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_ATOMIC_AND */ "atomic_and",
47 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
48 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
49 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
50 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
51 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
52 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
53 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
54 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
55 /* WINED3DSIH_BEM */ "bem",
56 /* WINED3DSIH_BFI */ "bfi",
57 /* WINED3DSIH_BFREV */ "bfrev",
58 /* WINED3DSIH_BREAK */ "break",
59 /* WINED3DSIH_BREAKC */ "breakc",
60 /* WINED3DSIH_BREAKP */ "breakp",
61 /* WINED3DSIH_BUFINFO */ "bufinfo",
62 /* WINED3DSIH_CALL */ "call",
63 /* WINED3DSIH_CALLNZ */ "callnz",
64 /* WINED3DSIH_CASE */ "case",
65 /* WINED3DSIH_CMP */ "cmp",
66 /* WINED3DSIH_CND */ "cnd",
67 /* WINED3DSIH_CONTINUE */ "continue",
68 /* WINED3DSIH_CONTINUEP */ "continuec",
69 /* WINED3DSIH_COUNTBITS */ "countbits",
70 /* WINED3DSIH_CRS */ "crs",
71 /* WINED3DSIH_CUT */ "cut",
72 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
73 /* WINED3DSIH_DCL */ "dcl",
74 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
75 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
76 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
77 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
78 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
79 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
81 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
82 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
83 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
84 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
85 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
86 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
87 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
88 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
89 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
90 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
91 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
92 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
93 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
94 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
95 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
96 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
97 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
98 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
99 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
100 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
101 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
102 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
103 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
104 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
105 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
106 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
107 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
108 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
109 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
110 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
111 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
112 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
113 /* WINED3DSIH_DEF */ "def",
114 /* WINED3DSIH_DEFAULT */ "default",
115 /* WINED3DSIH_DEFB */ "defb",
116 /* WINED3DSIH_DEFI */ "defi",
117 /* WINED3DSIH_DIV */ "div",
118 /* WINED3DSIH_DP2 */ "dp2",
119 /* WINED3DSIH_DP2ADD */ "dp2add",
120 /* WINED3DSIH_DP3 */ "dp3",
121 /* WINED3DSIH_DP4 */ "dp4",
122 /* WINED3DSIH_DST */ "dst",
123 /* WINED3DSIH_DSX */ "dsx",
124 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
125 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
126 /* WINED3DSIH_DSY */ "dsy",
127 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
128 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
282 static const char * const semantic_names
[] =
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
302 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
303 const char *sysval_name
;
305 shader_input_sysval_semantic_names
[] =
307 {WINED3D_SIV_POSITION
, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
331 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
332 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
336 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
339 return shader_opcode_names
[handler_idx
];
342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
344 if (usage
>= ARRAY_SIZE(semantic_names
))
346 FIXME("Unrecognized usage %#x.\n", usage
);
347 return "UNRECOGNIZED";
350 return semantic_names
[usage
];
353 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
357 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
359 if (!strcmp(name
, semantic_names
[i
]))
366 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
370 case WINED3D_DECL_USAGE_POSITION
:
371 return WINED3D_SV_POSITION
;
377 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
379 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
383 const struct wined3d_shader_semantic
*s
)
385 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
386 e
->semantic_idx
= s
->usage_idx
;
388 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
389 e
->component_type
= WINED3D_TYPE_FLOAT
;
390 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
391 e
->mask
= s
->reg
.write_mask
;
394 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
395 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
397 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
398 e
->semantic_idx
= usage_idx
;
400 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
401 e
->component_type
= WINED3D_TYPE_FLOAT
;
402 e
->register_idx
= reg_idx
;
403 e
->mask
= write_mask
;
406 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
411 return &sm1_shader_frontend
;
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
414 return &sm4_shader_frontend
;
417 WARN("Invalid byte code format %#x specified.\n", format
);
422 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
424 buffer
->buffer
[0] = '\0';
425 buffer
->content_size
= 0;
428 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
430 buffer
->buffer_size
= 32;
431 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
433 ERR("Failed to allocate shader buffer memory.\n");
437 string_buffer_clear(buffer
);
441 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
443 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
446 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
449 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
451 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
452 new_buffer_size
*= 2;
453 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
455 ERR("Failed to grow buffer.\n");
456 buffer
->buffer
[buffer
->content_size
] = '\0';
459 buffer
->buffer
= new_buffer
;
460 buffer
->buffer_size
= new_buffer_size
;
464 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
469 rem
= buffer
->buffer_size
- buffer
->content_size
;
470 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
471 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
474 buffer
->content_size
+= rc
;
478 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
485 va_start(args
, format
);
486 ret
= shader_vaddline(buffer
, format
, args
);
490 if (!string_buffer_resize(buffer
, ret
))
495 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
497 struct wined3d_string_buffer
*buffer
;
499 if (list_empty(&list
->list
))
501 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
502 if (!buffer
|| !string_buffer_init(buffer
))
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 HeapFree(GetProcessHeap(), 0, buffer
);
511 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
512 list_remove(&buffer
->entry
);
514 string_buffer_clear(buffer
);
518 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
522 string_buffer_clear(buffer
);
523 return shader_vaddline(buffer
, format
, args
);
526 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
533 va_start(args
, format
);
534 ret
= string_buffer_vsprintf(buffer
, format
, args
);
538 if (!string_buffer_resize(buffer
, ret
))
543 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
547 list_add_head(&list
->list
, &buffer
->entry
);
550 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
552 list_init(&list
->list
);
555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
557 struct wined3d_string_buffer
*buffer
, *buffer_next
;
559 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
561 string_buffer_free(buffer
);
562 HeapFree(GetProcessHeap(), 0, buffer
);
564 list_init(&list
->list
);
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
571 switch (register_type
)
573 case WINED3DSPR_CONST
: return register_idx
;
574 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
575 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
576 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
578 FIXME("Unsupported register type: %u.\n", register_type
);
583 static void shader_delete_constant_list(struct list
*clist
)
585 struct wined3d_shader_lconst
*constant
, *constant_next
;
587 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
588 HeapFree(GetProcessHeap(), 0, constant
);
592 static void shader_set_limits(struct wined3d_shader
*shader
)
594 static const struct limits_entry
596 unsigned int min_version
;
597 unsigned int max_version
;
598 struct wined3d_shader_limits limits
;
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
648 const struct limits_entry
*limits_array
;
649 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
650 shader
->reg_maps
.shader_version
.minor
);
653 switch (shader
->reg_maps
.shader_version
.type
)
656 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
658 case WINED3D_SHADER_TYPE_VERTEX
:
659 limits_array
= vs_limits
;
661 case WINED3D_SHADER_TYPE_HULL
:
662 limits_array
= hs_limits
;
664 case WINED3D_SHADER_TYPE_DOMAIN
:
665 limits_array
= ds_limits
;
667 case WINED3D_SHADER_TYPE_GEOMETRY
:
668 limits_array
= gs_limits
;
670 case WINED3D_SHADER_TYPE_PIXEL
:
671 limits_array
= ps_limits
;
673 case WINED3D_SHADER_TYPE_COMPUTE
:
674 limits_array
= cs_limits
;
678 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
680 if (shader_version
<= limits_array
[i
].max_version
)
682 shader
->limits
= &limits_array
[i
].limits
;
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader
->reg_maps
.shader_version
.major
,
691 shader
->reg_maps
.shader_version
.minor
);
692 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
696 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
701 bitmap
[idx
] |= (1u << shift
);
704 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
705 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
709 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
710 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
711 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
713 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
716 case WINED3DSPR_TEMP
:
717 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
720 case WINED3DSPR_INPUT
:
721 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
723 /* If relative addressing is used, we must assume that all
724 * registers are used. Even if it is a construct like v3[aL],
725 * we can't assume that v0, v1 and v2 aren't read because aL
726 * can be negative. */
727 if (reg
->idx
[0].rel_addr
)
728 shader
->u
.ps
.input_reg_used
= ~0u;
730 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
733 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
736 case WINED3DSPR_RASTOUT
:
737 if (reg
->idx
[0].offset
== 1)
739 if (reg
->idx
[0].offset
== 2)
740 reg_maps
->point_size
= 1;
743 case WINED3DSPR_MISCTYPE
:
744 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
746 if (!reg
->idx
[0].offset
)
748 else if (reg
->idx
[0].offset
== 1)
749 reg_maps
->usesfacing
= 1;
753 case WINED3DSPR_CONST
:
754 if (reg
->idx
[0].rel_addr
)
756 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
757 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
758 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
759 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
760 reg_maps
->usesrelconstF
= TRUE
;
764 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
766 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
771 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
776 case WINED3DSPR_CONSTINT
:
777 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
779 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
784 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
788 case WINED3DSPR_CONSTBOOL
:
789 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
791 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
796 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
800 case WINED3DSPR_COLOROUT
:
801 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
804 case WINED3DSPR_OUTCONTROLPOINT
:
809 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
810 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
816 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
817 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
819 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
820 struct wined3d_shader_sampler_map
*map
;
823 map
= ®_maps
->sampler_map
;
824 entries
= map
->entries
;
825 for (i
= 0; i
< map
->count
; ++i
)
827 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
833 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
835 ERR("Failed to allocate sampler map entries.\n");
839 map
->entries
= entries
;
841 else if (map
->count
== map
->size
)
843 size_t new_size
= map
->size
* 2;
845 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
846 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
848 ERR("Failed to resize sampler map entries.\n");
851 map
->size
= new_size
;
852 map
->entries
= entries
;
855 entry
= &entries
[map
->count
++];
856 entry
->resource_idx
= resource_idx
;
857 entry
->sampler_idx
= sampler_idx
;
858 entry
->bind_idx
= bind_idx
;
861 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
865 case WINED3DSIH_M4x4
:
866 case WINED3DSIH_M3x4
:
867 return param
== 1 ? 3 : 0;
869 case WINED3DSIH_M4x3
:
870 case WINED3DSIH_M3x3
:
871 return param
== 1 ? 2 : 0;
873 case WINED3DSIH_M3x2
:
874 return param
== 1 ? 1 : 0;
881 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
882 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
884 struct wined3d_shader_tgsm
*tgsm
;
886 if (register_idx
>= MAX_TGSM_REGISTERS
)
888 ERR("Invalid TGSM register index %u.\n", register_idx
);
891 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
893 FIXME("TGSM declarations are allowed only in compute shaders.\n");
897 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
898 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
899 return E_OUTOFMEMORY
;
901 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
902 tgsm
= ®_maps
->tgsm
[register_idx
];
904 tgsm
->stride
= stride
;
908 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
909 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
910 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
912 struct wined3d_shader_phase
*phase
;
914 if ((phase
= *current_phase
))
916 phase
->end
= previous_instruction_ptr
;
917 *current_phase
= NULL
;
920 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
922 ERR("Unexpected shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
926 switch (ins
->handler_idx
)
928 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
929 if (shader
->u
.hs
.phases
.control_point
)
931 FIXME("Multiple control point phases.\n");
932 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
934 if (!(shader
->u
.hs
.phases
.control_point
= HeapAlloc(GetProcessHeap(),
935 HEAP_ZERO_MEMORY
, sizeof(*shader
->u
.hs
.phases
.control_point
))))
936 return E_OUTOFMEMORY
;
937 phase
= shader
->u
.hs
.phases
.control_point
;
939 case WINED3DSIH_HS_FORK_PHASE
:
940 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
941 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
942 sizeof(*shader
->u
.hs
.phases
.fork
)))
943 return E_OUTOFMEMORY
;
944 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
946 case WINED3DSIH_HS_JOIN_PHASE
:
947 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
948 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
949 sizeof(*shader
->u
.hs
.phases
.join
)))
950 return E_OUTOFMEMORY
;
951 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
954 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
958 phase
->start
= current_instruction_ptr
;
959 *current_phase
= phase
;
964 /* Note that this does not count the loop register as an address register. */
965 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
966 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
967 struct wined3d_shader_signature
*output_signature
, DWORD constf_size
)
969 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
970 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
971 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
972 struct wined3d_shader_version shader_version
;
973 struct wined3d_shader_phase
*phase
= NULL
;
974 const DWORD
*ptr
, *prev_ins
, *current_ins
;
975 void *fe_data
= shader
->frontend_data
;
979 memset(reg_maps
, 0, sizeof(*reg_maps
));
980 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
981 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
982 reg_maps
->min_rel_offset
= ~0U;
983 list_init(®_maps
->indexable_temps
);
985 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
986 prev_ins
= current_ins
= ptr
;
987 reg_maps
->shader_version
= shader_version
;
989 shader_set_limits(shader
);
991 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
992 sizeof(*reg_maps
->constf
))))
994 ERR("Failed to allocate constant map memory.\n");
995 return E_OUTOFMEMORY
;
998 while (!fe
->shader_is_end(fe_data
, &ptr
))
1000 struct wined3d_shader_instruction ins
;
1004 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1006 /* Unhandled opcode, and its parameters. */
1007 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1009 WARN("Encountered unrecognised or invalid instruction.\n");
1010 return WINED3DERR_INVALIDCALL
;
1013 /* Handle declarations. */
1014 if (ins
.handler_idx
== WINED3DSIH_DCL
1015 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1017 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1018 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1020 switch (semantic
->reg
.reg
.type
)
1022 /* Mark input registers used. */
1023 case WINED3DSPR_INPUT
:
1024 if (reg_idx
>= MAX_REG_INPUT
)
1026 ERR("Invalid input register index %u.\n", reg_idx
);
1029 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1030 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1031 return WINED3DERR_INVALIDCALL
;
1032 reg_maps
->input_registers
|= 1u << reg_idx
;
1033 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1036 /* Vertex shader: mark 3.0 output registers used, save token. */
1037 case WINED3DSPR_OUTPUT
:
1038 if (reg_idx
>= MAX_REG_OUTPUT
)
1040 ERR("Invalid output register index %u.\n", reg_idx
);
1043 reg_maps
->output_registers
|= 1u << reg_idx
;
1044 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1045 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1047 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1048 reg_maps
->point_size
= 1;
1051 case WINED3DSPR_SAMPLER
:
1052 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1053 case WINED3DSPR_RESOURCE
:
1054 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1056 ERR("Invalid resource index %u.\n", reg_idx
);
1059 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1060 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1063 case WINED3DSPR_UAV
:
1064 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1066 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1069 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1070 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1072 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1076 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1080 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1082 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1083 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1084 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1086 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1088 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1090 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1092 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1093 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1095 FIXME("Invalid instruction %#x for shader type %#x.\n",
1096 ins
.handler_idx
, shader_version
.type
);
1100 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1103 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1105 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1106 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1108 FIXME("Invalid instruction %#x for shader type %#x.\n",
1109 ins
.handler_idx
, shader_version
.type
);
1111 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1112 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1115 phase
->instance_count
= ins
.declaration
.count
;
1117 FIXME("Instruction %s outside of shader phase.\n",
1118 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1120 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1123 FIXME("Multiple immediate constant buffers.\n");
1124 reg_maps
->icb
= ins
.declaration
.icb
;
1126 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1130 FIXME("Indexable temporary registers not supported.\n");
1134 struct wined3d_shader_indexable_temp
*reg
;
1136 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1137 return E_OUTOFMEMORY
;
1139 *reg
= ins
.declaration
.indexable_temp
;
1140 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1143 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1145 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1146 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1148 FIXME("Invalid instruction %#x for shader type %#x.\n",
1149 ins
.handler_idx
, shader_version
.type
);
1151 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1153 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1154 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1156 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1158 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1160 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1161 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1163 FIXME("Invalid instruction %#x for shader type %#x.\n",
1164 ins
.handler_idx
, shader_version
.type
);
1166 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1168 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1169 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1171 ERR("Invalid resource index %u.\n", reg_idx
);
1174 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1175 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1176 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1178 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1180 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1181 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1183 ERR("Invalid resource index %u.\n", reg_idx
);
1186 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1187 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1188 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1189 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1191 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1193 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1194 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1196 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1199 phase
->temporary_count
= ins
.declaration
.count
;
1201 reg_maps
->temporary_count
= ins
.declaration
.count
;
1203 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1205 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1206 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1207 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1208 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1210 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1212 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1213 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1215 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1217 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1219 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1220 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1222 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1224 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1226 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1227 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1230 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1232 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1233 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1234 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1235 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1238 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1240 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1242 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1246 FIXME("Invalid instruction %#x for shader type %#x.\n",
1247 ins
.handler_idx
, shader_version
.type
);
1250 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1252 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1253 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1255 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1259 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1260 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1261 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1262 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1264 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1266 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1267 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1269 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1273 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1274 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1275 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1276 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1277 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1279 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1281 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1282 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1284 FIXME("Invalid instruction %#x for shader type %#x.\n",
1285 ins
.handler_idx
, shader_version
.type
);
1287 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1289 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1291 if (!lconst
) return E_OUTOFMEMORY
;
1293 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1294 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1295 value
= (float *)lconst
->value
;
1297 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1298 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1300 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1301 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1302 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1303 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1304 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1305 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1306 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1307 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1310 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1312 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1313 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1315 shader
->lconst_inf_or_nan
= TRUE
;
1318 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1320 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1321 if (!lconst
) return E_OUTOFMEMORY
;
1323 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1324 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1326 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1327 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1329 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1331 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1332 if (!lconst
) return E_OUTOFMEMORY
;
1334 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1335 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1337 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1338 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1340 /* Handle shader phases. */
1341 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1342 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1343 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1345 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1348 /* For subroutine prototypes. */
1349 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1351 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1353 /* Set texture, address, temporary registers. */
1356 BOOL color0_mov
= FALSE
;
1359 /* This will loop over all the registers and try to
1360 * make a bitmask of the ones we're interested in.
1362 * Relative addressing tokens are ignored, but that's
1363 * okay, since we'll catch any address registers when
1364 * they are initialized (required by spec). */
1365 for (i
= 0; i
< ins
.dst_count
; ++i
)
1367 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1368 shader_version
.type
, constf_size
))
1369 return WINED3DERR_INVALIDCALL
;
1371 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1373 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1375 switch (ins
.dst
[i
].reg
.type
)
1377 case WINED3DSPR_RASTOUT
:
1378 if (shader_version
.major
>= 3)
1383 reg_maps
->output_registers
|= 1u << 10;
1384 shader_signature_from_usage(&output_signature_elements
[10],
1385 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1389 reg_maps
->output_registers
|= 1u << 11;
1390 shader_signature_from_usage(&output_signature_elements
[11],
1391 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1395 reg_maps
->output_registers
|= 1u << 11;
1396 shader_signature_from_usage(&output_signature_elements
[11],
1397 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1402 case WINED3DSPR_ATTROUT
:
1403 if (shader_version
.major
>= 3)
1408 if (reg_maps
->output_registers
& (1u << idx
))
1410 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1414 reg_maps
->output_registers
|= 1u << idx
;
1415 shader_signature_from_usage(&output_signature_elements
[idx
],
1416 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1421 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1422 if (shader_version
.major
>= 3)
1424 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1426 WARN("Invalid output register index %u.\n", idx
);
1429 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1432 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1434 WARN("Invalid texcoord index %u.\n", idx
);
1437 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1438 if (reg_maps
->output_registers
& (1u << idx
))
1440 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1444 reg_maps
->output_registers
|= 1u << idx
;
1445 shader_signature_from_usage(&output_signature_elements
[idx
],
1446 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1455 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1457 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1459 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1460 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1461 * the mov and perform the sRGB write correction from the source register.
1463 * However, if the mov is only partial, we can't do this, and if the write
1464 * comes from an instruction other than MOV it is hard to do as well. If
1465 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1466 shader
->u
.ps
.color0_mov
= FALSE
;
1467 if (ins
.handler_idx
== WINED3DSIH_MOV
1468 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1470 /* Used later when the source register is read. */
1474 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1477 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1478 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1480 shader
->u
.ps
.color0_mov
= FALSE
;
1484 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1485 if (shader_version
.major
== 1
1486 && (ins
.handler_idx
== WINED3DSIH_TEX
1487 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1488 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1489 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1490 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1491 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1492 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1493 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1494 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1495 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1496 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1498 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1500 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1502 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1506 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1507 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1508 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1509 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1511 /* texbem is only valid with < 1.4 pixel shaders */
1512 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1513 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1515 reg_maps
->bumpmat
|= 1u << reg_idx
;
1516 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1518 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1522 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1524 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1528 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1530 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1531 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1533 ERR("Invalid UAV index %u.\n", reg_idx
);
1536 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1538 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1539 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1540 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1541 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1542 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1543 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1545 unsigned int reg_idx
;
1546 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1547 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1548 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1549 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1550 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1551 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1552 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1553 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1555 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1556 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1558 ERR("Invalid UAV index %u.\n", reg_idx
);
1561 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1563 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1565 reg_maps
->usesnrm
= 1;
1567 else if (ins
.handler_idx
== WINED3DSIH_DSY
1568 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1569 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1571 reg_maps
->usesdsy
= 1;
1573 else if (ins
.handler_idx
== WINED3DSIH_DSX
1574 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1575 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1577 reg_maps
->usesdsx
= 1;
1579 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1580 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1581 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1582 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1583 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1584 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1585 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1586 || ins
.handler_idx
== WINED3DSIH_REP
)
1589 if (cur_loop_depth
> max_loop_depth
)
1590 max_loop_depth
= cur_loop_depth
;
1592 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1593 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1597 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1598 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1599 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1600 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1601 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1602 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1603 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1604 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1606 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1607 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1609 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1610 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1612 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1613 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1615 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1617 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1618 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1620 else if (ins
.handler_idx
== WINED3DSIH_LD
1621 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1622 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1624 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1625 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1627 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1628 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1630 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1631 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1635 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1636 shader_version
.type
, constf_size
))
1637 return WINED3DERR_INVALIDCALL
;
1639 for (i
= 0; i
< ins
.src_count
; ++i
)
1641 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1642 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1644 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1645 shader_version
.type
, constf_size
))
1646 return WINED3DERR_INVALIDCALL
;
1649 ++reg
.idx
[0].offset
;
1650 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1651 shader_version
.type
, constf_size
))
1652 return WINED3DERR_INVALIDCALL
;
1658 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1659 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1661 shader
->u
.ps
.color0_mov
= TRUE
;
1662 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1668 prev_ins
= current_ins
;
1670 reg_maps
->loop_depth
= max_loop_depth
;
1674 phase
->end
= prev_ins
;
1678 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1679 * R0 is written to the render target. */
1680 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1681 reg_maps
->rt_mask
|= (1u << 0);
1683 if (input_signature
->elements
)
1685 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1687 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1689 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1691 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1692 return WINED3DERR_INVALIDCALL
;
1695 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1697 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1699 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1700 reg_maps
->usesfacing
= 1;
1702 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1705 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1707 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1708 struct wined3d_shader_signature_element
*e
;
1711 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1712 return E_OUTOFMEMORY
;
1713 input_signature
->element_count
= count
;
1715 e
= input_signature
->elements
;
1716 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1718 if (!(reg_maps
->input_registers
& (1u << i
)))
1720 input_signature_elements
[i
].register_idx
= i
;
1721 *e
++ = input_signature_elements
[i
];
1725 if (output_signature
->elements
)
1727 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1729 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1732 else if (reg_maps
->output_registers
)
1734 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1735 struct wined3d_shader_signature_element
*e
;
1737 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1738 return E_OUTOFMEMORY
;
1739 output_signature
->element_count
= count
;
1741 e
= output_signature
->elements
;
1742 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1744 if (!(reg_maps
->output_registers
& (1u << i
)))
1746 *e
++ = output_signature_elements
[i
];
1753 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1755 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1757 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1758 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1760 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1761 HeapFree(GetProcessHeap(), 0, reg
);
1762 list_init(®_maps
->indexable_temps
);
1764 HeapFree(GetProcessHeap(), 0, reg_maps
->tgsm
);
1767 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1769 DWORD map
= 1u << max
;
1771 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1773 return wined3d_log2i(map
);
1776 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1778 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1780 shader_addline(buffer
, "refactoringAllowed");
1781 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1783 shader_addline(buffer
, " | ");
1786 if (global_flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1788 shader_addline(buffer
, "forceEarlyDepthStencil");
1789 global_flags
&= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
;
1791 shader_addline(buffer
, " | ");
1794 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1796 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1797 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1801 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1804 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1806 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1808 shader_addline(buffer
, "_g");
1809 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1811 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1813 shader_addline(buffer
, "_t");
1814 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1818 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1821 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1823 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1825 shader_addline(buffer
, "_glc");
1826 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1828 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1830 shader_addline(buffer
, "_opc");
1831 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1835 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1838 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1839 enum wined3d_tessellator_domain domain
)
1843 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1844 shader_addline(buffer
, "line");
1846 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1847 shader_addline(buffer
, "triangle");
1849 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1850 shader_addline(buffer
, "quad");
1853 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1858 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1859 enum wined3d_tessellator_output_primitive output_primitive
)
1861 switch (output_primitive
)
1863 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1864 shader_addline(buffer
, "point");
1866 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1867 shader_addline(buffer
, "line");
1869 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1870 shader_addline(buffer
, "triangle_cw");
1872 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1873 shader_addline(buffer
, "triangle_ccw");
1876 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1881 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1882 enum wined3d_tessellator_partitioning partitioning
)
1884 switch (partitioning
)
1886 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1887 shader_addline(buffer
, "integer");
1889 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1890 shader_addline(buffer
, "pow2");
1892 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1893 shader_addline(buffer
, "fractional_odd");
1895 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1896 shader_addline(buffer
, "fractional_even");
1899 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1904 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
1905 enum wined3d_shader_input_sysval_semantic semantic
)
1909 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
1911 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1913 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
1918 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
1921 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1922 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
1923 const struct wined3d_shader_version
*shader_version
)
1925 shader_addline(buffer
, "dcl");
1927 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1929 switch (semantic
->resource_type
)
1931 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1932 shader_addline(buffer
, "_2d");
1935 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1936 shader_addline(buffer
, "_3d");
1939 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1940 shader_addline(buffer
, "_cube");
1944 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1948 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1950 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1951 shader_addline(buffer
, "_resource_");
1953 shader_addline(buffer
, "_uav_");
1954 switch (semantic
->resource_type
)
1956 case WINED3D_SHADER_RESOURCE_BUFFER
:
1957 shader_addline(buffer
, "buffer");
1960 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1961 shader_addline(buffer
, "texture1d");
1964 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1965 shader_addline(buffer
, "texture2d");
1968 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1969 shader_addline(buffer
, "texture2dms");
1972 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1973 shader_addline(buffer
, "texture3d");
1976 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1977 shader_addline(buffer
, "texturecube");
1980 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1981 shader_addline(buffer
, "texture1darray");
1984 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1985 shader_addline(buffer
, "texture2darray");
1988 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1989 shader_addline(buffer
, "texture2dmsarray");
1992 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
1993 shader_addline(buffer
, "texturecubearray");
1997 shader_addline(buffer
, "unknown");
2000 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2001 shader_dump_uav_flags(buffer
, flags
);
2002 switch (semantic
->resource_data_type
)
2004 case WINED3D_DATA_FLOAT
:
2005 shader_addline(buffer
, " (float)");
2008 case WINED3D_DATA_INT
:
2009 shader_addline(buffer
, " (int)");
2012 case WINED3D_DATA_UINT
:
2013 shader_addline(buffer
, " (uint)");
2016 case WINED3D_DATA_UNORM
:
2017 shader_addline(buffer
, " (unorm)");
2020 case WINED3D_DATA_SNORM
:
2021 shader_addline(buffer
, " (snorm)");
2025 shader_addline(buffer
, " (unknown)");
2031 /* Pixel shaders 3.0 don't have usage semantics. */
2032 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2035 shader_addline(buffer
, "_");
2037 switch (semantic
->usage
)
2039 case WINED3D_DECL_USAGE_POSITION
:
2040 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2043 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2044 shader_addline(buffer
, "blend");
2047 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2048 shader_addline(buffer
, "weight");
2051 case WINED3D_DECL_USAGE_NORMAL
:
2052 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2055 case WINED3D_DECL_USAGE_PSIZE
:
2056 shader_addline(buffer
, "psize");
2059 case WINED3D_DECL_USAGE_COLOR
:
2060 if (!semantic
->usage_idx
)
2061 shader_addline(buffer
, "color");
2063 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2066 case WINED3D_DECL_USAGE_TEXCOORD
:
2067 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2070 case WINED3D_DECL_USAGE_TANGENT
:
2071 shader_addline(buffer
, "tangent");
2074 case WINED3D_DECL_USAGE_BINORMAL
:
2075 shader_addline(buffer
, "binormal");
2078 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2079 shader_addline(buffer
, "tessfactor");
2082 case WINED3D_DECL_USAGE_POSITIONT
:
2083 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2086 case WINED3D_DECL_USAGE_FOG
:
2087 shader_addline(buffer
, "fog");
2090 case WINED3D_DECL_USAGE_DEPTH
:
2091 shader_addline(buffer
, "depth");
2094 case WINED3D_DECL_USAGE_SAMPLE
:
2095 shader_addline(buffer
, "sample");
2099 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2100 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2105 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2106 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2108 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2109 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2110 UINT offset
= reg
->idx
[0].offset
;
2114 case WINED3DSPR_TEMP
:
2115 shader_addline(buffer
, "r");
2118 case WINED3DSPR_INPUT
:
2119 shader_addline(buffer
, "v");
2122 case WINED3DSPR_CONST
:
2123 case WINED3DSPR_CONST2
:
2124 case WINED3DSPR_CONST3
:
2125 case WINED3DSPR_CONST4
:
2126 shader_addline(buffer
, "c");
2127 offset
= shader_get_float_offset(reg
->type
, offset
);
2130 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2131 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2134 case WINED3DSPR_RASTOUT
:
2135 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2138 case WINED3DSPR_COLOROUT
:
2139 shader_addline(buffer
, "oC");
2142 case WINED3DSPR_DEPTHOUT
:
2143 shader_addline(buffer
, "oDepth");
2146 case WINED3DSPR_ATTROUT
:
2147 shader_addline(buffer
, "oD");
2150 case WINED3DSPR_TEXCRDOUT
:
2151 /* Vertex shaders >= 3.0 use general purpose output registers
2152 * (WINED3DSPR_OUTPUT), which can include an address token. */
2153 if (shader_version
->major
>= 3)
2154 shader_addline(buffer
, "o");
2156 shader_addline(buffer
, "oT");
2159 case WINED3DSPR_CONSTINT
:
2160 shader_addline(buffer
, "i");
2163 case WINED3DSPR_CONSTBOOL
:
2164 shader_addline(buffer
, "b");
2167 case WINED3DSPR_LABEL
:
2168 shader_addline(buffer
, "l");
2171 case WINED3DSPR_LOOP
:
2172 shader_addline(buffer
, "aL");
2175 case WINED3DSPR_SAMPLER
:
2176 shader_addline(buffer
, "s");
2179 case WINED3DSPR_MISCTYPE
:
2182 FIXME("Unhandled misctype register %u.\n", offset
);
2183 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2187 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2191 case WINED3DSPR_PREDICATE
:
2192 shader_addline(buffer
, "p");
2195 case WINED3DSPR_IMMCONST
:
2196 shader_addline(buffer
, "l");
2199 case WINED3DSPR_CONSTBUFFER
:
2200 shader_addline(buffer
, "cb");
2203 case WINED3DSPR_IMMCONSTBUFFER
:
2204 shader_addline(buffer
, "icb");
2207 case WINED3DSPR_PRIMID
:
2208 shader_addline(buffer
, "primID");
2211 case WINED3DSPR_NULL
:
2212 shader_addline(buffer
, "null");
2215 case WINED3DSPR_RESOURCE
:
2216 shader_addline(buffer
, "t");
2219 case WINED3DSPR_UAV
:
2220 shader_addline(buffer
, "u");
2223 case WINED3DSPR_OUTPOINTID
:
2224 shader_addline(buffer
, "vOutputControlPointID");
2227 case WINED3DSPR_FORKINSTID
:
2228 shader_addline(buffer
, "vForkInstanceId");
2231 case WINED3DSPR_JOININSTID
:
2232 shader_addline(buffer
, "vJoinInstanceId");
2235 case WINED3DSPR_INCONTROLPOINT
:
2236 shader_addline(buffer
, "vicp");
2239 case WINED3DSPR_OUTCONTROLPOINT
:
2240 shader_addline(buffer
, "vocp");
2243 case WINED3DSPR_PATCHCONST
:
2244 shader_addline(buffer
, "vpc");
2247 case WINED3DSPR_TESSCOORD
:
2248 shader_addline(buffer
, "vDomainLocation");
2251 case WINED3DSPR_GROUPSHAREDMEM
:
2252 shader_addline(buffer
, "g");
2255 case WINED3DSPR_THREADID
:
2256 shader_addline(buffer
, "vThreadID");
2259 case WINED3DSPR_THREADGROUPID
:
2260 shader_addline(buffer
, "vThreadGroupID");
2263 case WINED3DSPR_LOCALTHREADID
:
2264 shader_addline(buffer
, "vThreadIDInGroup");
2267 case WINED3DSPR_LOCALTHREADINDEX
:
2268 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2271 case WINED3DSPR_IDXTEMP
:
2272 shader_addline(buffer
, "x");
2275 case WINED3DSPR_STREAM
:
2276 shader_addline(buffer
, "m");
2279 case WINED3DSPR_FUNCTIONBODY
:
2280 shader_addline(buffer
, "fb");
2283 case WINED3DSPR_FUNCTIONPOINTER
:
2284 shader_addline(buffer
, "fp");
2287 case WINED3DSPR_COVERAGE
:
2288 shader_addline(buffer
, "vCoverage");
2291 case WINED3DSPR_SAMPLEMASK
:
2292 shader_addline(buffer
, "oMask");
2295 case WINED3DSPR_GSINSTID
:
2296 shader_addline(buffer
, "vGSInstanceID");
2300 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2304 if (reg
->type
== WINED3DSPR_IMMCONST
)
2306 shader_addline(buffer
, "(");
2307 switch (reg
->immconst_type
)
2309 case WINED3D_IMMCONST_SCALAR
:
2310 switch (reg
->data_type
)
2312 case WINED3D_DATA_FLOAT
:
2313 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2315 case WINED3D_DATA_INT
:
2316 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2318 case WINED3D_DATA_RESOURCE
:
2319 case WINED3D_DATA_SAMPLER
:
2320 case WINED3D_DATA_UINT
:
2321 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2324 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2329 case WINED3D_IMMCONST_VEC4
:
2330 switch (reg
->data_type
)
2332 case WINED3D_DATA_FLOAT
:
2333 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2334 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2335 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2337 case WINED3D_DATA_INT
:
2338 shader_addline(buffer
, "%d, %d, %d, %d",
2339 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2340 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2342 case WINED3D_DATA_RESOURCE
:
2343 case WINED3D_DATA_SAMPLER
:
2344 case WINED3D_DATA_UINT
:
2345 shader_addline(buffer
, "%u, %u, %u, %u",
2346 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2347 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2350 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2356 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2359 shader_addline(buffer
, ")");
2361 else if (reg
->type
!= WINED3DSPR_RASTOUT
2362 && reg
->type
!= WINED3DSPR_MISCTYPE
2363 && reg
->type
!= WINED3DSPR_NULL
)
2367 shader_addline(buffer
, "[");
2368 if (reg
->idx
[0].rel_addr
)
2370 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2371 shader_addline(buffer
, " + ");
2373 shader_addline(buffer
, "%u]", offset
);
2375 if (reg
->idx
[1].offset
!= ~0u)
2377 shader_addline(buffer
, "[");
2378 if (reg
->idx
[1].rel_addr
)
2380 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2381 shader_addline(buffer
, " + ");
2383 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2387 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2388 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2392 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2393 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2395 DWORD write_mask
= param
->write_mask
;
2397 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2399 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2401 static const char write_mask_chars
[] = "xyzw";
2403 shader_addline(buffer
, ".");
2404 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2405 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2406 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2407 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2408 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2409 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2410 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2411 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2415 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2416 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2418 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2419 DWORD swizzle
= param
->swizzle
;
2421 if (src_modifier
== WINED3DSPSM_NEG
2422 || src_modifier
== WINED3DSPSM_BIASNEG
2423 || src_modifier
== WINED3DSPSM_SIGNNEG
2424 || src_modifier
== WINED3DSPSM_X2NEG
2425 || src_modifier
== WINED3DSPSM_ABSNEG
)
2426 shader_addline(buffer
, "-");
2427 else if (src_modifier
== WINED3DSPSM_COMP
)
2428 shader_addline(buffer
, "1-");
2429 else if (src_modifier
== WINED3DSPSM_NOT
)
2430 shader_addline(buffer
, "!");
2432 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2433 shader_addline(buffer
, "abs(");
2435 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2437 switch (src_modifier
)
2439 case WINED3DSPSM_NONE
: break;
2440 case WINED3DSPSM_NEG
: break;
2441 case WINED3DSPSM_NOT
: break;
2442 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2443 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2444 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2445 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2446 case WINED3DSPSM_COMP
: break;
2447 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2448 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2449 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2450 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2451 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2452 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2453 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2456 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2458 static const char swizzle_chars
[] = "xyzw";
2459 DWORD swizzle_x
= swizzle
& 0x03;
2460 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2461 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2462 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2464 if (swizzle_x
== swizzle_y
2465 && swizzle_x
== swizzle_z
2466 && swizzle_x
== swizzle_w
)
2468 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2472 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2473 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2478 /* Shared code in order to generate the bulk of the shader string. */
2479 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2480 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2481 const DWORD
*start
, const DWORD
*end
)
2483 struct wined3d_device
*device
= shader
->device
;
2484 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2485 void *fe_data
= shader
->frontend_data
;
2486 struct wined3d_shader_version shader_version
;
2487 struct wined3d_shader_parser_state state
;
2488 struct wined3d_shader_instruction ins
;
2489 struct wined3d_shader_tex_mx tex_mx
;
2490 struct wined3d_shader_context ctx
;
2493 /* Initialize current parsing state. */
2494 tex_mx
.current_row
= 0;
2495 state
.current_loop_depth
= 0;
2496 state
.current_loop_reg
= 0;
2497 state
.in_subroutine
= FALSE
;
2499 ctx
.shader
= shader
;
2500 ctx
.gl_info
= &device
->adapter
->gl_info
;
2501 ctx
.reg_maps
= reg_maps
;
2502 ctx
.buffer
= buffer
;
2503 ctx
.tex_mx
= &tex_mx
;
2505 ctx
.backend_data
= backend_ctx
;
2508 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2512 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2515 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2517 /* Unknown opcode and its parameters. */
2518 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2520 WARN("Encountered unrecognised or invalid instruction.\n");
2521 return WINED3DERR_INVALIDCALL
;
2525 FIXME("Predicates not implemented.\n");
2527 /* Call appropriate function for output target */
2528 device
->shader_backend
->shader_handle_instruction(&ins
);
2534 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2535 const struct wined3d_shader_dst_param
*dst
)
2537 DWORD mmask
= dst
->modifiers
;
2542 case 13: shader_addline(buffer
, "_d8"); break;
2543 case 14: shader_addline(buffer
, "_d4"); break;
2544 case 15: shader_addline(buffer
, "_d2"); break;
2545 case 1: shader_addline(buffer
, "_x2"); break;
2546 case 2: shader_addline(buffer
, "_x4"); break;
2547 case 3: shader_addline(buffer
, "_x8"); break;
2548 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2551 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2552 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2553 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2555 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2556 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2559 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2560 const struct wined3d_shader_primitive_type
*primitive_type
)
2562 switch (primitive_type
->type
)
2564 case WINED3D_PT_UNDEFINED
:
2565 shader_addline(buffer
, "undefined");
2567 case WINED3D_PT_POINTLIST
:
2568 shader_addline(buffer
, "pointlist");
2570 case WINED3D_PT_LINELIST
:
2571 shader_addline(buffer
, "linelist");
2573 case WINED3D_PT_LINESTRIP
:
2574 shader_addline(buffer
, "linestrip");
2576 case WINED3D_PT_TRIANGLELIST
:
2577 shader_addline(buffer
, "trianglelist");
2579 case WINED3D_PT_TRIANGLESTRIP
:
2580 shader_addline(buffer
, "trianglestrip");
2582 case WINED3D_PT_TRIANGLEFAN
:
2583 shader_addline(buffer
, "trianglefan");
2585 case WINED3D_PT_LINELIST_ADJ
:
2586 shader_addline(buffer
, "linelist_adj");
2588 case WINED3D_PT_LINESTRIP_ADJ
:
2589 shader_addline(buffer
, "linestrip_adj");
2591 case WINED3D_PT_TRIANGLELIST_ADJ
:
2592 shader_addline(buffer
, "trianglelist_adj");
2594 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2595 shader_addline(buffer
, "trianglestrip_adj");
2597 case WINED3D_PT_PATCH
:
2598 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2601 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2606 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2607 enum wined3d_shader_interpolation_mode interpolation_mode
)
2609 switch (interpolation_mode
)
2611 case WINED3DSIM_CONSTANT
:
2612 shader_addline(buffer
, "constant");
2614 case WINED3DSIM_LINEAR
:
2615 shader_addline(buffer
, "linear");
2617 case WINED3DSIM_LINEAR_CENTROID
:
2618 shader_addline(buffer
, "linear centroid");
2620 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2621 shader_addline(buffer
, "linear noperspective");
2623 case WINED3DSIM_LINEAR_SAMPLE
:
2624 shader_addline(buffer
, "linear sample");
2626 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2627 shader_addline(buffer
, "linear noperspective centroid");
2629 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2630 shader_addline(buffer
, "linear noperspective sample");
2633 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2638 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2640 struct wined3d_shader_version shader_version
;
2641 struct wined3d_string_buffer buffer
;
2642 const char *type_prefix
;
2647 if (!string_buffer_init(&buffer
))
2649 ERR("Failed to initialize string buffer.\n");
2653 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2655 TRACE("Parsing %p.\n", ptr
);
2657 switch (shader_version
.type
)
2659 case WINED3D_SHADER_TYPE_VERTEX
:
2663 case WINED3D_SHADER_TYPE_HULL
:
2667 case WINED3D_SHADER_TYPE_DOMAIN
:
2671 case WINED3D_SHADER_TYPE_GEOMETRY
:
2675 case WINED3D_SHADER_TYPE_PIXEL
:
2679 case WINED3D_SHADER_TYPE_COMPUTE
:
2684 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2685 type_prefix
= "unknown";
2689 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2691 while (!fe
->shader_is_end(fe_data
, &ptr
))
2693 struct wined3d_shader_instruction ins
;
2695 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2696 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2698 WARN("Skipping unrecognized instruction.\n");
2699 shader_addline(&buffer
, "<unrecognized instruction>\n");
2703 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2705 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2706 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2707 shader_addline(&buffer
, " ");
2708 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2710 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2712 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2713 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2714 shader_addline(&buffer
, ", %s",
2715 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2717 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2719 shader_addline(&buffer
, "%s fb%u",
2720 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2722 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2724 shader_addline(&buffer
, "%s ft%u = {...}",
2725 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2727 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2729 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2730 shader_dump_global_flags(&buffer
, ins
.flags
);
2732 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2734 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2735 ins
.declaration
.max_tessellation_factor
);
2737 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2739 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2740 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2742 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2743 ins
.declaration
.icb
->data
[4 * i
+ 0],
2744 ins
.declaration
.icb
->data
[4 * i
+ 1],
2745 ins
.declaration
.icb
->data
[4 * i
+ 2],
2746 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2748 shader_addline(&buffer
, "}");
2750 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2752 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2753 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2754 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2756 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2758 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2759 ins
.declaration
.indexable_temp
.register_idx
,
2760 ins
.declaration
.indexable_temp
.register_size
,
2761 ins
.declaration
.indexable_temp
.component_count
);
2763 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2765 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2766 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2767 shader_addline(&buffer
, " ");
2768 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2770 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2771 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2772 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2773 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2775 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2776 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2777 shader_addline(&buffer
, ", ");
2778 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2780 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2782 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2783 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2784 shader_addline(&buffer
, " ");
2785 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2786 shader_addline(&buffer
, ", ");
2787 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2789 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2790 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2792 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2793 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2795 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2796 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2798 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2799 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2801 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2803 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2804 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2805 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2807 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2809 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2810 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2812 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2814 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2815 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2816 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2818 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2820 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2821 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2822 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2823 shader_addline(&buffer
, ", comparisonMode");
2825 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2826 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2827 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2828 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2829 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2830 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2831 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2833 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2835 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2837 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2838 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2840 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2842 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2843 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2845 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2847 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2848 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2850 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2852 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2853 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2854 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2856 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2858 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2859 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2860 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2861 ins
.declaration
.tgsm_structured
.structure_count
);
2863 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2865 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2866 ins
.declaration
.thread_group_size
.x
,
2867 ins
.declaration
.thread_group_size
.y
,
2868 ins
.declaration
.thread_group_size
.z
);
2870 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2872 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2873 shader_dump_uav_flags(&buffer
, ins
.flags
);
2874 shader_addline(&buffer
, " ");
2875 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2877 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2879 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2880 shader_dump_uav_flags(&buffer
, ins
.flags
);
2881 shader_addline(&buffer
, " ");
2882 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2883 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2885 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2887 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2888 ins
.dst
[0].reg
.idx
[0].offset
),
2889 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2890 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2891 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2892 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2894 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2896 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2897 ins
.src
[0].reg
.u
.immconst_data
[0],
2898 ins
.src
[0].reg
.u
.immconst_data
[1],
2899 ins
.src
[0].reg
.u
.immconst_data
[2],
2900 ins
.src
[0].reg
.u
.immconst_data
[3]);
2902 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2904 shader_addline(&buffer
, "defb b%u = %s",
2905 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2911 shader_addline(&buffer
, "(");
2912 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2913 shader_addline(&buffer
, ") ");
2916 /* PixWin marks instructions with the coissue flag with a '+' */
2918 shader_addline(&buffer
, "+");
2920 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2922 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2923 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
2924 || ins
.handler_idx
== WINED3DSIH_IF
2925 || ins
.handler_idx
== WINED3DSIH_RETP
)
2929 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2930 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2931 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2934 else if (ins
.handler_idx
== WINED3DSIH_IFC
2935 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2939 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2940 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2941 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2942 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2943 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2944 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2945 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2948 else if (ins
.handler_idx
== WINED3DSIH_TEX
2949 && shader_version
.major
>= 2
2950 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2952 shader_addline(&buffer
, "p");
2954 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
2958 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2959 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2960 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2963 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
2967 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2968 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2971 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
2973 shader_dump_sync_flags(&buffer
, ins
.flags
);
2976 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2977 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2979 for (i
= 0; i
< ins
.dst_count
; ++i
)
2981 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2982 shader_addline(&buffer
, !i
? " " : ", ");
2983 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2986 /* Other source tokens */
2987 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2989 shader_addline(&buffer
, !i
? " " : ", ");
2990 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2993 shader_addline(&buffer
, "\n");
2996 for (p
= buffer
.buffer
; *p
; p
= q
)
2998 if (!(q
= strstr(p
, "\n")))
3002 TRACE(" %.*s", (int)(q
- p
), p
);
3005 string_buffer_free(&buffer
);
3008 static void shader_cleanup(struct wined3d_shader
*shader
)
3010 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
3012 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
3013 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.fork
);
3014 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.join
);
3016 else if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3018 HeapFree(GetProcessHeap(), 0, shader
->u
.gs
.so_desc
.elements
);
3021 HeapFree(GetProcessHeap(), 0, shader
->patch_constant_signature
.elements
);
3022 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3023 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3024 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3025 shader
->device
->shader_backend
->shader_destroy(shader
);
3026 shader_cleanup_reg_maps(&shader
->reg_maps
);
3027 HeapFree(GetProcessHeap(), 0, shader
->function
);
3028 shader_delete_constant_list(&shader
->constantsF
);
3029 shader_delete_constant_list(&shader
->constantsB
);
3030 shader_delete_constant_list(&shader
->constantsI
);
3031 list_remove(&shader
->shader_list_entry
);
3033 if (shader
->frontend
&& shader
->frontend_data
)
3034 shader
->frontend
->shader_free(shader
->frontend_data
);
3037 struct shader_none_priv
3039 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3040 const struct fragment_pipeline
*fragment_pipe
;
3041 BOOL ffp_proj_control
;
3044 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3045 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3046 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3047 const struct wined3d_state
*state
) {}
3048 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3049 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3050 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3051 const struct wined3d_state
*state
) {}
3052 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3053 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3054 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3056 /* Context activation is done by the caller. */
3057 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3058 const struct wined3d_state
*state
)
3060 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3061 struct shader_none_priv
*priv
= shader_priv
;
3063 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
3064 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
3067 /* Context activation is done by the caller. */
3068 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3070 struct shader_none_priv
*priv
= shader_priv
;
3071 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3073 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
3074 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
3076 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3077 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3078 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3079 | (1u << WINED3D_SHADER_TYPE_HULL
)
3080 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3081 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3084 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3085 const struct fragment_pipeline
*fragment_pipe
)
3087 struct fragment_caps fragment_caps
;
3088 void *vertex_priv
, *fragment_priv
;
3089 struct shader_none_priv
*priv
;
3091 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
3092 return E_OUTOFMEMORY
;
3094 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3096 ERR("Failed to initialize vertex pipe.\n");
3097 HeapFree(GetProcessHeap(), 0, priv
);
3101 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3103 ERR("Failed to initialize fragment pipe.\n");
3104 vertex_pipe
->vp_free(device
);
3105 HeapFree(GetProcessHeap(), 0, priv
);
3109 priv
->vertex_pipe
= vertex_pipe
;
3110 priv
->fragment_pipe
= fragment_pipe
;
3111 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
3112 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3114 device
->vertex_priv
= vertex_priv
;
3115 device
->fragment_priv
= fragment_priv
;
3116 device
->shader_priv
= priv
;
3121 static void shader_none_free(struct wined3d_device
*device
)
3123 struct shader_none_priv
*priv
= device
->shader_priv
;
3125 priv
->fragment_pipe
->free_private(device
);
3126 priv
->vertex_pipe
->vp_free(device
);
3127 HeapFree(GetProcessHeap(), 0, priv
);
3130 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3135 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
3137 /* Set the shader caps to 0 for the none shader backend */
3138 caps
->vs_version
= 0;
3139 caps
->hs_version
= 0;
3140 caps
->ds_version
= 0;
3141 caps
->gs_version
= 0;
3142 caps
->ps_version
= 0;
3143 caps
->cs_version
= 0;
3144 caps
->vs_uniform_count
= 0;
3145 caps
->ps_uniform_count
= 0;
3146 caps
->ps_1x_max_value
= 0.0f
;
3147 caps
->varying_count
= 0;
3148 caps
->wined3d_caps
= 0;
3151 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3153 /* We "support" every possible fixup, since we don't support any shader
3154 * model, and will never have to actually sample a texture. */
3158 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3160 struct shader_none_priv
*priv
= shader_priv
;
3162 return priv
->ffp_proj_control
;
3165 const struct wined3d_shader_backend_ops none_shader_backend
=
3167 shader_none_handle_instruction
,
3168 shader_none_precompile
,
3170 shader_none_select_compute
,
3171 shader_none_disable
,
3172 shader_none_update_float_vertex_constants
,
3173 shader_none_update_float_pixel_constants
,
3174 shader_none_load_constants
,
3175 shader_none_destroy
,
3178 shader_none_allocate_context_data
,
3179 shader_none_free_context_data
,
3180 shader_none_init_context_state
,
3181 shader_none_get_caps
,
3182 shader_none_color_fixup_supported
,
3183 shader_none_has_ffp_proj_control
,
3186 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
3187 enum wined3d_shader_type type
, unsigned int max_version
)
3189 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3190 const struct wined3d_shader_frontend
*fe
;
3192 unsigned int backend_version
;
3193 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3195 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3196 shader
, float_const_count
, type
, max_version
);
3198 fe
= shader
->frontend
;
3199 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3200 shader
->functionLength
, &shader
->output_signature
)))
3202 FIXME("Failed to initialize frontend.\n");
3203 return WINED3DERR_INVALIDCALL
;
3206 /* First pass: trace shader. */
3207 if (TRACE_ON(d3d_shader
))
3208 shader_trace_init(fe
, shader
->frontend_data
);
3210 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3211 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
3212 &shader
->output_signature
, float_const_count
)))
3215 if (reg_maps
->shader_version
.type
!= type
)
3217 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3218 return WINED3DERR_INVALIDCALL
;
3220 if (reg_maps
->shader_version
.major
> max_version
)
3222 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3223 return WINED3DERR_INVALIDCALL
;
3227 case WINED3D_SHADER_TYPE_VERTEX
:
3228 backend_version
= d3d_info
->limits
.vs_version
;
3230 case WINED3D_SHADER_TYPE_HULL
:
3231 backend_version
= d3d_info
->limits
.hs_version
;
3233 case WINED3D_SHADER_TYPE_DOMAIN
:
3234 backend_version
= d3d_info
->limits
.ds_version
;
3236 case WINED3D_SHADER_TYPE_GEOMETRY
:
3237 backend_version
= d3d_info
->limits
.gs_version
;
3239 case WINED3D_SHADER_TYPE_PIXEL
:
3240 backend_version
= d3d_info
->limits
.ps_version
;
3242 case WINED3D_SHADER_TYPE_COMPUTE
:
3243 backend_version
= d3d_info
->limits
.cs_version
;
3246 FIXME("No backend version-checking for this shader type.\n");
3247 backend_version
= 0;
3249 if (reg_maps
->shader_version
.major
> backend_version
)
3251 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3252 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3253 return WINED3DERR_INVALIDCALL
;
3259 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3261 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3263 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3268 static void wined3d_shader_init_object(void *object
)
3270 struct wined3d_shader
*shader
= object
;
3271 struct wined3d_device
*device
= shader
->device
;
3273 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3275 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3278 static void wined3d_shader_destroy_object(void *object
)
3280 shader_cleanup(object
);
3281 HeapFree(GetProcessHeap(), 0, object
);
3284 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3286 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3288 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3292 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3293 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3299 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3301 TRACE("shader %p.\n", shader
);
3303 return shader
->parent
;
3306 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3307 void *byte_code
, UINT
*byte_code_size
)
3309 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3313 *byte_code_size
= shader
->functionLength
;
3317 if (*byte_code_size
< shader
->functionLength
)
3319 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3320 * than the required size we should write the required size and
3321 * return D3DERR_MOREDATA. That's not actually true. */
3322 return WINED3DERR_INVALIDCALL
;
3325 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3330 /* Set local constants for d3d8 shaders. */
3331 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3332 UINT start_idx
, const float *src_data
, UINT count
)
3334 UINT end_idx
= start_idx
+ count
;
3337 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3339 if (end_idx
> shader
->limits
->constant_float
)
3341 WARN("end_idx %u > float constants limit %u.\n",
3342 end_idx
, shader
->limits
->constant_float
);
3343 end_idx
= shader
->limits
->constant_float
;
3346 for (i
= start_idx
; i
< end_idx
; ++i
)
3348 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3351 return E_OUTOFMEMORY
;
3354 value
= (float *)lconst
->value
;
3355 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3356 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3358 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3359 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3361 shader
->lconst_inf_or_nan
= TRUE
;
3368 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3369 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
3371 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3372 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3373 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3374 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3375 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3376 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3377 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_HULL
] ? WINED3D_SHADER_TYPE_HULL
3378 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3379 : WINED3D_SHADER_TYPE_PIXEL
;
3380 if (shader
->reg_maps
.shader_version
.major
>= 4)
3381 args
->next_shader_input_count
= state
->shader
[WINED3D_SHADER_TYPE_HULL
]
3382 ? state
->shader
[WINED3D_SHADER_TYPE_HULL
]->limits
->packed_input
3383 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]
3384 ? state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
3385 : state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3386 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3388 args
->next_shader_input_count
= 0;
3389 args
->swizzle_map
= swizzle_map
;
3390 if (d3d_info
->emulated_flatshading
)
3391 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3393 args
->flatshading
= 0;
3396 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3398 if (usage_idx1
!= usage_idx2
)
3400 if (usage1
== usage2
)
3402 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3404 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3410 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3411 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3413 WORD map
= shader
->reg_maps
.input_registers
;
3416 for (i
= 0; map
; map
>>= 1, ++i
)
3418 if (!(map
& 1)) continue;
3420 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3421 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3430 static HRESULT
shader_signature_calculate_strings_length(const struct wined3d_shader_signature
*signature
,
3433 struct wined3d_shader_signature_element
*e
;
3437 for (i
= 0; i
< signature
->element_count
; ++i
)
3439 e
= &signature
->elements
[i
];
3440 len
= strlen(e
->semantic_name
);
3441 if (len
>= ~(SIZE_T
)0 - *total
)
3442 return E_OUTOFMEMORY
;
3449 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3450 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3452 struct wined3d_shader_signature_element
*e
;
3457 if (!src
->element_count
)
3460 ptr
= *signature_strings
;
3462 dst
->element_count
= src
->element_count
;
3463 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3464 return E_OUTOFMEMORY
;
3466 for (i
= 0; i
< src
->element_count
; ++i
)
3468 e
= &src
->elements
[i
];
3469 dst
->elements
[i
] = *e
;
3471 len
= strlen(e
->semantic_name
);
3472 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3473 dst
->elements
[i
].semantic_name
= ptr
;
3477 *signature_strings
= ptr
;
3482 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3483 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3484 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3486 size_t byte_code_size
;
3491 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3492 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3494 if (!desc
->byte_code
)
3495 return WINED3DERR_INVALIDCALL
;
3497 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3499 FIXME("Unable to find frontend for shader.\n");
3500 return WINED3DERR_INVALIDCALL
;
3504 shader
->device
= device
;
3505 shader
->parent
= parent
;
3506 shader
->parent_ops
= parent_ops
;
3509 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->input_signature
, &total
)))
3511 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->output_signature
, &total
)))
3513 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->patch_constant_signature
, &total
)))
3515 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3516 return E_OUTOFMEMORY
;
3517 ptr
= shader
->signature_strings
;
3519 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3521 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3524 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3526 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3527 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3530 if (FAILED(hr
= shader_signature_copy(&shader
->patch_constant_signature
, &desc
->patch_constant_signature
, &ptr
)))
3532 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3533 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3534 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3538 list_init(&shader
->linked_programs
);
3539 list_init(&shader
->constantsF
);
3540 list_init(&shader
->constantsB
);
3541 list_init(&shader
->constantsI
);
3542 shader
->lconst_inf_or_nan
= FALSE
;
3543 list_init(&shader
->reg_maps
.indexable_temps
);
3544 list_init(&shader
->shader_list_entry
);
3546 byte_code_size
= desc
->byte_code_size
;
3547 if (byte_code_size
== ~(size_t)0)
3549 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3550 struct wined3d_shader_version shader_version
;
3551 struct wined3d_shader_instruction ins
;
3555 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3557 WARN("Failed to initialise frontend data.\n");
3558 shader_cleanup(shader
);
3559 return WINED3DERR_INVALIDCALL
;
3562 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3563 while (!fe
->shader_is_end(fe_data
, &ptr
))
3564 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3566 fe
->shader_free(fe_data
);
3568 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3571 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, byte_code_size
)))
3573 shader_cleanup(shader
);
3574 return E_OUTOFMEMORY
;
3576 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3577 shader
->functionLength
= byte_code_size
;
3579 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3581 WARN("Failed to set function, hr %#x.\n", hr
);
3582 shader_cleanup(shader
);
3586 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3588 wined3d_cs_init_object(shader
->device
->cs
, wined3d_shader_init_object
, shader
);
3593 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3594 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3596 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3600 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3601 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3604 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3606 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3608 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3611 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3612 shader_usage_from_semantic_name(input
->semantic_name
);
3613 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3616 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3617 shader
->load_local_constsF
= TRUE
;
3622 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3623 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3625 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
);
3628 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3629 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3631 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
);
3634 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3635 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3636 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3638 struct wined3d_stream_output_element
*elements
= NULL
;
3641 if (so_desc
&& !(elements
= wined3d_calloc(so_desc
->element_count
, sizeof(*elements
))))
3642 return E_OUTOFMEMORY
;
3644 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3646 HeapFree(GetProcessHeap(), 0, elements
);
3652 shader
->u
.gs
.so_desc
= *so_desc
;
3653 shader
->u
.gs
.so_desc
.elements
= elements
;
3654 memcpy(elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*elements
));
3660 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3661 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3663 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3665 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3666 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3668 args
->output_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
3669 state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
:
3670 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
3671 : shader
->limits
->packed_output
;
3672 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3673 : WINED3D_SHADER_TYPE_PIXEL
;
3675 args
->render_offscreen
= context
->render_offscreen
;
3680 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3681 struct gs_compile_args
*args
)
3683 args
->output_count
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3684 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: shader
->limits
->packed_output
;
3687 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3688 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3690 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3691 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3692 const struct wined3d_texture
*texture
;
3695 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3696 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3698 static unsigned int warned
= 0;
3700 args
->srgb_correction
= 1;
3701 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3702 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3703 "support, expect rendering artifacts.\n");
3706 if (shader
->reg_maps
.shader_version
.major
== 1
3707 && shader
->reg_maps
.shader_version
.minor
<= 3)
3709 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3711 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3713 if (flags
& WINED3D_TTFF_PROJECTED
)
3715 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3717 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3719 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3721 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3722 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3724 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3726 struct wined3d_vertex_declaration_element
*element
=
3727 &state
->vertex_declaration
->elements
[j
];
3729 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3730 && element
->usage_idx
== index
)
3732 max_valid
= element
->format
->component_count
;
3736 if (!tex_transform
|| tex_transform
> max_valid
)
3738 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3739 tex_transform
, max_valid
);
3740 tex_transform
= max_valid
;
3742 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3743 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3744 && tex_transform
> WINED3D_TTFF_COUNT2
)
3745 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3746 && tex_transform
> WINED3D_TTFF_COUNT3
))
3747 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3750 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3751 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3752 i
, tex_transform
, resource_type
);
3756 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3758 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3762 if (shader
->reg_maps
.shader_version
.major
== 1
3763 && shader
->reg_maps
.shader_version
.minor
<= 4)
3765 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3767 const struct wined3d_texture
*texture
= state
->textures
[i
];
3769 if (!shader
->reg_maps
.resource_info
[i
].type
)
3772 /* Treat unbound textures as 2D. The dummy texture will provide
3773 * the proper sample value. The tex_types bitmap defaults to
3774 * 2D because of the memset. */
3778 switch (texture
->target
)
3780 /* RECT textures are distinguished from 2D textures via np2_fixup */
3781 case GL_TEXTURE_RECTANGLE_ARB
:
3786 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3789 case GL_TEXTURE_CUBE_MAP_ARB
:
3790 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3796 if (shader
->reg_maps
.shader_version
.major
>= 4)
3798 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3800 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3801 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3802 args
->np2_fixup
= 0;
3806 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3808 if (!shader
->reg_maps
.resource_info
[i
].type
)
3811 texture
= state
->textures
[i
];
3814 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3817 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3818 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3820 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3822 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3823 args
->shadow
|= 1u << i
;
3825 /* Flag samplers that need NP2 texcoord fixup. */
3826 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3827 args
->np2_fixup
|= (1u << i
);
3831 if (shader
->reg_maps
.shader_version
.major
>= 3)
3833 if (position_transformed
)
3834 args
->vp_mode
= pretransformed
;
3835 else if (use_vs(state
))
3836 args
->vp_mode
= vertexshader
;
3838 args
->vp_mode
= fixedfunction
;
3839 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3843 args
->vp_mode
= vertexshader
;
3844 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3846 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3848 case WINED3D_FOG_NONE
:
3849 if (position_transformed
|| use_vs(state
))
3851 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3855 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3857 case WINED3D_FOG_NONE
: /* Fall through. */
3858 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3859 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3860 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3864 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3865 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3866 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3871 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3875 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3877 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3879 args
->texcoords_initialized
= 0;
3880 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3884 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3885 args
->texcoords_initialized
|= 1u << i
;
3889 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3890 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3892 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3893 & WINED3D_FFP_TCI_MASK
3894 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3895 args
->texcoords_initialized
|= 1u << i
;
3901 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3904 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3905 && state
->gl_primitive_type
== GL_POINTS
;
3907 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3908 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3910 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3911 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3912 : WINED3D_CMP_ALWAYS
) - 1;
3914 if (d3d_info
->emulated_flatshading
)
3915 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3917 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
3918 ? context
->render_offscreen
: 0;
3921 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3922 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3924 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3925 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3928 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3929 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3932 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3934 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3937 highest_reg_used
= i
;
3941 /* Don't do any register mapping magic if it is not needed, or if we can't
3942 * achieve anything anyway */
3943 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3944 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3945 || shader
->reg_maps
.shader_version
.major
>= 4)
3947 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3949 /* This happens with relative addressing. The input mapper function
3950 * warns about this if the higher registers are declared too, so
3951 * don't write a FIXME here */
3952 WARN("More varying registers used than supported\n");
3955 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3957 shader
->u
.ps
.input_reg_map
[i
] = i
;
3960 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3964 shader
->u
.ps
.declared_in_count
= 0;
3965 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3967 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3968 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3969 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3976 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3978 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3979 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3982 if (reg_maps
->shader_version
.major
!= 1) return;
3984 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3986 /* We don't sample from this sampler. */
3987 if (!resource_info
[i
].type
)
3990 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3992 case WINED3D_SHADER_TEX_2D
:
3993 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3996 case WINED3D_SHADER_TEX_3D
:
3997 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
4000 case WINED3D_SHADER_TEX_CUBE
:
4001 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
4007 static HRESULT
compute_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
4008 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
4010 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
);
4013 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4014 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4016 struct wined3d_shader
*object
;
4019 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4020 device
, desc
, parent
, parent_ops
, shader
);
4022 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4023 return E_OUTOFMEMORY
;
4025 if (FAILED(hr
= compute_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4027 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
4028 HeapFree(GetProcessHeap(), 0, object
);
4032 TRACE("Created compute shader %p.\n", object
);
4038 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4039 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4041 struct wined3d_shader
*object
;
4044 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4045 device
, desc
, parent
, parent_ops
, shader
);
4047 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4048 return E_OUTOFMEMORY
;
4050 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4052 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4053 HeapFree(GetProcessHeap(), 0, object
);
4057 TRACE("Created domain shader %p.\n", object
);
4063 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4064 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4065 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4067 struct wined3d_shader
*object
;
4070 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4071 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4073 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4074 return E_OUTOFMEMORY
;
4076 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4078 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4079 HeapFree(GetProcessHeap(), 0, object
);
4083 TRACE("Created geometry shader %p.\n", object
);
4089 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4090 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4092 struct wined3d_shader
*object
;
4095 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4096 device
, desc
, parent
, parent_ops
, shader
);
4098 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4099 return E_OUTOFMEMORY
;
4101 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4103 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4104 HeapFree(GetProcessHeap(), 0, object
);
4108 TRACE("Created hull shader %p.\n", object
);
4114 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4115 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4117 struct wined3d_shader
*object
;
4120 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4121 device
, desc
, parent
, parent_ops
, shader
);
4123 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4125 return E_OUTOFMEMORY
;
4127 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4129 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4130 HeapFree(GetProcessHeap(), 0, object
);
4134 TRACE("Created pixel shader %p.\n", object
);
4140 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4141 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4143 struct wined3d_shader
*object
;
4146 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4147 device
, desc
, parent
, parent_ops
, shader
);
4149 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4151 return E_OUTOFMEMORY
;
4153 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4155 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4156 HeapFree(GetProcessHeap(), 0, object
);
4160 TRACE("Created vertex shader %p.\n", object
);