2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_BEM */ "bem",
47 /* WINED3DSIH_BREAK */ "break",
48 /* WINED3DSIH_BREAKC */ "breakc",
49 /* WINED3DSIH_BREAKP */ "breakp",
50 /* WINED3DSIH_CALL */ "call",
51 /* WINED3DSIH_CALLNZ */ "callnz",
52 /* WINED3DSIH_CMP */ "cmp",
53 /* WINED3DSIH_CND */ "cnd",
54 /* WINED3DSIH_CRS */ "crs",
55 /* WINED3DSIH_CUT */ "cut",
56 /* WINED3DSIH_DCL */ "dcl",
57 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
58 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
59 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
60 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
61 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
62 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
63 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
64 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
65 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
66 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
67 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
68 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
69 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
70 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
71 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
72 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
73 /* WINED3DSIH_DEF */ "def",
74 /* WINED3DSIH_DEFB */ "defb",
75 /* WINED3DSIH_DEFI */ "defi",
76 /* WINED3DSIH_DIV */ "div",
77 /* WINED3DSIH_DP2 */ "dp2",
78 /* WINED3DSIH_DP2ADD */ "dp2add",
79 /* WINED3DSIH_DP3 */ "dp3",
80 /* WINED3DSIH_DP4 */ "dp4",
81 /* WINED3DSIH_DST */ "dst",
82 /* WINED3DSIH_DSX */ "dsx",
83 /* WINED3DSIH_DSY */ "dsy",
84 /* WINED3DSIH_ELSE */ "else",
85 /* WINED3DSIH_EMIT */ "emit",
86 /* WINED3DSIH_ENDIF */ "endif",
87 /* WINED3DSIH_ENDLOOP */ "endloop",
88 /* WINED3DSIH_ENDREP */ "endrep",
89 /* WINED3DSIH_EQ */ "eq",
90 /* WINED3DSIH_EXP */ "exp",
91 /* WINED3DSIH_EXPP */ "expp",
92 /* WINED3DSIH_FRC */ "frc",
93 /* WINED3DSIH_FTOI */ "ftoi",
94 /* WINED3DSIH_FTOU */ "ftou",
95 /* WINED3DSIH_GE */ "ge",
96 /* WINED3DSIH_IADD */ "iadd",
97 /* WINED3DSIH_IEQ */ "ieq",
98 /* WINED3DSIH_IF */ "if",
99 /* WINED3DSIH_IFC */ "ifc",
100 /* WINED3DSIH_IGE */ "ige",
101 /* WINED3DSIH_ILT */ "ilt",
102 /* WINED3DSIH_IMAD */ "imad",
103 /* WINED3DSIH_IMAX */ "imax",
104 /* WINED3DSIH_IMIN */ "imin",
105 /* WINED3DSIH_IMUL */ "imul",
106 /* WINED3DSIH_INE */ "ine",
107 /* WINED3DSIH_INEG */ "ineg",
108 /* WINED3DSIH_ISHL */ "ishl",
109 /* WINED3DSIH_ITOF */ "itof",
110 /* WINED3DSIH_LABEL */ "label",
111 /* WINED3DSIH_LD */ "ld",
112 /* WINED3DSIH_LIT */ "lit",
113 /* WINED3DSIH_LOG */ "log",
114 /* WINED3DSIH_LOGP */ "logp",
115 /* WINED3DSIH_LOOP */ "loop",
116 /* WINED3DSIH_LRP */ "lrp",
117 /* WINED3DSIH_LT */ "lt",
118 /* WINED3DSIH_M3x2 */ "m3x2",
119 /* WINED3DSIH_M3x3 */ "m3x3",
120 /* WINED3DSIH_M3x4 */ "m3x4",
121 /* WINED3DSIH_M4x3 */ "m4x3",
122 /* WINED3DSIH_M4x4 */ "m4x4",
123 /* WINED3DSIH_MAD */ "mad",
124 /* WINED3DSIH_MAX */ "max",
125 /* WINED3DSIH_MIN */ "min",
126 /* WINED3DSIH_MOV */ "mov",
127 /* WINED3DSIH_MOVA */ "mova",
128 /* WINED3DSIH_MOVC */ "movc",
129 /* WINED3DSIH_MUL */ "mul",
130 /* WINED3DSIH_NE */ "ne",
131 /* WINED3DSIH_NOP */ "nop",
132 /* WINED3DSIH_NOT */ "not",
133 /* WINED3DSIH_NRM */ "nrm",
134 /* WINED3DSIH_OR */ "or",
135 /* WINED3DSIH_PHASE */ "phase",
136 /* WINED3DSIH_POW */ "pow",
137 /* WINED3DSIH_RCP */ "rcp",
138 /* WINED3DSIH_REP */ "rep",
139 /* WINED3DSIH_RESINFO */ "resinfo",
140 /* WINED3DSIH_RET */ "ret",
141 /* WINED3DSIH_ROUND_NI */ "round_ni",
142 /* WINED3DSIH_ROUND_PI */ "round_pi",
143 /* WINED3DSIH_ROUND_Z */ "round_z",
144 /* WINED3DSIH_RSQ */ "rsq",
145 /* WINED3DSIH_SAMPLE */ "sample",
146 /* WINED3DSIH_SAMPLE_B */ "sample_b",
147 /* WINED3DSIH_SAMPLE_C */ "sample_c",
148 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
149 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
150 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
151 /* WINED3DSIH_SETP */ "setp",
152 /* WINED3DSIH_SGE */ "sge",
153 /* WINED3DSIH_SGN */ "sgn",
154 /* WINED3DSIH_SINCOS */ "sincos",
155 /* WINED3DSIH_SLT */ "slt",
156 /* WINED3DSIH_SQRT */ "sqrt",
157 /* WINED3DSIH_SUB */ "sub",
158 /* WINED3DSIH_TEX */ "texld",
159 /* WINED3DSIH_TEXBEM */ "texbem",
160 /* WINED3DSIH_TEXBEML */ "texbeml",
161 /* WINED3DSIH_TEXCOORD */ "texcrd",
162 /* WINED3DSIH_TEXDEPTH */ "texdepth",
163 /* WINED3DSIH_TEXDP3 */ "texdp3",
164 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
165 /* WINED3DSIH_TEXKILL */ "texkill",
166 /* WINED3DSIH_TEXLDD */ "texldd",
167 /* WINED3DSIH_TEXLDL */ "texldl",
168 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
169 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
170 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
171 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
172 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
173 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
174 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
175 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
176 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
177 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
178 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
179 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
180 /* WINED3DSIH_UDIV */ "udiv",
181 /* WINED3DSIH_UGE */ "uge",
182 /* WINED3DSIH_USHR */ "ushr",
183 /* WINED3DSIH_UTOF */ "utof",
184 /* WINED3DSIH_XOR */ "xor",
187 static const char * const semantic_names
[] =
189 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
190 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
191 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
192 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
193 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
194 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
195 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
196 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
197 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
198 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
199 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
200 /* WINED3D_DECL_USAGE_FOG */ "FOG",
201 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
202 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
207 enum wined3d_sysval_semantic sysval_semantic
;
208 const char *sysval_name
;
210 sysval_semantic_names
[] =
212 {WINED3D_SV_POSITION
, "SV_Position"},
213 {WINED3D_SV_INSTANCEID
, "SV_InstanceID"},
214 {WINED3D_SV_PRIMITIVEID
, "SV_PrimitiveID"},
215 {WINED3D_SV_ISFRONTFACE
, "SV_IsFrontFace"},
216 {WINED3D_SV_SAMPLEINDEX
, "SV_SampleIndex"},
219 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
220 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
222 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
224 if (handler_idx
>= sizeof(shader_opcode_names
) / sizeof(*shader_opcode_names
))
225 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
227 return shader_opcode_names
[handler_idx
];
230 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
232 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
234 FIXME("Unrecognized usage %#x.\n", usage
);
235 return "UNRECOGNIZED";
238 return semantic_names
[usage
];
241 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
245 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
247 if (!strcmp(name
, semantic_names
[i
])) return i
;
253 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
255 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
258 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
259 const struct wined3d_shader_semantic
*s
)
261 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
262 e
->semantic_idx
= s
->usage_idx
;
263 e
->sysval_semantic
= 0;
264 e
->component_type
= 0;
265 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
266 e
->mask
= s
->reg
.write_mask
;
269 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
270 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
272 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
273 e
->semantic_idx
= usage_idx
;
274 e
->sysval_semantic
= 0;
275 e
->component_type
= 0;
276 e
->register_idx
= reg_idx
;
277 e
->mask
= write_mask
;
280 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
282 switch (version_token
>> 16)
286 return &sm1_shader_frontend
;
291 return &sm4_shader_frontend
;
294 FIXME("Unrecognised version token %#x\n", version_token
);
299 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
301 buffer
->buffer
[0] = '\0';
302 buffer
->content_size
= 0;
305 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
307 buffer
->buffer_size
= 32;
308 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
310 ERR("Failed to allocate shader buffer memory.\n");
314 string_buffer_clear(buffer
);
318 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
320 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
323 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
326 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
328 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
329 new_buffer_size
*= 2;
330 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
332 ERR("Failed to grow buffer.\n");
333 buffer
->buffer
[buffer
->content_size
] = '\0';
336 buffer
->buffer
= new_buffer
;
337 buffer
->buffer_size
= new_buffer_size
;
341 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
346 rem
= buffer
->buffer_size
- buffer
->content_size
;
347 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
348 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
351 buffer
->content_size
+= rc
;
355 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
362 va_start(args
, format
);
363 ret
= shader_vaddline(buffer
, format
, args
);
367 if (!string_buffer_resize(buffer
, ret
))
372 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
374 struct wined3d_string_buffer
*buffer
;
376 if (list_empty(&list
->list
))
378 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
379 if (!buffer
|| !string_buffer_init(buffer
))
381 ERR("Couldn't allocate buffer for temporary string.\n");
383 HeapFree(GetProcessHeap(), 0, buffer
);
389 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
390 list_remove(&buffer
->entry
);
392 string_buffer_clear(buffer
);
396 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
400 string_buffer_clear(buffer
);
401 return shader_vaddline(buffer
, format
, args
);
404 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
411 va_start(args
, format
);
412 ret
= string_buffer_vsprintf(buffer
, format
, args
);
416 if (!string_buffer_resize(buffer
, ret
))
421 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
425 list_add_head(&list
->list
, &buffer
->entry
);
428 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
430 list_init(&list
->list
);
433 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
435 struct wined3d_string_buffer
*buffer
, *buffer_next
;
437 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
439 string_buffer_free(buffer
);
440 HeapFree(GetProcessHeap(), 0, buffer
);
442 list_init(&list
->list
);
445 /* Convert floating point offset relative to a register file to an absolute
446 * offset for float constants. */
447 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
449 switch (register_type
)
451 case WINED3DSPR_CONST
: return register_idx
;
452 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
453 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
454 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
456 FIXME("Unsupported register type: %u.\n", register_type
);
461 static void shader_delete_constant_list(struct list
*clist
)
463 struct wined3d_shader_lconst
*constant
, *constant_next
;
465 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
466 HeapFree(GetProcessHeap(), 0, constant
);
470 static void shader_set_limits(struct wined3d_shader
*shader
)
472 static const struct limits_entry
474 unsigned int min_version
;
475 unsigned int max_version
;
476 struct wined3d_shader_limits limits
;
480 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
481 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
482 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
483 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
484 * even though they are capable of supporting much more (GL
485 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
486 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
488 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
489 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
490 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
495 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
496 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
497 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
502 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
503 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
504 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
505 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
506 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
507 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
508 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
511 const struct limits_entry
*limits_array
;
512 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
513 shader
->reg_maps
.shader_version
.minor
);
516 switch (shader
->reg_maps
.shader_version
.type
)
519 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
521 case WINED3D_SHADER_TYPE_VERTEX
:
522 limits_array
= vs_limits
;
524 case WINED3D_SHADER_TYPE_GEOMETRY
:
525 limits_array
= gs_limits
;
527 case WINED3D_SHADER_TYPE_PIXEL
:
528 limits_array
= ps_limits
;
532 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
534 if (shader_version
<= limits_array
[i
].max_version
)
536 shader
->limits
= &limits_array
[i
].limits
;
543 FIXME("Unexpected shader version \"%u.%u\".\n",
544 shader
->reg_maps
.shader_version
.major
,
545 shader
->reg_maps
.shader_version
.minor
);
546 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
550 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
555 bitmap
[idx
] |= (1u << shift
);
558 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
559 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
563 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
564 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
565 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
567 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
570 case WINED3DSPR_TEMP
:
571 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
574 case WINED3DSPR_INPUT
:
575 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
577 if (reg
->idx
[0].rel_addr
)
579 /* If relative addressing is used, we must assume that all registers
580 * are used. Even if it is a construct like v3[aL], we can't assume
581 * that v0, v1 and v2 aren't read because aL can be negative */
583 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
585 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
590 shader
->u
.ps
.input_reg_used
[reg
->idx
[0].offset
] = TRUE
;
594 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
597 case WINED3DSPR_RASTOUT
:
598 if (reg
->idx
[0].offset
== 1)
600 if (reg
->idx
[0].offset
== 2)
601 reg_maps
->point_size
= 1;
604 case WINED3DSPR_MISCTYPE
:
605 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
607 if (!reg
->idx
[0].offset
)
609 else if (reg
->idx
[0].offset
== 1)
610 reg_maps
->usesfacing
= 1;
614 case WINED3DSPR_CONST
:
615 if (reg
->idx
[0].rel_addr
)
617 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
618 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
619 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
620 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
621 reg_maps
->usesrelconstF
= TRUE
;
625 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
627 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
632 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
637 case WINED3DSPR_CONSTINT
:
638 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
640 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
645 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
649 case WINED3DSPR_CONSTBOOL
:
650 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
652 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
657 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
661 case WINED3DSPR_COLOROUT
:
662 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
666 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
667 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
673 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
674 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
676 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
677 struct wined3d_shader_sampler_map
*map
;
680 map
= ®_maps
->sampler_map
;
681 entries
= map
->entries
;
682 for (i
= 0; i
< map
->count
; ++i
)
684 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
690 if (!(entries
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entries
) * 4)))
692 ERR("Failed to allocate sampler map entries.\n");
696 map
->entries
= entries
;
698 else if (map
->count
== map
->size
)
700 size_t new_size
= map
->size
* 2;
702 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
703 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
705 ERR("Failed to resize sampler map entries.\n");
708 map
->size
= new_size
;
709 map
->entries
= entries
;
712 entry
= &entries
[map
->count
++];
713 entry
->resource_idx
= resource_idx
;
714 entry
->sampler_idx
= sampler_idx
;
715 entry
->bind_idx
= bind_idx
;
718 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
722 case WINED3DSIH_M4x4
:
723 case WINED3DSIH_M3x4
:
724 return param
== 1 ? 3 : 0;
726 case WINED3DSIH_M4x3
:
727 case WINED3DSIH_M3x3
:
728 return param
== 1 ? 2 : 0;
730 case WINED3DSIH_M3x2
:
731 return param
== 1 ? 1 : 0;
738 /* Note that this does not count the loop register as an address register. */
739 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
740 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
741 struct wined3d_shader_signature
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
743 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
744 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
745 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
746 void *fe_data
= shader
->frontend_data
;
747 struct wined3d_shader_version shader_version
;
748 const DWORD
*ptr
= byte_code
;
751 memset(reg_maps
, 0, sizeof(*reg_maps
));
752 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
753 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
754 reg_maps
->min_rel_offset
= ~0U;
756 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
757 reg_maps
->shader_version
= shader_version
;
759 shader_set_limits(shader
);
761 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
762 sizeof(*reg_maps
->constf
) * ((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32));
763 if (!reg_maps
->constf
)
765 ERR("Failed to allocate constant map memory.\n");
766 return E_OUTOFMEMORY
;
769 while (!fe
->shader_is_end(fe_data
, &ptr
))
771 struct wined3d_shader_instruction ins
;
774 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
776 /* Unhandled opcode, and its parameters. */
777 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
779 TRACE("Skipping unrecognized instruction.\n");
783 /* Handle declarations. */
784 if (ins
.handler_idx
== WINED3DSIH_DCL
)
786 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
787 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
789 switch (semantic
->reg
.reg
.type
)
791 /* Mark input registers used. */
792 case WINED3DSPR_INPUT
:
793 if (reg_idx
>= MAX_REG_INPUT
)
795 ERR("Invalid input register index %u.\n", reg_idx
);
798 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
799 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
800 return WINED3DERR_INVALIDCALL
;
801 reg_maps
->input_registers
|= 1u << reg_idx
;
802 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
805 /* Vertex shader: mark 3.0 output registers used, save token. */
806 case WINED3DSPR_OUTPUT
:
807 if (reg_idx
>= MAX_REG_OUTPUT
)
809 ERR("Invalid output register index %u.\n", reg_idx
);
812 reg_maps
->output_registers
|= 1u << reg_idx
;
813 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
814 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
816 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
817 reg_maps
->point_size
= 1;
820 case WINED3DSPR_SAMPLER
:
821 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
822 case WINED3DSPR_RESOURCE
:
823 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
825 ERR("Invalid resource index %u.\n", reg_idx
);
828 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
829 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
833 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
837 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
839 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
840 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
841 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
843 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
845 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
848 FIXME("Multiple immediate constant buffers.\n");
849 reg_maps
->icb
= ins
.declaration
.icb
;
851 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
853 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
854 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
856 FIXME("Invalid instruction %#x for shader type %#x.\n",
857 ins
.handler_idx
, shader_version
.type
);
859 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
861 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
862 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
864 FIXME("Invalid instruction %#x for shader type %#x.\n",
865 ins
.handler_idx
, shader_version
.type
);
867 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
869 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
870 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
872 FIXME("Invalid instruction %#x for shader type %#x.\n",
873 ins
.handler_idx
, shader_version
.type
);
875 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
877 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
879 if (!lconst
) return E_OUTOFMEMORY
;
881 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
882 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
883 value
= (float *)lconst
->value
;
885 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
886 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
888 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
889 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
890 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
891 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
892 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
893 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
894 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
895 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
898 list_add_head(&shader
->constantsF
, &lconst
->entry
);
900 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
901 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
903 shader
->lconst_inf_or_nan
= TRUE
;
906 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
908 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
909 if (!lconst
) return E_OUTOFMEMORY
;
911 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
912 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, 4 * sizeof(DWORD
));
914 list_add_head(&shader
->constantsI
, &lconst
->entry
);
915 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
917 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
919 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
920 if (!lconst
) return E_OUTOFMEMORY
;
922 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
923 memcpy(lconst
->value
, ins
.src
[0].reg
.immconst_data
, sizeof(DWORD
));
925 list_add_head(&shader
->constantsB
, &lconst
->entry
);
926 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
928 /* For subroutine prototypes. */
929 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
931 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
933 /* Set texture, address, temporary registers. */
936 BOOL color0_mov
= FALSE
;
939 /* This will loop over all the registers and try to
940 * make a bitmask of the ones we're interested in.
942 * Relative addressing tokens are ignored, but that's
943 * okay, since we'll catch any address registers when
944 * they are initialized (required by spec). */
945 for (i
= 0; i
< ins
.dst_count
; ++i
)
947 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
948 shader_version
.type
, constf_size
))
949 return WINED3DERR_INVALIDCALL
;
951 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
953 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
955 switch (ins
.dst
[i
].reg
.type
)
957 case WINED3DSPR_RASTOUT
:
958 if (shader_version
.major
>= 3)
963 reg_maps
->output_registers
|= 1u << 10;
964 shader_signature_from_usage(&output_signature_elements
[10],
965 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
969 reg_maps
->output_registers
|= 1u << 11;
970 shader_signature_from_usage(&output_signature_elements
[11],
971 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
975 reg_maps
->output_registers
|= 1u << 11;
976 shader_signature_from_usage(&output_signature_elements
[11],
977 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
982 case WINED3DSPR_ATTROUT
:
983 if (shader_version
.major
>= 3)
988 if (reg_maps
->output_registers
& (1u << idx
))
990 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
994 reg_maps
->output_registers
|= 1u << idx
;
995 shader_signature_from_usage(&output_signature_elements
[idx
],
996 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1001 case WINED3DSPR_TEXCRDOUT
:
1002 if (shader_version
.major
>= 3)
1004 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1007 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1008 if (reg_maps
->output_registers
& (1u << idx
))
1010 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1014 reg_maps
->output_registers
|= 1u << idx
;
1015 shader_signature_from_usage(&output_signature_elements
[idx
],
1016 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1025 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1027 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1029 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1030 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1031 * the mov and perform the sRGB write correction from the source register.
1033 * However, if the mov is only partial, we can't do this, and if the write
1034 * comes from an instruction other than MOV it is hard to do as well. If
1035 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1036 shader
->u
.ps
.color0_mov
= FALSE
;
1037 if (ins
.handler_idx
== WINED3DSIH_MOV
1038 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1040 /* Used later when the source register is read. */
1044 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1047 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1048 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1050 shader
->u
.ps
.color0_mov
= FALSE
;
1054 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1055 if (shader_version
.major
== 1
1056 && (ins
.handler_idx
== WINED3DSIH_TEX
1057 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1058 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1059 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1060 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1061 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1062 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1063 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1064 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1065 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1066 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1068 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1070 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1071 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1072 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1073 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1075 /* texbem is only valid with < 1.4 pixel shaders */
1076 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1077 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1079 reg_maps
->bumpmat
|= 1u << reg_idx
;
1080 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1082 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1086 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1088 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1092 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
1093 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
1094 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
1095 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1096 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1097 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1098 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1099 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1100 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1101 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1102 || ins
.handler_idx
== WINED3DSIH_REP
)
1105 if (cur_loop_depth
> max_loop_depth
)
1106 max_loop_depth
= cur_loop_depth
;
1108 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1109 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1113 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE
1114 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1115 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1116 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1117 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1119 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1120 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1122 else if (ins
.handler_idx
== WINED3DSIH_LD
1123 || ins
.handler_idx
== WINED3DSIH_RESINFO
)
1125 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1126 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1130 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1131 shader_version
.type
, constf_size
))
1132 return WINED3DERR_INVALIDCALL
;
1134 for (i
= 0; i
< ins
.src_count
; ++i
)
1136 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1137 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1139 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1140 shader_version
.type
, constf_size
))
1141 return WINED3DERR_INVALIDCALL
;
1144 ++reg
.idx
[0].offset
;
1145 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1146 shader_version
.type
, constf_size
))
1147 return WINED3DERR_INVALIDCALL
;
1153 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1154 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1156 shader
->u
.ps
.color0_mov
= TRUE
;
1157 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1163 reg_maps
->loop_depth
= max_loop_depth
;
1165 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1166 * R0 is written to the render target. */
1167 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1168 reg_maps
->rt_mask
|= (1u << 0);
1170 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
1172 if (input_signature
->elements
)
1174 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1176 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1177 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1178 && input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1182 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1184 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1185 struct wined3d_shader_signature_element
*e
;
1188 if (!(input_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature
->elements
) * count
)))
1189 return E_OUTOFMEMORY
;
1190 input_signature
->element_count
= count
;
1192 e
= input_signature
->elements
;
1193 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1195 if (!(reg_maps
->input_registers
& (1u << i
)))
1197 input_signature_elements
[i
].register_idx
= i
;
1198 *e
++ = input_signature_elements
[i
];
1202 if (output_signature
->elements
)
1204 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1206 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1209 else if (reg_maps
->output_registers
)
1211 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1212 struct wined3d_shader_signature_element
*e
;
1214 if (!(output_signature
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature
->elements
) * count
)))
1215 return E_OUTOFMEMORY
;
1216 output_signature
->element_count
= count
;
1218 e
= output_signature
->elements
;
1219 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1221 if (!(reg_maps
->output_registers
& (1u << i
)))
1223 *e
++ = output_signature_elements
[i
];
1230 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1232 DWORD map
= 1u << max
;
1234 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1236 return wined3d_log2i(map
);
1239 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1241 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1243 shader_addline(buffer
, "refactoringAllowed");
1244 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1246 shader_addline(buffer
, " | ");
1249 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1251 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1252 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1256 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1259 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1263 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1265 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1267 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1272 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1275 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1276 const struct wined3d_shader_semantic
*semantic
, const struct wined3d_shader_version
*shader_version
)
1278 shader_addline(buffer
, "dcl");
1280 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1282 switch (semantic
->resource_type
)
1284 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1285 shader_addline(buffer
, "_2d");
1288 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1289 shader_addline(buffer
, "_3d");
1292 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1293 shader_addline(buffer
, "_cube");
1297 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1301 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1303 shader_addline(buffer
, "_resource_");
1304 switch (semantic
->resource_type
)
1306 case WINED3D_SHADER_RESOURCE_BUFFER
:
1307 shader_addline(buffer
, "buffer");
1310 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1311 shader_addline(buffer
, "texture1d");
1314 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1315 shader_addline(buffer
, "texture2d");
1318 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1319 shader_addline(buffer
, "texture2dms");
1322 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1323 shader_addline(buffer
, "texture3d");
1326 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1327 shader_addline(buffer
, "texturecube");
1330 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1331 shader_addline(buffer
, "texture1darray");
1334 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1335 shader_addline(buffer
, "texture2darray");
1338 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1339 shader_addline(buffer
, "texture2dmsarray");
1343 shader_addline(buffer
, "unknown");
1346 switch (semantic
->resource_data_type
)
1348 case WINED3D_DATA_FLOAT
:
1349 shader_addline(buffer
, " (float)");
1352 case WINED3D_DATA_INT
:
1353 shader_addline(buffer
, " (int)");
1356 case WINED3D_DATA_UINT
:
1357 shader_addline(buffer
, " (uint)");
1360 case WINED3D_DATA_UNORM
:
1361 shader_addline(buffer
, " (unorm)");
1364 case WINED3D_DATA_SNORM
:
1365 shader_addline(buffer
, " (snorm)");
1369 shader_addline(buffer
, " (unknown)");
1375 /* Pixel shaders 3.0 don't have usage semantics. */
1376 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1379 shader_addline(buffer
, "_");
1381 switch (semantic
->usage
)
1383 case WINED3D_DECL_USAGE_POSITION
:
1384 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1387 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1388 shader_addline(buffer
, "blend");
1391 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1392 shader_addline(buffer
, "weight");
1395 case WINED3D_DECL_USAGE_NORMAL
:
1396 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1399 case WINED3D_DECL_USAGE_PSIZE
:
1400 shader_addline(buffer
, "psize");
1403 case WINED3D_DECL_USAGE_COLOR
:
1404 if (!semantic
->usage_idx
)
1405 shader_addline(buffer
, "color");
1407 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1410 case WINED3D_DECL_USAGE_TEXCOORD
:
1411 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1414 case WINED3D_DECL_USAGE_TANGENT
:
1415 shader_addline(buffer
, "tangent");
1418 case WINED3D_DECL_USAGE_BINORMAL
:
1419 shader_addline(buffer
, "binormal");
1422 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1423 shader_addline(buffer
, "tessfactor");
1426 case WINED3D_DECL_USAGE_POSITIONT
:
1427 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1430 case WINED3D_DECL_USAGE_FOG
:
1431 shader_addline(buffer
, "fog");
1434 case WINED3D_DECL_USAGE_DEPTH
:
1435 shader_addline(buffer
, "depth");
1438 case WINED3D_DECL_USAGE_SAMPLE
:
1439 shader_addline(buffer
, "sample");
1443 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1444 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
1449 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1450 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1452 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1453 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1454 UINT offset
= reg
->idx
[0].offset
;
1458 case WINED3DSPR_TEMP
:
1459 shader_addline(buffer
, "r");
1462 case WINED3DSPR_INPUT
:
1463 shader_addline(buffer
, "v");
1466 case WINED3DSPR_CONST
:
1467 case WINED3DSPR_CONST2
:
1468 case WINED3DSPR_CONST3
:
1469 case WINED3DSPR_CONST4
:
1470 shader_addline(buffer
, "c");
1471 offset
= shader_get_float_offset(reg
->type
, offset
);
1474 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1475 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1478 case WINED3DSPR_RASTOUT
:
1479 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1482 case WINED3DSPR_COLOROUT
:
1483 shader_addline(buffer
, "oC");
1486 case WINED3DSPR_DEPTHOUT
:
1487 shader_addline(buffer
, "oDepth");
1490 case WINED3DSPR_ATTROUT
:
1491 shader_addline(buffer
, "oD");
1494 case WINED3DSPR_TEXCRDOUT
:
1495 /* Vertex shaders >= 3.0 use general purpose output registers
1496 * (WINED3DSPR_OUTPUT), which can include an address token. */
1497 if (shader_version
->major
>= 3)
1498 shader_addline(buffer
, "o");
1500 shader_addline(buffer
, "oT");
1503 case WINED3DSPR_CONSTINT
:
1504 shader_addline(buffer
, "i");
1507 case WINED3DSPR_CONSTBOOL
:
1508 shader_addline(buffer
, "b");
1511 case WINED3DSPR_LABEL
:
1512 shader_addline(buffer
, "l");
1515 case WINED3DSPR_LOOP
:
1516 shader_addline(buffer
, "aL");
1519 case WINED3DSPR_SAMPLER
:
1520 shader_addline(buffer
, "s");
1523 case WINED3DSPR_MISCTYPE
:
1526 FIXME("Unhandled misctype register %u.\n", offset
);
1527 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
1531 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
1535 case WINED3DSPR_PREDICATE
:
1536 shader_addline(buffer
, "p");
1539 case WINED3DSPR_IMMCONST
:
1540 shader_addline(buffer
, "l");
1543 case WINED3DSPR_CONSTBUFFER
:
1544 shader_addline(buffer
, "cb");
1547 case WINED3DSPR_IMMCONSTBUFFER
:
1548 shader_addline(buffer
, "icb");
1551 case WINED3DSPR_PRIMID
:
1552 shader_addline(buffer
, "primID");
1555 case WINED3DSPR_NULL
:
1556 shader_addline(buffer
, "null");
1559 case WINED3DSPR_RESOURCE
:
1560 shader_addline(buffer
, "t");
1564 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
1568 if (reg
->type
== WINED3DSPR_IMMCONST
)
1570 shader_addline(buffer
, "(");
1571 switch (reg
->immconst_type
)
1573 case WINED3D_IMMCONST_SCALAR
:
1574 switch (reg
->data_type
)
1576 case WINED3D_DATA_FLOAT
:
1577 shader_addline(buffer
, "%.8e", *(const float *)reg
->immconst_data
);
1579 case WINED3D_DATA_INT
:
1580 shader_addline(buffer
, "%d", reg
->immconst_data
[0]);
1582 case WINED3D_DATA_RESOURCE
:
1583 case WINED3D_DATA_SAMPLER
:
1584 case WINED3D_DATA_UINT
:
1585 shader_addline(buffer
, "%u", reg
->immconst_data
[0]);
1588 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1593 case WINED3D_IMMCONST_VEC4
:
1594 switch (reg
->data_type
)
1596 case WINED3D_DATA_FLOAT
:
1597 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
1598 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1599 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1601 case WINED3D_DATA_INT
:
1602 shader_addline(buffer
, "%d, %d, %d, %d",
1603 reg
->immconst_data
[0], reg
->immconst_data
[1],
1604 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1606 case WINED3D_DATA_RESOURCE
:
1607 case WINED3D_DATA_SAMPLER
:
1608 case WINED3D_DATA_UINT
:
1609 shader_addline(buffer
, "%u, %u, %u, %u",
1610 reg
->immconst_data
[0], reg
->immconst_data
[1],
1611 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1614 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
1620 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
1623 shader_addline(buffer
, ")");
1625 else if (reg
->type
!= WINED3DSPR_RASTOUT
1626 && reg
->type
!= WINED3DSPR_MISCTYPE
1627 && reg
->type
!= WINED3DSPR_NULL
)
1631 shader_addline(buffer
, "[");
1632 if (reg
->idx
[0].rel_addr
)
1634 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
1635 shader_addline(buffer
, " + ");
1637 shader_addline(buffer
, "%u]", offset
);
1639 if (reg
->idx
[1].offset
!= ~0u)
1641 shader_addline(buffer
, "[");
1642 if (reg
->idx
[1].rel_addr
)
1644 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
1645 shader_addline(buffer
, " + ");
1647 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
1653 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
1654 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
1656 DWORD write_mask
= param
->write_mask
;
1658 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1660 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1662 static const char write_mask_chars
[] = "xyzw";
1664 shader_addline(buffer
, ".");
1665 if (write_mask
& WINED3DSP_WRITEMASK_0
)
1666 shader_addline(buffer
, "%c", write_mask_chars
[0]);
1667 if (write_mask
& WINED3DSP_WRITEMASK_1
)
1668 shader_addline(buffer
, "%c", write_mask_chars
[1]);
1669 if (write_mask
& WINED3DSP_WRITEMASK_2
)
1670 shader_addline(buffer
, "%c", write_mask_chars
[2]);
1671 if (write_mask
& WINED3DSP_WRITEMASK_3
)
1672 shader_addline(buffer
, "%c", write_mask_chars
[3]);
1676 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
1677 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
1679 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1680 DWORD swizzle
= param
->swizzle
;
1682 if (src_modifier
== WINED3DSPSM_NEG
1683 || src_modifier
== WINED3DSPSM_BIASNEG
1684 || src_modifier
== WINED3DSPSM_SIGNNEG
1685 || src_modifier
== WINED3DSPSM_X2NEG
1686 || src_modifier
== WINED3DSPSM_ABSNEG
)
1687 shader_addline(buffer
, "-");
1688 else if (src_modifier
== WINED3DSPSM_COMP
)
1689 shader_addline(buffer
, "1-");
1690 else if (src_modifier
== WINED3DSPSM_NOT
)
1691 shader_addline(buffer
, "!");
1693 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1694 shader_addline(buffer
, "abs(");
1696 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
1698 switch (src_modifier
)
1700 case WINED3DSPSM_NONE
: break;
1701 case WINED3DSPSM_NEG
: break;
1702 case WINED3DSPSM_NOT
: break;
1703 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
1704 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
1705 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
1706 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
1707 case WINED3DSPSM_COMP
: break;
1708 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
1709 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
1710 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
1711 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
1712 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
1713 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
1714 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
1717 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1719 static const char swizzle_chars
[] = "xyzw";
1720 DWORD swizzle_x
= swizzle
& 0x03;
1721 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1722 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1723 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1725 if (swizzle_x
== swizzle_y
1726 && swizzle_x
== swizzle_z
1727 && swizzle_x
== swizzle_w
)
1729 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
1733 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1734 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1739 /* Shared code in order to generate the bulk of the shader string.
1740 * NOTE: A description of how to parse tokens can be found on MSDN. */
1741 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
1742 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1744 struct wined3d_device
*device
= shader
->device
;
1745 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1746 void *fe_data
= shader
->frontend_data
;
1747 struct wined3d_shader_version shader_version
;
1748 struct wined3d_shader_loop_state loop_state
;
1749 struct wined3d_shader_instruction ins
;
1750 struct wined3d_shader_tex_mx tex_mx
;
1751 struct wined3d_shader_context ctx
;
1752 const DWORD
*ptr
= byte_code
;
1754 /* Initialize current parsing state. */
1755 tex_mx
.current_row
= 0;
1756 loop_state
.current_depth
= 0;
1757 loop_state
.current_reg
= 0;
1759 ctx
.shader
= shader
;
1760 ctx
.gl_info
= &device
->adapter
->gl_info
;
1761 ctx
.reg_maps
= reg_maps
;
1762 ctx
.buffer
= buffer
;
1763 ctx
.tex_mx
= &tex_mx
;
1764 ctx
.loop_state
= &loop_state
;
1765 ctx
.backend_data
= backend_ctx
;
1768 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1770 while (!fe
->shader_is_end(fe_data
, &ptr
))
1773 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1775 /* Unknown opcode and its parameters. */
1776 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1778 TRACE("Skipping unrecognized instruction.\n");
1783 FIXME("Predicates not implemented.\n");
1785 /* Call appropriate function for output target */
1786 device
->shader_backend
->shader_handle_instruction(&ins
);
1790 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
1791 const struct wined3d_shader_dst_param
*dst
)
1793 DWORD mmask
= dst
->modifiers
;
1798 case 13: shader_addline(buffer
, "_d8"); break;
1799 case 14: shader_addline(buffer
, "_d4"); break;
1800 case 15: shader_addline(buffer
, "_d2"); break;
1801 case 1: shader_addline(buffer
, "_x2"); break;
1802 case 2: shader_addline(buffer
, "_x4"); break;
1803 case 3: shader_addline(buffer
, "_x8"); break;
1804 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
1807 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
1808 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
1809 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
1811 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1812 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1815 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
1816 enum wined3d_primitive_type primitive_type
)
1818 switch (primitive_type
)
1820 case WINED3D_PT_UNDEFINED
:
1821 shader_addline(buffer
, "undefined");
1823 case WINED3D_PT_POINTLIST
:
1824 shader_addline(buffer
, "pointlist");
1826 case WINED3D_PT_LINELIST
:
1827 shader_addline(buffer
, "linelist");
1829 case WINED3D_PT_LINESTRIP
:
1830 shader_addline(buffer
, "linestrip");
1832 case WINED3D_PT_TRIANGLELIST
:
1833 shader_addline(buffer
, "trianglelist");
1835 case WINED3D_PT_TRIANGLESTRIP
:
1836 shader_addline(buffer
, "trianglestrip");
1838 case WINED3D_PT_TRIANGLEFAN
:
1839 shader_addline(buffer
, "trianglefan");
1841 case WINED3D_PT_LINELIST_ADJ
:
1842 shader_addline(buffer
, "linelist_adj");
1844 case WINED3D_PT_LINESTRIP_ADJ
:
1845 shader_addline(buffer
, "linestrip_adj");
1847 case WINED3D_PT_TRIANGLELIST_ADJ
:
1848 shader_addline(buffer
, "trianglelist_adj");
1850 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
1851 shader_addline(buffer
, "trianglestrip_adj");
1854 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
1859 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
1860 enum wined3d_shader_interpolation_mode interpolation_mode
)
1862 switch (interpolation_mode
)
1864 case WINED3DSIM_CONSTANT
:
1865 shader_addline(buffer
, "constant");
1867 case WINED3DSIM_LINEAR
:
1868 shader_addline(buffer
, "linear");
1870 case WINED3DSIM_LINEAR_CENTROID
:
1871 shader_addline(buffer
, "linear centroid");
1873 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1874 shader_addline(buffer
, "linear noperspective");
1876 case WINED3DSIM_LINEAR_SAMPLE
:
1877 shader_addline(buffer
, "linear sample");
1879 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
1880 shader_addline(buffer
, "linear noperspective centroid");
1882 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
1883 shader_addline(buffer
, "linear noperspective sample");
1886 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
1891 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1893 struct wined3d_shader_version shader_version
;
1894 struct wined3d_string_buffer buffer
;
1895 const DWORD
*ptr
= byte_code
;
1896 const char *type_prefix
;
1900 if (!string_buffer_init(&buffer
))
1902 ERR("Failed to initialize string buffer.\n");
1906 TRACE("Parsing %p.\n", byte_code
);
1908 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1910 switch (shader_version
.type
)
1912 case WINED3D_SHADER_TYPE_VERTEX
:
1916 case WINED3D_SHADER_TYPE_GEOMETRY
:
1920 case WINED3D_SHADER_TYPE_PIXEL
:
1925 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1926 type_prefix
= "unknown";
1930 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1932 while (!fe
->shader_is_end(fe_data
, &ptr
))
1934 struct wined3d_shader_instruction ins
;
1936 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1937 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1939 WARN("Skipping unrecognized instruction.\n");
1940 shader_addline(&buffer
, "<unrecognized instruction>\n");
1944 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1946 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, &shader_version
);
1947 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
1948 shader_addline(&buffer
, " ");
1949 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
1951 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1953 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
1954 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
1955 shader_addline(&buffer
, ", %s",
1956 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
1958 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1960 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
1961 shader_dump_global_flags(&buffer
, ins
.flags
);
1963 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1965 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
1966 for (i
= 0; i
< ins
.declaration
.icb
->element_count
/ 4; ++i
)
1968 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
1969 ins
.declaration
.icb
->data
[4 * i
+ 0],
1970 ins
.declaration
.icb
->data
[4 * i
+ 1],
1971 ins
.declaration
.icb
->data
[4 * i
+ 2],
1972 ins
.declaration
.icb
->data
[4 * i
+ 3]);
1974 shader_addline(&buffer
, "}");
1976 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1978 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
1979 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
1980 shader_addline(&buffer
, " ");
1981 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
1983 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
1984 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
1985 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
1986 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
1988 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
1989 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
1990 shader_addline(&buffer
, ", ");
1991 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
1993 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
1995 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
1996 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
1997 shader_addline(&buffer
, " ");
1998 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
1999 shader_addline(&buffer
, ", ");
2000 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2002 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2003 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2005 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2006 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2008 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2009 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2011 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2012 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2014 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2016 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2017 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2018 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2019 shader_addline(&buffer
, ", comparisonMode");
2021 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2022 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2024 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2026 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2028 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2029 ins
.dst
[0].reg
.idx
[0].offset
),
2030 *(const float *)&ins
.src
[0].reg
.immconst_data
[0],
2031 *(const float *)&ins
.src
[0].reg
.immconst_data
[1],
2032 *(const float *)&ins
.src
[0].reg
.immconst_data
[2],
2033 *(const float *)&ins
.src
[0].reg
.immconst_data
[3]);
2035 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2037 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2038 ins
.src
[0].reg
.immconst_data
[0],
2039 ins
.src
[0].reg
.immconst_data
[1],
2040 ins
.src
[0].reg
.immconst_data
[2],
2041 ins
.src
[0].reg
.immconst_data
[3]);
2043 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2045 shader_addline(&buffer
, "defb b%u = %s",
2046 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.immconst_data
[0] ? "true" : "false");
2052 shader_addline(&buffer
, "(");
2053 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2054 shader_addline(&buffer
, ") ");
2057 /* PixWin marks instructions with the coissue flag with a '+' */
2059 shader_addline(&buffer
, "+");
2061 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2063 if (ins
.handler_idx
== WINED3DSIH_IFC
2064 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2068 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2069 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2070 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2071 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2072 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2073 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2074 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2077 else if (ins
.handler_idx
== WINED3DSIH_TEX
2078 && shader_version
.major
>= 2
2079 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2081 shader_addline(&buffer
, "p");
2083 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
2088 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2089 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2090 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2094 for (i
= 0; i
< ins
.dst_count
; ++i
)
2096 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2097 shader_addline(&buffer
, !i
? " " : ", ");
2098 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2101 /* Other source tokens */
2102 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2104 shader_addline(&buffer
, !i
? " " : ", ");
2105 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2108 shader_addline(&buffer
, "\n");
2111 for (p
= buffer
.buffer
; *p
; p
= q
)
2113 if (!(q
= strstr(p
, "\n")))
2117 TRACE(" %.*s", (int)(q
- p
), p
);
2120 string_buffer_free(&buffer
);
2123 static void shader_cleanup(struct wined3d_shader
*shader
)
2125 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2126 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2127 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2128 shader
->device
->shader_backend
->shader_destroy(shader
);
2129 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
2130 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.sampler_map
.entries
);
2131 HeapFree(GetProcessHeap(), 0, shader
->function
);
2132 shader_delete_constant_list(&shader
->constantsF
);
2133 shader_delete_constant_list(&shader
->constantsB
);
2134 shader_delete_constant_list(&shader
->constantsI
);
2135 list_remove(&shader
->shader_list_entry
);
2137 if (shader
->frontend
&& shader
->frontend_data
)
2138 shader
->frontend
->shader_free(shader
->frontend_data
);
2141 struct shader_none_priv
2143 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2144 const struct fragment_pipeline
*fragment_pipe
;
2145 BOOL ffp_proj_control
;
2148 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2149 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
2150 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
) {}
2151 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
2152 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2153 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2154 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2155 const struct wined3d_state
*state
) {}
2156 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2157 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2158 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2160 /* Context activation is done by the caller. */
2161 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2162 const struct wined3d_state
*state
)
2164 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2165 struct shader_none_priv
*priv
= shader_priv
;
2167 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2168 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2171 /* Context activation is done by the caller. */
2172 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2174 struct shader_none_priv
*priv
= shader_priv
;
2175 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2177 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2178 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2180 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2181 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2182 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
2185 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2186 const struct fragment_pipeline
*fragment_pipe
)
2188 struct fragment_caps fragment_caps
;
2189 void *vertex_priv
, *fragment_priv
;
2190 struct shader_none_priv
*priv
;
2192 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2193 return E_OUTOFMEMORY
;
2195 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2197 ERR("Failed to initialize vertex pipe.\n");
2198 HeapFree(GetProcessHeap(), 0, priv
);
2202 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2204 ERR("Failed to initialize fragment pipe.\n");
2205 vertex_pipe
->vp_free(device
);
2206 HeapFree(GetProcessHeap(), 0, priv
);
2210 priv
->vertex_pipe
= vertex_pipe
;
2211 priv
->fragment_pipe
= fragment_pipe
;
2212 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2213 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2215 device
->vertex_priv
= vertex_priv
;
2216 device
->fragment_priv
= fragment_priv
;
2217 device
->shader_priv
= priv
;
2222 static void shader_none_free(struct wined3d_device
*device
)
2224 struct shader_none_priv
*priv
= device
->shader_priv
;
2226 priv
->fragment_pipe
->free_private(device
);
2227 priv
->vertex_pipe
->vp_free(device
);
2228 HeapFree(GetProcessHeap(), 0, priv
);
2231 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2236 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2238 /* Set the shader caps to 0 for the none shader backend */
2239 caps
->vs_version
= 0;
2240 caps
->gs_version
= 0;
2241 caps
->ps_version
= 0;
2242 caps
->vs_uniform_count
= 0;
2243 caps
->ps_uniform_count
= 0;
2244 caps
->ps_1x_max_value
= 0.0f
;
2245 caps
->varying_count
= 0;
2246 caps
->wined3d_caps
= 0;
2249 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2251 /* We "support" every possible fixup, since we don't support any shader
2252 * model, and will never have to actually sample a texture. */
2256 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2258 struct shader_none_priv
*priv
= shader_priv
;
2260 return priv
->ffp_proj_control
;
2263 const struct wined3d_shader_backend_ops none_shader_backend
=
2265 shader_none_handle_instruction
,
2267 shader_none_disable
,
2268 shader_none_select_depth_blt
,
2269 shader_none_deselect_depth_blt
,
2270 shader_none_update_float_vertex_constants
,
2271 shader_none_update_float_pixel_constants
,
2272 shader_none_load_constants
,
2273 shader_none_destroy
,
2276 shader_none_allocate_context_data
,
2277 shader_none_free_context_data
,
2278 shader_none_init_context_state
,
2279 shader_none_get_caps
,
2280 shader_none_color_fixup_supported
,
2281 shader_none_has_ffp_proj_control
,
2284 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
2285 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
2286 enum wined3d_shader_type type
, unsigned int max_version
)
2288 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2289 const struct wined3d_shader_frontend
*fe
;
2291 unsigned int backend_version
;
2292 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
2294 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n",
2295 shader
, byte_code
, output_signature
, float_const_count
, type
, max_version
);
2297 list_init(&shader
->constantsF
);
2298 list_init(&shader
->constantsB
);
2299 list_init(&shader
->constantsI
);
2300 shader
->lconst_inf_or_nan
= FALSE
;
2302 fe
= shader_select_frontend(*byte_code
);
2305 FIXME("Unable to find frontend for shader.\n");
2306 return WINED3DERR_INVALIDCALL
;
2308 shader
->frontend
= fe
;
2309 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
2310 if (!shader
->frontend_data
)
2312 FIXME("Failed to initialize frontend.\n");
2313 return WINED3DERR_INVALIDCALL
;
2316 /* First pass: trace shader. */
2317 if (TRACE_ON(d3d_shader
))
2318 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
2320 /* Second pass: figure out which registers are used, what the semantics are, etc. */
2321 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
2322 &shader
->output_signature
, byte_code
, float_const_count
)))
2325 if (reg_maps
->shader_version
.type
!= type
)
2327 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
2328 return WINED3DERR_INVALIDCALL
;
2330 if (reg_maps
->shader_version
.major
> max_version
)
2332 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
2333 return WINED3DERR_INVALIDCALL
;
2337 case WINED3D_SHADER_TYPE_VERTEX
:
2338 backend_version
= d3d_info
->limits
.vs_version
;
2340 case WINED3D_SHADER_TYPE_GEOMETRY
:
2341 backend_version
= d3d_info
->limits
.gs_version
;
2343 case WINED3D_SHADER_TYPE_PIXEL
:
2344 backend_version
= d3d_info
->limits
.ps_version
;
2347 FIXME("No backend version-checking for this shader type\n");
2348 backend_version
= 0;
2350 if (reg_maps
->shader_version
.major
> backend_version
)
2352 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
2353 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
2354 return WINED3DERR_INVALIDCALL
;
2357 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
2358 if (!shader
->function
)
2359 return E_OUTOFMEMORY
;
2360 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
2365 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
2367 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
2369 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2374 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
2376 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
2378 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2382 shader_cleanup(shader
);
2383 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
2384 HeapFree(GetProcessHeap(), 0, shader
);
2390 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
2392 TRACE("shader %p.\n", shader
);
2394 return shader
->parent
;
2397 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
2398 void *byte_code
, UINT
*byte_code_size
)
2400 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
2404 *byte_code_size
= shader
->functionLength
;
2408 if (*byte_code_size
< shader
->functionLength
)
2410 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
2411 * than the required size we should write the required size and
2412 * return D3DERR_MOREDATA. That's not actually true. */
2413 return WINED3DERR_INVALIDCALL
;
2416 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
2421 /* Set local constants for d3d8 shaders. */
2422 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
2423 UINT start_idx
, const float *src_data
, UINT count
)
2425 UINT end_idx
= start_idx
+ count
;
2428 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
2430 if (end_idx
> shader
->limits
->constant_float
)
2432 WARN("end_idx %u > float constants limit %u.\n",
2433 end_idx
, shader
->limits
->constant_float
);
2434 end_idx
= shader
->limits
->constant_float
;
2437 for (i
= start_idx
; i
< end_idx
; ++i
)
2439 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
2442 return E_OUTOFMEMORY
;
2445 value
= (float *)lconst
->value
;
2446 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
2447 list_add_head(&shader
->constantsF
, &lconst
->entry
);
2449 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
2450 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
2452 shader
->lconst_inf_or_nan
= TRUE
;
2459 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2460 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
2462 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
2463 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
2464 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
2465 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
2466 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
2467 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
2468 args
->swizzle_map
= swizzle_map
;
2469 if (d3d_info
->emulated_flatshading
)
2470 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2472 args
->flatshading
= FALSE
;
2475 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
2477 if (usage_idx1
!= usage_idx2
)
2479 if (usage1
== usage2
)
2481 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
2483 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
2489 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
2490 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
2492 WORD map
= shader
->reg_maps
.input_registers
;
2495 for (i
= 0; map
; map
>>= 1, ++i
)
2497 if (!(map
& 1)) continue;
2499 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
2500 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
2509 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
2510 const struct wined3d_shader_signature
*src
, char **signature_strings
)
2512 struct wined3d_shader_signature_element
*e
;
2517 ptr
= *signature_strings
;
2519 dst
->element_count
= src
->element_count
;
2520 if (!(dst
->elements
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst
->elements
) * dst
->element_count
)))
2521 return E_OUTOFMEMORY
;
2523 for (i
= 0; i
< src
->element_count
; ++i
)
2525 e
= &src
->elements
[i
];
2526 dst
->elements
[i
] = *e
;
2528 len
= strlen(e
->semantic_name
);
2529 memcpy(ptr
, e
->semantic_name
, len
+ 1);
2530 dst
->elements
[i
].semantic_name
= ptr
;
2534 *signature_strings
= ptr
;
2539 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2540 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
2541 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2543 struct wined3d_shader_signature_element
*e
;
2549 if (!desc
->byte_code
)
2550 return WINED3DERR_INVALIDCALL
;
2553 shader
->device
= device
;
2554 shader
->parent
= parent
;
2555 shader
->parent_ops
= parent_ops
;
2558 if (desc
->input_signature
)
2560 for (i
= 0; i
< desc
->input_signature
->element_count
; ++i
)
2562 e
= &desc
->input_signature
->elements
[i
];
2563 len
= strlen(e
->semantic_name
);
2564 if (len
>= ~(SIZE_T
)0 - total
)
2565 return E_OUTOFMEMORY
;
2570 if (desc
->output_signature
)
2572 for (i
= 0; i
< desc
->output_signature
->element_count
; ++i
)
2574 e
= &desc
->output_signature
->elements
[i
];
2575 len
= strlen(e
->semantic_name
);
2576 if (len
>= ~(SIZE_T
)0 - total
)
2577 return E_OUTOFMEMORY
;
2582 if (!(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
2583 return E_OUTOFMEMORY
;
2584 ptr
= shader
->signature_strings
;
2586 if (desc
->input_signature
&& FAILED(hr
= shader_signature_copy(&shader
->input_signature
,
2587 desc
->input_signature
, &ptr
)))
2589 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2592 if (desc
->output_signature
&& FAILED(hr
= shader_signature_copy(&shader
->output_signature
,
2593 desc
->output_signature
, &ptr
)))
2595 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2596 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2600 list_init(&shader
->linked_programs
);
2601 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
2603 if (FAILED(hr
= shader_set_function(shader
, desc
->byte_code
, desc
->output_signature
,
2604 float_const_count
, type
, desc
->max_version
)))
2606 WARN("Failed to set function, hr %#x.\n", hr
);
2607 shader_cleanup(shader
);
2613 static HRESULT
vertexshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2614 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2616 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2620 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
2621 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
2624 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2626 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
2628 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
2631 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
2632 shader_usage_from_semantic_name(input
->semantic_name
);
2633 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
2636 shader
->load_local_constsF
= (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
)) ||
2637 shader
->lconst_inf_or_nan
;
2642 static HRESULT
geometryshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2643 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2647 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0,
2648 WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
2651 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2656 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
2657 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
2659 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2660 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2661 const struct wined3d_texture
*texture
;
2664 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
2665 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
2667 static unsigned int warned
= 0;
2669 args
->srgb_correction
= 1;
2670 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
2671 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
2672 "support, expect rendering artifacts.\n");
2675 if (shader
->reg_maps
.shader_version
.major
== 1
2676 && shader
->reg_maps
.shader_version
.minor
<= 3)
2678 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2680 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
2682 if (flags
& WINED3D_TTFF_PROJECTED
)
2684 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
2686 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
2688 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
2690 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
2691 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
2693 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
2695 struct wined3d_vertex_declaration_element
*element
=
2696 &state
->vertex_declaration
->elements
[j
];
2698 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
2699 && element
->usage_idx
== index
)
2701 max_valid
= element
->format
->component_count
;
2705 if (!tex_transform
|| tex_transform
> max_valid
)
2707 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2708 tex_transform
, max_valid
);
2709 tex_transform
= max_valid
;
2711 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
2712 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
2713 && tex_transform
> WINED3D_TTFF_COUNT2
)
2714 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
2715 && tex_transform
> WINED3D_TTFF_COUNT3
))
2716 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2719 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2720 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2721 i
, tex_transform
, resource_type
);
2725 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
2727 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2731 if (shader
->reg_maps
.shader_version
.major
== 1
2732 && shader
->reg_maps
.shader_version
.minor
<= 4)
2734 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2736 const struct wined3d_texture
*texture
= state
->textures
[i
];
2738 if (!shader
->reg_maps
.resource_info
[i
].type
)
2741 /* Treat unbound textures as 2D. The dummy texture will provide
2742 * the proper sample value. The tex_types bitmap defaults to
2743 * 2D because of the memset. */
2747 switch (texture
->target
)
2749 /* RECT textures are distinguished from 2D textures via np2_fixup */
2750 case GL_TEXTURE_RECTANGLE_ARB
:
2755 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2758 case GL_TEXTURE_CUBE_MAP_ARB
:
2759 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
2765 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2767 if (!shader
->reg_maps
.resource_info
[i
].type
)
2770 texture
= state
->textures
[i
];
2773 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2776 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
2778 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
2779 args
->shadow
|= 1u << i
;
2781 /* Flag samplers that need NP2 texcoord fixup. */
2782 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
2783 args
->np2_fixup
|= (1u << i
);
2785 if (shader
->reg_maps
.shader_version
.major
>= 3)
2787 if (position_transformed
)
2788 args
->vp_mode
= pretransformed
;
2789 else if (use_vs(state
))
2790 args
->vp_mode
= vertexshader
;
2792 args
->vp_mode
= fixedfunction
;
2793 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
2797 args
->vp_mode
= vertexshader
;
2798 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
2800 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
2802 case WINED3D_FOG_NONE
:
2803 if (position_transformed
|| use_vs(state
))
2805 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
2809 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
2811 case WINED3D_FOG_NONE
: /* Fall through. */
2812 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
2813 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
2814 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
2818 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
2819 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
2820 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
2825 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
2829 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
2831 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2833 args
->texcoords_initialized
= 0;
2834 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2838 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
2839 args
->texcoords_initialized
|= 1u << i
;
2843 const struct wined3d_stream_info
*si
= &context
->stream_info
;
2844 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
2846 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
2847 & WINED3D_FFP_TCI_MASK
2848 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
2849 args
->texcoords_initialized
|= 1u << i
;
2855 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
2858 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
2859 && state
->gl_primitive_type
== GL_POINTS
;
2861 if (d3d_info
->emulated_flatshading
)
2862 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
2865 static HRESULT
pixelshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2866 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2868 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2869 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2872 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
2873 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
2876 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2878 if (shader
->u
.ps
.input_reg_used
[i
])
2881 highest_reg_used
= i
;
2885 /* Don't do any register mapping magic if it is not needed, or if we can't
2886 * achieve anything anyway */
2887 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2888 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2890 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2892 /* This happens with relative addressing. The input mapper function
2893 * warns about this if the higher registers are declared too, so
2894 * don't write a FIXME here */
2895 WARN("More varying registers used than supported\n");
2898 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2900 shader
->u
.ps
.input_reg_map
[i
] = i
;
2903 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
2907 shader
->u
.ps
.declared_in_count
= 0;
2908 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2910 if (shader
->u
.ps
.input_reg_used
[i
])
2911 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
2912 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
2916 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
2921 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
2923 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2924 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
2927 if (reg_maps
->shader_version
.major
!= 1) return;
2929 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2931 /* We don't sample from this sampler. */
2932 if (!resource_info
[i
].type
)
2935 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
2937 case WINED3D_SHADER_TEX_2D
:
2938 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2941 case WINED3D_SHADER_TEX_3D
:
2942 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
2945 case WINED3D_SHADER_TEX_CUBE
:
2946 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
2952 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
2953 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
2955 struct wined3d_shader
*object
;
2958 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
2959 device
, desc
, parent
, parent_ops
, shader
);
2961 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2963 return E_OUTOFMEMORY
;
2965 if (FAILED(hr
= geometryshader_init(object
, device
, desc
, parent
, parent_ops
)))
2967 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
2968 HeapFree(GetProcessHeap(), 0, object
);
2972 TRACE("Created geometry shader %p.\n", object
);
2978 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
2979 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
2981 struct wined3d_shader
*object
;
2984 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
2985 device
, desc
, parent
, parent_ops
, shader
);
2987 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2989 return E_OUTOFMEMORY
;
2991 if (FAILED(hr
= pixelshader_init(object
, device
, desc
, parent
, parent_ops
)))
2993 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
2994 HeapFree(GetProcessHeap(), 0, object
);
2998 TRACE("Created pixel shader %p.\n", object
);
3004 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3005 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3007 struct wined3d_shader
*object
;
3010 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3011 device
, desc
, parent
, parent_ops
, shader
);
3013 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3015 return E_OUTOFMEMORY
;
3017 if (FAILED(hr
= vertexshader_init(object
, device
, desc
, parent
, parent_ops
)))
3019 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3020 HeapFree(GetProcessHeap(), 0, object
);
3024 TRACE("Created vertex shader %p.\n", object
);