2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BREAK */ "break",
48 /* WINED3DSIH_BREAKC */ "breakc",
49 /* WINED3DSIH_BREAKP */ "breakp",
50 /* WINED3DSIH_CALL */ "call",
51 /* WINED3DSIH_CALLNZ */ "callnz",
52 /* WINED3DSIH_CMP */ "cmp",
53 /* WINED3DSIH_CND */ "cnd",
54 /* WINED3DSIH_CRS */ "crs",
55 /* WINED3DSIH_CUT */ "cut",
56 /* WINED3DSIH_DCL */ "dcl",
57 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
58 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
59 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
60 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
61 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
62 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
63 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
64 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
65 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
66 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
67 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
68 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
69 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
70 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
71 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
72 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
73 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
74 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
75 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
76 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
77 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
78 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
79 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
80 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
81 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
82 /* WINED3DSIH_DEF */ "def",
83 /* WINED3DSIH_DEFB */ "defb",
84 /* WINED3DSIH_DEFI */ "defi",
85 /* WINED3DSIH_DIV */ "div",
86 /* WINED3DSIH_DP2 */ "dp2",
87 /* WINED3DSIH_DP2ADD */ "dp2add",
88 /* WINED3DSIH_DP3 */ "dp3",
89 /* WINED3DSIH_DP4 */ "dp4",
90 /* WINED3DSIH_DST */ "dst",
91 /* WINED3DSIH_DSX */ "dsx",
92 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
93 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
94 /* WINED3DSIH_DSY */ "dsy",
95 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
96 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
97 /* WINED3DSIH_ELSE */ "else",
98 /* WINED3DSIH_EMIT */ "emit",
99 /* WINED3DSIH_ENDIF */ "endif",
100 /* WINED3DSIH_ENDLOOP */ "endloop",
101 /* WINED3DSIH_ENDREP */ "endrep",
102 /* WINED3DSIH_EQ */ "eq",
103 /* WINED3DSIH_EXP */ "exp",
104 /* WINED3DSIH_EXPP */ "expp",
105 /* WINED3DSIH_FRC */ "frc",
106 /* WINED3DSIH_FTOI */ "ftoi",
107 /* WINED3DSIH_FTOU */ "ftou",
108 /* WINED3DSIH_GE */ "ge",
109 /* WINED3DSIH_HS_DECLS */ "hs_decls",
110 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
111 /* WINED3DSIH_IADD */ "iadd",
112 /* WINED3DSIH_IEQ */ "ieq",
113 /* WINED3DSIH_IF */ "if",
114 /* WINED3DSIH_IFC */ "ifc",
115 /* WINED3DSIH_IGE */ "ige",
116 /* WINED3DSIH_ILT */ "ilt",
117 /* WINED3DSIH_IMAD */ "imad",
118 /* WINED3DSIH_IMAX */ "imax",
119 /* WINED3DSIH_IMIN */ "imin",
120 /* WINED3DSIH_IMUL */ "imul",
121 /* WINED3DSIH_INE */ "ine",
122 /* WINED3DSIH_INEG */ "ineg",
123 /* WINED3DSIH_ISHL */ "ishl",
124 /* WINED3DSIH_ITOF */ "itof",
125 /* WINED3DSIH_LABEL */ "label",
126 /* WINED3DSIH_LD */ "ld",
127 /* WINED3DSIH_LD2DMS */ "ld2dms",
128 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
129 /* WINED3DSIH_LIT */ "lit",
130 /* WINED3DSIH_LOG */ "log",
131 /* WINED3DSIH_LOGP */ "logp",
132 /* WINED3DSIH_LOOP */ "loop",
133 /* WINED3DSIH_LRP */ "lrp",
134 /* WINED3DSIH_LT */ "lt",
135 /* WINED3DSIH_M3x2 */ "m3x2",
136 /* WINED3DSIH_M3x3 */ "m3x3",
137 /* WINED3DSIH_M3x4 */ "m3x4",
138 /* WINED3DSIH_M4x3 */ "m4x3",
139 /* WINED3DSIH_M4x4 */ "m4x4",
140 /* WINED3DSIH_MAD */ "mad",
141 /* WINED3DSIH_MAX */ "max",
142 /* WINED3DSIH_MIN */ "min",
143 /* WINED3DSIH_MOV */ "mov",
144 /* WINED3DSIH_MOVA */ "mova",
145 /* WINED3DSIH_MOVC */ "movc",
146 /* WINED3DSIH_MUL */ "mul",
147 /* WINED3DSIH_NE */ "ne",
148 /* WINED3DSIH_NOP */ "nop",
149 /* WINED3DSIH_NOT */ "not",
150 /* WINED3DSIH_NRM */ "nrm",
151 /* WINED3DSIH_OR */ "or",
152 /* WINED3DSIH_PHASE */ "phase",
153 /* WINED3DSIH_POW */ "pow",
154 /* WINED3DSIH_RCP */ "rcp",
155 /* WINED3DSIH_REP */ "rep",
156 /* WINED3DSIH_RESINFO */ "resinfo",
157 /* WINED3DSIH_RET */ "ret",
158 /* WINED3DSIH_ROUND_NI */ "round_ni",
159 /* WINED3DSIH_ROUND_PI */ "round_pi",
160 /* WINED3DSIH_ROUND_Z */ "round_z",
161 /* WINED3DSIH_RSQ */ "rsq",
162 /* WINED3DSIH_SAMPLE */ "sample",
163 /* WINED3DSIH_SAMPLE_B */ "sample_b",
164 /* WINED3DSIH_SAMPLE_C */ "sample_c",
165 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
166 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
167 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
168 /* WINED3DSIH_SETP */ "setp",
169 /* WINED3DSIH_SGE */ "sge",
170 /* WINED3DSIH_SGN */ "sgn",
171 /* WINED3DSIH_SINCOS */ "sincos",
172 /* WINED3DSIH_SLT */ "slt",
173 /* WINED3DSIH_SQRT */ "sqrt",
174 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
175 /* WINED3DSIH_SUB */ "sub",
176 /* WINED3DSIH_TEX */ "texld",
177 /* WINED3DSIH_TEXBEM */ "texbem",
178 /* WINED3DSIH_TEXBEML */ "texbeml",
179 /* WINED3DSIH_TEXCOORD */ "texcrd",
180 /* WINED3DSIH_TEXDEPTH */ "texdepth",
181 /* WINED3DSIH_TEXDP3 */ "texdp3",
182 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
183 /* WINED3DSIH_TEXKILL */ "texkill",
184 /* WINED3DSIH_TEXLDD */ "texldd",
185 /* WINED3DSIH_TEXLDL */ "texldl",
186 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
187 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
188 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
189 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
190 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
191 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
192 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
193 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
194 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
195 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
196 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
197 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
198 /* WINED3DSIH_UDIV */ "udiv",
199 /* WINED3DSIH_UGE */ "uge",
200 /* WINED3DSIH_USHR */ "ushr",
201 /* WINED3DSIH_UTOF */ "utof",
202 /* WINED3DSIH_XOR */ "xor",
205 static const char * const semantic_names
[] =
207 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
208 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
209 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
210 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
211 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
212 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
213 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
214 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
215 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
216 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
217 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
218 /* WINED3D_DECL_USAGE_FOG */ "FOG",
219 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
220 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
225 enum wined3d_sysval_semantic sysval_semantic
;
226 const char *sysval_name
;
228 sysval_semantic_names
[] =
230 {WINED3D_SV_POSITION
, "SV_Position"},
231 {WINED3D_SV_INSTANCE_ID
, "SV_InstanceID"},
232 {WINED3D_SV_PRIMITIVE_ID
, "SV_PrimitiveID"},
233 {WINED3D_SV_IS_FRONT_FACE
, "SV_IsFrontFace"},
234 {WINED3D_SV_SAMPLE_INDEX
, "SV_SampleIndex"},
235 {WINED3D_SV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
236 {WINED3D_SV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
237 {WINED3D_SV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
238 {WINED3D_SV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
239 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
240 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
241 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
242 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
243 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
244 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
245 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
246 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
249 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
250 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
252 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
254 if (handler_idx
>= sizeof(shader_opcode_names
) / sizeof(*shader_opcode_names
))
255 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
257 return shader_opcode_names
[handler_idx
];
260 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
262 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
264 FIXME("Unrecognized usage %#x.\n", usage
);
265 return "UNRECOGNIZED";
268 return semantic_names
[usage
];
271 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
275 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
277 if (!strcmp(name
, semantic_names
[i
])) return i
;
283 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
285 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
288 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
289 const struct wined3d_shader_semantic
*s
)
291 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
292 e
->semantic_idx
= s
->usage_idx
;
293 e
->sysval_semantic
= 0;
294 e
->component_type
= 0;
295 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
296 e
->mask
= s
->reg
.write_mask
;
299 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
300 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
302 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
303 e
->semantic_idx
= usage_idx
;
304 e
->sysval_semantic
= 0;
305 e
->component_type
= 0;
306 e
->register_idx
= reg_idx
;
307 e
->mask
= write_mask
;
310 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
312 switch (version_token
>> 16)
316 return &sm1_shader_frontend
;
323 return &sm4_shader_frontend
;
326 FIXME("Unrecognised version token %#x.\n", version_token
);
331 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
333 buffer
->buffer
[0] = '\0';
334 buffer
->content_size
= 0;
337 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
339 buffer
->buffer_size
= 32;
340 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
342 ERR("Failed to allocate shader buffer memory.\n");
346 string_buffer_clear(buffer
);
350 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
352 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
355 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
358 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
360 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
361 new_buffer_size
*= 2;
362 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
364 ERR("Failed to grow buffer.\n");
365 buffer
->buffer
[buffer
->content_size
] = '\0';
368 buffer
->buffer
= new_buffer
;
369 buffer
->buffer_size
= new_buffer_size
;
373 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
378 rem
= buffer
->buffer_size
- buffer
->content_size
;
379 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
380 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
383 buffer
->content_size
+= rc
;
387 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
394 va_start(args
, format
);
395 ret
= shader_vaddline(buffer
, format
, args
);
399 if (!string_buffer_resize(buffer
, ret
))
404 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
406 struct wined3d_string_buffer
*buffer
;
408 if (list_empty(&list
->list
))
410 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
411 if (!buffer
|| !string_buffer_init(buffer
))
413 ERR("Couldn't allocate buffer for temporary string.\n");
415 HeapFree(GetProcessHeap(), 0, buffer
);
421 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
422 list_remove(&buffer
->entry
);
424 string_buffer_clear(buffer
);
428 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
432 string_buffer_clear(buffer
);
433 return shader_vaddline(buffer
, format
, args
);
436 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
443 va_start(args
, format
);
444 ret
= string_buffer_vsprintf(buffer
, format
, args
);
448 if (!string_buffer_resize(buffer
, ret
))
453 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
457 list_add_head(&list
->list
, &buffer
->entry
);
460 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
462 list_init(&list
->list
);
465 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
467 struct wined3d_string_buffer
*buffer
, *buffer_next
;
469 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
471 string_buffer_free(buffer
);
472 HeapFree(GetProcessHeap(), 0, buffer
);
474 list_init(&list
->list
);
477 /* Convert floating point offset relative to a register file to an absolute
478 * offset for float constants. */
479 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
481 switch (register_type
)
483 case WINED3DSPR_CONST
: return register_idx
;
484 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
485 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
486 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
488 FIXME("Unsupported register type: %u.\n", register_type
);
493 static void shader_delete_constant_list(struct list
*clist
)
495 struct wined3d_shader_lconst
*constant
, *constant_next
;
497 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
498 HeapFree(GetProcessHeap(), 0, constant
);
502 static void shader_set_limits(struct wined3d_shader
*shader
)
504 static const struct limits_entry
506 unsigned int min_version
;
507 unsigned int max_version
;
508 struct wined3d_shader_limits limits
;
512 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
513 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
514 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
515 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
516 * even though they are capable of supporting much more (GL
517 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
518 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
520 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
521 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
522 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
527 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
528 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
532 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
533 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
537 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
538 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
539 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
544 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
545 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
546 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
547 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
548 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
549 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
550 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
553 const struct limits_entry
*limits_array
;
554 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
555 shader
->reg_maps
.shader_version
.minor
);
558 switch (shader
->reg_maps
.shader_version
.type
)
561 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
563 case WINED3D_SHADER_TYPE_VERTEX
:
564 limits_array
= vs_limits
;
566 case WINED3D_SHADER_TYPE_HULL
:
567 limits_array
= hs_limits
;
569 case WINED3D_SHADER_TYPE_DOMAIN
:
570 limits_array
= ds_limits
;
572 case WINED3D_SHADER_TYPE_GEOMETRY
:
573 limits_array
= gs_limits
;
575 case WINED3D_SHADER_TYPE_PIXEL
:
576 limits_array
= ps_limits
;
580 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
582 if (shader_version
<= limits_array
[i
].max_version
)
584 shader
->limits
= &limits_array
[i
].limits
;
591 FIXME("Unexpected shader version \"%u.%u\".\n",
592 shader
->reg_maps
.shader_version
.major
,
593 shader
->reg_maps
.shader_version
.minor
);
594 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
598 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
603 bitmap
[idx
] |= (1u << shift
);
606 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
607 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
611 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
612 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
613 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
615 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
618 case WINED3DSPR_TEMP
:
619 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
622 case WINED3DSPR_INPUT
:
623 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
625 if (reg
->idx
[0].rel_addr
)
627 /* If relative addressing is used, we must assume that all registers
628 * are used. Even if it is a construct like v3[aL], we can't assume
629 * that v0, v1 and v2 aren't read because aL can be negative */
631 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
633 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
638 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
642 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
645 case WINED3DSPR_RASTOUT
:
646 if (reg
->idx
[0].offset
== 1)
648 if (reg
->idx
[0].offset
== 2)
649 reg_maps
->point_size
= 1;
652 case WINED3DSPR_MISCTYPE
:
653 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
655 if (!reg
->idx
[0].offset
)
657 else if (reg
->idx
[0].offset
== 1)
658 reg_maps
->usesfacing
= 1;
662 case WINED3DSPR_CONST
:
663 if (reg
->idx
[0].rel_addr
)
665 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
666 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
667 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
668 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
669 reg_maps
->usesrelconstF
= TRUE
;
673 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
675 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
680 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
685 case WINED3DSPR_CONSTINT
:
686 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
688 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
693 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
697 case WINED3DSPR_CONSTBOOL
:
698 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
700 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
705 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
709 case WINED3DSPR_COLOROUT
:
710 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
714 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
715 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
721 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
722 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
724 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
725 struct wined3d_shader_sampler_map
*map
;
728 map
= ®_maps
->sampler_map
;
729 entries
= map
->entries
;
730 for (i
= 0; i
< map
->count
; ++i
)
732 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
738 if (!(entries
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entries
) * 4)))
740 ERR("Failed to allocate sampler map entries.\n");
744 map
->entries
= entries
;
746 else if (map
->count
== map
->size
)
748 size_t new_size
= map
->size
* 2;
750 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
751 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
753 ERR("Failed to resize sampler map entries.\n");
756 map
->size
= new_size
;
757 map
->entries
= entries
;
760 entry
= &entries
[map
->count
++];
761 entry
->resource_idx
= resource_idx
;
762 entry
->sampler_idx
= sampler_idx
;
763 entry
->bind_idx
= bind_idx
;
766 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
770 case WINED3DSIH_M4x4
:
771 case WINED3DSIH_M3x4
:
772 return param
== 1 ? 3 : 0;
774 case WINED3DSIH_M4x3
:
775 case WINED3DSIH_M3x3
:
776 return param
== 1 ? 2 : 0;
778 case WINED3DSIH_M3x2
:
779 return param
== 1 ? 1 : 0;
786 /* Note that this does not count the loop register as an address register. */
787 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
788 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
789 struct wined3d_shader_signature
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
791 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
792 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
793 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
794 void *fe_data
= shader
->frontend_data
;
795 struct wined3d_shader_version shader_version
;
796 const DWORD
*ptr
= byte_code
;
799 memset(reg_maps
, 0, sizeof(*reg_maps
));
800 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
801 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
802 reg_maps
->min_rel_offset
= ~0U;
804 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
805 reg_maps
->shader_version
= shader_version
;
807 shader_set_limits(shader
);
809 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
810 sizeof(*reg_maps
->constf
) * ((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32));
811 if (!reg_maps
->constf
)
813 ERR("Failed to allocate constant map memory.\n");
814 return E_OUTOFMEMORY
;
817 while (!fe
->shader_is_end(fe_data
, &ptr
))
819 struct wined3d_shader_instruction ins
;
822 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
824 /* Unhandled opcode, and its parameters. */
825 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
827 TRACE("Skipping unrecognized instruction.\n");
831 /* Handle declarations. */
832 if (ins
.handler_idx
== WINED3DSIH_DCL
)
834 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
835 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
837 switch (semantic
->reg
.reg
.type
)
839 /* Mark input registers used. */
840 case WINED3DSPR_INPUT
:
841 if (reg_idx
>= MAX_REG_INPUT
)
843 ERR("Invalid input register index %u.\n", reg_idx
);
846 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
847 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
848 return WINED3DERR_INVALIDCALL
;
849 reg_maps
->input_registers
|= 1u << reg_idx
;
850 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
853 /* Vertex shader: mark 3.0 output registers used, save token. */
854 case WINED3DSPR_OUTPUT
:
855 if (reg_idx
>= MAX_REG_OUTPUT
)
857 ERR("Invalid output register index %u.\n", reg_idx
);
860 reg_maps
->output_registers
|= 1u << reg_idx
;
861 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
862 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
864 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
865 reg_maps
->point_size
= 1;
868 case WINED3DSPR_SAMPLER
:
869 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
870 case WINED3DSPR_RESOURCE
:
871 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
873 ERR("Invalid resource index %u.\n", reg_idx
);
876 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
877 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
881 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
885 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
887 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
888 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
889 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
891 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
893 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
896 FIXME("Multiple immediate constant buffers.\n");
897 reg_maps
->icb
= ins
.declaration
.icb
;
899 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
901 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
902 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
904 FIXME("Invalid instruction %#x for shader type %#x.\n",
905 ins
.handler_idx
, shader_version
.type
);
907 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
909 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
910 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
912 FIXME("Invalid instruction %#x for shader type %#x.\n",
913 ins
.handler_idx
, shader_version
.type
);
915 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
917 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
918 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
920 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
922 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
923 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
925 FIXME("Invalid instruction %#x for shader type %#x.\n",
926 ins
.handler_idx
, shader_version
.type
);
928 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
930 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
932 if (!lconst
) return E_OUTOFMEMORY
;
934 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
935 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
936 value
= (float *)lconst
->value
;
938 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
939 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
941 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
942 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
943 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
944 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
945 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
946 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
947 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
948 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
951 list_add_head(&shader
->constantsF
, &lconst
->entry
);
953 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
954 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
956 shader
->lconst_inf_or_nan
= TRUE
;
959 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
961 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
962 if (!lconst
) return E_OUTOFMEMORY
;
964 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
965 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
967 list_add_head(&shader
->constantsI
, &lconst
->entry
);
968 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
970 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
972 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
973 if (!lconst
) return E_OUTOFMEMORY
;
975 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
976 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, sizeof(DWORD
));
978 list_add_head(&shader
->constantsB
, &lconst
->entry
);
979 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
981 /* For subroutine prototypes. */
982 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
984 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
986 /* Set texture, address, temporary registers. */
989 BOOL color0_mov
= FALSE
;
992 /* This will loop over all the registers and try to
993 * make a bitmask of the ones we're interested in.
995 * Relative addressing tokens are ignored, but that's
996 * okay, since we'll catch any address registers when
997 * they are initialized (required by spec). */
998 for (i
= 0; i
< ins
.dst_count
; ++i
)
1000 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1001 shader_version
.type
, constf_size
))
1002 return WINED3DERR_INVALIDCALL
;
1004 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1006 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1008 switch (ins
.dst
[i
].reg
.type
)
1010 case WINED3DSPR_RASTOUT
:
1011 if (shader_version
.major
>= 3)
1016 reg_maps
->output_registers
|= 1u << 10;
1017 shader_signature_from_usage(&output_signature_elements
[10],
1018 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1022 reg_maps
->output_registers
|= 1u << 11;
1023 shader_signature_from_usage(&output_signature_elements
[11],
1024 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1028 reg_maps
->output_registers
|= 1u << 11;
1029 shader_signature_from_usage(&output_signature_elements
[11],
1030 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1035 case WINED3DSPR_ATTROUT
:
1036 if (shader_version
.major
>= 3)
1041 if (reg_maps
->output_registers
& (1u << idx
))
1043 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1047 reg_maps
->output_registers
|= 1u << idx
;
1048 shader_signature_from_usage(&output_signature_elements
[idx
],
1049 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1054 case WINED3DSPR_TEXCRDOUT
:
1055 if (shader_version
.major
>= 3)
1057 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1060 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1061 if (reg_maps
->output_registers
& (1u << idx
))
1063 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1067 reg_maps
->output_registers
|= 1u << idx
;
1068 shader_signature_from_usage(&output_signature_elements
[idx
],
1069 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1078 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1080 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1082 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1083 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1084 * the mov and perform the sRGB write correction from the source register.
1086 * However, if the mov is only partial, we can't do this, and if the write
1087 * comes from an instruction other than MOV it is hard to do as well. If
1088 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1089 shader
->u
.ps
.color0_mov
= FALSE
;
1090 if (ins
.handler_idx
== WINED3DSIH_MOV
1091 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1093 /* Used later when the source register is read. */
1097 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1100 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1101 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1103 shader
->u
.ps
.color0_mov
= FALSE
;
1107 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1108 if (shader_version
.major
== 1
1109 && (ins
.handler_idx
== WINED3DSIH_TEX
1110 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1111 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1112 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1113 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1114 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1115 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1116 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1117 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1118 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1119 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1121 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1123 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1124 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1125 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1126 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1128 /* texbem is only valid with < 1.4 pixel shaders */
1129 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1130 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1132 reg_maps
->bumpmat
|= 1u << reg_idx
;
1133 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1135 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1139 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1141 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1145 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
1146 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
1147 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
1148 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1149 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1150 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1151 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1152 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1153 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1154 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1155 || ins
.handler_idx
== WINED3DSIH_REP
)
1158 if (cur_loop_depth
> max_loop_depth
)
1159 max_loop_depth
= cur_loop_depth
;
1161 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1162 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1166 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE
1167 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1168 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1169 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1170 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1172 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1173 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1175 else if (ins
.handler_idx
== WINED3DSIH_LD
1176 || ins
.handler_idx
== WINED3DSIH_RESINFO
)
1178 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1179 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1183 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1184 shader_version
.type
, constf_size
))
1185 return WINED3DERR_INVALIDCALL
;
1187 for (i
= 0; i
< ins
.src_count
; ++i
)
1189 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1190 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1192 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1193 shader_version
.type
, constf_size
))
1194 return WINED3DERR_INVALIDCALL
;
1197 ++reg
.idx
[0].offset
;
1198 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1199 shader_version
.type
, constf_size
))
1200 return WINED3DERR_INVALIDCALL
;
1206 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1207 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1209 shader
->u
.ps
.color0_mov
= TRUE
;
1210 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1216 reg_maps
->loop_depth
= max_loop_depth
;
1218 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1219 * R0 is written to the render target. */
1220 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1221 reg_maps
->rt_mask
|= (1u << 0);
1223 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
1225 if (input_signature
->elements
)
1227 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1229 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1230 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1231 && input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1235 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1237 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1238 struct wined3d_shader_signature_element
*e
;
1241 if (!(input_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature
->elements
) * count
)))
1242 return E_OUTOFMEMORY
;
1243 input_signature
->element_count
= count
;
1245 e
= input_signature
->elements
;
1246 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1248 if (!(reg_maps
->input_registers
& (1u << i
)))
1250 input_signature_elements
[i
].register_idx
= i
;
1251 *e
++ = input_signature_elements
[i
];
1255 if (output_signature
->elements
)
1257 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1259 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1262 else if (reg_maps
->output_registers
)
1264 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1265 struct wined3d_shader_signature_element
*e
;
1267 if (!(output_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature
->elements
) * count
)))
1268 return E_OUTOFMEMORY
;
1269 output_signature
->element_count
= count
;
1271 e
= output_signature
->elements
;
1272 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1274 if (!(reg_maps
->output_registers
& (1u << i
)))
1276 *e
++ = output_signature_elements
[i
];
1283 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1285 DWORD map
= 1u << max
;
1287 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1289 return wined3d_log2i(map
);
1292 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1294 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1296 shader_addline(buffer
, "refactoringAllowed");
1297 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1299 shader_addline(buffer
, " | ");
1302 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1304 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1305 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1309 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1312 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1313 enum wined3d_tessellator_domain domain
)
1317 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1318 shader_addline(buffer
, "line");
1320 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1321 shader_addline(buffer
, "triangle");
1323 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1324 shader_addline(buffer
, "quad");
1327 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1332 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1333 enum wined3d_tessellator_output_primitive output_primitive
)
1335 switch (output_primitive
)
1337 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1338 shader_addline(buffer
, "point");
1340 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1341 shader_addline(buffer
, "line");
1343 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1344 shader_addline(buffer
, "triangle_cw");
1346 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1347 shader_addline(buffer
, "triangle_ccw");
1350 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1355 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1356 enum wined3d_tessellator_partitioning partitioning
)
1358 switch (partitioning
)
1360 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1361 shader_addline(buffer
, "integer");
1363 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1364 shader_addline(buffer
, "pow2");
1366 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1367 shader_addline(buffer
, "fractional_odd");
1369 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1370 shader_addline(buffer
, "fractional_even");
1373 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1378 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1382 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1384 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1386 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1391 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1394 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1395 const struct wined3d_shader_semantic
*semantic
, const struct wined3d_shader_version
*shader_version
)
1397 shader_addline(buffer
, "dcl");
1399 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1401 switch (semantic
->resource_type
)
1403 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1404 shader_addline(buffer
, "_2d");
1407 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1408 shader_addline(buffer
, "_3d");
1411 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1412 shader_addline(buffer
, "_cube");
1416 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1420 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1422 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1423 shader_addline(buffer
, "_resource_");
1425 shader_addline(buffer
, "_uav_");
1426 switch (semantic
->resource_type
)
1428 case WINED3D_SHADER_RESOURCE_BUFFER
:
1429 shader_addline(buffer
, "buffer");
1432 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1433 shader_addline(buffer
, "texture1d");
1436 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1437 shader_addline(buffer
, "texture2d");
1440 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1441 shader_addline(buffer
, "texture2dms");
1444 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1445 shader_addline(buffer
, "texture3d");
1448 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1449 shader_addline(buffer
, "texturecube");
1452 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1453 shader_addline(buffer
, "texture1darray");
1456 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1457 shader_addline(buffer
, "texture2darray");
1460 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1461 shader_addline(buffer
, "texture2dmsarray");
1465 shader_addline(buffer
, "unknown");
1468 switch (semantic
->resource_data_type
)
1470 case WINED3D_DATA_FLOAT
:
1471 shader_addline(buffer
, " (float)");
1474 case WINED3D_DATA_INT
:
1475 shader_addline(buffer
, " (int)");
1478 case WINED3D_DATA_UINT
:
1479 shader_addline(buffer
, " (uint)");
1482 case WINED3D_DATA_UNORM
:
1483 shader_addline(buffer
, " (unorm)");
1486 case WINED3D_DATA_SNORM
:
1487 shader_addline(buffer
, " (snorm)");
1491 shader_addline(buffer
, " (unknown)");
1497 /* Pixel shaders 3.0 don't have usage semantics. */
1498 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1501 shader_addline(buffer
, "_");
1503 switch (semantic
->usage
)
1505 case WINED3D_DECL_USAGE_POSITION
:
1506 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1509 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1510 shader_addline(buffer
, "blend");
1513 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1514 shader_addline(buffer
, "weight");
1517 case WINED3D_DECL_USAGE_NORMAL
:
1518 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1521 case WINED3D_DECL_USAGE_PSIZE
:
1522 shader_addline(buffer
, "psize");
1525 case WINED3D_DECL_USAGE_COLOR
:
1526 if (!semantic
->usage_idx
)
1527 shader_addline(buffer
, "color");
1529 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1532 case WINED3D_DECL_USAGE_TEXCOORD
:
1533 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1536 case WINED3D_DECL_USAGE_TANGENT
:
1537 shader_addline(buffer
, "tangent");
1540 case WINED3D_DECL_USAGE_BINORMAL
:
1541 shader_addline(buffer
, "binormal");
1544 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1545 shader_addline(buffer
, "tessfactor");
1548 case WINED3D_DECL_USAGE_POSITIONT
:
1549 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1552 case WINED3D_DECL_USAGE_FOG
:
1553 shader_addline(buffer
, "fog");
1556 case WINED3D_DECL_USAGE_DEPTH
:
1557 shader_addline(buffer
, "depth");
1560 case WINED3D_DECL_USAGE_SAMPLE
:
1561 shader_addline(buffer
, "sample");
1565 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1566 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
1571 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1572 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1574 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1575 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1576 UINT offset
= reg
->idx
[0].offset
;
1580 case WINED3DSPR_TEMP
:
1581 shader_addline(buffer
, "r");
1584 case WINED3DSPR_INPUT
:
1585 shader_addline(buffer
, "v");
1588 case WINED3DSPR_CONST
:
1589 case WINED3DSPR_CONST2
:
1590 case WINED3DSPR_CONST3
:
1591 case WINED3DSPR_CONST4
:
1592 shader_addline(buffer
, "c");
1593 offset
= shader_get_float_offset(reg
->type
, offset
);
1596 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1597 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1600 case WINED3DSPR_RASTOUT
:
1601 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1604 case WINED3DSPR_COLOROUT
:
1605 shader_addline(buffer
, "oC");
1608 case WINED3DSPR_DEPTHOUT
:
1609 shader_addline(buffer
, "oDepth");
1612 case WINED3DSPR_ATTROUT
:
1613 shader_addline(buffer
, "oD");
1616 case WINED3DSPR_TEXCRDOUT
:
1617 /* Vertex shaders >= 3.0 use general purpose output registers
1618 * (WINED3DSPR_OUTPUT), which can include an address token. */
1619 if (shader_version
->major
>= 3)
1620 shader_addline(buffer
, "o");
1622 shader_addline(buffer
, "oT");
1625 case WINED3DSPR_CONSTINT
:
1626 shader_addline(buffer
, "i");
1629 case WINED3DSPR_CONSTBOOL
:
1630 shader_addline(buffer
, "b");
1633 case WINED3DSPR_LABEL
:
1634 shader_addline(buffer
, "l");
1637 case WINED3DSPR_LOOP
:
1638 shader_addline(buffer
, "aL");
1641 case WINED3DSPR_SAMPLER
:
1642 shader_addline(buffer
, "s");
1645 case WINED3DSPR_MISCTYPE
:
1648 FIXME("Unhandled misctype register %u.\n", offset
);
1649 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1653 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1657 case WINED3DSPR_PREDICATE
:
1658 shader_addline(buffer
, "p");
1661 case WINED3DSPR_IMMCONST
:
1662 shader_addline(buffer
, "l");
1665 case WINED3DSPR_CONSTBUFFER
:
1666 shader_addline(buffer
, "cb");
1669 case WINED3DSPR_IMMCONSTBUFFER
:
1670 shader_addline(buffer
, "icb");
1673 case WINED3DSPR_PRIMID
:
1674 shader_addline(buffer
, "primID");
1677 case WINED3DSPR_NULL
:
1678 shader_addline(buffer
, "null");
1681 case WINED3DSPR_RESOURCE
:
1682 shader_addline(buffer
, "t");
1685 case WINED3DSPR_UAV
:
1686 shader_addline(buffer
, "u");
1689 case WINED3DSPR_FORKINSTID
:
1690 shader_addline(buffer
, "vForkInstanceId");
1693 case WINED3DSPR_INCONTROLPOINT
:
1694 shader_addline(buffer
, "vicp");
1697 case WINED3DSPR_TESSCOORD
:
1698 shader_addline(buffer
, "vDomainLocation");
1702 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
1706 if (reg
->type
== WINED3DSPR_IMMCONST
)
1708 shader_addline(buffer
, "(");
1709 switch (reg
->immconst_type
)
1711 case WINED3D_IMMCONST_SCALAR
:
1712 switch (reg
->data_type
)
1714 case WINED3D_DATA_FLOAT
:
1715 shader_addline(buffer
, "%.8e", *(const float *)reg
->immconst_data
);
1717 case WINED3D_DATA_INT
:
1718 shader_addline(buffer
, "%d", reg
->immconst_data
[0]);
1720 case WINED3D_DATA_RESOURCE
:
1721 case WINED3D_DATA_SAMPLER
:
1722 case WINED3D_DATA_UINT
:
1723 shader_addline(buffer
, "%u", reg
->immconst_data
[0]);
1726 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1731 case WINED3D_IMMCONST_VEC4
:
1732 switch (reg
->data_type
)
1734 case WINED3D_DATA_FLOAT
:
1735 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
1736 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1737 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1739 case WINED3D_DATA_INT
:
1740 shader_addline(buffer
, "%d, %d, %d, %d",
1741 reg
->immconst_data
[0], reg
->immconst_data
[1],
1742 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1744 case WINED3D_DATA_RESOURCE
:
1745 case WINED3D_DATA_SAMPLER
:
1746 case WINED3D_DATA_UINT
:
1747 shader_addline(buffer
, "%u, %u, %u, %u",
1748 reg
->immconst_data
[0], reg
->immconst_data
[1],
1749 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1752 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1758 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
1761 shader_addline(buffer
, ")");
1763 else if (reg
->type
!= WINED3DSPR_RASTOUT
1764 && reg
->type
!= WINED3DSPR_MISCTYPE
1765 && reg
->type
!= WINED3DSPR_NULL
)
1769 shader_addline(buffer
, "[");
1770 if (reg
->idx
[0].rel_addr
)
1772 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
1773 shader_addline(buffer
, " + ");
1775 shader_addline(buffer
, "%u]", offset
);
1777 if (reg
->idx
[1].offset
!= ~0u)
1779 shader_addline(buffer
, "[");
1780 if (reg
->idx
[1].rel_addr
)
1782 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
1783 shader_addline(buffer
, " + ");
1785 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
1791 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
1792 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
1794 DWORD write_mask
= param
->write_mask
;
1796 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1798 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1800 static const char write_mask_chars
[] = "xyzw";
1802 shader_addline(buffer
, ".");
1803 if (write_mask
& WINED3DSP_WRITEMASK_0
)
1804 shader_addline(buffer
, "%c", write_mask_chars
[0]);
1805 if (write_mask
& WINED3DSP_WRITEMASK_1
)
1806 shader_addline(buffer
, "%c", write_mask_chars
[1]);
1807 if (write_mask
& WINED3DSP_WRITEMASK_2
)
1808 shader_addline(buffer
, "%c", write_mask_chars
[2]);
1809 if (write_mask
& WINED3DSP_WRITEMASK_3
)
1810 shader_addline(buffer
, "%c", write_mask_chars
[3]);
1814 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
1815 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
1817 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1818 DWORD swizzle
= param
->swizzle
;
1820 if (src_modifier
== WINED3DSPSM_NEG
1821 || src_modifier
== WINED3DSPSM_BIASNEG
1822 || src_modifier
== WINED3DSPSM_SIGNNEG
1823 || src_modifier
== WINED3DSPSM_X2NEG
1824 || src_modifier
== WINED3DSPSM_ABSNEG
)
1825 shader_addline(buffer
, "-");
1826 else if (src_modifier
== WINED3DSPSM_COMP
)
1827 shader_addline(buffer
, "1-");
1828 else if (src_modifier
== WINED3DSPSM_NOT
)
1829 shader_addline(buffer
, "!");
1831 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1832 shader_addline(buffer
, "abs(");
1834 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1836 switch (src_modifier
)
1838 case WINED3DSPSM_NONE
: break;
1839 case WINED3DSPSM_NEG
: break;
1840 case WINED3DSPSM_NOT
: break;
1841 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
1842 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
1843 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
1844 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
1845 case WINED3DSPSM_COMP
: break;
1846 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
1847 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
1848 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
1849 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
1850 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
1851 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
1852 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
1855 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1857 static const char swizzle_chars
[] = "xyzw";
1858 DWORD swizzle_x
= swizzle
& 0x03;
1859 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1860 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1861 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1863 if (swizzle_x
== swizzle_y
1864 && swizzle_x
== swizzle_z
1865 && swizzle_x
== swizzle_w
)
1867 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
1871 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1872 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1877 /* Shared code in order to generate the bulk of the shader string.
1878 * NOTE: A description of how to parse tokens can be found on MSDN. */
1879 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
1880 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1882 struct wined3d_device
*device
= shader
->device
;
1883 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1884 void *fe_data
= shader
->frontend_data
;
1885 struct wined3d_shader_version shader_version
;
1886 struct wined3d_shader_loop_state loop_state
;
1887 struct wined3d_shader_instruction ins
;
1888 struct wined3d_shader_tex_mx tex_mx
;
1889 struct wined3d_shader_context ctx
;
1890 const DWORD
*ptr
= byte_code
;
1892 /* Initialize current parsing state. */
1893 tex_mx
.current_row
= 0;
1894 loop_state
.current_depth
= 0;
1895 loop_state
.current_reg
= 0;
1897 ctx
.shader
= shader
;
1898 ctx
.gl_info
= &device
->adapter
->gl_info
;
1899 ctx
.reg_maps
= reg_maps
;
1900 ctx
.buffer
= buffer
;
1901 ctx
.tex_mx
= &tex_mx
;
1902 ctx
.loop_state
= &loop_state
;
1903 ctx
.backend_data
= backend_ctx
;
1906 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1908 while (!fe
->shader_is_end(fe_data
, &ptr
))
1911 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1913 /* Unknown opcode and its parameters. */
1914 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1916 TRACE("Skipping unrecognized instruction.\n");
1921 FIXME("Predicates not implemented.\n");
1923 /* Call appropriate function for output target */
1924 device
->shader_backend
->shader_handle_instruction(&ins
);
1928 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
1929 const struct wined3d_shader_dst_param
*dst
)
1931 DWORD mmask
= dst
->modifiers
;
1936 case 13: shader_addline(buffer
, "_d8"); break;
1937 case 14: shader_addline(buffer
, "_d4"); break;
1938 case 15: shader_addline(buffer
, "_d2"); break;
1939 case 1: shader_addline(buffer
, "_x2"); break;
1940 case 2: shader_addline(buffer
, "_x4"); break;
1941 case 3: shader_addline(buffer
, "_x8"); break;
1942 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
1945 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
1946 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
1947 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
1949 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1950 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1953 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
1954 enum wined3d_primitive_type primitive_type
)
1956 switch (primitive_type
)
1958 case WINED3D_PT_UNDEFINED
:
1959 shader_addline(buffer
, "undefined");
1961 case WINED3D_PT_POINTLIST
:
1962 shader_addline(buffer
, "pointlist");
1964 case WINED3D_PT_LINELIST
:
1965 shader_addline(buffer
, "linelist");
1967 case WINED3D_PT_LINESTRIP
:
1968 shader_addline(buffer
, "linestrip");
1970 case WINED3D_PT_TRIANGLELIST
:
1971 shader_addline(buffer
, "trianglelist");
1973 case WINED3D_PT_TRIANGLESTRIP
:
1974 shader_addline(buffer
, "trianglestrip");
1976 case WINED3D_PT_TRIANGLEFAN
:
1977 shader_addline(buffer
, "trianglefan");
1979 case WINED3D_PT_LINELIST_ADJ
:
1980 shader_addline(buffer
, "linelist_adj");
1982 case WINED3D_PT_LINESTRIP_ADJ
:
1983 shader_addline(buffer
, "linestrip_adj");
1985 case WINED3D_PT_TRIANGLELIST_ADJ
:
1986 shader_addline(buffer
, "trianglelist_adj");
1988 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
1989 shader_addline(buffer
, "trianglestrip_adj");
1992 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
1997 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
1998 enum wined3d_shader_interpolation_mode interpolation_mode
)
2000 switch (interpolation_mode
)
2002 case WINED3DSIM_CONSTANT
:
2003 shader_addline(buffer
, "constant");
2005 case WINED3DSIM_LINEAR
:
2006 shader_addline(buffer
, "linear");
2008 case WINED3DSIM_LINEAR_CENTROID
:
2009 shader_addline(buffer
, "linear centroid");
2011 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2012 shader_addline(buffer
, "linear noperspective");
2014 case WINED3DSIM_LINEAR_SAMPLE
:
2015 shader_addline(buffer
, "linear sample");
2017 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2018 shader_addline(buffer
, "linear noperspective centroid");
2020 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2021 shader_addline(buffer
, "linear noperspective sample");
2024 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2029 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
2031 struct wined3d_shader_version shader_version
;
2032 struct wined3d_string_buffer buffer
;
2033 const DWORD
*ptr
= byte_code
;
2034 const char *type_prefix
;
2038 if (!string_buffer_init(&buffer
))
2040 ERR("Failed to initialize string buffer.\n");
2044 TRACE("Parsing %p.\n", byte_code
);
2046 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2048 switch (shader_version
.type
)
2050 case WINED3D_SHADER_TYPE_VERTEX
:
2054 case WINED3D_SHADER_TYPE_HULL
:
2058 case WINED3D_SHADER_TYPE_DOMAIN
:
2062 case WINED3D_SHADER_TYPE_GEOMETRY
:
2066 case WINED3D_SHADER_TYPE_PIXEL
:
2071 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2072 type_prefix
= "unknown";
2076 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2078 while (!fe
->shader_is_end(fe_data
, &ptr
))
2080 struct wined3d_shader_instruction ins
;
2082 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2083 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2085 WARN("Skipping unrecognized instruction.\n");
2086 shader_addline(&buffer
, "<unrecognized instruction>\n");
2090 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2092 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, &shader_version
);
2093 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2094 shader_addline(&buffer
, " ");
2095 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2097 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2099 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2100 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2101 shader_addline(&buffer
, ", %s",
2102 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2104 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2106 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2107 shader_dump_global_flags(&buffer
, ins
.flags
);
2109 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2111 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2112 ins
.declaration
.max_tessellation_factor
);
2114 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2116 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2117 for (i
= 0; i
< ins
.declaration
.icb
->element_count
/ 4; ++i
)
2119 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2120 ins
.declaration
.icb
->data
[4 * i
+ 0],
2121 ins
.declaration
.icb
->data
[4 * i
+ 1],
2122 ins
.declaration
.icb
->data
[4 * i
+ 2],
2123 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2125 shader_addline(&buffer
, "}");
2127 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2129 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2130 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2131 shader_addline(&buffer
, " ");
2132 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2134 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2135 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2136 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2137 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2139 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2140 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2141 shader_addline(&buffer
, ", ");
2142 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2144 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2146 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2147 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2148 shader_addline(&buffer
, " ");
2149 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2150 shader_addline(&buffer
, ", ");
2151 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2153 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2154 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2156 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2157 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2159 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2160 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2162 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2163 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2165 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2167 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2168 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2169 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2171 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2173 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2174 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2175 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2176 shader_addline(&buffer
, ", comparisonMode");
2178 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2179 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
2180 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2181 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2182 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
2184 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2186 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2188 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2189 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2191 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2193 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2194 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2196 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2198 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2199 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2201 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2203 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2204 ins
.dst
[0].reg
.idx
[0].offset
),
2205 *(const float *)&ins
.src
[0].reg
.immconst_data
[0],
2206 *(const float *)&ins
.src
[0].reg
.immconst_data
[1],
2207 *(const float *)&ins
.src
[0].reg
.immconst_data
[2],
2208 *(const float *)&ins
.src
[0].reg
.immconst_data
[3]);
2210 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2212 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2213 ins
.src
[0].reg
.immconst_data
[0],
2214 ins
.src
[0].reg
.immconst_data
[1],
2215 ins
.src
[0].reg
.immconst_data
[2],
2216 ins
.src
[0].reg
.immconst_data
[3]);
2218 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2220 shader_addline(&buffer
, "defb b%u = %s",
2221 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.immconst_data
[0] ? "true" : "false");
2227 shader_addline(&buffer
, "(");
2228 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2229 shader_addline(&buffer
, ") ");
2232 /* PixWin marks instructions with the coissue flag with a '+' */
2234 shader_addline(&buffer
, "+");
2236 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2238 if (ins
.handler_idx
== WINED3DSIH_IFC
2239 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2243 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2244 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2245 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2246 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2247 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2248 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2249 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2252 else if (ins
.handler_idx
== WINED3DSIH_TEX
2253 && shader_version
.major
>= 2
2254 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2256 shader_addline(&buffer
, "p");
2258 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
2263 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2264 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2265 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2269 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2270 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2272 for (i
= 0; i
< ins
.dst_count
; ++i
)
2274 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2275 shader_addline(&buffer
, !i
? " " : ", ");
2276 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2279 /* Other source tokens */
2280 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2282 shader_addline(&buffer
, !i
? " " : ", ");
2283 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2286 shader_addline(&buffer
, "\n");
2289 for (p
= buffer
.buffer
; *p
; p
= q
)
2291 if (!(q
= strstr(p
, "\n")))
2295 TRACE(" %.*s", (int)(q
- p
), p
);
2298 string_buffer_free(&buffer
);
2301 static void shader_cleanup(struct wined3d_shader
*shader
)
2303 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2304 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2305 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2306 shader
->device
->shader_backend
->shader_destroy(shader
);
2307 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
2308 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.sampler_map
.entries
);
2309 HeapFree(GetProcessHeap(), 0, shader
->function
);
2310 shader_delete_constant_list(&shader
->constantsF
);
2311 shader_delete_constant_list(&shader
->constantsB
);
2312 shader_delete_constant_list(&shader
->constantsI
);
2313 list_remove(&shader
->shader_list_entry
);
2315 if (shader
->frontend
&& shader
->frontend_data
)
2316 shader
->frontend
->shader_free(shader
->frontend_data
);
2319 struct shader_none_priv
2321 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2322 const struct fragment_pipeline
*fragment_pipe
;
2323 BOOL ffp_proj_control
;
2326 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2327 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
2328 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
) {}
2329 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
2330 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2331 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2332 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2333 const struct wined3d_state
*state
) {}
2334 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2335 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2336 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2338 /* Context activation is done by the caller. */
2339 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2340 const struct wined3d_state
*state
)
2342 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2343 struct shader_none_priv
*priv
= shader_priv
;
2345 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2346 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2349 /* Context activation is done by the caller. */
2350 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2352 struct shader_none_priv
*priv
= shader_priv
;
2353 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2355 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2356 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2358 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2359 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2360 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2361 | (1u << WINED3D_SHADER_TYPE_HULL
)
2362 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
2365 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2366 const struct fragment_pipeline
*fragment_pipe
)
2368 struct fragment_caps fragment_caps
;
2369 void *vertex_priv
, *fragment_priv
;
2370 struct shader_none_priv
*priv
;
2372 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2373 return E_OUTOFMEMORY
;
2375 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2377 ERR("Failed to initialize vertex pipe.\n");
2378 HeapFree(GetProcessHeap(), 0, priv
);
2382 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2384 ERR("Failed to initialize fragment pipe.\n");
2385 vertex_pipe
->vp_free(device
);
2386 HeapFree(GetProcessHeap(), 0, priv
);
2390 priv
->vertex_pipe
= vertex_pipe
;
2391 priv
->fragment_pipe
= fragment_pipe
;
2392 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2393 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2395 device
->vertex_priv
= vertex_priv
;
2396 device
->fragment_priv
= fragment_priv
;
2397 device
->shader_priv
= priv
;
2402 static void shader_none_free(struct wined3d_device
*device
)
2404 struct shader_none_priv
*priv
= device
->shader_priv
;
2406 priv
->fragment_pipe
->free_private(device
);
2407 priv
->vertex_pipe
->vp_free(device
);
2408 HeapFree(GetProcessHeap(), 0, priv
);
2411 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2416 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2418 /* Set the shader caps to 0 for the none shader backend */
2419 caps
->vs_version
= 0;
2420 caps
->hs_version
= 0;
2421 caps
->ds_version
= 0;
2422 caps
->gs_version
= 0;
2423 caps
->ps_version
= 0;
2424 caps
->vs_uniform_count
= 0;
2425 caps
->ps_uniform_count
= 0;
2426 caps
->ps_1x_max_value
= 0.0f
;
2427 caps
->varying_count
= 0;
2428 caps
->wined3d_caps
= 0;
2431 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2433 /* We "support" every possible fixup, since we don't support any shader
2434 * model, and will never have to actually sample a texture. */
2438 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2440 struct shader_none_priv
*priv
= shader_priv
;
2442 return priv
->ffp_proj_control
;
2445 const struct wined3d_shader_backend_ops none_shader_backend
=
2447 shader_none_handle_instruction
,
2449 shader_none_disable
,
2450 shader_none_select_depth_blt
,
2451 shader_none_deselect_depth_blt
,
2452 shader_none_update_float_vertex_constants
,
2453 shader_none_update_float_pixel_constants
,
2454 shader_none_load_constants
,
2455 shader_none_destroy
,
2458 shader_none_allocate_context_data
,
2459 shader_none_free_context_data
,
2460 shader_none_init_context_state
,
2461 shader_none_get_caps
,
2462 shader_none_color_fixup_supported
,
2463 shader_none_has_ffp_proj_control
,
2466 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
2467 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
2468 enum wined3d_shader_type type
, unsigned int max_version
)
2470 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2471 const struct wined3d_shader_frontend
*fe
;
2473 unsigned int backend_version
;
2474 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2476 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n",
2477 shader
, byte_code
, output_signature
, float_const_count
, type
, max_version
);
2479 list_init(&shader
->constantsF
);
2480 list_init(&shader
->constantsB
);
2481 list_init(&shader
->constantsI
);
2482 shader
->lconst_inf_or_nan
= FALSE
;
2484 fe
= shader_select_frontend(*byte_code
);
2487 FIXME("Unable to find frontend for shader.\n");
2488 return WINED3DERR_INVALIDCALL
;
2490 shader
->frontend
= fe
;
2491 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
2492 if (!shader
->frontend_data
)
2494 FIXME("Failed to initialize frontend.\n");
2495 return WINED3DERR_INVALIDCALL
;
2498 /* First pass: trace shader. */
2499 if (TRACE_ON(d3d_shader
))
2500 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
2502 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2503 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
2504 &shader
->output_signature
, byte_code
, float_const_count
)))
2507 if (reg_maps
->shader_version
.type
!= type
)
2509 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
2510 return WINED3DERR_INVALIDCALL
;
2512 if (reg_maps
->shader_version
.major
> max_version
)
2514 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
2515 return WINED3DERR_INVALIDCALL
;
2519 case WINED3D_SHADER_TYPE_VERTEX
:
2520 backend_version
= d3d_info
->limits
.vs_version
;
2522 case WINED3D_SHADER_TYPE_HULL
:
2523 backend_version
= d3d_info
->limits
.hs_version
;
2525 case WINED3D_SHADER_TYPE_DOMAIN
:
2526 backend_version
= d3d_info
->limits
.ds_version
;
2528 case WINED3D_SHADER_TYPE_GEOMETRY
:
2529 backend_version
= d3d_info
->limits
.gs_version
;
2531 case WINED3D_SHADER_TYPE_PIXEL
:
2532 backend_version
= d3d_info
->limits
.ps_version
;
2535 FIXME("No backend version-checking for this shader type\n");
2536 backend_version
= 0;
2538 if (reg_maps
->shader_version
.major
> backend_version
)
2540 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2541 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
2542 return WINED3DERR_INVALIDCALL
;
2545 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
2546 if (!shader
->function
)
2547 return E_OUTOFMEMORY
;
2548 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
2553 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2555 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
2557 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2562 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2564 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
2566 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2570 shader_cleanup(shader
);
2571 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2572 HeapFree(GetProcessHeap(), 0, shader
);
2578 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2580 TRACE("shader %p.\n", shader
);
2582 return shader
->parent
;
2585 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2586 void *byte_code
, UINT
*byte_code_size
)
2588 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2592 *byte_code_size
= shader
->functionLength
;
2596 if (*byte_code_size
< shader
->functionLength
)
2598 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2599 * than the required size we should write the required size and
2600 * return D3DERR_MOREDATA. That's not actually true. */
2601 return WINED3DERR_INVALIDCALL
;
2604 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
2609 /* Set local constants for d3d8 shaders. */
2610 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
2611 UINT start_idx
, const float *src_data
, UINT count
)
2613 UINT end_idx
= start_idx
+ count
;
2616 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
2618 if (end_idx
> shader
->limits
->constant_float
)
2620 WARN("end_idx %u > float constants limit %u.\n",
2621 end_idx
, shader
->limits
->constant_float
);
2622 end_idx
= shader
->limits
->constant_float
;
2625 for (i
= start_idx
; i
< end_idx
; ++i
)
2627 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
2630 return E_OUTOFMEMORY
;
2633 value
= (float *)lconst
->value
;
2634 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
2635 list_add_head(&shader
->constantsF
, &lconst
->entry
);
2637 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
2638 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
2640 shader
->lconst_inf_or_nan
= TRUE
;
2647 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2648 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
2650 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
2651 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
2652 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
2653 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
2654 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
2655 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
2656 args
->swizzle_map
= swizzle_map
;
2657 if (d3d_info
->emulated_flatshading
)
2658 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2660 args
->flatshading
= FALSE
;
2663 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
2665 if (usage_idx1
!= usage_idx2
)
2667 if (usage1
== usage2
)
2669 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2671 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
2677 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
2678 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
2680 WORD map
= shader
->reg_maps
.input_registers
;
2683 for (i
= 0; map
; map
>>= 1, ++i
)
2685 if (!(map
& 1)) continue;
2687 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
2688 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
2697 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
2698 const struct wined3d_shader_signature
*src
, char **signature_strings
)
2700 struct wined3d_shader_signature_element
*e
;
2705 ptr
= *signature_strings
;
2707 dst
->element_count
= src
->element_count
;
2708 if (!(dst
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst
->elements
) * dst
->element_count
)))
2709 return E_OUTOFMEMORY
;
2711 for (i
= 0; i
< src
->element_count
; ++i
)
2713 e
= &src
->elements
[i
];
2714 dst
->elements
[i
] = *e
;
2716 len
= strlen(e
->semantic_name
);
2717 memcpy(ptr
, e
->semantic_name
, len
+ 1);
2718 dst
->elements
[i
].semantic_name
= ptr
;
2722 *signature_strings
= ptr
;
2727 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2728 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
2729 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2731 struct wined3d_shader_signature_element
*e
;
2737 if (!desc
->byte_code
)
2738 return WINED3DERR_INVALIDCALL
;
2741 shader
->device
= device
;
2742 shader
->parent
= parent
;
2743 shader
->parent_ops
= parent_ops
;
2746 if (desc
->input_signature
)
2748 for (i
= 0; i
< desc
->input_signature
->element_count
; ++i
)
2750 e
= &desc
->input_signature
->elements
[i
];
2751 len
= strlen(e
->semantic_name
);
2752 if (len
>= ~(SIZE_T
)0 - total
)
2753 return E_OUTOFMEMORY
;
2758 if (desc
->output_signature
)
2760 for (i
= 0; i
< desc
->output_signature
->element_count
; ++i
)
2762 e
= &desc
->output_signature
->elements
[i
];
2763 len
= strlen(e
->semantic_name
);
2764 if (len
>= ~(SIZE_T
)0 - total
)
2765 return E_OUTOFMEMORY
;
2770 if (!(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
2771 return E_OUTOFMEMORY
;
2772 ptr
= shader
->signature_strings
;
2774 if (desc
->input_signature
&& FAILED(hr
= shader_signature_copy(&shader
->input_signature
,
2775 desc
->input_signature
, &ptr
)))
2777 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2780 if (desc
->output_signature
&& FAILED(hr
= shader_signature_copy(&shader
->output_signature
,
2781 desc
->output_signature
, &ptr
)))
2783 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2784 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2788 list_init(&shader
->linked_programs
);
2789 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
2791 if (FAILED(hr
= shader_set_function(shader
, desc
->byte_code
, desc
->output_signature
,
2792 float_const_count
, type
, desc
->max_version
)))
2794 WARN("Failed to set function, hr %#x.\n", hr
);
2795 shader_cleanup(shader
);
2801 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2802 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2804 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2808 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
2809 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
2812 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2814 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
2816 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
2819 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
2820 shader_usage_from_semantic_name(input
->semantic_name
);
2821 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
2824 shader
->load_local_constsF
= (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
)) ||
2825 shader
->lconst_inf_or_nan
;
2830 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2831 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2835 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
)))
2838 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2843 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2844 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2848 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
)))
2851 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2856 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2857 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2861 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0,
2862 WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
2865 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2870 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2871 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
2873 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2874 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2875 const struct wined3d_texture
*texture
;
2878 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
2879 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
2881 static unsigned int warned
= 0;
2883 args
->srgb_correction
= 1;
2884 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
2885 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2886 "support, expect rendering artifacts.\n");
2889 if (shader
->reg_maps
.shader_version
.major
== 1
2890 && shader
->reg_maps
.shader_version
.minor
<= 3)
2892 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2894 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
2896 if (flags
& WINED3D_TTFF_PROJECTED
)
2898 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
2900 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
2902 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
2904 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
2905 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
2907 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
2909 struct wined3d_vertex_declaration_element
*element
=
2910 &state
->vertex_declaration
->elements
[j
];
2912 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
2913 && element
->usage_idx
== index
)
2915 max_valid
= element
->format
->component_count
;
2919 if (!tex_transform
|| tex_transform
> max_valid
)
2921 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2922 tex_transform
, max_valid
);
2923 tex_transform
= max_valid
;
2925 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
2926 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
2927 && tex_transform
> WINED3D_TTFF_COUNT2
)
2928 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
2929 && tex_transform
> WINED3D_TTFF_COUNT3
))
2930 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2933 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2934 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2935 i
, tex_transform
, resource_type
);
2939 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
2941 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2945 if (shader
->reg_maps
.shader_version
.major
== 1
2946 && shader
->reg_maps
.shader_version
.minor
<= 4)
2948 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2950 const struct wined3d_texture
*texture
= state
->textures
[i
];
2952 if (!shader
->reg_maps
.resource_info
[i
].type
)
2955 /* Treat unbound textures as 2D. The dummy texture will provide
2956 * the proper sample value. The tex_types bitmap defaults to
2957 * 2D because of the memset. */
2961 switch (texture
->target
)
2963 /* RECT textures are distinguished from 2D textures via np2_fixup */
2964 case GL_TEXTURE_RECTANGLE_ARB
:
2969 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2972 case GL_TEXTURE_CUBE_MAP_ARB
:
2973 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2979 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2981 if (!shader
->reg_maps
.resource_info
[i
].type
)
2984 texture
= state
->textures
[i
];
2987 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2990 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
2991 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2993 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
2995 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
2996 args
->shadow
|= 1u << i
;
2998 /* Flag samplers that need NP2 texcoord fixup. */
2999 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3000 args
->np2_fixup
|= (1u << i
);
3003 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3004 if (shader
->reg_maps
.shader_version
.major
>= 4)
3007 if (shader
->reg_maps
.shader_version
.major
>= 3)
3009 if (position_transformed
)
3010 args
->vp_mode
= pretransformed
;
3011 else if (use_vs(state
))
3012 args
->vp_mode
= vertexshader
;
3014 args
->vp_mode
= fixedfunction
;
3015 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3019 args
->vp_mode
= vertexshader
;
3020 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3022 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3024 case WINED3D_FOG_NONE
:
3025 if (position_transformed
|| use_vs(state
))
3027 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3031 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3033 case WINED3D_FOG_NONE
: /* Fall through. */
3034 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3035 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3036 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3040 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3041 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3042 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3047 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3051 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3053 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3055 args
->texcoords_initialized
= 0;
3056 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3060 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3061 args
->texcoords_initialized
|= 1u << i
;
3065 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3066 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3068 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3069 & WINED3D_FFP_TCI_MASK
3070 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3071 args
->texcoords_initialized
|= 1u << i
;
3077 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3080 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3081 && state
->gl_primitive_type
== GL_POINTS
;
3083 if (d3d_info
->emulated_flatshading
)
3084 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3087 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3088 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3090 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3091 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3094 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3095 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3098 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3100 if (shader
->u
.ps
.input_reg_used
[i
])
3103 highest_reg_used
= i
;
3107 /* Don't do any register mapping magic if it is not needed, or if we can't
3108 * achieve anything anyway */
3109 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3110 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3112 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3114 /* This happens with relative addressing. The input mapper function
3115 * warns about this if the higher registers are declared too, so
3116 * don't write a FIXME here */
3117 WARN("More varying registers used than supported\n");
3120 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3122 shader
->u
.ps
.input_reg_map
[i
] = i
;
3125 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3129 shader
->u
.ps
.declared_in_count
= 0;
3130 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3132 if (shader
->u
.ps
.input_reg_used
[i
])
3133 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3134 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3138 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3143 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3145 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3146 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3149 if (reg_maps
->shader_version
.major
!= 1) return;
3151 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3153 /* We don't sample from this sampler. */
3154 if (!resource_info
[i
].type
)
3157 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3159 case WINED3D_SHADER_TEX_2D
:
3160 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3163 case WINED3D_SHADER_TEX_3D
:
3164 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3167 case WINED3D_SHADER_TEX_CUBE
:
3168 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3174 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3175 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3177 struct wined3d_shader
*object
;
3180 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3181 device
, desc
, parent
, parent_ops
, shader
);
3183 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3184 return E_OUTOFMEMORY
;
3186 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3188 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
3189 HeapFree(GetProcessHeap(), 0, object
);
3193 TRACE("Created domain shader %p.\n", object
);
3199 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3200 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3202 struct wined3d_shader
*object
;
3205 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3206 device
, desc
, parent
, parent_ops
, shader
);
3208 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3210 return E_OUTOFMEMORY
;
3212 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3214 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
3215 HeapFree(GetProcessHeap(), 0, object
);
3219 TRACE("Created geometry shader %p.\n", object
);
3225 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3226 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3228 struct wined3d_shader
*object
;
3231 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3232 device
, desc
, parent
, parent_ops
, shader
);
3234 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3235 return E_OUTOFMEMORY
;
3237 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3239 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
3240 HeapFree(GetProcessHeap(), 0, object
);
3244 TRACE("Created hull shader %p.\n", object
);
3250 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3251 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3253 struct wined3d_shader
*object
;
3256 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3257 device
, desc
, parent
, parent_ops
, shader
);
3259 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3261 return E_OUTOFMEMORY
;
3263 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3265 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
3266 HeapFree(GetProcessHeap(), 0, object
);
3270 TRACE("Created pixel shader %p.\n", object
);
3276 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3277 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3279 struct wined3d_shader
*object
;
3282 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3283 device
, desc
, parent
, parent_ops
, shader
);
3285 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3287 return E_OUTOFMEMORY
;
3289 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3291 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3292 HeapFree(GetProcessHeap(), 0, object
);
3296 TRACE("Created vertex shader %p.\n", object
);