wined3d_shader_version *shader_version)
1148 DWORD write_mask = param->write_mask;
1150 shader_dump_register(&param->reg, shader_version);
1152 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1154 static const char write_mask_chars[] = "xyzw";
1156 TRACE(".");
1157 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1158 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1159 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1160 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1164 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1165 const struct wined3d_shader_version *shader_version)
1167 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1168 DWORD swizzle = param->swizzle;
1170 if (src_modifier == WINED3DSPSM_NEG
1171 || src_modifier == WINED3DSPSM_BIASNEG
1172 || src_modifier == WINED3DSPSM_SIGNNEG
1173 || src_modifier == WINED3DSPSM_X2NEG
1174 || src_modifier == WINED3DSPSM_ABSNEG)
1175 TRACE("-");
1176 else if (src_modifier == WINED3DSPSM_COMP)
1177 TRACE("1-");
1178 else if (src_modifier == WINED3DSPSM_NOT)
1179 TRACE("!");
1181 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1182 TRACE("abs(");
1184 shader_dump_register(&param->reg, shader_version);
1186 if (src_modifier)
1188 switch (src_modifier)
1190 case WINED3DSPSM_NONE: break;
1191 case WINED3DSPSM_NEG: break;
1192 case WINED3DSPSM_NOT: break;
1193 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1194 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1195 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1196 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1197 case WINED3DSPSM_COMP: break;
1198 case WINED3DSPSM_X2: TRACE("_x2"); break;
1199 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1200 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1201 case WINED3DSPSM_DW: TRACE("_dw"); break;
1202 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1203 case WINED3DSPSM_ABS: TRACE(")"); break;
1204 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1208 if (swizzle != WINED3DSP_NOSWIZZLE)
1210 static const char swizzle_chars[] = "xyzw";
1211 DWORD swizzle_x = swizzle & 0x03;
1212 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1213 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1214 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1216 if (swizzle_x == swizzle_y
1217 && swizzle_x == swizzle_z
1218 && swizzle_x == swizzle_w)
1220 TRACE(".%c", swizzle_chars[swizzle_x]);
1222 else
1224 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1225 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1230 /* Shared code in order to generate the bulk of the shader string.
1231 * NOTE: A description of how to parse tokens can be found on MSDN. */
1232 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1233 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1235 struct wined3d_device *device = shader->device;
1236 const struct wined3d_shader_frontend *fe = shader->frontend;
1237 void *fe_data = shader->frontend_data;
1238 struct wined3d_shader_version shader_version;
1239 struct wined3d_shader_loop_state loop_state;
1240 struct wined3d_shader_instruction ins;
1241 struct wined3d_shader_tex_mx tex_mx;
1242 struct wined3d_shader_context ctx;
1243 const DWORD *ptr = byte_code;
1245 /* Initialize current parsing state. */
1246 tex_mx.current_row = 0;
1247 loop_state.current_depth = 0;
1248 loop_state.current_reg = 0;
1250 ctx.shader = shader;
1251 ctx.gl_info = &device->adapter->gl_info;
1252 ctx.reg_maps = reg_maps;
1253 ctx.buffer = buffer;
1254 ctx.tex_mx = &tex_mx;
1255 ctx.loop_state = &loop_state;
1256 ctx.backend_data = backend_ctx;
1257 ins.ctx = &ctx;
1259 fe->shader_read_header(fe_data, &ptr, &shader_version);
1261 while (!fe->shader_is_end(fe_data, &ptr))
1263 /* Read opcode. */
1264 fe->shader_read_instruction(fe_data, &ptr, &ins);
1266 /* Unknown opcode and its parameters. */
1267 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1269 TRACE("Skipping unrecognized instruction.\n");
1270 continue;
1273 if (ins.predicate)
1274 FIXME("Predicates not implemented.\n");
1276 /* Call appropriate function for output target */
1277 device->shader_backend->shader_handle_instruction(&ins);
1281 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1283 DWORD mmask = dst->modifiers;
1285 switch (dst->shift)
1287 case 0: break;
1288 case 13: TRACE("_d8"); break;
1289 case 14: TRACE("_d4"); break;
1290 case 15: TRACE("_d2"); break;
1291 case 1: TRACE("_x2"); break;
1292 case 2: TRACE("_x4"); break;
1293 case 3: TRACE("_x8"); break;
1294 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1297 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1298 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1299 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1301 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1302 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1305 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1307 switch (primitive_type)
1309 case WINED3D_PT_UNDEFINED:
1310 TRACE("undefined");
1311 break;
1312 case WINED3D_PT_POINTLIST:
1313 TRACE("pointlist");
1314 break;
1315 case WINED3D_PT_LINELIST:
1316 TRACE("linelist");
1317 break;
1318 case WINED3D_PT_LINESTRIP:
1319 TRACE("linestrip");
1320 break;
1321 case WINED3D_PT_TRIANGLELIST:
1322 TRACE("trianglelist");
1323 break;
1324 case WINED3D_PT_TRIANGLESTRIP:
1325 TRACE("trianglestrip");
1326 break;
1327 case WINED3D_PT_TRIANGLEFAN:
1328 TRACE("trianglefan");
1329 break;
1330 case WINED3D_PT_LINELIST_ADJ:
1331 TRACE("linelist_adj");
1332 break;
1333 case WINED3D_PT_LINESTRIP_ADJ:
1334 TRACE("linestrip_adj");
1335 break;
1336 case WINED3D_PT_TRIANGLELIST_ADJ:
1337 TRACE("trianglelist_adj");
1338 break;
1339 case WINED3D_PT_TRIANGLESTRIP_ADJ:
1340 TRACE("trianglestrip_adj");
1341 break;
1342 default:
1343 TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1344 break;
1348 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1350 struct wined3d_shader_version shader_version;
1351 const DWORD *ptr = byte_code;
1352 const char *type_prefix;
1353 DWORD i;
1355 TRACE("Parsing %p.\n", byte_code);
1357 fe->shader_read_header(fe_data, &ptr, &shader_version);
1359 switch (shader_version.type)
1361 case WINED3D_SHADER_TYPE_VERTEX:
1362 type_prefix = "vs";
1363 break;
1365 case WINED3D_SHADER_TYPE_GEOMETRY:
1366 type_prefix = "gs";
1367 break;
1369 case WINED3D_SHADER_TYPE_PIXEL:
1370 type_prefix = "ps";
1371 break;
1373 default:
1374 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1375 type_prefix = "unknown";
1376 break;
1379 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1381 while (!fe->shader_is_end(fe_data, &ptr))
1383 struct wined3d_shader_instruction ins;
1385 fe->shader_read_instruction(fe_data, &ptr, &ins);
1386 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1388 TRACE("Skipping unrecognized instruction.\n");
1389 continue;
1392 if (ins.handler_idx == WINED3DSIH_DCL)
1394 shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1395 shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1396 TRACE(" ");
1397 shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1399 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1401 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1402 shader_dump_src_param(&ins.declaration.src, &shader_version);
1403 TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1405 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1406 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1408 TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1409 shader_dump_primitive_type(ins.declaration.primitive_type);
1411 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1413 TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1415 else if (ins.handler_idx == WINED3DSIH_DEF)
1417 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1418 ins.dst[0].reg.idx[0].offset),
1419 *(const float *)&ins.src[0].reg.immconst_data[0],
1420 *(const float *)&ins.src[0].reg.immconst_data[1],
1421 *(const float *)&ins.src[0].reg.immconst_data[2],
1422 *(const float *)&ins.src[0].reg.immconst_data[3]);
1424 else if (ins.handler_idx == WINED3DSIH_DEFI)
1426 TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1427 ins.src[0].reg.immconst_data[0],
1428 ins.src[0].reg.immconst_data[1],
1429 ins.src[0].reg.immconst_data[2],
1430 ins.src[0].reg.immconst_data[3]);
1432 else if (ins.handler_idx == WINED3DSIH_DEFB)
1434 TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1436 else
1438 if (ins.predicate)
1440 TRACE("(");
1441 shader_dump_src_param(ins.predicate, &shader_version);
1442 TRACE(") ");
1445 /* PixWin marks instructions with the coissue flag with a '+' */
1446 if (ins.coissue) TRACE("+");
1448 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1450 if (ins.handler_idx == WINED3DSIH_IFC
1451 || ins.handler_idx == WINED3DSIH_BREAKC)
1453 switch (ins.flags)
1455 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1456 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1457 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1458 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1459 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1460 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1461 default: TRACE("_(%u)", ins.flags);
1464 else if (ins.handler_idx == WINED3DSIH_TEX
1465 && shader_version.major >= 2
1466 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1468 TRACE("p");
1471 for (i = 0; i < ins.dst_count; ++i)
1473 shader_dump_ins_modifiers(&ins.dst[i]);
1474 TRACE(!i ? " " : ", ");
1475 shader_dump_dst_param(&ins.dst[i], &shader_version);
1478 /* Other source tokens */
1479 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1481 TRACE(!i ? " " : ", ");
1482 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1485 TRACE("\n");
1489 static void shader_cleanup(struct wined3d_shader *shader)
1491 shader->device->shader_backend->shader_destroy(shader);
1492 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1493 HeapFree(GetProcessHeap(), 0, shader->function);
1494 shader_delete_constant_list(&shader->constantsF);
1495 shader_delete_constant_list(&shader->constantsB);
1496 shader_delete_constant_list(&shader->constantsI);
1497 list_remove(&shader->shader_list_entry);
1499 if (shader->frontend && shader->frontend_data)
1500 shader->frontend->shader_free(shader->frontend_data);
1503 struct shader_none_priv
1505 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1506 const struct fragment_pipeline *fragment_pipe;
1507 BOOL ffp_proj_control;
1510 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1511 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1512 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1513 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1514 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1515 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1516 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
1517 const struct wined3d_state *state) {}
1518 static void shader_none_destroy(struct wined3d_shader *shader) {}
1519 static void shader_none_free_context_data(struct wined3d_context *context) {}
1521 /* Context activation is done by the caller. */
1522 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
1523 const struct wined3d_state *state)
1525 const struct wined3d_gl_info *gl_info = context->gl_info;
1526 struct shader_none_priv *priv = shader_priv;
1528 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
1529 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
1532 /* Context activation is done by the caller. */
1533 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
1535 struct shader_none_priv *priv = shader_priv;
1536 const struct wined3d_gl_info *gl_info = context->gl_info;
1538 priv->vertex_pipe->vp_enable(gl_info, FALSE);
1539 priv->fragment_pipe->enable_extension(gl_info, FALSE);
1541 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1542 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1543 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1546 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1547 const struct fragment_pipeline *fragment_pipe)
1549 struct fragment_caps fragment_caps;
1550 void *vertex_priv, *fragment_priv;
1551 struct shader_none_priv *priv;
1553 if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1554 return E_OUTOFMEMORY;
1556 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
1558 ERR("Failed to initialize vertex pipe.\n");
1559 HeapFree(GetProcessHeap(), 0, priv);
1560 return E_FAIL;
1563 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1565 ERR("Failed to initialize fragment pipe.\n");
1566 vertex_pipe->vp_free(device);
1567 HeapFree(GetProcessHeap(), 0, priv);
1568 return E_FAIL;
1571 priv->vertex_pipe = vertex_pipe;
1572 priv->fragment_pipe = fragment_pipe;
1573 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1574 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1576 device->vertex_priv = vertex_priv;
1577 device->fragment_priv = fragment_priv;
1578 device->shader_priv = priv;
1580 return WINED3D_OK;
1583 static void shader_none_free(struct wined3d_device *device)
1585 struct shader_none_priv *priv = device->shader_priv;
1587 priv->fragment_pipe->free_private(device);
1588 priv->vertex_pipe->vp_free(device);
1589 HeapFree(GetProcessHeap(), 0, priv);
1592 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
1594 return TRUE;
1597 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1599 /* Set the shader caps to 0 for the none shader backend */
1600 caps->vs_version = 0;
1601 caps->gs_version = 0;
1602 caps->ps_version = 0;
1603 caps->vs_uniform_count = 0;
1604 caps->ps_uniform_count = 0;
1605 caps->ps_1x_max_value = 0.0f;
1606 caps->wined3d_caps = 0;
1609 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1611 /* We "support" every possible fixup, since we don't support any shader
1612 * model, and will never have to actually sample a texture. */
1613 return TRUE;
1616 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
1618 struct shader_none_priv *priv = shader_priv;
1620 return priv->ffp_proj_control;
1623 const struct wined3d_shader_backend_ops none_shader_backend =
1625 shader_none_handle_instruction,
1626 shader_none_select,
1627 shader_none_disable,
1628 shader_none_select_depth_blt,
1629 shader_none_deselect_depth_blt,
1630 shader_none_update_float_vertex_constants,
1631 shader_none_update_float_pixel_constants,
1632 shader_none_load_constants,
1633 shader_none_destroy,
1634 shader_none_alloc,
1635 shader_none_free,
1636 shader_none_allocate_context_data,
1637 shader_none_free_context_data,
1638 shader_none_get_caps,
1639 shader_none_color_fixup_supported,
1640 shader_none_has_ffp_proj_control,
1643 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1644 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1645 enum wined3d_shader_type type, unsigned int max_version)
1647 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1648 const struct wined3d_shader_frontend *fe;
1649 HRESULT hr;
1650 unsigned int backend_version;
1651 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
1653 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1654 shader, byte_code, output_signature, float_const_count);
1656 fe = shader_select_frontend(*byte_code);
1657 if (!fe)
1659 FIXME("Unable to find frontend for shader.\n");
1660 return WINED3DERR_INVALIDCALL;
1662 shader->frontend = fe;
1663 shader->frontend_data = fe->shader_init(byte_code, output_signature);
1664 if (!shader->frontend_data)
1666 FIXME("Failed to initialize frontend.\n");
1667 return WINED3DERR_INVALIDCALL;
1670 /* First pass: trace shader. */
1671 if (TRACE_ON(d3d_shader))
1672 shader_trace_init(fe, shader->frontend_data, byte_code);
1674 /* Initialize immediate constant lists. */
1675 list_init(&shader->constantsF);
1676 list_init(&shader->constantsB);
1677 list_init(&shader->constantsI);
1678 shader->lconst_inf_or_nan = FALSE;
1680 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1681 hr = shader_get_registers_used(shader, fe,
1682 reg_maps, shader->input_signature, shader->output_signature,
1683 byte_code, float_const_count);
1684 if (FAILED(hr)) return hr;
1686 if (reg_maps->shader_version.type != type)
1688 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1689 return WINED3DERR_INVALIDCALL;
1691 if (reg_maps->shader_version.major > max_version)
1693 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1694 return WINED3DERR_INVALIDCALL;
1696 switch (type)
1698 case WINED3D_SHADER_TYPE_VERTEX:
1699 backend_version = d3d_info->limits.vs_version;
1700 break;
1701 case WINED3D_SHADER_TYPE_GEOMETRY:
1702 backend_version = d3d_info->limits.gs_version;
1703 break;
1704 case WINED3D_SHADER_TYPE_PIXEL:
1705 backend_version = d3d_info->limits.ps_version;
1706 break;
1707 default:
1708 FIXME("No backend version-checking for this shader type\n");
1709 backend_version = 0;
1711 if (reg_maps->shader_version.major > backend_version)
1713 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1714 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1715 return WINED3DERR_INVALIDCALL;
1718 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1719 if (!shader->function)
1720 return E_OUTOFMEMORY;
1721 memcpy(shader->function, byte_code, shader->functionLength);
1723 return WINED3D_OK;
1726 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1728 ULONG refcount = InterlockedIncrement(&shader->ref);
1730 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1732 return refcount;
1735 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1737 ULONG refcount = InterlockedDecrement(&shader->ref);
1739 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1741 if (!refcount)
1743 shader_cleanup(shader);
1744 shader->parent_ops->wined3d_object_destroyed(shader->parent);
1745 HeapFree(GetProcessHeap(), 0, shader);
1748 return refcount;
1751 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1753 TRACE("shader %p.\n", shader);
1755 return shader->parent;
1758 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1759 void *byte_code, UINT *byte_code_size)
1761 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1763 if (!byte_code)
1765 *byte_code_size = shader->functionLength;
1766 return WINED3D_OK;
1769 if (*byte_code_size < shader->functionLength)
1771 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1772 * than the required size we should write the required size and
1773 * return D3DERR_MOREDATA. That's not actually true. */
1774 return WINED3DERR_INVALIDCALL;
1777 memcpy(byte_code, shader->function, shader->functionLength);
1779 return WINED3D_OK;
1782 /* Set local constants for d3d8 shaders. */
1783 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1784 UINT start_idx, const float *src_data, UINT count)
1786 UINT end_idx = start_idx + count;
1787 UINT i;
1789 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1791 if (end_idx > shader->limits.constant_float)
1793 WARN("end_idx %u > float constants limit %u.\n",
1794 end_idx, shader->limits.constant_float);
1795 end_idx = shader->limits.constant_float;
1798 for (i = start_idx; i < end_idx; ++i)
1800 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1801 float *value;
1802 if (!lconst)
1803 return E_OUTOFMEMORY;
1805 lconst->idx = i;
1806 value = (float *)lconst->value;
1807 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1808 list_add_head(&shader->constantsF, &lconst->entry);
1810 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1811 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1813 shader->lconst_inf_or_nan = TRUE;
1817 return WINED3D_OK;
1820 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
1821 WORD swizzle_map, struct vs_compile_args *args)
1823 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1824 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1825 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1826 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1827 args->swizzle_map = swizzle_map;
1830 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1832 if (usage_idx1 != usage_idx2)
1833 return FALSE;
1834 if (usage1 == usage2)
1835 return TRUE;
1836 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1837 return TRUE;
1838 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1839 return TRUE;
1841 return FALSE;
1844 BOOL vshader_get_input(const struct wined3d_shader *shader,
1845 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1847 WORD map = shader->reg_maps.input_registers;
1848 unsigned int i;
1850 for (i = 0; map; map >>= 1, ++i)
1852 if (!(map & 1)) continue;
1854 if (match_usage(shader->u.vs.attributes[i].usage,
1855 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1857 *regnum = i;
1858 return TRUE;
1861 return FALSE;
1864 static void vertexshader_set_limits(struct wined3d_shader *shader)
1866 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1867 shader->reg_maps.shader_version.minor);
1868 struct wined3d_device *device = shader->device;
1869 const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
1871 shader->limits.packed_input = 0;
1873 switch (shader_version)
1875 case WINED3D_SHADER_VERSION(1, 0):
1876 case WINED3D_SHADER_VERSION(1, 1):
1877 shader->limits.constant_bool = 0;
1878 shader->limits.constant_int = 0;
1879 shader->limits.packed_output = 12;
1880 shader->limits.sampler = 0;
1881 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1882 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1883 * constants? */
1884 shader->limits.constant_float = min(256, vs_uniform_count);
1885 break;
1887 case WINED3D_SHADER_VERSION(2, 0):
1888 case WINED3D_SHADER_VERSION(2, 1):
1889 shader->limits.constant_bool = 16;
1890 shader->limits.constant_int = 16;
1891 shader->limits.packed_output = 12;
1892 shader->limits.sampler = 0;
1893 shader->limits.constant_float = min(256, vs_uniform_count);
1894 break;
1896 case WINED3D_SHADER_VERSION(3, 0):
1897 shader->limits.constant_bool = 16;
1898 shader->limits.constant_int = 16;
1899 shader->limits.packed_output = 12;
1900 shader->limits.sampler = 4;
1901 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1902 * even though they are capable of supporting much more (GL
1903 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1904 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1905 * shaders to 256. */
1906 shader->limits.constant_float = min(256, vs_uniform_count);
1907 break;
1909 case WINED3D_SHADER_VERSION(4, 0):
1910 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1911 shader->limits.constant_int = 0;
1912 shader->limits.constant_float = 0;
1913 shader->limits.constant_bool = 0;
1914 shader->limits.packed_output = 16;
1915 shader->limits.packed_input = 0;
1916 break;
1918 default:
1919 shader->limits.constant_bool = 16;
1920 shader->limits.constant_int = 16;
1921 shader->limits.packed_output = 12;
1922 shader->limits.sampler = 0;
1923 shader->limits.constant_float = min(256, vs_uniform_count);
1924 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1925 shader->reg_maps.shader_version.major,
1926 shader->reg_maps.shader_version.minor);
1930 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1931 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1932 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1934 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1935 unsigned int i;
1936 HRESULT hr;
1937 WORD map;
1938 const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
1940 if (!byte_code) return WINED3DERR_INVALIDCALL;
1942 shader_init(shader, device, parent, parent_ops);
1943 hr = shader_set_function(shader, byte_code, output_signature, vs_uniform_count,
1944 WINED3D_SHADER_TYPE_VERTEX, max_version);
1945 if (FAILED(hr))
1947 WARN("Failed to set function, hr %#x.\n", hr);
1948 shader_cleanup(shader);
1949 return hr;
1952 map = reg_maps->input_registers;
1953 for (i = 0; map; map >>= 1, ++i)
1955 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1956 continue;
1958 shader->u.vs.attributes[i].usage =
1959 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1960 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1963 if (output_signature)
1965 for (i = 0; i < output_signature->element_count; ++i)
1967 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1968 reg_maps->output_registers |= 1 << e->register_idx;
1969 shader->output_signature[e->register_idx] = *e;
1973 vertexshader_set_limits(shader);
1975 shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
1976 shader->lconst_inf_or_nan;
1978 return WINED3D_OK;
1981 static void geometryshader_set_limits(struct wined3d_shader *shader)
1983 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1984 shader->reg_maps.shader_version.minor);
1986 switch (shader_version)
1988 case WINED3D_SHADER_VERSION(4, 0):
1989 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1990 shader->limits.constant_int = 0;
1991 shader->limits.constant_float = 0;
1992 shader->limits.constant_bool = 0;
1993 shader->limits.packed_output = 32;
1994 shader->limits.packed_input = 16;
1995 break;
1997 default:
1998 memset(&shader->limits, 0, sizeof(shader->limits));
1999 FIXME("Unhandled geometry shader version \"%u.%u\".\n",
2000 shader->reg_maps.shader_version.major,
2001 shader->reg_maps.shader_version.minor);
2005 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2006 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2007 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2009 HRESULT hr;
2011 shader_init(shader, device, parent, parent_ops);
2012 hr = shader_set_function(shader, byte_code, output_signature, 0,
2013 WINED3D_SHADER_TYPE_GEOMETRY, max_version);
2014 if (FAILED(hr))
2016 WARN("Failed to set function, hr %#x.\n", hr);
2017 shader_cleanup(shader);
2018 return hr;
2021 geometryshader_set_limits(shader);
2023 shader->load_local_constsF = shader->lconst_inf_or_nan;
2025 return WINED3D_OK;
2028 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2029 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
2031 const struct wined3d_texture *texture;
2032 UINT i;
2034 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2035 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
2037 const struct wined3d_surface *rt = state->fb->render_targets[0];
2038 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
2040 static unsigned int warned = 0;
2042 args->srgb_correction = 1;
2043 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
2044 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2045 "support, expect rendering artifacts.\n");
2049 if (shader->reg_maps.shader_version.major == 1
2050 && shader->reg_maps.shader_version.minor <= 3)
2052 for (i = 0; i < shader->limits.sampler; ++i)
2054 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
2056 if (flags & WINED3D_TTFF_PROJECTED)
2058 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
2060 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
2062 unsigned int j;
2063 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
2064 DWORD max_valid = WINED3D_TTFF_COUNT4;
2065 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
2067 for (j = 0; j < state->vertex_declaration->element_count; ++j)
2069 struct wined3d_vertex_declaration_element *element =
2070 &state->vertex_declaration->elements[j];
2072 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2073 && element->usage_idx == index)
2075 max_valid = element->format->component_count;
2076 break;
2079 if (!tex_transform || tex_transform > max_valid)
2081 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2082 tex_transform, max_valid);
2083 tex_transform = max_valid;
2085 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
2086 || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
2087 || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
2088 tex_transform |= WINED3D_PSARGS_PROJECTED;
2089 else
2091 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2092 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2093 i, tex_transform, sampler_type);
2096 else
2097 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2099 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2103 if (shader->reg_maps.shader_version.major == 1
2104 && shader->reg_maps.shader_version.minor <= 4)
2106 for (i = 0; i < shader->limits.sampler; ++i)
2108 const struct wined3d_texture *texture = state->textures[i];
2110 if (!shader->reg_maps.sampler_type[i])
2111 continue;
2113 /* Treat unbound textures as 2D. The dummy texture will provide
2114 * the proper sample value. The tex_types bitmap defaults to
2115 * 2D because of the memset. */
2116 if (!texture)
2117 continue;
2119 switch (texture->target)
2121 /* RECT textures are distinguished from 2D textures via np2_fixup */
2122 case GL_TEXTURE_RECTANGLE_ARB:
2123 case GL_TEXTURE_2D:
2124 break;
2126 case GL_TEXTURE_3D:
2127 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2128 break;
2130 case GL_TEXTURE_CUBE_MAP_ARB:
2131 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
2132 break;
2137 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2139 if (!shader->reg_maps.sampler_type[i])
2140 continue;
2142 texture = state->textures[i];
2143 if (!texture)
2145 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2146 continue;
2148 args->color_fixup[i] = texture->resource.format->color_fixup;
2150 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2151 args->shadow |= 1 << i;
2153 /* Flag samplers that need NP2 texcoord fixup. */
2154 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2155 args->np2_fixup |= (1 << i);
2157 if (shader->reg_maps.shader_version.major >= 3)
2159 if (position_transformed)
2160 args->vp_mode = pretransformed;
2161 else if (use_vs(state))
2162 args->vp_mode = vertexshader;
2163 else
2164 args->vp_mode = fixedfunction;
2165 args->fog = WINED3D_FFP_PS_FOG_OFF;
2167 else
2169 args->vp_mode = vertexshader;
2170 if (state->render_states[WINED3D_RS_FOGENABLE])
2172 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2174 case WINED3D_FOG_NONE:
2175 if (position_transformed || use_vs(state))
2177 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
2178 break;
2181 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2183 case WINED3D_FOG_NONE: /* Fall through. */
2184 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2185 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2186 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2188 break;
2190 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
2191 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
2192 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
2195 else
2197 args->fog = WINED3D_FFP_PS_FOG_OFF;
2202 static void pixelshader_set_limits(struct wined3d_shader *shader)
2204 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2205 shader->reg_maps.shader_version.minor);
2207 shader->limits.packed_output = 0;
2209 switch (shader_version)
2211 case WINED3D_SHADER_VERSION(1, 0):
2212 case WINED3D_SHADER_VERSION(1, 1):
2213 case WINED3D_SHADER_VERSION(1, 2):
2214 case WINED3D_SHADER_VERSION(1, 3):
2215 shader->limits.constant_float = 8;
2216 shader->limits.constant_int = 0;
2217 shader->limits.constant_bool = 0;
2218 shader->limits.sampler = 4;
2219 shader->limits.packed_input = 0;
2220 break;
2222 case WINED3D_SHADER_VERSION(1, 4):
2223 shader->limits.constant_float = 8;
2224 shader->limits.constant_int = 0;
2225 shader->limits.constant_bool = 0;
2226 shader->limits.sampler = 6;
2227 shader->limits.packed_input = 0;
2228 break;
2230 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2231 case WINED3D_SHADER_VERSION(2, 0):
2232 shader->limits.constant_float = 32;
2233 shader->limits.constant_int = 16;
2234 shader->limits.constant_bool = 16;
2235 shader->limits.sampler = 16;
2236 shader->limits.packed_input = 0;
2237 break;
2239 case WINED3D_SHADER_VERSION(2, 1):
2240 shader->limits.constant_float = 32;
2241 shader->limits.constant_int = 16;
2242 shader->limits.constant_bool = 16;
2243 shader->limits.sampler = 16;
2244 shader->limits.packed_input = 0;
2245 break;
2247 case WINED3D_SHADER_VERSION(3, 0):
2248 shader->limits.constant_float = 224;
2249 shader->limits.constant_int = 16;
2250 shader->limits.constant_bool = 16;
2251 shader->limits.sampler = 16;
2252 shader->limits.packed_input = 12;
2253 break;
2255 case WINED3D_SHADER_VERSION(4, 0):
2256 shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2257 shader->limits.constant_int = 0;
2258 shader->limits.constant_float = 0;
2259 shader->limits.constant_bool = 0;
2260 shader->limits.packed_input = 32;
2261 break;
2263 default:
2264 shader->limits.constant_float = 32;
2265 shader->limits.constant_int = 16;
2266 shader->limits.constant_bool = 16;
2267 shader->limits.sampler = 16;
2268 shader->limits.packed_input = 0;
2269 FIXME("Unrecognized pixel shader version %u.%u\n",
2270 shader->reg_maps.shader_version.major,
2271 shader->reg_maps.shader_version.minor);
2275 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2276 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2277 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2279 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2280 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2281 HRESULT hr;
2282 const DWORD ps_uniform_count = device->adapter->d3d_info.limits.ps_uniform_count;
2284 if (!byte_code) return WINED3DERR_INVALIDCALL;
2286 shader_init(shader, device, parent, parent_ops);
2287 hr = shader_set_function(shader, byte_code, output_signature, ps_uniform_count,
2288 WINED3D_SHADER_TYPE_PIXEL, max_version);
2289 if (FAILED(hr))
2291 WARN("Failed to set function, hr %#x.\n", hr);
2292 shader_cleanup(shader);
2293 return hr;
2296 pixelshader_set_limits(shader);
2298 for (i = 0; i < MAX_REG_INPUT; ++i)
2300 if (shader->u.ps.input_reg_used[i])
2302 ++num_regs_used;
2303 highest_reg_used = i;
2307 /* Don't do any register mapping magic if it is not needed, or if we can't
2308 * achieve anything anyway */
2309 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2310 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2312 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2314 /* This happens with relative addressing. The input mapper function
2315 * warns about this if the higher registers are declared too, so
2316 * don't write a FIXME here */
2317 WARN("More varying registers used than supported\n");
2320 for (i = 0; i < MAX_REG_INPUT; ++i)
2322 shader->u.ps.input_reg_map[i] = i;
2325 shader->u.ps.declared_in_count = highest_reg_used + 1;
2327 else
2329 shader->u.ps.declared_in_count = 0;
2330 for (i = 0; i < MAX_REG_INPUT; ++i)
2332 if (shader->u.ps.input_reg_used[i])
2333 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2334 else shader->u.ps.input_reg_map[i] = ~0U;
2338 shader->load_local_constsF = shader->lconst_inf_or_nan;
2340 return WINED3D_OK;
2343 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
2345 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2346 enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2347 unsigned int i;
2349 if (reg_maps->shader_version.major != 1) return;
2351 for (i = 0; i < shader->limits.sampler; ++i)
2353 /* We don't sample from this sampler. */
2354 if (!sampler_type[i]) continue;
2356 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
2358 case WINED3D_SHADER_TEX_2D:
2359 sampler_type[i] = WINED3DSTT_2D;
2360 break;
2362 case WINED3D_SHADER_TEX_3D:
2363 sampler_type[i] = WINED3DSTT_VOLUME;
2364 break;
2366 case WINED3D_SHADER_TEX_CUBE:
2367 sampler_type[i] = WINED3DSTT_CUBE;
2368 break;
2373 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2374 const struct wined3d_shader_signature *output_signature, void *parent,
2375 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2377 struct wined3d_shader *object;
2378 HRESULT hr;
2380 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2381 device, byte_code, output_signature, parent, parent_ops, shader);
2383 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2384 if (!object)
2385 return E_OUTOFMEMORY;
2387 hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2388 if (FAILED(hr))
2390 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2391 HeapFree(GetProcessHeap(), 0, object);
2392 return hr;
2395 TRACE("Created geometry shader %p.\n", object);
2396 *shader = object;
2398 return WINED3D_OK;
2401 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2402 const struct wined3d_shader_signature *output_signature, void *parent,
2403 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2405 struct wined3d_shader *object;
2406 HRESULT hr;
2408 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2409 device, byte_code, output_signature, parent, parent_ops, shader);
2411 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2412 if (!object)
2413 return E_OUTOFMEMORY;
2415 hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2416 if (FAILED(hr))
2418 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2419 HeapFree(GetProcessHeap(), 0, object);
2420 return hr;
2423 TRACE("Created pixel shader %p.\n", object);
2424 *shader = object;
2426 return WINED3D_OK;
2429 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2430 const struct wined3d_shader_signature *output_signature, void *parent,
2431 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2433 struct wined3d_shader *object;
2434 HRESULT hr;
2436 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2437 device, byte_code, output_signature, parent, parent_ops, shader);
2439 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2440 if (!object)
2441 return E_OUTOFMEMORY;
2443 hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2444 if (FAILED(hr))
2446 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2447 HeapFree(GetProcessHeap(), 0, object);
2448 return hr;
2451 TRACE("Created vertex shader %p.\n", object);
2452 *shader = object;
2454 return WINED3D_OK;