2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 /* pow, mul_high, sub_high, mul_low */
36 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
38 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
40 static const char * const shader_opcode_names
[] =
42 /* WINED3DSIH_ABS */ "abs",
43 /* WINED3DSIH_ADD */ "add",
44 /* WINED3DSIH_AND */ "and",
45 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
46 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
47 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
48 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
49 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
50 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
51 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
52 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
53 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
54 /* WINED3DSIH_BEM */ "bem",
55 /* WINED3DSIH_BFI */ "bfi",
56 /* WINED3DSIH_BFREV */ "bfrev",
57 /* WINED3DSIH_BREAK */ "break",
58 /* WINED3DSIH_BREAKC */ "breakc",
59 /* WINED3DSIH_BREAKP */ "breakp",
60 /* WINED3DSIH_BUFINFO */ "bufinfo",
61 /* WINED3DSIH_CALL */ "call",
62 /* WINED3DSIH_CALLNZ */ "callnz",
63 /* WINED3DSIH_CASE */ "case",
64 /* WINED3DSIH_CMP */ "cmp",
65 /* WINED3DSIH_CND */ "cnd",
66 /* WINED3DSIH_CONTINUE */ "continue",
67 /* WINED3DSIH_CONTINUEP */ "continuec",
68 /* WINED3DSIH_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
78 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
81 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
82 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
83 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
84 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
85 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
86 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
87 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
88 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
89 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
90 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
91 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
92 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
93 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
94 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
95 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
96 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
97 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
98 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
99 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
100 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
101 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
102 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
103 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
104 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
105 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
106 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
107 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
108 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
109 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
110 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
111 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
112 /* WINED3DSIH_DEF */ "def",
113 /* WINED3DSIH_DEFAULT */ "default",
114 /* WINED3DSIH_DEFB */ "defb",
115 /* WINED3DSIH_DEFI */ "defi",
116 /* WINED3DSIH_DIV */ "div",
117 /* WINED3DSIH_DP2 */ "dp2",
118 /* WINED3DSIH_DP2ADD */ "dp2add",
119 /* WINED3DSIH_DP3 */ "dp3",
120 /* WINED3DSIH_DP4 */ "dp4",
121 /* WINED3DSIH_DST */ "dst",
122 /* WINED3DSIH_DSX */ "dsx",
123 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
124 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
125 /* WINED3DSIH_DSY */ "dsy",
126 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
127 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
128 /* WINED3DSIH_ELSE */ "else",
129 /* WINED3DSIH_EMIT */ "emit",
130 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
131 /* WINED3DSIH_ENDIF */ "endif",
132 /* WINED3DSIH_ENDLOOP */ "endloop",
133 /* WINED3DSIH_ENDREP */ "endrep",
134 /* WINED3DSIH_ENDSWITCH */ "endswitch",
135 /* WINED3DSIH_EQ */ "eq",
136 /* WINED3DSIH_EXP */ "exp",
137 /* WINED3DSIH_EXPP */ "expp",
138 /* WINED3DSIH_F16TOF32 */ "f16tof32",
139 /* WINED3DSIH_F32TOF16 */ "f32tof16",
140 /* WINED3DSIH_FCALL */ "fcall",
141 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
142 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
143 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
144 /* WINED3DSIH_FRC */ "frc",
145 /* WINED3DSIH_FTOI */ "ftoi",
146 /* WINED3DSIH_FTOU */ "ftou",
147 /* WINED3DSIH_GATHER4 */ "gather4",
148 /* WINED3DSIH_GATHER4_C */ "gather4_c",
149 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
150 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
151 /* WINED3DSIH_GE */ "ge",
152 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
153 /* WINED3DSIH_HS_DECLS */ "hs_decls",
154 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
155 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
156 /* WINED3DSIH_IADD */ "iadd",
157 /* WINED3DSIH_IBFE */ "ibfe",
158 /* WINED3DSIH_IEQ */ "ieq",
159 /* WINED3DSIH_IF */ "if",
160 /* WINED3DSIH_IFC */ "ifc",
161 /* WINED3DSIH_IGE */ "ige",
162 /* WINED3DSIH_ILT */ "ilt",
163 /* WINED3DSIH_IMAD */ "imad",
164 /* WINED3DSIH_IMAX */ "imax",
165 /* WINED3DSIH_IMIN */ "imin",
166 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
167 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
168 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
169 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
170 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
171 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
172 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
173 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
174 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
175 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
176 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
177 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
178 /* WINED3DSIH_IMUL */ "imul",
179 /* WINED3DSIH_INE */ "ine",
180 /* WINED3DSIH_INEG */ "ineg",
181 /* WINED3DSIH_ISHL */ "ishl",
182 /* WINED3DSIH_ISHR */ "ishr",
183 /* WINED3DSIH_ITOF */ "itof",
184 /* WINED3DSIH_LABEL */ "label",
185 /* WINED3DSIH_LD */ "ld",
186 /* WINED3DSIH_LD2DMS */ "ld2dms",
187 /* WINED3DSIH_LD_RAW */ "ld_raw",
188 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
189 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
190 /* WINED3DSIH_LIT */ "lit",
191 /* WINED3DSIH_LOD */ "lod",
192 /* WINED3DSIH_LOG */ "log",
193 /* WINED3DSIH_LOGP */ "logp",
194 /* WINED3DSIH_LOOP */ "loop",
195 /* WINED3DSIH_LRP */ "lrp",
196 /* WINED3DSIH_LT */ "lt",
197 /* WINED3DSIH_M3x2 */ "m3x2",
198 /* WINED3DSIH_M3x3 */ "m3x3",
199 /* WINED3DSIH_M3x4 */ "m3x4",
200 /* WINED3DSIH_M4x3 */ "m4x3",
201 /* WINED3DSIH_M4x4 */ "m4x4",
202 /* WINED3DSIH_MAD */ "mad",
203 /* WINED3DSIH_MAX */ "max",
204 /* WINED3DSIH_MIN */ "min",
205 /* WINED3DSIH_MOV */ "mov",
206 /* WINED3DSIH_MOVA */ "mova",
207 /* WINED3DSIH_MOVC */ "movc",
208 /* WINED3DSIH_MUL */ "mul",
209 /* WINED3DSIH_NE */ "ne",
210 /* WINED3DSIH_NOP */ "nop",
211 /* WINED3DSIH_NOT */ "not",
212 /* WINED3DSIH_NRM */ "nrm",
213 /* WINED3DSIH_OR */ "or",
214 /* WINED3DSIH_PHASE */ "phase",
215 /* WINED3DSIH_POW */ "pow",
216 /* WINED3DSIH_RCP */ "rcp",
217 /* WINED3DSIH_REP */ "rep",
218 /* WINED3DSIH_RESINFO */ "resinfo",
219 /* WINED3DSIH_RET */ "ret",
220 /* WINED3DSIH_RETP */ "retp",
221 /* WINED3DSIH_ROUND_NE */ "round_ne",
222 /* WINED3DSIH_ROUND_NI */ "round_ni",
223 /* WINED3DSIH_ROUND_PI */ "round_pi",
224 /* WINED3DSIH_ROUND_Z */ "round_z",
225 /* WINED3DSIH_RSQ */ "rsq",
226 /* WINED3DSIH_SAMPLE */ "sample",
227 /* WINED3DSIH_SAMPLE_B */ "sample_b",
228 /* WINED3DSIH_SAMPLE_C */ "sample_c",
229 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
230 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
231 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
232 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
233 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
234 /* WINED3DSIH_SETP */ "setp",
235 /* WINED3DSIH_SGE */ "sge",
236 /* WINED3DSIH_SGN */ "sgn",
237 /* WINED3DSIH_SINCOS */ "sincos",
238 /* WINED3DSIH_SLT */ "slt",
239 /* WINED3DSIH_SQRT */ "sqrt",
240 /* WINED3DSIH_STORE_RAW */ "store_raw",
241 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
242 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
243 /* WINED3DSIH_SUB */ "sub",
244 /* WINED3DSIH_SWAPC */ "swapc",
245 /* WINED3DSIH_SWITCH */ "switch",
246 /* WINED3DSIH_SYNC */ "sync",
247 /* WINED3DSIH_TEX */ "texld",
248 /* WINED3DSIH_TEXBEM */ "texbem",
249 /* WINED3DSIH_TEXBEML */ "texbeml",
250 /* WINED3DSIH_TEXCOORD */ "texcrd",
251 /* WINED3DSIH_TEXDEPTH */ "texdepth",
252 /* WINED3DSIH_TEXDP3 */ "texdp3",
253 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
254 /* WINED3DSIH_TEXKILL */ "texkill",
255 /* WINED3DSIH_TEXLDD */ "texldd",
256 /* WINED3DSIH_TEXLDL */ "texldl",
257 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
258 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
259 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
260 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
261 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
262 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
263 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
264 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
265 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
266 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
267 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
268 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
269 /* WINED3DSIH_UBFE */ "ubfe",
270 /* WINED3DSIH_UDIV */ "udiv",
271 /* WINED3DSIH_UGE */ "uge",
272 /* WINED3DSIH_ULT */ "ult",
273 /* WINED3DSIH_UMAX */ "umax",
274 /* WINED3DSIH_UMIN */ "umin",
275 /* WINED3DSIH_UMUL */ "umul",
276 /* WINED3DSIH_USHR */ "ushr",
277 /* WINED3DSIH_UTOF */ "utof",
278 /* WINED3DSIH_XOR */ "xor",
281 static const char * const semantic_names
[] =
283 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
284 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
285 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
286 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
287 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
288 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
289 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
290 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
291 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
292 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
293 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
294 /* WINED3D_DECL_USAGE_FOG */ "FOG",
295 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
296 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
301 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
302 const char *sysval_name
;
304 shader_input_sysval_semantic_names
[] =
306 {WINED3D_SIV_POSITION
, "position"},
307 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
308 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
309 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
310 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
311 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
312 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
313 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
314 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
315 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
316 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
317 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
321 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
322 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
323 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
326 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
327 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
330 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
331 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
333 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
335 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
336 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
338 return shader_opcode_names
[handler_idx
];
341 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
343 if (usage
>= ARRAY_SIZE(semantic_names
))
345 FIXME("Unrecognized usage %#x.\n", usage
);
346 return "UNRECOGNIZED";
349 return semantic_names
[usage
];
352 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
356 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
358 if (!strcmp(name
, semantic_names
[i
]))
365 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
369 case WINED3D_DECL_USAGE_POSITION
:
370 return WINED3D_SV_POSITION
;
376 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
378 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
381 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
382 const struct wined3d_shader_semantic
*s
)
384 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
385 e
->semantic_idx
= s
->usage_idx
;
387 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
388 e
->component_type
= WINED3D_TYPE_FLOAT
;
389 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
390 e
->mask
= s
->reg
.write_mask
;
393 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
394 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
396 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
397 e
->semantic_idx
= usage_idx
;
399 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
400 e
->component_type
= WINED3D_TYPE_FLOAT
;
401 e
->register_idx
= reg_idx
;
402 e
->mask
= write_mask
;
405 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
409 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
410 return &sm1_shader_frontend
;
412 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
413 return &sm4_shader_frontend
;
416 WARN("Invalid byte code format %#x specified.\n", format
);
421 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
423 buffer
->buffer
[0] = '\0';
424 buffer
->content_size
= 0;
427 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
429 buffer
->buffer_size
= 32;
430 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
432 ERR("Failed to allocate shader buffer memory.\n");
436 string_buffer_clear(buffer
);
440 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
442 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
445 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
448 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
450 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
451 new_buffer_size
*= 2;
452 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
454 ERR("Failed to grow buffer.\n");
455 buffer
->buffer
[buffer
->content_size
] = '\0';
458 buffer
->buffer
= new_buffer
;
459 buffer
->buffer_size
= new_buffer_size
;
463 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
468 rem
= buffer
->buffer_size
- buffer
->content_size
;
469 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
470 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
473 buffer
->content_size
+= rc
;
477 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
484 va_start(args
, format
);
485 ret
= shader_vaddline(buffer
, format
, args
);
489 if (!string_buffer_resize(buffer
, ret
))
494 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
496 struct wined3d_string_buffer
*buffer
;
498 if (list_empty(&list
->list
))
500 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
501 if (!buffer
|| !string_buffer_init(buffer
))
503 ERR("Couldn't allocate buffer for temporary string.\n");
504 HeapFree(GetProcessHeap(), 0, buffer
);
510 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
511 list_remove(&buffer
->entry
);
513 string_buffer_clear(buffer
);
517 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
521 string_buffer_clear(buffer
);
522 return shader_vaddline(buffer
, format
, args
);
525 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
532 va_start(args
, format
);
533 ret
= string_buffer_vsprintf(buffer
, format
, args
);
537 if (!string_buffer_resize(buffer
, ret
))
542 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
546 list_add_head(&list
->list
, &buffer
->entry
);
549 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
551 list_init(&list
->list
);
554 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
556 struct wined3d_string_buffer
*buffer
, *buffer_next
;
558 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
560 string_buffer_free(buffer
);
561 HeapFree(GetProcessHeap(), 0, buffer
);
563 list_init(&list
->list
);
566 /* Convert floating point offset relative to a register file to an absolute
567 * offset for float constants. */
568 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
570 switch (register_type
)
572 case WINED3DSPR_CONST
: return register_idx
;
573 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
574 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
575 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
577 FIXME("Unsupported register type: %u.\n", register_type
);
582 static void shader_delete_constant_list(struct list
*clist
)
584 struct wined3d_shader_lconst
*constant
, *constant_next
;
586 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
587 HeapFree(GetProcessHeap(), 0, constant
);
591 static void shader_set_limits(struct wined3d_shader
*shader
)
593 static const struct limits_entry
595 unsigned int min_version
;
596 unsigned int max_version
;
597 struct wined3d_shader_limits limits
;
601 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
602 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
603 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
604 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
605 * even though they are capable of supporting much more (GL
606 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
607 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
609 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
610 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
611 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
616 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
617 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
621 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
622 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
626 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
627 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
628 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
633 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
634 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
635 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
638 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
639 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
644 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
645 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
647 const struct limits_entry
*limits_array
;
648 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
649 shader
->reg_maps
.shader_version
.minor
);
652 switch (shader
->reg_maps
.shader_version
.type
)
655 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
657 case WINED3D_SHADER_TYPE_VERTEX
:
658 limits_array
= vs_limits
;
660 case WINED3D_SHADER_TYPE_HULL
:
661 limits_array
= hs_limits
;
663 case WINED3D_SHADER_TYPE_DOMAIN
:
664 limits_array
= ds_limits
;
666 case WINED3D_SHADER_TYPE_GEOMETRY
:
667 limits_array
= gs_limits
;
669 case WINED3D_SHADER_TYPE_PIXEL
:
670 limits_array
= ps_limits
;
672 case WINED3D_SHADER_TYPE_COMPUTE
:
673 limits_array
= cs_limits
;
677 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
679 if (shader_version
<= limits_array
[i
].max_version
)
681 shader
->limits
= &limits_array
[i
].limits
;
688 FIXME("Unexpected shader version \"%u.%u\".\n",
689 shader
->reg_maps
.shader_version
.major
,
690 shader
->reg_maps
.shader_version
.minor
);
691 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
695 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
696 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
700 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
701 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
702 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
704 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
707 case WINED3DSPR_TEMP
:
708 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
711 case WINED3DSPR_INPUT
:
712 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
714 /* If relative addressing is used, we must assume that all
715 * registers are used. Even if it is a construct like v3[aL],
716 * we can't assume that v0, v1 and v2 aren't read because aL
717 * can be negative. */
718 if (reg
->idx
[0].rel_addr
)
719 shader
->u
.ps
.input_reg_used
= ~0u;
721 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
724 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
727 case WINED3DSPR_RASTOUT
:
728 if (reg
->idx
[0].offset
== 1)
730 if (reg
->idx
[0].offset
== 2)
731 reg_maps
->point_size
= 1;
734 case WINED3DSPR_MISCTYPE
:
735 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
737 if (!reg
->idx
[0].offset
)
739 else if (reg
->idx
[0].offset
== 1)
740 reg_maps
->usesfacing
= 1;
744 case WINED3DSPR_CONST
:
745 if (reg
->idx
[0].rel_addr
)
747 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
748 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
749 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
750 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
751 reg_maps
->usesrelconstF
= TRUE
;
755 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
757 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
762 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
767 case WINED3DSPR_CONSTINT
:
768 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
770 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
775 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
779 case WINED3DSPR_CONSTBOOL
:
780 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
782 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
787 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
791 case WINED3DSPR_COLOROUT
:
792 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
795 case WINED3DSPR_OUTCONTROLPOINT
:
800 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
801 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
807 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
808 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
810 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
811 struct wined3d_shader_sampler_map
*map
;
814 map
= ®_maps
->sampler_map
;
815 entries
= map
->entries
;
816 for (i
= 0; i
< map
->count
; ++i
)
818 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
824 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
826 ERR("Failed to allocate sampler map entries.\n");
830 map
->entries
= entries
;
832 else if (map
->count
== map
->size
)
834 size_t new_size
= map
->size
* 2;
836 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
837 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
839 ERR("Failed to resize sampler map entries.\n");
842 map
->size
= new_size
;
843 map
->entries
= entries
;
846 entry
= &entries
[map
->count
++];
847 entry
->resource_idx
= resource_idx
;
848 entry
->sampler_idx
= sampler_idx
;
849 entry
->bind_idx
= bind_idx
;
852 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
856 case WINED3DSIH_M4x4
:
857 case WINED3DSIH_M3x4
:
858 return param
== 1 ? 3 : 0;
860 case WINED3DSIH_M4x3
:
861 case WINED3DSIH_M3x3
:
862 return param
== 1 ? 2 : 0;
864 case WINED3DSIH_M3x2
:
865 return param
== 1 ? 1 : 0;
872 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
873 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
875 struct wined3d_shader_tgsm
*tgsm
;
877 if (register_idx
>= MAX_TGSM_REGISTERS
)
879 ERR("Invalid TGSM register index %u.\n", register_idx
);
882 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
884 FIXME("TGSM declarations are allowed only in compute shaders.\n");
888 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
889 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
890 return E_OUTOFMEMORY
;
892 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
893 tgsm
= ®_maps
->tgsm
[register_idx
];
895 tgsm
->stride
= stride
;
899 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
900 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
901 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
903 struct wined3d_shader_phase
*phase
;
905 if ((phase
= *current_phase
))
907 phase
->end
= previous_instruction_ptr
;
908 *current_phase
= NULL
;
911 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
913 ERR("Unexpected shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
917 switch (ins
->handler_idx
)
919 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
920 if (shader
->u
.hs
.phases
.control_point
)
922 FIXME("Multiple control point phases.\n");
923 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
925 if (!(shader
->u
.hs
.phases
.control_point
= HeapAlloc(GetProcessHeap(),
926 HEAP_ZERO_MEMORY
, sizeof(*shader
->u
.hs
.phases
.control_point
))))
927 return E_OUTOFMEMORY
;
928 phase
= shader
->u
.hs
.phases
.control_point
;
930 case WINED3DSIH_HS_FORK_PHASE
:
931 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
932 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
933 sizeof(*shader
->u
.hs
.phases
.fork
)))
934 return E_OUTOFMEMORY
;
935 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
937 case WINED3DSIH_HS_JOIN_PHASE
:
938 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
939 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
940 sizeof(*shader
->u
.hs
.phases
.join
)))
941 return E_OUTOFMEMORY
;
942 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
945 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
949 phase
->start
= current_instruction_ptr
;
950 *current_phase
= phase
;
955 static void wined3d_insert_interpolation_mode(DWORD
*packed_interpolation_mode
,
956 unsigned int register_idx
, enum wined3d_shader_interpolation_mode mode
)
958 if (mode
> WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
)
959 FIXME("Unexpected interpolation mode %#x.\n", mode
);
961 wined3d_insert_bits(packed_interpolation_mode
,
962 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, mode
);
965 /* Note that this does not count the loop register as an address register. */
966 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
967 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
968 struct wined3d_shader_signature
*output_signature
, DWORD constf_size
)
970 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
971 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
972 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
973 struct wined3d_shader_version shader_version
;
974 struct wined3d_shader_phase
*phase
= NULL
;
975 const DWORD
*ptr
, *prev_ins
, *current_ins
;
976 void *fe_data
= shader
->frontend_data
;
980 memset(reg_maps
, 0, sizeof(*reg_maps
));
981 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
982 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
983 reg_maps
->min_rel_offset
= ~0U;
984 list_init(®_maps
->indexable_temps
);
986 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
987 prev_ins
= current_ins
= ptr
;
988 reg_maps
->shader_version
= shader_version
;
990 shader_set_limits(shader
);
992 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
993 sizeof(*reg_maps
->constf
))))
995 ERR("Failed to allocate constant map memory.\n");
996 return E_OUTOFMEMORY
;
999 while (!fe
->shader_is_end(fe_data
, &ptr
))
1001 struct wined3d_shader_instruction ins
;
1005 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1007 /* Unhandled opcode, and its parameters. */
1008 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1010 WARN("Encountered unrecognised or invalid instruction.\n");
1011 return WINED3DERR_INVALIDCALL
;
1014 /* Handle declarations. */
1015 if (ins
.handler_idx
== WINED3DSIH_DCL
1016 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1018 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1019 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1021 switch (semantic
->reg
.reg
.type
)
1023 /* Mark input registers used. */
1024 case WINED3DSPR_INPUT
:
1025 if (reg_idx
>= MAX_REG_INPUT
)
1027 ERR("Invalid input register index %u.\n", reg_idx
);
1030 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1031 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1032 return WINED3DERR_INVALIDCALL
;
1033 reg_maps
->input_registers
|= 1u << reg_idx
;
1034 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1037 /* Vertex shader: mark 3.0 output registers used, save token. */
1038 case WINED3DSPR_OUTPUT
:
1039 if (reg_idx
>= MAX_REG_OUTPUT
)
1041 ERR("Invalid output register index %u.\n", reg_idx
);
1044 reg_maps
->output_registers
|= 1u << reg_idx
;
1045 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1046 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1048 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1049 reg_maps
->point_size
= 1;
1052 case WINED3DSPR_SAMPLER
:
1053 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1054 case WINED3DSPR_RESOURCE
:
1055 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1057 ERR("Invalid resource index %u.\n", reg_idx
);
1060 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1061 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1064 case WINED3DSPR_UAV
:
1065 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1067 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1070 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1071 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1073 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1077 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1081 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1083 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1084 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1085 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1087 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1089 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1091 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1093 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1094 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1096 FIXME("Invalid instruction %#x for shader type %#x.\n",
1097 ins
.handler_idx
, shader_version
.type
);
1101 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1104 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1106 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1107 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1109 FIXME("Invalid instruction %#x for shader type %#x.\n",
1110 ins
.handler_idx
, shader_version
.type
);
1112 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1113 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1116 phase
->instance_count
= ins
.declaration
.count
;
1118 FIXME("Instruction %s outside of shader phase.\n",
1119 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1121 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1124 FIXME("Multiple immediate constant buffers.\n");
1125 reg_maps
->icb
= ins
.declaration
.icb
;
1127 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1131 FIXME("Indexable temporary registers not supported.\n");
1135 struct wined3d_shader_indexable_temp
*reg
;
1137 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1138 return E_OUTOFMEMORY
;
1140 *reg
= ins
.declaration
.indexable_temp
;
1141 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1144 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1146 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1147 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1149 FIXME("Invalid instruction %#x for shader type %#x.\n",
1150 ins
.handler_idx
, shader_version
.type
);
1152 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1154 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1155 if (reg_idx
>= MAX_REG_INPUT
)
1157 ERR("Invalid register index %u.\n", reg_idx
);
1160 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1161 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
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_OUTPUT
)
1168 if (ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUT
1169 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTGE
1170 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTLE
)
1172 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1173 shader
->u
.ps
.depth_output
= ins
.declaration
.dst
.reg
.type
;
1175 FIXME("Invalid instruction %#x for shader type %#x.\n",
1176 ins
.handler_idx
, shader_version
.type
);
1179 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1181 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1182 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1184 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1186 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1188 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1189 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1191 FIXME("Invalid instruction %#x for shader type %#x.\n",
1192 ins
.handler_idx
, shader_version
.type
);
1194 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1196 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1197 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1199 ERR("Invalid resource index %u.\n", reg_idx
);
1202 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1203 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1204 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1206 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1208 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1209 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1211 ERR("Invalid resource index %u.\n", reg_idx
);
1214 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1215 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1216 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1217 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1219 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1221 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1222 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1224 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1227 phase
->temporary_count
= ins
.declaration
.count
;
1229 reg_maps
->temporary_count
= ins
.declaration
.count
;
1231 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1233 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1234 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1235 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1236 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1238 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1240 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1241 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1243 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1245 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1247 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1248 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1250 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1252 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1254 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1255 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1258 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1260 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1261 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1262 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1263 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1266 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1268 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1270 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1274 FIXME("Invalid instruction %#x for shader type %#x.\n",
1275 ins
.handler_idx
, shader_version
.type
);
1278 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1280 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1281 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1283 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1287 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1288 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1289 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1290 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1292 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1294 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1295 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1297 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1301 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1302 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1303 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1304 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1305 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1307 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1309 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1310 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1312 FIXME("Invalid instruction %#x for shader type %#x.\n",
1313 ins
.handler_idx
, shader_version
.type
);
1315 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1317 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1319 if (!lconst
) return E_OUTOFMEMORY
;
1321 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1322 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1323 value
= (float *)lconst
->value
;
1325 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1326 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1328 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1329 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1330 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1331 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1332 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1333 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1334 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1335 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1338 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1340 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1341 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1343 shader
->lconst_inf_or_nan
= TRUE
;
1346 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1348 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1349 if (!lconst
) return E_OUTOFMEMORY
;
1351 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1352 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1354 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1355 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1357 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1359 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1360 if (!lconst
) return E_OUTOFMEMORY
;
1362 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1363 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1365 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1366 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1368 /* Handle shader phases. */
1369 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1370 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1371 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1373 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1376 /* For subroutine prototypes. */
1377 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1379 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1381 /* Set texture, address, temporary registers. */
1384 BOOL color0_mov
= FALSE
;
1387 /* This will loop over all the registers and try to
1388 * make a bitmask of the ones we're interested in.
1390 * Relative addressing tokens are ignored, but that's
1391 * okay, since we'll catch any address registers when
1392 * they are initialized (required by spec). */
1393 for (i
= 0; i
< ins
.dst_count
; ++i
)
1395 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1396 shader_version
.type
, constf_size
))
1397 return WINED3DERR_INVALIDCALL
;
1399 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1401 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1403 switch (ins
.dst
[i
].reg
.type
)
1405 case WINED3DSPR_RASTOUT
:
1406 if (shader_version
.major
>= 3)
1411 reg_maps
->output_registers
|= 1u << 10;
1412 shader_signature_from_usage(&output_signature_elements
[10],
1413 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1417 reg_maps
->output_registers
|= 1u << 11;
1418 shader_signature_from_usage(&output_signature_elements
[11],
1419 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1423 reg_maps
->output_registers
|= 1u << 11;
1424 shader_signature_from_usage(&output_signature_elements
[11],
1425 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1430 case WINED3DSPR_ATTROUT
:
1431 if (shader_version
.major
>= 3)
1436 if (reg_maps
->output_registers
& (1u << idx
))
1438 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1442 reg_maps
->output_registers
|= 1u << idx
;
1443 shader_signature_from_usage(&output_signature_elements
[idx
],
1444 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1449 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1450 if (shader_version
.major
>= 3)
1452 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1454 WARN("Invalid output register index %u.\n", idx
);
1457 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1460 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1462 WARN("Invalid texcoord index %u.\n", idx
);
1465 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1466 if (reg_maps
->output_registers
& (1u << idx
))
1468 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1472 reg_maps
->output_registers
|= 1u << idx
;
1473 shader_signature_from_usage(&output_signature_elements
[idx
],
1474 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1483 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1485 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1487 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1488 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1489 * the mov and perform the sRGB write correction from the source register.
1491 * However, if the mov is only partial, we can't do this, and if the write
1492 * comes from an instruction other than MOV it is hard to do as well. If
1493 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1494 shader
->u
.ps
.color0_mov
= FALSE
;
1495 if (ins
.handler_idx
== WINED3DSIH_MOV
1496 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1498 /* Used later when the source register is read. */
1502 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1505 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1506 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1508 shader
->u
.ps
.color0_mov
= FALSE
;
1512 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1513 if (shader_version
.major
== 1
1514 && (ins
.handler_idx
== WINED3DSIH_TEX
1515 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1516 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1517 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1518 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1519 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1520 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1521 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1522 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1523 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1524 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1526 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1528 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1530 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1534 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1535 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1536 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1537 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1539 /* texbem is only valid with < 1.4 pixel shaders */
1540 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1541 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1543 reg_maps
->bumpmat
|= 1u << reg_idx
;
1544 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1546 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1550 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1552 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1556 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1558 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1559 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1561 ERR("Invalid UAV index %u.\n", reg_idx
);
1564 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1566 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1567 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1568 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1569 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1570 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1571 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1573 unsigned int reg_idx
;
1574 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1575 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1576 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1577 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1578 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1579 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1580 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1581 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1583 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1584 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1586 ERR("Invalid UAV index %u.\n", reg_idx
);
1589 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1591 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1593 reg_maps
->usesnrm
= 1;
1595 else if (ins
.handler_idx
== WINED3DSIH_DSY
1596 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1597 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1599 reg_maps
->usesdsy
= 1;
1601 else if (ins
.handler_idx
== WINED3DSIH_DSX
1602 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1603 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1605 reg_maps
->usesdsx
= 1;
1607 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1608 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1609 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1610 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1611 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1612 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1613 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1614 || ins
.handler_idx
== WINED3DSIH_REP
)
1617 if (cur_loop_depth
> max_loop_depth
)
1618 max_loop_depth
= cur_loop_depth
;
1620 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1621 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1625 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1626 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1627 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1628 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1629 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1630 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1631 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1632 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1634 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1635 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1637 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1638 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1640 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1641 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1643 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1645 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1646 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1648 else if (ins
.handler_idx
== WINED3DSIH_LD
1649 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1650 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1652 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1653 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1655 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1656 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1658 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1659 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1663 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1664 shader_version
.type
, constf_size
))
1665 return WINED3DERR_INVALIDCALL
;
1667 for (i
= 0; i
< ins
.src_count
; ++i
)
1669 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1670 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1672 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1673 shader_version
.type
, constf_size
))
1674 return WINED3DERR_INVALIDCALL
;
1677 ++reg
.idx
[0].offset
;
1678 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1679 shader_version
.type
, constf_size
))
1680 return WINED3DERR_INVALIDCALL
;
1686 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1687 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1689 shader
->u
.ps
.color0_mov
= TRUE
;
1690 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1696 prev_ins
= current_ins
;
1698 reg_maps
->loop_depth
= max_loop_depth
;
1702 phase
->end
= prev_ins
;
1706 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1707 * R0 is written to the render target. */
1708 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1709 reg_maps
->rt_mask
|= (1u << 0);
1711 if (input_signature
->elements
)
1713 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1715 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1717 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1719 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1720 return WINED3DERR_INVALIDCALL
;
1723 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1725 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1727 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1728 reg_maps
->usesfacing
= 1;
1730 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1733 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1735 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1736 struct wined3d_shader_signature_element
*e
;
1739 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1740 return E_OUTOFMEMORY
;
1741 input_signature
->element_count
= count
;
1743 e
= input_signature
->elements
;
1744 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1746 if (!(reg_maps
->input_registers
& (1u << i
)))
1748 input_signature_elements
[i
].register_idx
= i
;
1749 *e
++ = input_signature_elements
[i
];
1753 if (output_signature
->elements
)
1755 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1757 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1760 else if (reg_maps
->output_registers
)
1762 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1763 struct wined3d_shader_signature_element
*e
;
1765 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1766 return E_OUTOFMEMORY
;
1767 output_signature
->element_count
= count
;
1769 e
= output_signature
->elements
;
1770 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1772 if (!(reg_maps
->output_registers
& (1u << i
)))
1774 *e
++ = output_signature_elements
[i
];
1781 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1783 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1785 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1786 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1788 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1789 HeapFree(GetProcessHeap(), 0, reg
);
1790 list_init(®_maps
->indexable_temps
);
1792 HeapFree(GetProcessHeap(), 0, reg_maps
->tgsm
);
1795 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1797 DWORD map
= 1u << max
;
1799 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1801 return wined3d_log2i(map
);
1804 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1806 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1808 shader_addline(buffer
, "refactoringAllowed");
1809 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1811 shader_addline(buffer
, " | ");
1814 if (global_flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1816 shader_addline(buffer
, "forceEarlyDepthStencil");
1817 global_flags
&= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
;
1819 shader_addline(buffer
, " | ");
1822 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1824 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1825 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1829 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1832 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1834 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1836 shader_addline(buffer
, "_g");
1837 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1839 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1841 shader_addline(buffer
, "_t");
1842 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1846 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1849 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1851 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1853 shader_addline(buffer
, "_glc");
1854 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1856 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1858 shader_addline(buffer
, "_opc");
1859 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1863 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1866 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1867 enum wined3d_tessellator_domain domain
)
1871 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1872 shader_addline(buffer
, "line");
1874 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1875 shader_addline(buffer
, "triangle");
1877 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1878 shader_addline(buffer
, "quad");
1881 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1886 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1887 enum wined3d_tessellator_output_primitive output_primitive
)
1889 switch (output_primitive
)
1891 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1892 shader_addline(buffer
, "point");
1894 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1895 shader_addline(buffer
, "line");
1897 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1898 shader_addline(buffer
, "triangle_cw");
1900 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1901 shader_addline(buffer
, "triangle_ccw");
1904 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1909 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1910 enum wined3d_tessellator_partitioning partitioning
)
1912 switch (partitioning
)
1914 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1915 shader_addline(buffer
, "integer");
1917 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1918 shader_addline(buffer
, "pow2");
1920 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1921 shader_addline(buffer
, "fractional_odd");
1923 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1924 shader_addline(buffer
, "fractional_even");
1927 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1932 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
1933 enum wined3d_shader_input_sysval_semantic semantic
)
1937 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
1939 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1941 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
1946 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
1949 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1950 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
1951 const struct wined3d_shader_version
*shader_version
)
1953 shader_addline(buffer
, "dcl");
1955 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1957 switch (semantic
->resource_type
)
1959 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1960 shader_addline(buffer
, "_2d");
1963 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1964 shader_addline(buffer
, "_3d");
1967 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1968 shader_addline(buffer
, "_cube");
1972 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1976 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1978 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1979 shader_addline(buffer
, "_resource_");
1981 shader_addline(buffer
, "_uav_");
1982 switch (semantic
->resource_type
)
1984 case WINED3D_SHADER_RESOURCE_BUFFER
:
1985 shader_addline(buffer
, "buffer");
1988 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1989 shader_addline(buffer
, "texture1d");
1992 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1993 shader_addline(buffer
, "texture2d");
1996 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1997 shader_addline(buffer
, "texture2dms");
2000 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2001 shader_addline(buffer
, "texture3d");
2004 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2005 shader_addline(buffer
, "texturecube");
2008 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2009 shader_addline(buffer
, "texture1darray");
2012 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2013 shader_addline(buffer
, "texture2darray");
2016 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2017 shader_addline(buffer
, "texture2dmsarray");
2020 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2021 shader_addline(buffer
, "texturecubearray");
2025 shader_addline(buffer
, "unknown");
2028 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2029 shader_dump_uav_flags(buffer
, flags
);
2030 switch (semantic
->resource_data_type
)
2032 case WINED3D_DATA_FLOAT
:
2033 shader_addline(buffer
, " (float)");
2036 case WINED3D_DATA_INT
:
2037 shader_addline(buffer
, " (int)");
2040 case WINED3D_DATA_UINT
:
2041 shader_addline(buffer
, " (uint)");
2044 case WINED3D_DATA_UNORM
:
2045 shader_addline(buffer
, " (unorm)");
2048 case WINED3D_DATA_SNORM
:
2049 shader_addline(buffer
, " (snorm)");
2053 shader_addline(buffer
, " (unknown)");
2059 /* Pixel shaders 3.0 don't have usage semantics. */
2060 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2063 shader_addline(buffer
, "_");
2065 switch (semantic
->usage
)
2067 case WINED3D_DECL_USAGE_POSITION
:
2068 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2071 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2072 shader_addline(buffer
, "blend");
2075 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2076 shader_addline(buffer
, "weight");
2079 case WINED3D_DECL_USAGE_NORMAL
:
2080 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2083 case WINED3D_DECL_USAGE_PSIZE
:
2084 shader_addline(buffer
, "psize");
2087 case WINED3D_DECL_USAGE_COLOR
:
2088 if (!semantic
->usage_idx
)
2089 shader_addline(buffer
, "color");
2091 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2094 case WINED3D_DECL_USAGE_TEXCOORD
:
2095 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2098 case WINED3D_DECL_USAGE_TANGENT
:
2099 shader_addline(buffer
, "tangent");
2102 case WINED3D_DECL_USAGE_BINORMAL
:
2103 shader_addline(buffer
, "binormal");
2106 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2107 shader_addline(buffer
, "tessfactor");
2110 case WINED3D_DECL_USAGE_POSITIONT
:
2111 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2114 case WINED3D_DECL_USAGE_FOG
:
2115 shader_addline(buffer
, "fog");
2118 case WINED3D_DECL_USAGE_DEPTH
:
2119 shader_addline(buffer
, "depth");
2122 case WINED3D_DECL_USAGE_SAMPLE
:
2123 shader_addline(buffer
, "sample");
2127 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2128 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2133 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2134 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2136 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2137 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2138 UINT offset
= reg
->idx
[0].offset
;
2142 case WINED3DSPR_TEMP
:
2143 shader_addline(buffer
, "r");
2146 case WINED3DSPR_INPUT
:
2147 shader_addline(buffer
, "v");
2150 case WINED3DSPR_CONST
:
2151 case WINED3DSPR_CONST2
:
2152 case WINED3DSPR_CONST3
:
2153 case WINED3DSPR_CONST4
:
2154 shader_addline(buffer
, "c");
2155 offset
= shader_get_float_offset(reg
->type
, offset
);
2158 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2159 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2162 case WINED3DSPR_RASTOUT
:
2163 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2166 case WINED3DSPR_COLOROUT
:
2167 shader_addline(buffer
, "oC");
2170 case WINED3DSPR_DEPTHOUT
:
2171 shader_addline(buffer
, "oDepth");
2174 case WINED3DSPR_DEPTHOUTGE
:
2175 shader_addline(buffer
, "oDepthGE");
2178 case WINED3DSPR_DEPTHOUTLE
:
2179 shader_addline(buffer
, "oDepthLE");
2182 case WINED3DSPR_ATTROUT
:
2183 shader_addline(buffer
, "oD");
2186 case WINED3DSPR_TEXCRDOUT
:
2187 /* Vertex shaders >= 3.0 use general purpose output registers
2188 * (WINED3DSPR_OUTPUT), which can include an address token. */
2189 if (shader_version
->major
>= 3)
2190 shader_addline(buffer
, "o");
2192 shader_addline(buffer
, "oT");
2195 case WINED3DSPR_CONSTINT
:
2196 shader_addline(buffer
, "i");
2199 case WINED3DSPR_CONSTBOOL
:
2200 shader_addline(buffer
, "b");
2203 case WINED3DSPR_LABEL
:
2204 shader_addline(buffer
, "l");
2207 case WINED3DSPR_LOOP
:
2208 shader_addline(buffer
, "aL");
2211 case WINED3DSPR_SAMPLER
:
2212 shader_addline(buffer
, "s");
2215 case WINED3DSPR_MISCTYPE
:
2218 FIXME("Unhandled misctype register %u.\n", offset
);
2219 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2223 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2227 case WINED3DSPR_PREDICATE
:
2228 shader_addline(buffer
, "p");
2231 case WINED3DSPR_IMMCONST
:
2232 shader_addline(buffer
, "l");
2235 case WINED3DSPR_CONSTBUFFER
:
2236 shader_addline(buffer
, "cb");
2239 case WINED3DSPR_IMMCONSTBUFFER
:
2240 shader_addline(buffer
, "icb");
2243 case WINED3DSPR_PRIMID
:
2244 shader_addline(buffer
, "primID");
2247 case WINED3DSPR_NULL
:
2248 shader_addline(buffer
, "null");
2251 case WINED3DSPR_RESOURCE
:
2252 shader_addline(buffer
, "t");
2255 case WINED3DSPR_UAV
:
2256 shader_addline(buffer
, "u");
2259 case WINED3DSPR_OUTPOINTID
:
2260 shader_addline(buffer
, "vOutputControlPointID");
2263 case WINED3DSPR_FORKINSTID
:
2264 shader_addline(buffer
, "vForkInstanceId");
2267 case WINED3DSPR_JOININSTID
:
2268 shader_addline(buffer
, "vJoinInstanceId");
2271 case WINED3DSPR_INCONTROLPOINT
:
2272 shader_addline(buffer
, "vicp");
2275 case WINED3DSPR_OUTCONTROLPOINT
:
2276 shader_addline(buffer
, "vocp");
2279 case WINED3DSPR_PATCHCONST
:
2280 shader_addline(buffer
, "vpc");
2283 case WINED3DSPR_TESSCOORD
:
2284 shader_addline(buffer
, "vDomainLocation");
2287 case WINED3DSPR_GROUPSHAREDMEM
:
2288 shader_addline(buffer
, "g");
2291 case WINED3DSPR_THREADID
:
2292 shader_addline(buffer
, "vThreadID");
2295 case WINED3DSPR_THREADGROUPID
:
2296 shader_addline(buffer
, "vThreadGroupID");
2299 case WINED3DSPR_LOCALTHREADID
:
2300 shader_addline(buffer
, "vThreadIDInGroup");
2303 case WINED3DSPR_LOCALTHREADINDEX
:
2304 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2307 case WINED3DSPR_IDXTEMP
:
2308 shader_addline(buffer
, "x");
2311 case WINED3DSPR_STREAM
:
2312 shader_addline(buffer
, "m");
2315 case WINED3DSPR_FUNCTIONBODY
:
2316 shader_addline(buffer
, "fb");
2319 case WINED3DSPR_FUNCTIONPOINTER
:
2320 shader_addline(buffer
, "fp");
2323 case WINED3DSPR_COVERAGE
:
2324 shader_addline(buffer
, "vCoverage");
2327 case WINED3DSPR_SAMPLEMASK
:
2328 shader_addline(buffer
, "oMask");
2331 case WINED3DSPR_GSINSTID
:
2332 shader_addline(buffer
, "vGSInstanceID");
2336 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2340 if (reg
->type
== WINED3DSPR_IMMCONST
)
2342 shader_addline(buffer
, "(");
2343 switch (reg
->immconst_type
)
2345 case WINED3D_IMMCONST_SCALAR
:
2346 switch (reg
->data_type
)
2348 case WINED3D_DATA_FLOAT
:
2349 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2351 case WINED3D_DATA_INT
:
2352 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2354 case WINED3D_DATA_RESOURCE
:
2355 case WINED3D_DATA_SAMPLER
:
2356 case WINED3D_DATA_UINT
:
2357 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2360 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2365 case WINED3D_IMMCONST_VEC4
:
2366 switch (reg
->data_type
)
2368 case WINED3D_DATA_FLOAT
:
2369 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2370 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2371 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2373 case WINED3D_DATA_INT
:
2374 shader_addline(buffer
, "%d, %d, %d, %d",
2375 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2376 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2378 case WINED3D_DATA_RESOURCE
:
2379 case WINED3D_DATA_SAMPLER
:
2380 case WINED3D_DATA_UINT
:
2381 shader_addline(buffer
, "%u, %u, %u, %u",
2382 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2383 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2386 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2392 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2395 shader_addline(buffer
, ")");
2397 else if (reg
->type
!= WINED3DSPR_RASTOUT
2398 && reg
->type
!= WINED3DSPR_MISCTYPE
2399 && reg
->type
!= WINED3DSPR_NULL
)
2403 shader_addline(buffer
, "[");
2404 if (reg
->idx
[0].rel_addr
)
2406 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2407 shader_addline(buffer
, " + ");
2409 shader_addline(buffer
, "%u]", offset
);
2411 if (reg
->idx
[1].offset
!= ~0u)
2413 shader_addline(buffer
, "[");
2414 if (reg
->idx
[1].rel_addr
)
2416 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2417 shader_addline(buffer
, " + ");
2419 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2423 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2424 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2428 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2429 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2431 DWORD write_mask
= param
->write_mask
;
2433 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2435 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2437 static const char write_mask_chars
[] = "xyzw";
2439 shader_addline(buffer
, ".");
2440 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2441 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2442 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2443 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2444 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2445 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2446 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2447 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2451 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2452 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2454 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2455 DWORD swizzle
= param
->swizzle
;
2457 if (src_modifier
== WINED3DSPSM_NEG
2458 || src_modifier
== WINED3DSPSM_BIASNEG
2459 || src_modifier
== WINED3DSPSM_SIGNNEG
2460 || src_modifier
== WINED3DSPSM_X2NEG
2461 || src_modifier
== WINED3DSPSM_ABSNEG
)
2462 shader_addline(buffer
, "-");
2463 else if (src_modifier
== WINED3DSPSM_COMP
)
2464 shader_addline(buffer
, "1-");
2465 else if (src_modifier
== WINED3DSPSM_NOT
)
2466 shader_addline(buffer
, "!");
2468 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2469 shader_addline(buffer
, "abs(");
2471 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2473 switch (src_modifier
)
2475 case WINED3DSPSM_NONE
: break;
2476 case WINED3DSPSM_NEG
: break;
2477 case WINED3DSPSM_NOT
: break;
2478 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2479 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2480 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2481 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2482 case WINED3DSPSM_COMP
: break;
2483 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2484 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2485 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2486 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2487 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2488 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2489 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2492 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2494 static const char swizzle_chars
[] = "xyzw";
2495 DWORD swizzle_x
= swizzle
& 0x03;
2496 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2497 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2498 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2500 if (swizzle_x
== swizzle_y
2501 && swizzle_x
== swizzle_z
2502 && swizzle_x
== swizzle_w
)
2504 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2508 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2509 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2514 /* Shared code in order to generate the bulk of the shader string. */
2515 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2516 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2517 const DWORD
*start
, const DWORD
*end
)
2519 struct wined3d_device
*device
= shader
->device
;
2520 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2521 void *fe_data
= shader
->frontend_data
;
2522 struct wined3d_shader_version shader_version
;
2523 struct wined3d_shader_parser_state state
;
2524 struct wined3d_shader_instruction ins
;
2525 struct wined3d_shader_tex_mx tex_mx
;
2526 struct wined3d_shader_context ctx
;
2529 /* Initialize current parsing state. */
2530 tex_mx
.current_row
= 0;
2531 state
.current_loop_depth
= 0;
2532 state
.current_loop_reg
= 0;
2533 state
.in_subroutine
= FALSE
;
2535 ctx
.shader
= shader
;
2536 ctx
.gl_info
= &device
->adapter
->gl_info
;
2537 ctx
.reg_maps
= reg_maps
;
2538 ctx
.buffer
= buffer
;
2539 ctx
.tex_mx
= &tex_mx
;
2541 ctx
.backend_data
= backend_ctx
;
2544 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2548 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2551 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2553 /* Unknown opcode and its parameters. */
2554 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2556 WARN("Encountered unrecognised or invalid instruction.\n");
2557 return WINED3DERR_INVALIDCALL
;
2561 FIXME("Predicates not implemented.\n");
2563 /* Call appropriate function for output target */
2564 device
->shader_backend
->shader_handle_instruction(&ins
);
2570 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2571 const struct wined3d_shader_dst_param
*dst
)
2573 DWORD mmask
= dst
->modifiers
;
2578 case 13: shader_addline(buffer
, "_d8"); break;
2579 case 14: shader_addline(buffer
, "_d4"); break;
2580 case 15: shader_addline(buffer
, "_d2"); break;
2581 case 1: shader_addline(buffer
, "_x2"); break;
2582 case 2: shader_addline(buffer
, "_x4"); break;
2583 case 3: shader_addline(buffer
, "_x8"); break;
2584 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2587 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2588 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2589 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2591 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2592 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2595 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2596 const struct wined3d_shader_primitive_type
*primitive_type
)
2598 switch (primitive_type
->type
)
2600 case WINED3D_PT_UNDEFINED
:
2601 shader_addline(buffer
, "undefined");
2603 case WINED3D_PT_POINTLIST
:
2604 shader_addline(buffer
, "pointlist");
2606 case WINED3D_PT_LINELIST
:
2607 shader_addline(buffer
, "linelist");
2609 case WINED3D_PT_LINESTRIP
:
2610 shader_addline(buffer
, "linestrip");
2612 case WINED3D_PT_TRIANGLELIST
:
2613 shader_addline(buffer
, "trianglelist");
2615 case WINED3D_PT_TRIANGLESTRIP
:
2616 shader_addline(buffer
, "trianglestrip");
2618 case WINED3D_PT_TRIANGLEFAN
:
2619 shader_addline(buffer
, "trianglefan");
2621 case WINED3D_PT_LINELIST_ADJ
:
2622 shader_addline(buffer
, "linelist_adj");
2624 case WINED3D_PT_LINESTRIP_ADJ
:
2625 shader_addline(buffer
, "linestrip_adj");
2627 case WINED3D_PT_TRIANGLELIST_ADJ
:
2628 shader_addline(buffer
, "trianglelist_adj");
2630 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2631 shader_addline(buffer
, "trianglestrip_adj");
2633 case WINED3D_PT_PATCH
:
2634 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2637 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2642 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2643 enum wined3d_shader_interpolation_mode interpolation_mode
)
2645 switch (interpolation_mode
)
2647 case WINED3DSIM_CONSTANT
:
2648 shader_addline(buffer
, "constant");
2650 case WINED3DSIM_LINEAR
:
2651 shader_addline(buffer
, "linear");
2653 case WINED3DSIM_LINEAR_CENTROID
:
2654 shader_addline(buffer
, "linear centroid");
2656 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2657 shader_addline(buffer
, "linear noperspective");
2659 case WINED3DSIM_LINEAR_SAMPLE
:
2660 shader_addline(buffer
, "linear sample");
2662 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2663 shader_addline(buffer
, "linear noperspective centroid");
2665 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2666 shader_addline(buffer
, "linear noperspective sample");
2669 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2674 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2676 struct wined3d_shader_version shader_version
;
2677 struct wined3d_string_buffer buffer
;
2678 const char *type_prefix
;
2683 if (!string_buffer_init(&buffer
))
2685 ERR("Failed to initialize string buffer.\n");
2689 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2691 TRACE("Parsing %p.\n", ptr
);
2693 switch (shader_version
.type
)
2695 case WINED3D_SHADER_TYPE_VERTEX
:
2699 case WINED3D_SHADER_TYPE_HULL
:
2703 case WINED3D_SHADER_TYPE_DOMAIN
:
2707 case WINED3D_SHADER_TYPE_GEOMETRY
:
2711 case WINED3D_SHADER_TYPE_PIXEL
:
2715 case WINED3D_SHADER_TYPE_COMPUTE
:
2720 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2721 type_prefix
= "unknown";
2725 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2727 while (!fe
->shader_is_end(fe_data
, &ptr
))
2729 struct wined3d_shader_instruction ins
;
2731 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2732 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2734 WARN("Skipping unrecognized instruction.\n");
2735 shader_addline(&buffer
, "<unrecognized instruction>\n");
2739 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2741 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2742 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2743 shader_addline(&buffer
, " ");
2744 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2746 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2748 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2749 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2750 shader_addline(&buffer
, ", %s",
2751 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2753 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2755 shader_addline(&buffer
, "%s fb%u",
2756 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2758 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2760 shader_addline(&buffer
, "%s ft%u = {...}",
2761 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2763 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2765 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2766 shader_dump_global_flags(&buffer
, ins
.flags
);
2768 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2770 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2771 ins
.declaration
.max_tessellation_factor
);
2773 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2775 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2776 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2778 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2779 ins
.declaration
.icb
->data
[4 * i
+ 0],
2780 ins
.declaration
.icb
->data
[4 * i
+ 1],
2781 ins
.declaration
.icb
->data
[4 * i
+ 2],
2782 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2784 shader_addline(&buffer
, "}");
2786 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2788 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2789 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2790 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2792 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2794 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2795 ins
.declaration
.indexable_temp
.register_idx
,
2796 ins
.declaration
.indexable_temp
.register_size
,
2797 ins
.declaration
.indexable_temp
.component_count
);
2799 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2801 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2802 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2803 shader_addline(&buffer
, " ");
2804 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2806 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2807 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2808 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2809 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2811 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2812 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2813 shader_addline(&buffer
, ", ");
2814 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2816 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2818 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2819 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2820 shader_addline(&buffer
, " ");
2821 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2822 shader_addline(&buffer
, ", ");
2823 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2825 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2826 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2828 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2829 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2831 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2832 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2834 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2835 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2837 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2839 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2840 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2841 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2843 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2845 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2846 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2848 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2850 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2851 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2852 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2854 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2856 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2857 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2858 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2859 shader_addline(&buffer
, ", comparisonMode");
2861 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2862 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2863 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2864 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2865 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2866 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2867 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2869 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2871 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2873 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2874 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2876 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2878 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2879 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2881 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2883 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2884 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2886 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2888 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2889 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2890 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2892 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2894 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2895 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2896 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2897 ins
.declaration
.tgsm_structured
.structure_count
);
2899 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2901 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2902 ins
.declaration
.thread_group_size
.x
,
2903 ins
.declaration
.thread_group_size
.y
,
2904 ins
.declaration
.thread_group_size
.z
);
2906 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2908 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2909 shader_dump_uav_flags(&buffer
, ins
.flags
);
2910 shader_addline(&buffer
, " ");
2911 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2913 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2915 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2916 shader_dump_uav_flags(&buffer
, ins
.flags
);
2917 shader_addline(&buffer
, " ");
2918 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2919 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2921 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2923 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2924 ins
.dst
[0].reg
.idx
[0].offset
),
2925 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2926 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2927 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2928 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2930 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2932 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2933 ins
.src
[0].reg
.u
.immconst_data
[0],
2934 ins
.src
[0].reg
.u
.immconst_data
[1],
2935 ins
.src
[0].reg
.u
.immconst_data
[2],
2936 ins
.src
[0].reg
.u
.immconst_data
[3]);
2938 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2940 shader_addline(&buffer
, "defb b%u = %s",
2941 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2947 shader_addline(&buffer
, "(");
2948 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2949 shader_addline(&buffer
, ") ");
2952 /* PixWin marks instructions with the coissue flag with a '+' */
2954 shader_addline(&buffer
, "+");
2956 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2958 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2959 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
2960 || ins
.handler_idx
== WINED3DSIH_IF
2961 || ins
.handler_idx
== WINED3DSIH_RETP
)
2965 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2966 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2967 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2970 else if (ins
.handler_idx
== WINED3DSIH_IFC
2971 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2975 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2976 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2977 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2978 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2979 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2980 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2981 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2984 else if (ins
.handler_idx
== WINED3DSIH_TEX
2985 && shader_version
.major
>= 2
2986 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2988 shader_addline(&buffer
, "p");
2990 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
2994 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2995 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2996 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2999 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
3003 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3004 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3007 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
3009 shader_dump_sync_flags(&buffer
, ins
.flags
);
3012 if (wined3d_shader_instruction_has_texel_offset(&ins
))
3013 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
3015 for (i
= 0; i
< ins
.dst_count
; ++i
)
3017 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
3018 shader_addline(&buffer
, !i
? " " : ", ");
3019 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
3022 /* Other source tokens */
3023 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
3025 shader_addline(&buffer
, !i
? " " : ", ");
3026 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
3029 shader_addline(&buffer
, "\n");
3032 for (p
= buffer
.buffer
; *p
; p
= q
)
3034 if (!(q
= strstr(p
, "\n")))
3038 TRACE(" %.*s", (int)(q
- p
), p
);
3041 string_buffer_free(&buffer
);
3044 static void shader_cleanup(struct wined3d_shader
*shader
)
3046 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
3048 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.control_point
);
3049 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.fork
);
3050 HeapFree(GetProcessHeap(), 0, shader
->u
.hs
.phases
.join
);
3052 else if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3054 HeapFree(GetProcessHeap(), 0, shader
->u
.gs
.so_desc
.elements
);
3057 HeapFree(GetProcessHeap(), 0, shader
->patch_constant_signature
.elements
);
3058 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3059 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3060 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3061 shader
->device
->shader_backend
->shader_destroy(shader
);
3062 shader_cleanup_reg_maps(&shader
->reg_maps
);
3063 HeapFree(GetProcessHeap(), 0, shader
->function
);
3064 shader_delete_constant_list(&shader
->constantsF
);
3065 shader_delete_constant_list(&shader
->constantsB
);
3066 shader_delete_constant_list(&shader
->constantsI
);
3067 list_remove(&shader
->shader_list_entry
);
3069 if (shader
->frontend
&& shader
->frontend_data
)
3070 shader
->frontend
->shader_free(shader
->frontend_data
);
3073 struct shader_none_priv
3075 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3076 const struct fragment_pipeline
*fragment_pipe
;
3077 BOOL ffp_proj_control
;
3080 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3081 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3082 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3083 const struct wined3d_state
*state
) {}
3084 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3085 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3086 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3087 const struct wined3d_state
*state
) {}
3088 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3089 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3090 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3092 /* Context activation is done by the caller. */
3093 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3094 const struct wined3d_state
*state
)
3096 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3097 struct shader_none_priv
*priv
= shader_priv
;
3099 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
3100 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
3103 /* Context activation is done by the caller. */
3104 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3106 struct shader_none_priv
*priv
= shader_priv
;
3107 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3109 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
3110 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
3112 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3113 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3114 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3115 | (1u << WINED3D_SHADER_TYPE_HULL
)
3116 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3117 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3120 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3121 const struct fragment_pipeline
*fragment_pipe
)
3123 struct fragment_caps fragment_caps
;
3124 void *vertex_priv
, *fragment_priv
;
3125 struct shader_none_priv
*priv
;
3127 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
3128 return E_OUTOFMEMORY
;
3130 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3132 ERR("Failed to initialize vertex pipe.\n");
3133 HeapFree(GetProcessHeap(), 0, priv
);
3137 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3139 ERR("Failed to initialize fragment pipe.\n");
3140 vertex_pipe
->vp_free(device
);
3141 HeapFree(GetProcessHeap(), 0, priv
);
3145 priv
->vertex_pipe
= vertex_pipe
;
3146 priv
->fragment_pipe
= fragment_pipe
;
3147 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
3148 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3150 device
->vertex_priv
= vertex_priv
;
3151 device
->fragment_priv
= fragment_priv
;
3152 device
->shader_priv
= priv
;
3157 static void shader_none_free(struct wined3d_device
*device
)
3159 struct shader_none_priv
*priv
= device
->shader_priv
;
3161 priv
->fragment_pipe
->free_private(device
);
3162 priv
->vertex_pipe
->vp_free(device
);
3163 HeapFree(GetProcessHeap(), 0, priv
);
3166 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3171 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
3173 /* Set the shader caps to 0 for the none shader backend */
3174 caps
->vs_version
= 0;
3175 caps
->hs_version
= 0;
3176 caps
->ds_version
= 0;
3177 caps
->gs_version
= 0;
3178 caps
->ps_version
= 0;
3179 caps
->cs_version
= 0;
3180 caps
->vs_uniform_count
= 0;
3181 caps
->ps_uniform_count
= 0;
3182 caps
->ps_1x_max_value
= 0.0f
;
3183 caps
->varying_count
= 0;
3184 caps
->wined3d_caps
= 0;
3187 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3189 /* We "support" every possible fixup, since we don't support any shader
3190 * model, and will never have to actually sample a texture. */
3194 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3196 struct shader_none_priv
*priv
= shader_priv
;
3198 return priv
->ffp_proj_control
;
3201 const struct wined3d_shader_backend_ops none_shader_backend
=
3203 shader_none_handle_instruction
,
3204 shader_none_precompile
,
3206 shader_none_select_compute
,
3207 shader_none_disable
,
3208 shader_none_update_float_vertex_constants
,
3209 shader_none_update_float_pixel_constants
,
3210 shader_none_load_constants
,
3211 shader_none_destroy
,
3214 shader_none_allocate_context_data
,
3215 shader_none_free_context_data
,
3216 shader_none_init_context_state
,
3217 shader_none_get_caps
,
3218 shader_none_color_fixup_supported
,
3219 shader_none_has_ffp_proj_control
,
3222 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
3223 enum wined3d_shader_type type
, unsigned int max_version
)
3225 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3226 const struct wined3d_shader_frontend
*fe
;
3228 unsigned int backend_version
;
3229 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3231 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3232 shader
, float_const_count
, type
, max_version
);
3234 fe
= shader
->frontend
;
3235 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3236 shader
->functionLength
, &shader
->output_signature
)))
3238 FIXME("Failed to initialize frontend.\n");
3239 return WINED3DERR_INVALIDCALL
;
3242 /* First pass: trace shader. */
3243 if (TRACE_ON(d3d_shader
))
3244 shader_trace_init(fe
, shader
->frontend_data
);
3246 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3247 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
3248 &shader
->output_signature
, float_const_count
)))
3251 if (reg_maps
->shader_version
.type
!= type
)
3253 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3254 return WINED3DERR_INVALIDCALL
;
3256 if (reg_maps
->shader_version
.major
> max_version
)
3258 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3259 return WINED3DERR_INVALIDCALL
;
3263 case WINED3D_SHADER_TYPE_VERTEX
:
3264 backend_version
= d3d_info
->limits
.vs_version
;
3266 case WINED3D_SHADER_TYPE_HULL
:
3267 backend_version
= d3d_info
->limits
.hs_version
;
3269 case WINED3D_SHADER_TYPE_DOMAIN
:
3270 backend_version
= d3d_info
->limits
.ds_version
;
3272 case WINED3D_SHADER_TYPE_GEOMETRY
:
3273 backend_version
= d3d_info
->limits
.gs_version
;
3275 case WINED3D_SHADER_TYPE_PIXEL
:
3276 backend_version
= d3d_info
->limits
.ps_version
;
3278 case WINED3D_SHADER_TYPE_COMPUTE
:
3279 backend_version
= d3d_info
->limits
.cs_version
;
3282 FIXME("No backend version-checking for this shader type.\n");
3283 backend_version
= 0;
3285 if (reg_maps
->shader_version
.major
> backend_version
)
3287 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3288 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3289 return WINED3DERR_INVALIDCALL
;
3295 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3297 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3299 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3304 static void wined3d_shader_init_object(void *object
)
3306 struct wined3d_shader
*shader
= object
;
3307 struct wined3d_device
*device
= shader
->device
;
3309 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3311 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3314 static void wined3d_shader_destroy_object(void *object
)
3316 shader_cleanup(object
);
3317 HeapFree(GetProcessHeap(), 0, object
);
3320 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3322 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3324 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3328 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3329 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3335 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3337 TRACE("shader %p.\n", shader
);
3339 return shader
->parent
;
3342 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3343 void *byte_code
, UINT
*byte_code_size
)
3345 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3349 *byte_code_size
= shader
->functionLength
;
3353 if (*byte_code_size
< shader
->functionLength
)
3355 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3356 * than the required size we should write the required size and
3357 * return D3DERR_MOREDATA. That's not actually true. */
3358 return WINED3DERR_INVALIDCALL
;
3361 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3366 /* Set local constants for d3d8 shaders. */
3367 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3368 UINT start_idx
, const float *src_data
, UINT count
)
3370 UINT end_idx
= start_idx
+ count
;
3373 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3375 if (end_idx
> shader
->limits
->constant_float
)
3377 WARN("end_idx %u > float constants limit %u.\n",
3378 end_idx
, shader
->limits
->constant_float
);
3379 end_idx
= shader
->limits
->constant_float
;
3382 for (i
= start_idx
; i
< end_idx
; ++i
)
3384 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3387 return E_OUTOFMEMORY
;
3390 value
= (float *)lconst
->value
;
3391 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3392 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3394 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3395 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3397 shader
->lconst_inf_or_nan
= TRUE
;
3404 static void init_interpolation_compile_args(DWORD
*interpolation_args
,
3405 const struct wined3d_shader
*pixel_shader
, const struct wined3d_gl_info
*gl_info
)
3407 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info
)
3408 || !pixel_shader
|| pixel_shader
->reg_maps
.shader_version
.major
< 4)
3410 memset(interpolation_args
, 0, sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3414 memcpy(interpolation_args
, pixel_shader
->u
.ps
.interpolation_mode
,
3415 sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3418 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3419 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_context
*context
)
3421 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3422 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3423 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3424 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3425 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3427 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3428 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3429 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3430 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3431 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3432 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3433 args
->next_shader_type
= hull_shader
? WINED3D_SHADER_TYPE_HULL
3434 : geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3435 if (shader
->reg_maps
.shader_version
.major
>= 4)
3436 args
->next_shader_input_count
= hull_shader
? hull_shader
->limits
->packed_input
3437 : geometry_shader
? geometry_shader
->limits
->packed_input
3438 : pixel_shader
? pixel_shader
->limits
->packed_input
: 0;
3440 args
->next_shader_input_count
= 0;
3441 args
->swizzle_map
= swizzle_map
;
3442 if (d3d_info
->emulated_flatshading
)
3443 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3445 args
->flatshading
= 0;
3447 init_interpolation_compile_args(args
->interpolation_mode
,
3448 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3451 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3453 if (usage_idx1
!= usage_idx2
)
3455 if (usage1
== usage2
)
3457 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3459 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3465 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3466 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3468 WORD map
= shader
->reg_maps
.input_registers
;
3471 for (i
= 0; map
; map
>>= 1, ++i
)
3473 if (!(map
& 1)) continue;
3475 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3476 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3485 static HRESULT
shader_signature_calculate_strings_length(const struct wined3d_shader_signature
*signature
,
3488 struct wined3d_shader_signature_element
*e
;
3492 for (i
= 0; i
< signature
->element_count
; ++i
)
3494 e
= &signature
->elements
[i
];
3495 len
= strlen(e
->semantic_name
);
3496 if (len
>= ~(SIZE_T
)0 - *total
)
3497 return E_OUTOFMEMORY
;
3504 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3505 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3507 struct wined3d_shader_signature_element
*e
;
3512 if (!src
->element_count
)
3515 ptr
= *signature_strings
;
3517 dst
->element_count
= src
->element_count
;
3518 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3519 return E_OUTOFMEMORY
;
3521 for (i
= 0; i
< src
->element_count
; ++i
)
3523 e
= &src
->elements
[i
];
3524 dst
->elements
[i
] = *e
;
3526 len
= strlen(e
->semantic_name
);
3527 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3528 dst
->elements
[i
].semantic_name
= ptr
;
3532 *signature_strings
= ptr
;
3537 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3538 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3539 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3541 size_t byte_code_size
;
3546 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3547 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3549 if (!desc
->byte_code
)
3550 return WINED3DERR_INVALIDCALL
;
3552 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3554 FIXME("Unable to find frontend for shader.\n");
3555 return WINED3DERR_INVALIDCALL
;
3559 shader
->device
= device
;
3560 shader
->parent
= parent
;
3561 shader
->parent_ops
= parent_ops
;
3564 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->input_signature
, &total
)))
3566 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->output_signature
, &total
)))
3568 if (FAILED(hr
= shader_signature_calculate_strings_length(&desc
->patch_constant_signature
, &total
)))
3570 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3571 return E_OUTOFMEMORY
;
3572 ptr
= shader
->signature_strings
;
3574 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3576 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3579 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3581 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3582 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3585 if (FAILED(hr
= shader_signature_copy(&shader
->patch_constant_signature
, &desc
->patch_constant_signature
, &ptr
)))
3587 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
3588 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3589 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3593 list_init(&shader
->linked_programs
);
3594 list_init(&shader
->constantsF
);
3595 list_init(&shader
->constantsB
);
3596 list_init(&shader
->constantsI
);
3597 shader
->lconst_inf_or_nan
= FALSE
;
3598 list_init(&shader
->reg_maps
.indexable_temps
);
3599 list_init(&shader
->shader_list_entry
);
3601 byte_code_size
= desc
->byte_code_size
;
3602 if (byte_code_size
== ~(size_t)0)
3604 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3605 struct wined3d_shader_version shader_version
;
3606 struct wined3d_shader_instruction ins
;
3610 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3612 WARN("Failed to initialise frontend data.\n");
3613 shader_cleanup(shader
);
3614 return WINED3DERR_INVALIDCALL
;
3617 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3618 while (!fe
->shader_is_end(fe_data
, &ptr
))
3619 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3621 fe
->shader_free(fe_data
);
3623 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3626 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, byte_code_size
)))
3628 shader_cleanup(shader
);
3629 return E_OUTOFMEMORY
;
3631 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3632 shader
->functionLength
= byte_code_size
;
3634 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3636 WARN("Failed to set function, hr %#x.\n", hr
);
3637 shader_cleanup(shader
);
3641 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3643 wined3d_cs_init_object(shader
->device
->cs
, wined3d_shader_init_object
, shader
);
3648 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3649 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3651 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3655 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3656 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3659 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3661 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3663 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3666 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3667 shader_usage_from_semantic_name(input
->semantic_name
);
3668 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3671 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3672 shader
->load_local_constsF
= TRUE
;
3677 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3678 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3679 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3681 struct wined3d_stream_output_element
*elements
= NULL
;
3684 if (so_desc
&& !(elements
= wined3d_calloc(so_desc
->element_count
, sizeof(*elements
))))
3685 return E_OUTOFMEMORY
;
3687 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3689 HeapFree(GetProcessHeap(), 0, elements
);
3695 shader
->u
.gs
.so_desc
= *so_desc
;
3696 shader
->u
.gs
.so_desc
.elements
= elements
;
3697 memcpy(elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*elements
));
3703 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3704 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3706 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3707 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3708 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3709 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3711 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3712 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3714 args
->output_count
= geometry_shader
? geometry_shader
->limits
->packed_input
3715 : pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3716 args
->next_shader_type
= geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3718 args
->render_offscreen
= context
->render_offscreen
;
3720 init_interpolation_compile_args(args
->interpolation_mode
,
3721 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, gl_info
);
3726 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3727 struct gs_compile_args
*args
, const struct wined3d_context
*context
)
3729 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3730 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3732 args
->output_count
= pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3734 init_interpolation_compile_args(args
->interpolation_mode
, pixel_shader
, gl_info
);
3737 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3738 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3740 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3741 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3742 const struct wined3d_texture
*texture
;
3745 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3746 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3748 static unsigned int warned
= 0;
3750 args
->srgb_correction
= 1;
3751 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3752 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3753 "support, expect rendering artifacts.\n");
3756 if (shader
->reg_maps
.shader_version
.major
== 1
3757 && shader
->reg_maps
.shader_version
.minor
<= 3)
3759 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3761 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3763 if (flags
& WINED3D_TTFF_PROJECTED
)
3765 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3767 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3769 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3771 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3772 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3774 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3776 struct wined3d_vertex_declaration_element
*element
=
3777 &state
->vertex_declaration
->elements
[j
];
3779 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3780 && element
->usage_idx
== index
)
3782 max_valid
= element
->format
->component_count
;
3786 if (!tex_transform
|| tex_transform
> max_valid
)
3788 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3789 tex_transform
, max_valid
);
3790 tex_transform
= max_valid
;
3792 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3793 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3794 && tex_transform
> WINED3D_TTFF_COUNT2
)
3795 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3796 && tex_transform
> WINED3D_TTFF_COUNT3
))
3797 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3800 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3801 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3802 i
, tex_transform
, resource_type
);
3806 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3808 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3812 if (shader
->reg_maps
.shader_version
.major
== 1
3813 && shader
->reg_maps
.shader_version
.minor
<= 4)
3815 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3817 const struct wined3d_texture
*texture
= state
->textures
[i
];
3819 if (!shader
->reg_maps
.resource_info
[i
].type
)
3822 /* Treat unbound textures as 2D. The dummy texture will provide
3823 * the proper sample value. The tex_types bitmap defaults to
3824 * 2D because of the memset. */
3828 switch (texture
->target
)
3830 /* RECT textures are distinguished from 2D textures via np2_fixup */
3831 case GL_TEXTURE_RECTANGLE_ARB
:
3836 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3839 case GL_TEXTURE_CUBE_MAP_ARB
:
3840 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3846 if (shader
->reg_maps
.shader_version
.major
>= 4)
3848 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3850 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3851 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3852 args
->np2_fixup
= 0;
3856 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3858 if (!shader
->reg_maps
.resource_info
[i
].type
)
3861 texture
= state
->textures
[i
];
3864 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3867 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3868 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3870 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3872 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3873 args
->shadow
|= 1u << i
;
3875 /* Flag samplers that need NP2 texcoord fixup. */
3876 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3877 args
->np2_fixup
|= (1u << i
);
3881 if (shader
->reg_maps
.shader_version
.major
>= 3)
3883 if (position_transformed
)
3884 args
->vp_mode
= pretransformed
;
3885 else if (use_vs(state
))
3886 args
->vp_mode
= vertexshader
;
3888 args
->vp_mode
= fixedfunction
;
3889 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3893 args
->vp_mode
= vertexshader
;
3894 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3896 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3898 case WINED3D_FOG_NONE
:
3899 if (position_transformed
|| use_vs(state
))
3901 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3905 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3907 case WINED3D_FOG_NONE
: /* Fall through. */
3908 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3909 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3910 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3914 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3915 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3916 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3921 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3925 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3927 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3929 args
->texcoords_initialized
= 0;
3930 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3934 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3935 args
->texcoords_initialized
|= 1u << i
;
3939 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3940 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3942 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3943 & WINED3D_FFP_TCI_MASK
3944 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3945 args
->texcoords_initialized
|= 1u << i
;
3951 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3954 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3955 && state
->gl_primitive_type
== GL_POINTS
;
3957 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3958 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3960 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3961 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3962 : WINED3D_CMP_ALWAYS
) - 1;
3964 if (d3d_info
->emulated_flatshading
)
3965 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3967 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
3968 ? context
->render_offscreen
: 0;
3971 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3972 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3974 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3975 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3978 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3979 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3982 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3984 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3987 highest_reg_used
= i
;
3991 /* Don't do any register mapping magic if it is not needed, or if we can't
3992 * achieve anything anyway */
3993 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3994 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3995 || shader
->reg_maps
.shader_version
.major
>= 4)
3997 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3999 /* This happens with relative addressing. The input mapper function
4000 * warns about this if the higher registers are declared too, so
4001 * don't write a FIXME here */
4002 WARN("More varying registers used than supported\n");
4005 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4007 shader
->u
.ps
.input_reg_map
[i
] = i
;
4010 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
4014 shader
->u
.ps
.declared_in_count
= 0;
4015 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4017 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4018 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
4019 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
4026 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
4028 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4029 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
4032 if (reg_maps
->shader_version
.major
!= 1) return;
4034 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
4036 /* We don't sample from this sampler. */
4037 if (!resource_info
[i
].type
)
4040 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
4042 case WINED3D_SHADER_TEX_2D
:
4043 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4046 case WINED3D_SHADER_TEX_3D
:
4047 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
4050 case WINED3D_SHADER_TEX_CUBE
:
4051 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
4057 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4058 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4060 struct wined3d_shader
*object
;
4063 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4064 device
, desc
, parent
, parent_ops
, shader
);
4066 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4067 return E_OUTOFMEMORY
;
4069 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
)))
4071 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
4072 HeapFree(GetProcessHeap(), 0, object
);
4076 TRACE("Created compute shader %p.\n", object
);
4082 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4083 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4085 struct wined3d_shader
*object
;
4088 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4089 device
, desc
, parent
, parent_ops
, shader
);
4091 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4092 return E_OUTOFMEMORY
;
4094 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
)))
4096 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4097 HeapFree(GetProcessHeap(), 0, object
);
4101 TRACE("Created domain shader %p.\n", object
);
4107 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4108 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4109 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4111 struct wined3d_shader
*object
;
4114 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4115 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4117 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4118 return E_OUTOFMEMORY
;
4120 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4122 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4123 HeapFree(GetProcessHeap(), 0, object
);
4127 TRACE("Created geometry shader %p.\n", object
);
4133 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4134 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4136 struct wined3d_shader
*object
;
4139 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4140 device
, desc
, parent
, parent_ops
, shader
);
4142 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
4143 return E_OUTOFMEMORY
;
4145 if (FAILED(hr
= shader_init(object
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
)))
4147 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4148 HeapFree(GetProcessHeap(), 0, object
);
4152 TRACE("Created hull shader %p.\n", object
);
4158 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4159 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4161 struct wined3d_shader
*object
;
4164 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4165 device
, desc
, parent
, parent_ops
, shader
);
4167 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4169 return E_OUTOFMEMORY
;
4171 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4173 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4174 HeapFree(GetProcessHeap(), 0, object
);
4178 TRACE("Created pixel shader %p.\n", object
);
4184 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4185 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4187 struct wined3d_shader
*object
;
4190 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4191 device
, desc
, parent
, parent_ops
, shader
);
4193 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
4195 return E_OUTOFMEMORY
;
4197 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4199 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4200 HeapFree(GetProcessHeap(), 0, object
);
4204 TRACE("Created vertex shader %p.\n", object
);