2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 /* pow, mul_high, sub_high, mul_low */
37 const float wined3d_srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
};
39 const float wined3d_srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
};
41 static const char * const shader_opcode_names
[] =
43 /* WINED3DSIH_ABS */ "abs",
44 /* WINED3DSIH_ADD */ "add",
45 /* WINED3DSIH_AND */ "and",
46 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
47 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
48 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
49 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
50 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
51 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
52 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
53 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
54 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
55 /* WINED3DSIH_BEM */ "bem",
56 /* WINED3DSIH_BFI */ "bfi",
57 /* WINED3DSIH_BFREV */ "bfrev",
58 /* WINED3DSIH_BREAK */ "break",
59 /* WINED3DSIH_BREAKC */ "breakc",
60 /* WINED3DSIH_BREAKP */ "breakp",
61 /* WINED3DSIH_BUFINFO */ "bufinfo",
62 /* WINED3DSIH_CALL */ "call",
63 /* WINED3DSIH_CALLNZ */ "callnz",
64 /* WINED3DSIH_CASE */ "case",
65 /* WINED3DSIH_CMP */ "cmp",
66 /* WINED3DSIH_CND */ "cnd",
67 /* WINED3DSIH_CONTINUE */ "continue",
68 /* WINED3DSIH_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_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
78 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
80 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
81 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
82 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
83 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
84 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
85 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
86 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
87 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
88 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
89 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
90 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
91 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
92 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
93 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
94 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
95 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
96 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
97 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
98 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
99 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
100 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
101 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
102 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
103 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
104 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
105 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
106 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
107 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
108 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
109 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
110 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
111 /* WINED3DSIH_DEF */ "def",
112 /* WINED3DSIH_DEFAULT */ "default",
113 /* WINED3DSIH_DEFB */ "defb",
114 /* WINED3DSIH_DEFI */ "defi",
115 /* WINED3DSIH_DIV */ "div",
116 /* WINED3DSIH_DP2 */ "dp2",
117 /* WINED3DSIH_DP2ADD */ "dp2add",
118 /* WINED3DSIH_DP3 */ "dp3",
119 /* WINED3DSIH_DP4 */ "dp4",
120 /* WINED3DSIH_DST */ "dst",
121 /* WINED3DSIH_DSX */ "dsx",
122 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
123 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
124 /* WINED3DSIH_DSY */ "dsy",
125 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
126 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
127 /* WINED3DSIH_ELSE */ "else",
128 /* WINED3DSIH_EMIT */ "emit",
129 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
130 /* WINED3DSIH_ENDIF */ "endif",
131 /* WINED3DSIH_ENDLOOP */ "endloop",
132 /* WINED3DSIH_ENDREP */ "endrep",
133 /* WINED3DSIH_ENDSWITCH */ "endswitch",
134 /* WINED3DSIH_EQ */ "eq",
135 /* WINED3DSIH_EXP */ "exp",
136 /* WINED3DSIH_EXPP */ "expp",
137 /* WINED3DSIH_F16TOF32 */ "f16tof32",
138 /* WINED3DSIH_F32TOF16 */ "f32tof16",
139 /* WINED3DSIH_FCALL */ "fcall",
140 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
141 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
142 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
143 /* WINED3DSIH_FRC */ "frc",
144 /* WINED3DSIH_FTOI */ "ftoi",
145 /* WINED3DSIH_FTOU */ "ftou",
146 /* WINED3DSIH_GATHER4 */ "gather4",
147 /* WINED3DSIH_GATHER4_C */ "gather4_c",
148 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
149 /* WINED3DSIH_GE */ "ge",
150 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
151 /* WINED3DSIH_HS_DECLS */ "hs_decls",
152 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
153 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
154 /* WINED3DSIH_IADD */ "iadd",
155 /* WINED3DSIH_IBFE */ "ibfe",
156 /* WINED3DSIH_IEQ */ "ieq",
157 /* WINED3DSIH_IF */ "if",
158 /* WINED3DSIH_IFC */ "ifc",
159 /* WINED3DSIH_IGE */ "ige",
160 /* WINED3DSIH_ILT */ "ilt",
161 /* WINED3DSIH_IMAD */ "imad",
162 /* WINED3DSIH_IMAX */ "imax",
163 /* WINED3DSIH_IMIN */ "imin",
164 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
165 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
166 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
167 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
168 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
169 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
170 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
171 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
172 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
173 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
174 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
175 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
176 /* WINED3DSIH_IMUL */ "imul",
177 /* WINED3DSIH_INE */ "ine",
178 /* WINED3DSIH_INEG */ "ineg",
179 /* WINED3DSIH_ISHL */ "ishl",
180 /* WINED3DSIH_ISHR */ "ishr",
181 /* WINED3DSIH_ITOF */ "itof",
182 /* WINED3DSIH_LABEL */ "label",
183 /* WINED3DSIH_LD */ "ld",
184 /* WINED3DSIH_LD2DMS */ "ld2dms",
185 /* WINED3DSIH_LD_RAW */ "ld_raw",
186 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
187 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
188 /* WINED3DSIH_LIT */ "lit",
189 /* WINED3DSIH_LOD */ "lod",
190 /* WINED3DSIH_LOG */ "log",
191 /* WINED3DSIH_LOGP */ "logp",
192 /* WINED3DSIH_LOOP */ "loop",
193 /* WINED3DSIH_LRP */ "lrp",
194 /* WINED3DSIH_LT */ "lt",
195 /* WINED3DSIH_M3x2 */ "m3x2",
196 /* WINED3DSIH_M3x3 */ "m3x3",
197 /* WINED3DSIH_M3x4 */ "m3x4",
198 /* WINED3DSIH_M4x3 */ "m4x3",
199 /* WINED3DSIH_M4x4 */ "m4x4",
200 /* WINED3DSIH_MAD */ "mad",
201 /* WINED3DSIH_MAX */ "max",
202 /* WINED3DSIH_MIN */ "min",
203 /* WINED3DSIH_MOV */ "mov",
204 /* WINED3DSIH_MOVA */ "mova",
205 /* WINED3DSIH_MOVC */ "movc",
206 /* WINED3DSIH_MUL */ "mul",
207 /* WINED3DSIH_NE */ "ne",
208 /* WINED3DSIH_NOP */ "nop",
209 /* WINED3DSIH_NOT */ "not",
210 /* WINED3DSIH_NRM */ "nrm",
211 /* WINED3DSIH_OR */ "or",
212 /* WINED3DSIH_PHASE */ "phase",
213 /* WINED3DSIH_POW */ "pow",
214 /* WINED3DSIH_RCP */ "rcp",
215 /* WINED3DSIH_REP */ "rep",
216 /* WINED3DSIH_RESINFO */ "resinfo",
217 /* WINED3DSIH_RET */ "ret",
218 /* WINED3DSIH_RETP */ "retp",
219 /* WINED3DSIH_ROUND_NE */ "round_ne",
220 /* WINED3DSIH_ROUND_NI */ "round_ni",
221 /* WINED3DSIH_ROUND_PI */ "round_pi",
222 /* WINED3DSIH_ROUND_Z */ "round_z",
223 /* WINED3DSIH_RSQ */ "rsq",
224 /* WINED3DSIH_SAMPLE */ "sample",
225 /* WINED3DSIH_SAMPLE_B */ "sample_b",
226 /* WINED3DSIH_SAMPLE_C */ "sample_c",
227 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
228 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
229 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
230 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
231 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
232 /* WINED3DSIH_SETP */ "setp",
233 /* WINED3DSIH_SGE */ "sge",
234 /* WINED3DSIH_SGN */ "sgn",
235 /* WINED3DSIH_SINCOS */ "sincos",
236 /* WINED3DSIH_SLT */ "slt",
237 /* WINED3DSIH_SQRT */ "sqrt",
238 /* WINED3DSIH_STORE_RAW */ "store_raw",
239 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
240 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
241 /* WINED3DSIH_SUB */ "sub",
242 /* WINED3DSIH_SWAPC */ "swapc",
243 /* WINED3DSIH_SWITCH */ "switch",
244 /* WINED3DSIH_SYNC */ "sync",
245 /* WINED3DSIH_TEX */ "texld",
246 /* WINED3DSIH_TEXBEM */ "texbem",
247 /* WINED3DSIH_TEXBEML */ "texbeml",
248 /* WINED3DSIH_TEXCOORD */ "texcrd",
249 /* WINED3DSIH_TEXDEPTH */ "texdepth",
250 /* WINED3DSIH_TEXDP3 */ "texdp3",
251 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
252 /* WINED3DSIH_TEXKILL */ "texkill",
253 /* WINED3DSIH_TEXLDD */ "texldd",
254 /* WINED3DSIH_TEXLDL */ "texldl",
255 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
256 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
257 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
258 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
259 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
260 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
261 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
262 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
263 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
264 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
265 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
266 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
267 /* WINED3DSIH_UBFE */ "ubfe",
268 /* WINED3DSIH_UDIV */ "udiv",
269 /* WINED3DSIH_UGE */ "uge",
270 /* WINED3DSIH_ULT */ "ult",
271 /* WINED3DSIH_UMAX */ "umax",
272 /* WINED3DSIH_UMIN */ "umin",
273 /* WINED3DSIH_UMUL */ "umul",
274 /* WINED3DSIH_USHR */ "ushr",
275 /* WINED3DSIH_UTOF */ "utof",
276 /* WINED3DSIH_XOR */ "xor",
279 static const char * const semantic_names
[] =
281 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
282 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
283 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
284 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
285 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
286 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
287 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
288 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
289 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
290 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
291 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
292 /* WINED3D_DECL_USAGE_FOG */ "FOG",
293 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
294 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
299 enum wined3d_sysval_semantic sysval_semantic
;
300 const char *sysval_name
;
302 sysval_semantic_names
[] =
304 {WINED3D_SV_POSITION
, "SV_Position"},
305 {WINED3D_SV_CLIP_DISTANCE
, "SV_ClipDistance"},
306 {WINED3D_SV_CULL_DISTANCE
, "SV_CullDistance"},
307 {WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
, "SV_RenderTargetArrayIndex"},
308 {WINED3D_SV_VIEWPORT_ARRAY_INDEX
, "SV_ViewportArrayIndex"},
309 {WINED3D_SV_VERTEX_ID
, "SV_VertexID"},
310 {WINED3D_SV_INSTANCE_ID
, "SV_InstanceID"},
311 {WINED3D_SV_PRIMITIVE_ID
, "SV_PrimitiveID"},
312 {WINED3D_SV_IS_FRONT_FACE
, "SV_IsFrontFace"},
313 {WINED3D_SV_SAMPLE_INDEX
, "SV_SampleIndex"},
314 {WINED3D_SV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
315 {WINED3D_SV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
316 {WINED3D_SV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
317 {WINED3D_SV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
318 {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
319 {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
320 {WINED3D_SV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
321 {WINED3D_SV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
322 {WINED3D_SV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
323 {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
324 {WINED3D_SV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
325 {WINED3D_SV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
328 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
329 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
331 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
333 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
334 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
336 return shader_opcode_names
[handler_idx
];
339 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
341 if (usage
>= ARRAY_SIZE(semantic_names
))
343 FIXME("Unrecognized usage %#x.\n", usage
);
344 return "UNRECOGNIZED";
347 return semantic_names
[usage
];
350 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
354 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
356 if (!strcmp(name
, semantic_names
[i
]))
363 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
367 case WINED3D_DECL_USAGE_POSITION
:
368 return WINED3D_SV_POSITION
;
374 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
376 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
379 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
380 const struct wined3d_shader_semantic
*s
)
382 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
383 e
->semantic_idx
= s
->usage_idx
;
385 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
386 e
->component_type
= WINED3D_TYPE_FLOAT
;
387 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
388 e
->mask
= s
->reg
.write_mask
;
391 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
392 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
394 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
395 e
->semantic_idx
= usage_idx
;
397 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
398 e
->component_type
= WINED3D_TYPE_FLOAT
;
399 e
->register_idx
= reg_idx
;
400 e
->mask
= write_mask
;
403 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
407 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
408 return &sm1_shader_frontend
;
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
411 return &sm4_shader_frontend
;
414 WARN("Invalid byte code format %#x specified.\n", format
);
419 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
421 buffer
->buffer
[0] = '\0';
422 buffer
->content_size
= 0;
425 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
427 buffer
->buffer_size
= 32;
428 if (!(buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, buffer
->buffer_size
)))
430 ERR("Failed to allocate shader buffer memory.\n");
434 string_buffer_clear(buffer
);
438 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
440 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
443 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
446 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
448 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
449 new_buffer_size
*= 2;
450 if (!(new_buffer
= HeapReAlloc(GetProcessHeap(), 0, buffer
->buffer
, new_buffer_size
)))
452 ERR("Failed to grow buffer.\n");
453 buffer
->buffer
[buffer
->content_size
] = '\0';
456 buffer
->buffer
= new_buffer
;
457 buffer
->buffer_size
= new_buffer_size
;
461 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
466 rem
= buffer
->buffer_size
- buffer
->content_size
;
467 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
468 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
471 buffer
->content_size
+= rc
;
475 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
482 va_start(args
, format
);
483 ret
= shader_vaddline(buffer
, format
, args
);
487 if (!string_buffer_resize(buffer
, ret
))
492 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
494 struct wined3d_string_buffer
*buffer
;
496 if (list_empty(&list
->list
))
498 buffer
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
));
499 if (!buffer
|| !string_buffer_init(buffer
))
501 ERR("Couldn't allocate buffer for temporary string.\n");
502 HeapFree(GetProcessHeap(), 0, buffer
);
508 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
509 list_remove(&buffer
->entry
);
511 string_buffer_clear(buffer
);
515 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
519 string_buffer_clear(buffer
);
520 return shader_vaddline(buffer
, format
, args
);
523 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
530 va_start(args
, format
);
531 ret
= string_buffer_vsprintf(buffer
, format
, args
);
535 if (!string_buffer_resize(buffer
, ret
))
540 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
544 list_add_head(&list
->list
, &buffer
->entry
);
547 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
549 list_init(&list
->list
);
552 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
554 struct wined3d_string_buffer
*buffer
, *buffer_next
;
556 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
558 string_buffer_free(buffer
);
559 HeapFree(GetProcessHeap(), 0, buffer
);
561 list_init(&list
->list
);
564 /* Convert floating point offset relative to a register file to an absolute
565 * offset for float constants. */
566 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
568 switch (register_type
)
570 case WINED3DSPR_CONST
: return register_idx
;
571 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
572 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
573 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
575 FIXME("Unsupported register type: %u.\n", register_type
);
580 static void shader_delete_constant_list(struct list
*clist
)
582 struct wined3d_shader_lconst
*constant
, *constant_next
;
584 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
585 HeapFree(GetProcessHeap(), 0, constant
);
589 static void shader_set_limits(struct wined3d_shader
*shader
)
591 static const struct limits_entry
593 unsigned int min_version
;
594 unsigned int max_version
;
595 struct wined3d_shader_limits limits
;
599 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
600 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
601 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
602 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
603 * even though they are capable of supporting much more (GL
604 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
605 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
607 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
608 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
609 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
614 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
615 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
619 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
620 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
624 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
625 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
626 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
631 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
632 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
633 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
634 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
635 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
636 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
637 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
642 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
643 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
645 const struct limits_entry
*limits_array
;
646 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
647 shader
->reg_maps
.shader_version
.minor
);
650 switch (shader
->reg_maps
.shader_version
.type
)
653 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
655 case WINED3D_SHADER_TYPE_VERTEX
:
656 limits_array
= vs_limits
;
658 case WINED3D_SHADER_TYPE_HULL
:
659 limits_array
= hs_limits
;
661 case WINED3D_SHADER_TYPE_DOMAIN
:
662 limits_array
= ds_limits
;
664 case WINED3D_SHADER_TYPE_GEOMETRY
:
665 limits_array
= gs_limits
;
667 case WINED3D_SHADER_TYPE_PIXEL
:
668 limits_array
= ps_limits
;
670 case WINED3D_SHADER_TYPE_COMPUTE
:
671 limits_array
= cs_limits
;
675 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
677 if (shader_version
<= limits_array
[i
].max_version
)
679 shader
->limits
= &limits_array
[i
].limits
;
686 FIXME("Unexpected shader version \"%u.%u\".\n",
687 shader
->reg_maps
.shader_version
.major
,
688 shader
->reg_maps
.shader_version
.minor
);
689 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
693 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
698 bitmap
[idx
] |= (1u << shift
);
701 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
702 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
706 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
707 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
708 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
710 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
713 case WINED3DSPR_TEMP
:
714 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
717 case WINED3DSPR_INPUT
:
718 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
720 /* If relative addressing is used, we must assume that all
721 * registers are used. Even if it is a construct like v3[aL],
722 * we can't assume that v0, v1 and v2 aren't read because aL
723 * can be negative. */
724 if (reg
->idx
[0].rel_addr
)
725 shader
->u
.ps
.input_reg_used
= ~0u;
727 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
730 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
733 case WINED3DSPR_RASTOUT
:
734 if (reg
->idx
[0].offset
== 1)
736 if (reg
->idx
[0].offset
== 2)
737 reg_maps
->point_size
= 1;
740 case WINED3DSPR_MISCTYPE
:
741 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
743 if (!reg
->idx
[0].offset
)
745 else if (reg
->idx
[0].offset
== 1)
746 reg_maps
->usesfacing
= 1;
750 case WINED3DSPR_CONST
:
751 if (reg
->idx
[0].rel_addr
)
753 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
754 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
755 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
756 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
757 reg_maps
->usesrelconstF
= TRUE
;
761 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
763 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
768 set_bitmap_bit(reg_maps
->constf
, reg
->idx
[0].offset
);
773 case WINED3DSPR_CONSTINT
:
774 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
776 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
781 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
785 case WINED3DSPR_CONSTBOOL
:
786 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
788 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
793 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
797 case WINED3DSPR_COLOROUT
:
798 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
802 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
803 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
809 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
810 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
812 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
813 struct wined3d_shader_sampler_map
*map
;
816 map
= ®_maps
->sampler_map
;
817 entries
= map
->entries
;
818 for (i
= 0; i
< map
->count
; ++i
)
820 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
826 if (!(entries
= wined3d_calloc(4, sizeof(*entries
))))
828 ERR("Failed to allocate sampler map entries.\n");
832 map
->entries
= entries
;
834 else if (map
->count
== map
->size
)
836 size_t new_size
= map
->size
* 2;
838 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
839 || !(entries
= HeapReAlloc(GetProcessHeap(), 0, entries
, sizeof(*entries
) * new_size
)))
841 ERR("Failed to resize sampler map entries.\n");
844 map
->size
= new_size
;
845 map
->entries
= entries
;
848 entry
= &entries
[map
->count
++];
849 entry
->resource_idx
= resource_idx
;
850 entry
->sampler_idx
= sampler_idx
;
851 entry
->bind_idx
= bind_idx
;
854 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
858 case WINED3DSIH_M4x4
:
859 case WINED3DSIH_M3x4
:
860 return param
== 1 ? 3 : 0;
862 case WINED3DSIH_M4x3
:
863 case WINED3DSIH_M3x3
:
864 return param
== 1 ? 2 : 0;
866 case WINED3DSIH_M3x2
:
867 return param
== 1 ? 1 : 0;
874 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
875 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
877 struct wined3d_shader_tgsm
*tgsm
;
879 if (register_idx
>= MAX_TGSM_REGISTERS
)
881 ERR("Invalid TGSM register index %u.\n", register_idx
);
884 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
886 FIXME("TGSM declarations are allowed only in compute shaders.\n");
890 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
891 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
892 return E_OUTOFMEMORY
;
894 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
895 tgsm
= ®_maps
->tgsm
[register_idx
];
897 tgsm
->stride
= stride
;
901 /* Note that this does not count the loop register as an address register. */
902 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
903 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature
*input_signature
,
904 struct wined3d_shader_signature
*output_signature
, DWORD constf_size
)
906 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
907 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
908 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
909 void *fe_data
= shader
->frontend_data
;
910 struct wined3d_shader_version shader_version
;
915 memset(reg_maps
, 0, sizeof(*reg_maps
));
916 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
917 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
918 reg_maps
->min_rel_offset
= ~0U;
919 list_init(®_maps
->indexable_temps
);
921 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
922 reg_maps
->shader_version
= shader_version
;
924 shader_set_limits(shader
);
926 if (!(reg_maps
->constf
= wined3d_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
927 sizeof(*reg_maps
->constf
))))
929 ERR("Failed to allocate constant map memory.\n");
930 return E_OUTOFMEMORY
;
933 while (!fe
->shader_is_end(fe_data
, &ptr
))
935 struct wined3d_shader_instruction ins
;
938 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
940 /* Unhandled opcode, and its parameters. */
941 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
943 WARN("Encountered unrecognised or invalid instruction.\n");
944 return WINED3DERR_INVALIDCALL
;
947 /* Handle declarations. */
948 if (ins
.handler_idx
== WINED3DSIH_DCL
949 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
951 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
952 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
954 switch (semantic
->reg
.reg
.type
)
956 /* Mark input registers used. */
957 case WINED3DSPR_INPUT
:
958 if (reg_idx
>= MAX_REG_INPUT
)
960 ERR("Invalid input register index %u.\n", reg_idx
);
963 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
964 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
965 return WINED3DERR_INVALIDCALL
;
966 reg_maps
->input_registers
|= 1u << reg_idx
;
967 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
970 /* Vertex shader: mark 3.0 output registers used, save token. */
971 case WINED3DSPR_OUTPUT
:
972 if (reg_idx
>= MAX_REG_OUTPUT
)
974 ERR("Invalid output register index %u.\n", reg_idx
);
977 reg_maps
->output_registers
|= 1u << reg_idx
;
978 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
979 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
981 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
982 reg_maps
->point_size
= 1;
985 case WINED3DSPR_SAMPLER
:
986 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
987 case WINED3DSPR_RESOURCE
:
988 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
990 ERR("Invalid resource index %u.\n", reg_idx
);
993 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
994 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
998 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1000 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1003 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1004 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1006 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1010 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1014 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1016 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1017 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1018 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1020 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1022 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1025 FIXME("Multiple immediate constant buffers.\n");
1026 reg_maps
->icb
= ins
.declaration
.icb
;
1028 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1030 struct wined3d_shader_indexable_temp
*reg
;
1032 if (!(reg
= HeapAlloc(GetProcessHeap(), 0, sizeof(*reg
))))
1033 return E_OUTOFMEMORY
;
1035 *reg
= ins
.declaration
.indexable_temp
;
1036 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1038 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1040 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1041 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
;
1043 FIXME("Invalid instruction %#x for shader type %#x.\n",
1044 ins
.handler_idx
, shader_version
.type
);
1046 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1048 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1049 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
;
1051 FIXME("Invalid instruction %#x for shader type %#x.\n",
1052 ins
.handler_idx
, shader_version
.type
);
1054 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1056 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1057 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1059 ERR("Invalid resource index %u.\n", reg_idx
);
1062 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1063 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1064 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1066 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1068 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1069 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1071 ERR("Invalid resource index %u.\n", reg_idx
);
1074 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1075 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1076 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1077 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1079 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1081 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1082 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1084 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1086 reg_maps
->temporary_count
= ins
.declaration
.count
;
1088 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1090 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1091 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1094 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1096 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1097 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1098 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1099 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1102 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1104 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1106 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1110 FIXME("Invalid instruction %#x for shader type %#x.\n",
1111 ins
.handler_idx
, shader_version
.type
);
1114 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1116 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1117 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1119 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1123 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1124 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1125 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1126 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1128 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1130 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1131 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1133 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1137 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1138 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1139 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1140 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1141 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1143 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1145 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1146 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1148 FIXME("Invalid instruction %#x for shader type %#x.\n",
1149 ins
.handler_idx
, shader_version
.type
);
1151 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1153 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1155 if (!lconst
) return E_OUTOFMEMORY
;
1157 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1158 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1159 value
= (float *)lconst
->value
;
1161 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1162 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1164 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1165 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1166 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1167 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1168 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1169 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1170 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1171 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1174 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1176 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1177 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1179 shader
->lconst_inf_or_nan
= TRUE
;
1182 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1184 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1185 if (!lconst
) return E_OUTOFMEMORY
;
1187 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1188 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1190 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1191 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1193 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1195 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1196 if (!lconst
) return E_OUTOFMEMORY
;
1198 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1199 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1201 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1202 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1204 /* For subroutine prototypes. */
1205 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1207 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1209 /* Set texture, address, temporary registers. */
1212 BOOL color0_mov
= FALSE
;
1215 /* This will loop over all the registers and try to
1216 * make a bitmask of the ones we're interested in.
1218 * Relative addressing tokens are ignored, but that's
1219 * okay, since we'll catch any address registers when
1220 * they are initialized (required by spec). */
1221 for (i
= 0; i
< ins
.dst_count
; ++i
)
1223 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1224 shader_version
.type
, constf_size
))
1225 return WINED3DERR_INVALIDCALL
;
1227 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1229 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1231 switch (ins
.dst
[i
].reg
.type
)
1233 case WINED3DSPR_RASTOUT
:
1234 if (shader_version
.major
>= 3)
1239 reg_maps
->output_registers
|= 1u << 10;
1240 shader_signature_from_usage(&output_signature_elements
[10],
1241 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1245 reg_maps
->output_registers
|= 1u << 11;
1246 shader_signature_from_usage(&output_signature_elements
[11],
1247 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1251 reg_maps
->output_registers
|= 1u << 11;
1252 shader_signature_from_usage(&output_signature_elements
[11],
1253 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1258 case WINED3DSPR_ATTROUT
:
1259 if (shader_version
.major
>= 3)
1264 if (reg_maps
->output_registers
& (1u << idx
))
1266 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1270 reg_maps
->output_registers
|= 1u << idx
;
1271 shader_signature_from_usage(&output_signature_elements
[idx
],
1272 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1277 case WINED3DSPR_TEXCRDOUT
:
1278 if (shader_version
.major
>= 3)
1280 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1282 WARN("Invalid output register index %u.\n", idx
);
1285 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1288 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1290 WARN("Invalid texcoord index %u.\n", idx
);
1293 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1294 if (reg_maps
->output_registers
& (1u << idx
))
1296 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1300 reg_maps
->output_registers
|= 1u << idx
;
1301 shader_signature_from_usage(&output_signature_elements
[idx
],
1302 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1311 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1313 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1315 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1316 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1317 * the mov and perform the sRGB write correction from the source register.
1319 * However, if the mov is only partial, we can't do this, and if the write
1320 * comes from an instruction other than MOV it is hard to do as well. If
1321 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1322 shader
->u
.ps
.color0_mov
= FALSE
;
1323 if (ins
.handler_idx
== WINED3DSIH_MOV
1324 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1326 /* Used later when the source register is read. */
1330 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1333 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1334 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1336 shader
->u
.ps
.color0_mov
= FALSE
;
1340 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1341 if (shader_version
.major
== 1
1342 && (ins
.handler_idx
== WINED3DSIH_TEX
1343 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1344 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1345 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1346 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1347 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1348 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1349 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1350 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1351 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1352 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1354 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1356 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1358 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1362 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1363 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1364 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1365 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1367 /* texbem is only valid with < 1.4 pixel shaders */
1368 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1369 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1371 reg_maps
->bumpmat
|= 1u << reg_idx
;
1372 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1374 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1378 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1380 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1384 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1386 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1387 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1389 ERR("Invalid UAV index %u.\n", reg_idx
);
1392 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1394 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1395 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1396 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1397 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1398 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1399 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1401 unsigned int reg_idx
;
1402 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1403 reg_idx
= ins
.src
[1].reg
.idx
[0].offset
;
1404 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1405 reg_idx
= ins
.src
[2].reg
.idx
[0].offset
;
1406 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1407 reg_idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1408 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1409 reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1411 reg_idx
= ins
.dst
[1].reg
.idx
[0].offset
;
1412 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1414 ERR("Invalid UAV index %u.\n", reg_idx
);
1417 reg_maps
->uav_read_mask
|= (1u << reg_idx
);
1419 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1421 reg_maps
->usesnrm
= 1;
1423 else if (ins
.handler_idx
== WINED3DSIH_DSY
1424 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1425 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1427 reg_maps
->usesdsy
= 1;
1429 else if (ins
.handler_idx
== WINED3DSIH_DSX
1430 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1431 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1433 reg_maps
->usesdsx
= 1;
1435 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1436 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1437 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1438 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1439 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1440 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1441 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1442 || ins
.handler_idx
== WINED3DSIH_REP
)
1445 if (cur_loop_depth
> max_loop_depth
)
1446 max_loop_depth
= cur_loop_depth
;
1448 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1449 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1453 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1454 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1455 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1456 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1457 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1458 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1459 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1460 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1462 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1463 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1465 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
)
1467 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1468 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1470 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1472 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1473 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1475 else if (ins
.handler_idx
== WINED3DSIH_LD
1476 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1477 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1479 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1480 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1482 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1483 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1485 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1486 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1490 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1491 shader_version
.type
, constf_size
))
1492 return WINED3DERR_INVALIDCALL
;
1494 for (i
= 0; i
< ins
.src_count
; ++i
)
1496 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1497 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1499 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1500 shader_version
.type
, constf_size
))
1501 return WINED3DERR_INVALIDCALL
;
1504 ++reg
.idx
[0].offset
;
1505 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1506 shader_version
.type
, constf_size
))
1507 return WINED3DERR_INVALIDCALL
;
1513 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1514 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1516 shader
->u
.ps
.color0_mov
= TRUE
;
1517 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1523 reg_maps
->loop_depth
= max_loop_depth
;
1525 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1526 * R0 is written to the render target. */
1527 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1528 reg_maps
->rt_mask
|= (1u << 0);
1530 if (input_signature
->elements
)
1532 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1534 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1535 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1537 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1539 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1540 reg_maps
->usesfacing
= 1;
1544 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1546 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1547 struct wined3d_shader_signature_element
*e
;
1550 if (!(input_signature
->elements
= wined3d_calloc(count
, sizeof(*input_signature
->elements
))))
1551 return E_OUTOFMEMORY
;
1552 input_signature
->element_count
= count
;
1554 e
= input_signature
->elements
;
1555 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1557 if (!(reg_maps
->input_registers
& (1u << i
)))
1559 input_signature_elements
[i
].register_idx
= i
;
1560 *e
++ = input_signature_elements
[i
];
1564 if (output_signature
->elements
)
1566 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1568 reg_maps
->output_registers
|= 1u << output_signature
->elements
[i
].register_idx
;
1571 else if (reg_maps
->output_registers
)
1573 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1574 struct wined3d_shader_signature_element
*e
;
1576 if (!(output_signature
->elements
= wined3d_calloc(count
, sizeof(*output_signature
->elements
))))
1577 return E_OUTOFMEMORY
;
1578 output_signature
->element_count
= count
;
1580 e
= output_signature
->elements
;
1581 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1583 if (!(reg_maps
->output_registers
& (1u << i
)))
1585 *e
++ = output_signature_elements
[i
];
1592 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1594 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1596 HeapFree(GetProcessHeap(), 0, reg_maps
->constf
);
1597 HeapFree(GetProcessHeap(), 0, reg_maps
->sampler_map
.entries
);
1599 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1600 HeapFree(GetProcessHeap(), 0, reg
);
1601 list_init(®_maps
->indexable_temps
);
1603 HeapFree(GetProcessHeap(), 0, reg_maps
->tgsm
);
1606 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1608 DWORD map
= 1u << max
;
1610 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1612 return wined3d_log2i(map
);
1615 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1617 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1619 shader_addline(buffer
, "refactoringAllowed");
1620 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1622 shader_addline(buffer
, " | ");
1625 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1627 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1628 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1632 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1635 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1637 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1639 shader_addline(buffer
, "_g");
1640 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1642 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1644 shader_addline(buffer
, "_t");
1645 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1649 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1652 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1654 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1656 shader_addline(buffer
, "_glc");
1657 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1659 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1661 shader_addline(buffer
, "_opc");
1662 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1666 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1669 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1670 enum wined3d_tessellator_domain domain
)
1674 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1675 shader_addline(buffer
, "line");
1677 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1678 shader_addline(buffer
, "triangle");
1680 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1681 shader_addline(buffer
, "quad");
1684 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1689 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1690 enum wined3d_tessellator_output_primitive output_primitive
)
1692 switch (output_primitive
)
1694 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1695 shader_addline(buffer
, "point");
1697 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
1698 shader_addline(buffer
, "line");
1700 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
1701 shader_addline(buffer
, "triangle_cw");
1703 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
1704 shader_addline(buffer
, "triangle_ccw");
1707 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
1712 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
1713 enum wined3d_tessellator_partitioning partitioning
)
1715 switch (partitioning
)
1717 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
1718 shader_addline(buffer
, "integer");
1720 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
1721 shader_addline(buffer
, "pow2");
1723 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
1724 shader_addline(buffer
, "fractional_odd");
1726 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
1727 shader_addline(buffer
, "fractional_even");
1730 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
1735 static void shader_dump_sysval_semantic(struct wined3d_string_buffer
*buffer
, enum wined3d_sysval_semantic semantic
)
1739 for (i
= 0; i
< ARRAY_SIZE(sysval_semantic_names
); ++i
)
1741 if (sysval_semantic_names
[i
].sysval_semantic
== semantic
)
1743 shader_addline(buffer
, "%s", sysval_semantic_names
[i
].sysval_name
);
1748 shader_addline(buffer
, "unknown_sysval_semantic(%#x)", semantic
);
1751 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
1752 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
1753 const struct wined3d_shader_version
*shader_version
)
1755 shader_addline(buffer
, "dcl");
1757 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
1759 switch (semantic
->resource_type
)
1761 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1762 shader_addline(buffer
, "_2d");
1765 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1766 shader_addline(buffer
, "_3d");
1769 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1770 shader_addline(buffer
, "_cube");
1774 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
1778 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1780 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
1781 shader_addline(buffer
, "_resource_");
1783 shader_addline(buffer
, "_uav_");
1784 switch (semantic
->resource_type
)
1786 case WINED3D_SHADER_RESOURCE_BUFFER
:
1787 shader_addline(buffer
, "buffer");
1790 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1791 shader_addline(buffer
, "texture1d");
1794 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1795 shader_addline(buffer
, "texture2d");
1798 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
1799 shader_addline(buffer
, "texture2dms");
1802 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1803 shader_addline(buffer
, "texture3d");
1806 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1807 shader_addline(buffer
, "texturecube");
1810 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
1811 shader_addline(buffer
, "texture1darray");
1814 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1815 shader_addline(buffer
, "texture2darray");
1818 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
1819 shader_addline(buffer
, "texture2dmsarray");
1822 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
1823 shader_addline(buffer
, "texturecubearray");
1827 shader_addline(buffer
, "unknown");
1830 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
1831 shader_dump_uav_flags(buffer
, flags
);
1832 switch (semantic
->resource_data_type
)
1834 case WINED3D_DATA_FLOAT
:
1835 shader_addline(buffer
, " (float)");
1838 case WINED3D_DATA_INT
:
1839 shader_addline(buffer
, " (int)");
1842 case WINED3D_DATA_UINT
:
1843 shader_addline(buffer
, " (uint)");
1846 case WINED3D_DATA_UNORM
:
1847 shader_addline(buffer
, " (unorm)");
1850 case WINED3D_DATA_SNORM
:
1851 shader_addline(buffer
, " (snorm)");
1855 shader_addline(buffer
, " (unknown)");
1861 /* Pixel shaders 3.0 don't have usage semantics. */
1862 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1865 shader_addline(buffer
, "_");
1867 switch (semantic
->usage
)
1869 case WINED3D_DECL_USAGE_POSITION
:
1870 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
1873 case WINED3D_DECL_USAGE_BLEND_INDICES
:
1874 shader_addline(buffer
, "blend");
1877 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
1878 shader_addline(buffer
, "weight");
1881 case WINED3D_DECL_USAGE_NORMAL
:
1882 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
1885 case WINED3D_DECL_USAGE_PSIZE
:
1886 shader_addline(buffer
, "psize");
1889 case WINED3D_DECL_USAGE_COLOR
:
1890 if (!semantic
->usage_idx
)
1891 shader_addline(buffer
, "color");
1893 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
1896 case WINED3D_DECL_USAGE_TEXCOORD
:
1897 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
1900 case WINED3D_DECL_USAGE_TANGENT
:
1901 shader_addline(buffer
, "tangent");
1904 case WINED3D_DECL_USAGE_BINORMAL
:
1905 shader_addline(buffer
, "binormal");
1908 case WINED3D_DECL_USAGE_TESS_FACTOR
:
1909 shader_addline(buffer
, "tessfactor");
1912 case WINED3D_DECL_USAGE_POSITIONT
:
1913 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
1916 case WINED3D_DECL_USAGE_FOG
:
1917 shader_addline(buffer
, "fog");
1920 case WINED3D_DECL_USAGE_DEPTH
:
1921 shader_addline(buffer
, "depth");
1924 case WINED3D_DECL_USAGE_SAMPLE
:
1925 shader_addline(buffer
, "sample");
1929 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
1930 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
1935 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
1936 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
1938 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
1939 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
1940 UINT offset
= reg
->idx
[0].offset
;
1944 case WINED3DSPR_TEMP
:
1945 shader_addline(buffer
, "r");
1948 case WINED3DSPR_INPUT
:
1949 shader_addline(buffer
, "v");
1952 case WINED3DSPR_CONST
:
1953 case WINED3DSPR_CONST2
:
1954 case WINED3DSPR_CONST3
:
1955 case WINED3DSPR_CONST4
:
1956 shader_addline(buffer
, "c");
1957 offset
= shader_get_float_offset(reg
->type
, offset
);
1960 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
1961 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
1964 case WINED3DSPR_RASTOUT
:
1965 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
1968 case WINED3DSPR_COLOROUT
:
1969 shader_addline(buffer
, "oC");
1972 case WINED3DSPR_DEPTHOUT
:
1973 shader_addline(buffer
, "oDepth");
1976 case WINED3DSPR_ATTROUT
:
1977 shader_addline(buffer
, "oD");
1980 case WINED3DSPR_TEXCRDOUT
:
1981 /* Vertex shaders >= 3.0 use general purpose output registers
1982 * (WINED3DSPR_OUTPUT), which can include an address token. */
1983 if (shader_version
->major
>= 3)
1984 shader_addline(buffer
, "o");
1986 shader_addline(buffer
, "oT");
1989 case WINED3DSPR_CONSTINT
:
1990 shader_addline(buffer
, "i");
1993 case WINED3DSPR_CONSTBOOL
:
1994 shader_addline(buffer
, "b");
1997 case WINED3DSPR_LABEL
:
1998 shader_addline(buffer
, "l");
2001 case WINED3DSPR_LOOP
:
2002 shader_addline(buffer
, "aL");
2005 case WINED3DSPR_SAMPLER
:
2006 shader_addline(buffer
, "s");
2009 case WINED3DSPR_MISCTYPE
:
2012 FIXME("Unhandled misctype register %u.\n", offset
);
2013 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2017 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2021 case WINED3DSPR_PREDICATE
:
2022 shader_addline(buffer
, "p");
2025 case WINED3DSPR_IMMCONST
:
2026 shader_addline(buffer
, "l");
2029 case WINED3DSPR_CONSTBUFFER
:
2030 shader_addline(buffer
, "cb");
2033 case WINED3DSPR_IMMCONSTBUFFER
:
2034 shader_addline(buffer
, "icb");
2037 case WINED3DSPR_PRIMID
:
2038 shader_addline(buffer
, "primID");
2041 case WINED3DSPR_NULL
:
2042 shader_addline(buffer
, "null");
2045 case WINED3DSPR_RESOURCE
:
2046 shader_addline(buffer
, "t");
2049 case WINED3DSPR_UAV
:
2050 shader_addline(buffer
, "u");
2053 case WINED3DSPR_OUTPOINTID
:
2054 shader_addline(buffer
, "vOutputControlPointID");
2057 case WINED3DSPR_FORKINSTID
:
2058 shader_addline(buffer
, "vForkInstanceId");
2061 case WINED3DSPR_JOININSTID
:
2062 shader_addline(buffer
, "vJoinInstanceId");
2065 case WINED3DSPR_INCONTROLPOINT
:
2066 shader_addline(buffer
, "vicp");
2069 case WINED3DSPR_OUTCONTROLPOINT
:
2070 shader_addline(buffer
, "vocp");
2073 case WINED3DSPR_PATCHCONST
:
2074 shader_addline(buffer
, "vpc");
2077 case WINED3DSPR_TESSCOORD
:
2078 shader_addline(buffer
, "vDomainLocation");
2081 case WINED3DSPR_GROUPSHAREDMEM
:
2082 shader_addline(buffer
, "g");
2085 case WINED3DSPR_THREADID
:
2086 shader_addline(buffer
, "vThreadID");
2089 case WINED3DSPR_THREADGROUPID
:
2090 shader_addline(buffer
, "vThreadGroupID");
2093 case WINED3DSPR_LOCALTHREADID
:
2094 shader_addline(buffer
, "vThreadIDInGroup");
2097 case WINED3DSPR_LOCALTHREADINDEX
:
2098 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2101 case WINED3DSPR_IDXTEMP
:
2102 shader_addline(buffer
, "x");
2105 case WINED3DSPR_STREAM
:
2106 shader_addline(buffer
, "m");
2109 case WINED3DSPR_FUNCTIONBODY
:
2110 shader_addline(buffer
, "fb");
2113 case WINED3DSPR_FUNCTIONPOINTER
:
2114 shader_addline(buffer
, "fp");
2117 case WINED3DSPR_COVERAGE
:
2118 shader_addline(buffer
, "vCoverage");
2121 case WINED3DSPR_SAMPLEMASK
:
2122 shader_addline(buffer
, "oMask");
2126 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2130 if (reg
->type
== WINED3DSPR_IMMCONST
)
2132 shader_addline(buffer
, "(");
2133 switch (reg
->immconst_type
)
2135 case WINED3D_IMMCONST_SCALAR
:
2136 switch (reg
->data_type
)
2138 case WINED3D_DATA_FLOAT
:
2139 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2141 case WINED3D_DATA_INT
:
2142 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2144 case WINED3D_DATA_RESOURCE
:
2145 case WINED3D_DATA_SAMPLER
:
2146 case WINED3D_DATA_UINT
:
2147 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2150 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2155 case WINED3D_IMMCONST_VEC4
:
2156 switch (reg
->data_type
)
2158 case WINED3D_DATA_FLOAT
:
2159 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2160 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2161 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2163 case WINED3D_DATA_INT
:
2164 shader_addline(buffer
, "%d, %d, %d, %d",
2165 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2166 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2168 case WINED3D_DATA_RESOURCE
:
2169 case WINED3D_DATA_SAMPLER
:
2170 case WINED3D_DATA_UINT
:
2171 shader_addline(buffer
, "%u, %u, %u, %u",
2172 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2173 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2176 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2182 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2185 shader_addline(buffer
, ")");
2187 else if (reg
->type
!= WINED3DSPR_RASTOUT
2188 && reg
->type
!= WINED3DSPR_MISCTYPE
2189 && reg
->type
!= WINED3DSPR_NULL
)
2193 shader_addline(buffer
, "[");
2194 if (reg
->idx
[0].rel_addr
)
2196 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2197 shader_addline(buffer
, " + ");
2199 shader_addline(buffer
, "%u]", offset
);
2201 if (reg
->idx
[1].offset
!= ~0u)
2203 shader_addline(buffer
, "[");
2204 if (reg
->idx
[1].rel_addr
)
2206 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2207 shader_addline(buffer
, " + ");
2209 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2213 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2214 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2218 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2219 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2221 DWORD write_mask
= param
->write_mask
;
2223 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2225 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2227 static const char write_mask_chars
[] = "xyzw";
2229 shader_addline(buffer
, ".");
2230 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2231 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2232 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2233 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2234 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2235 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2236 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2237 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2241 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2242 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2244 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2245 DWORD swizzle
= param
->swizzle
;
2247 if (src_modifier
== WINED3DSPSM_NEG
2248 || src_modifier
== WINED3DSPSM_BIASNEG
2249 || src_modifier
== WINED3DSPSM_SIGNNEG
2250 || src_modifier
== WINED3DSPSM_X2NEG
2251 || src_modifier
== WINED3DSPSM_ABSNEG
)
2252 shader_addline(buffer
, "-");
2253 else if (src_modifier
== WINED3DSPSM_COMP
)
2254 shader_addline(buffer
, "1-");
2255 else if (src_modifier
== WINED3DSPSM_NOT
)
2256 shader_addline(buffer
, "!");
2258 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2259 shader_addline(buffer
, "abs(");
2261 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2263 switch (src_modifier
)
2265 case WINED3DSPSM_NONE
: break;
2266 case WINED3DSPSM_NEG
: break;
2267 case WINED3DSPSM_NOT
: break;
2268 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2269 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2270 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2271 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2272 case WINED3DSPSM_COMP
: break;
2273 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2274 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2275 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2276 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2277 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2278 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2279 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2282 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2284 static const char swizzle_chars
[] = "xyzw";
2285 DWORD swizzle_x
= swizzle
& 0x03;
2286 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2287 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2288 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2290 if (swizzle_x
== swizzle_y
2291 && swizzle_x
== swizzle_z
2292 && swizzle_x
== swizzle_w
)
2294 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2298 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2299 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2304 /* Shared code in order to generate the bulk of the shader string.
2305 * NOTE: A description of how to parse tokens can be found on MSDN. */
2306 HRESULT
shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2307 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
)
2309 struct wined3d_device
*device
= shader
->device
;
2310 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2311 void *fe_data
= shader
->frontend_data
;
2312 struct wined3d_shader_version shader_version
;
2313 struct wined3d_shader_parser_state state
;
2314 struct wined3d_shader_instruction ins
;
2315 struct wined3d_shader_tex_mx tex_mx
;
2316 struct wined3d_shader_context ctx
;
2319 /* Initialize current parsing state. */
2320 tex_mx
.current_row
= 0;
2321 state
.current_loop_depth
= 0;
2322 state
.current_loop_reg
= 0;
2323 state
.in_subroutine
= FALSE
;
2325 ctx
.shader
= shader
;
2326 ctx
.gl_info
= &device
->adapter
->gl_info
;
2327 ctx
.reg_maps
= reg_maps
;
2328 ctx
.buffer
= buffer
;
2329 ctx
.tex_mx
= &tex_mx
;
2331 ctx
.backend_data
= backend_ctx
;
2334 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2336 while (!fe
->shader_is_end(fe_data
, &ptr
))
2339 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2341 /* Unknown opcode and its parameters. */
2342 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2344 WARN("Encountered unrecognised or invalid instruction.\n");
2345 return WINED3DERR_INVALIDCALL
;
2349 FIXME("Predicates not implemented.\n");
2351 /* Call appropriate function for output target */
2352 device
->shader_backend
->shader_handle_instruction(&ins
);
2358 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2359 const struct wined3d_shader_dst_param
*dst
)
2361 DWORD mmask
= dst
->modifiers
;
2366 case 13: shader_addline(buffer
, "_d8"); break;
2367 case 14: shader_addline(buffer
, "_d4"); break;
2368 case 15: shader_addline(buffer
, "_d2"); break;
2369 case 1: shader_addline(buffer
, "_x2"); break;
2370 case 2: shader_addline(buffer
, "_x4"); break;
2371 case 3: shader_addline(buffer
, "_x8"); break;
2372 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2375 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2376 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2377 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2379 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2380 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2383 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2384 enum wined3d_primitive_type primitive_type
)
2386 switch (primitive_type
)
2388 case WINED3D_PT_UNDEFINED
:
2389 shader_addline(buffer
, "undefined");
2391 case WINED3D_PT_POINTLIST
:
2392 shader_addline(buffer
, "pointlist");
2394 case WINED3D_PT_LINELIST
:
2395 shader_addline(buffer
, "linelist");
2397 case WINED3D_PT_LINESTRIP
:
2398 shader_addline(buffer
, "linestrip");
2400 case WINED3D_PT_TRIANGLELIST
:
2401 shader_addline(buffer
, "trianglelist");
2403 case WINED3D_PT_TRIANGLESTRIP
:
2404 shader_addline(buffer
, "trianglestrip");
2406 case WINED3D_PT_TRIANGLEFAN
:
2407 shader_addline(buffer
, "trianglefan");
2409 case WINED3D_PT_LINELIST_ADJ
:
2410 shader_addline(buffer
, "linelist_adj");
2412 case WINED3D_PT_LINESTRIP_ADJ
:
2413 shader_addline(buffer
, "linestrip_adj");
2415 case WINED3D_PT_TRIANGLELIST_ADJ
:
2416 shader_addline(buffer
, "trianglelist_adj");
2418 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2419 shader_addline(buffer
, "trianglestrip_adj");
2422 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
);
2427 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2428 enum wined3d_shader_interpolation_mode interpolation_mode
)
2430 switch (interpolation_mode
)
2432 case WINED3DSIM_CONSTANT
:
2433 shader_addline(buffer
, "constant");
2435 case WINED3DSIM_LINEAR
:
2436 shader_addline(buffer
, "linear");
2438 case WINED3DSIM_LINEAR_CENTROID
:
2439 shader_addline(buffer
, "linear centroid");
2441 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2442 shader_addline(buffer
, "linear noperspective");
2444 case WINED3DSIM_LINEAR_SAMPLE
:
2445 shader_addline(buffer
, "linear sample");
2447 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2448 shader_addline(buffer
, "linear noperspective centroid");
2450 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2451 shader_addline(buffer
, "linear noperspective sample");
2454 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2459 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2461 struct wined3d_shader_version shader_version
;
2462 struct wined3d_string_buffer buffer
;
2463 const char *type_prefix
;
2468 if (!string_buffer_init(&buffer
))
2470 ERR("Failed to initialize string buffer.\n");
2474 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2476 TRACE("Parsing %p.\n", ptr
);
2478 switch (shader_version
.type
)
2480 case WINED3D_SHADER_TYPE_VERTEX
:
2484 case WINED3D_SHADER_TYPE_HULL
:
2488 case WINED3D_SHADER_TYPE_DOMAIN
:
2492 case WINED3D_SHADER_TYPE_GEOMETRY
:
2496 case WINED3D_SHADER_TYPE_PIXEL
:
2500 case WINED3D_SHADER_TYPE_COMPUTE
:
2505 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2506 type_prefix
= "unknown";
2510 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2512 while (!fe
->shader_is_end(fe_data
, &ptr
))
2514 struct wined3d_shader_instruction ins
;
2516 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2517 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2519 WARN("Skipping unrecognized instruction.\n");
2520 shader_addline(&buffer
, "<unrecognized instruction>\n");
2524 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2526 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2527 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2528 shader_addline(&buffer
, " ");
2529 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2531 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2533 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2534 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2535 shader_addline(&buffer
, ", %s",
2536 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2538 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2540 shader_addline(&buffer
, "%s fb%u",
2541 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2543 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2545 shader_addline(&buffer
, "%s ft%u = {...}",
2546 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2548 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2550 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2551 shader_dump_global_flags(&buffer
, ins
.flags
);
2553 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2555 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2556 ins
.declaration
.max_tessellation_factor
);
2558 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2560 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2561 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2563 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2564 ins
.declaration
.icb
->data
[4 * i
+ 0],
2565 ins
.declaration
.icb
->data
[4 * i
+ 1],
2566 ins
.declaration
.icb
->data
[4 * i
+ 2],
2567 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2569 shader_addline(&buffer
, "}");
2571 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2573 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2574 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2575 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2577 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2579 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2580 ins
.declaration
.indexable_temp
.register_idx
,
2581 ins
.declaration
.indexable_temp
.register_size
,
2582 ins
.declaration
.indexable_temp
.component_count
);
2584 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2586 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2587 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2588 shader_addline(&buffer
, " ");
2589 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2591 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2592 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2593 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2594 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2596 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2597 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2598 shader_addline(&buffer
, ", ");
2599 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2601 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2603 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2604 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2605 shader_addline(&buffer
, " ");
2606 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2607 shader_addline(&buffer
, ", ");
2608 shader_dump_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2610 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2611 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2613 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2614 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2616 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2617 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2619 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2620 shader_dump_primitive_type(&buffer
, ins
.declaration
.primitive_type
);
2622 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2624 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2625 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2626 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2628 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2630 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2631 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2633 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2635 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2636 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2637 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2639 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2641 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2642 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2643 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2644 shader_addline(&buffer
, ", comparisonMode");
2646 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2647 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
2648 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2649 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2650 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2651 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
2653 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2655 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2657 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2658 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2660 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2662 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2663 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2665 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2667 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2668 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2670 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2672 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2673 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2674 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2676 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2678 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2679 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2680 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2681 ins
.declaration
.tgsm_structured
.structure_count
);
2683 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2685 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2686 ins
.declaration
.thread_group_size
.x
,
2687 ins
.declaration
.thread_group_size
.y
,
2688 ins
.declaration
.thread_group_size
.z
);
2690 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2692 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2693 shader_dump_uav_flags(&buffer
, ins
.flags
);
2694 shader_addline(&buffer
, " ");
2695 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2697 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2699 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2700 shader_dump_uav_flags(&buffer
, ins
.flags
);
2701 shader_addline(&buffer
, " ");
2702 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2703 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2705 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
2707 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
2708 ins
.dst
[0].reg
.idx
[0].offset
),
2709 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
2710 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
2711 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
2712 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
2714 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
2716 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
2717 ins
.src
[0].reg
.u
.immconst_data
[0],
2718 ins
.src
[0].reg
.u
.immconst_data
[1],
2719 ins
.src
[0].reg
.u
.immconst_data
[2],
2720 ins
.src
[0].reg
.u
.immconst_data
[3]);
2722 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
2724 shader_addline(&buffer
, "defb b%u = %s",
2725 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
2731 shader_addline(&buffer
, "(");
2732 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
2733 shader_addline(&buffer
, ") ");
2736 /* PixWin marks instructions with the coissue flag with a '+' */
2738 shader_addline(&buffer
, "+");
2740 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2742 if (ins
.handler_idx
== WINED3DSIH_BREAKP
2743 || ins
.handler_idx
== WINED3DSIH_IF
2744 || ins
.handler_idx
== WINED3DSIH_RETP
)
2748 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
2749 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
2750 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
2753 else if (ins
.handler_idx
== WINED3DSIH_IFC
2754 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
2758 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
2759 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
2760 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
2761 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
2762 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
2763 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
2764 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
2767 else if (ins
.handler_idx
== WINED3DSIH_TEX
2768 && shader_version
.major
>= 2
2769 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
2771 shader_addline(&buffer
, "p");
2773 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
2777 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
2778 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2779 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2782 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
2786 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
2787 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
2790 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
2792 shader_dump_sync_flags(&buffer
, ins
.flags
);
2795 if (wined3d_shader_instruction_has_texel_offset(&ins
))
2796 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
2798 for (i
= 0; i
< ins
.dst_count
; ++i
)
2800 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
2801 shader_addline(&buffer
, !i
? " " : ", ");
2802 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
2805 /* Other source tokens */
2806 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
2808 shader_addline(&buffer
, !i
? " " : ", ");
2809 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
2812 shader_addline(&buffer
, "\n");
2815 for (p
= buffer
.buffer
; *p
; p
= q
)
2817 if (!(q
= strstr(p
, "\n")))
2821 TRACE(" %.*s", (int)(q
- p
), p
);
2824 string_buffer_free(&buffer
);
2827 static void shader_cleanup(struct wined3d_shader
*shader
)
2829 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2830 HeapFree(GetProcessHeap(), 0, shader
->u
.gs
.so_desc
.elements
);
2832 HeapFree(GetProcessHeap(), 0, shader
->output_signature
.elements
);
2833 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
2834 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
2835 shader
->device
->shader_backend
->shader_destroy(shader
);
2836 shader_cleanup_reg_maps(&shader
->reg_maps
);
2837 HeapFree(GetProcessHeap(), 0, shader
->function
);
2838 shader_delete_constant_list(&shader
->constantsF
);
2839 shader_delete_constant_list(&shader
->constantsB
);
2840 shader_delete_constant_list(&shader
->constantsI
);
2841 list_remove(&shader
->shader_list_entry
);
2843 if (shader
->frontend
&& shader
->frontend_data
)
2844 shader
->frontend
->shader_free(shader
->frontend_data
);
2847 struct shader_none_priv
2849 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
2850 const struct fragment_pipeline
*fragment_pipe
;
2851 BOOL ffp_proj_control
;
2854 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
2855 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
2856 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
2857 const struct wined3d_state
*state
) {}
2858 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2859 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
2860 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
2861 const struct wined3d_state
*state
) {}
2862 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
2863 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
2864 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
2866 /* Context activation is done by the caller. */
2867 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
2868 const struct wined3d_state
*state
)
2870 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2871 struct shader_none_priv
*priv
= shader_priv
;
2873 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
2874 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
2877 /* Context activation is done by the caller. */
2878 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
2880 struct shader_none_priv
*priv
= shader_priv
;
2881 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2883 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
2884 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
2886 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2887 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2888 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2889 | (1u << WINED3D_SHADER_TYPE_HULL
)
2890 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2891 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2894 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
2895 const struct fragment_pipeline
*fragment_pipe
)
2897 struct fragment_caps fragment_caps
;
2898 void *vertex_priv
, *fragment_priv
;
2899 struct shader_none_priv
*priv
;
2901 if (!(priv
= HeapAlloc(GetProcessHeap(), 0, sizeof(*priv
))))
2902 return E_OUTOFMEMORY
;
2904 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
2906 ERR("Failed to initialize vertex pipe.\n");
2907 HeapFree(GetProcessHeap(), 0, priv
);
2911 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
2913 ERR("Failed to initialize fragment pipe.\n");
2914 vertex_pipe
->vp_free(device
);
2915 HeapFree(GetProcessHeap(), 0, priv
);
2919 priv
->vertex_pipe
= vertex_pipe
;
2920 priv
->fragment_pipe
= fragment_pipe
;
2921 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
2922 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
2924 device
->vertex_priv
= vertex_priv
;
2925 device
->fragment_priv
= fragment_priv
;
2926 device
->shader_priv
= priv
;
2931 static void shader_none_free(struct wined3d_device
*device
)
2933 struct shader_none_priv
*priv
= device
->shader_priv
;
2935 priv
->fragment_pipe
->free_private(device
);
2936 priv
->vertex_pipe
->vp_free(device
);
2937 HeapFree(GetProcessHeap(), 0, priv
);
2940 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
2945 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
2947 /* Set the shader caps to 0 for the none shader backend */
2948 caps
->vs_version
= 0;
2949 caps
->hs_version
= 0;
2950 caps
->ds_version
= 0;
2951 caps
->gs_version
= 0;
2952 caps
->ps_version
= 0;
2953 caps
->cs_version
= 0;
2954 caps
->vs_uniform_count
= 0;
2955 caps
->ps_uniform_count
= 0;
2956 caps
->ps_1x_max_value
= 0.0f
;
2957 caps
->varying_count
= 0;
2958 caps
->wined3d_caps
= 0;
2961 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
2963 /* We "support" every possible fixup, since we don't support any shader
2964 * model, and will never have to actually sample a texture. */
2968 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
2970 struct shader_none_priv
*priv
= shader_priv
;
2972 return priv
->ffp_proj_control
;
2975 const struct wined3d_shader_backend_ops none_shader_backend
=
2977 shader_none_handle_instruction
,
2978 shader_none_precompile
,
2980 shader_none_select_compute
,
2981 shader_none_disable
,
2982 shader_none_update_float_vertex_constants
,
2983 shader_none_update_float_pixel_constants
,
2984 shader_none_load_constants
,
2985 shader_none_destroy
,
2988 shader_none_allocate_context_data
,
2989 shader_none_free_context_data
,
2990 shader_none_init_context_state
,
2991 shader_none_get_caps
,
2992 shader_none_color_fixup_supported
,
2993 shader_none_has_ffp_proj_control
,
2996 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, DWORD float_const_count
,
2997 enum wined3d_shader_type type
, unsigned int max_version
)
2999 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3000 const struct wined3d_shader_frontend
*fe
;
3002 unsigned int backend_version
;
3003 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3005 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3006 shader
, float_const_count
, type
, max_version
);
3008 fe
= shader
->frontend
;
3009 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3010 shader
->functionLength
, &shader
->output_signature
)))
3012 FIXME("Failed to initialize frontend.\n");
3013 return WINED3DERR_INVALIDCALL
;
3016 /* First pass: trace shader. */
3017 if (TRACE_ON(d3d_shader
))
3018 shader_trace_init(fe
, shader
->frontend_data
);
3020 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3021 if (FAILED(hr
= shader_get_registers_used(shader
, fe
, reg_maps
, &shader
->input_signature
,
3022 &shader
->output_signature
, float_const_count
)))
3025 if (reg_maps
->shader_version
.type
!= type
)
3027 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
3028 return WINED3DERR_INVALIDCALL
;
3030 if (reg_maps
->shader_version
.major
> max_version
)
3032 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
3033 return WINED3DERR_INVALIDCALL
;
3037 case WINED3D_SHADER_TYPE_VERTEX
:
3038 backend_version
= d3d_info
->limits
.vs_version
;
3040 case WINED3D_SHADER_TYPE_HULL
:
3041 backend_version
= d3d_info
->limits
.hs_version
;
3043 case WINED3D_SHADER_TYPE_DOMAIN
:
3044 backend_version
= d3d_info
->limits
.ds_version
;
3046 case WINED3D_SHADER_TYPE_GEOMETRY
:
3047 backend_version
= d3d_info
->limits
.gs_version
;
3049 case WINED3D_SHADER_TYPE_PIXEL
:
3050 backend_version
= d3d_info
->limits
.ps_version
;
3052 case WINED3D_SHADER_TYPE_COMPUTE
:
3053 backend_version
= d3d_info
->limits
.cs_version
;
3056 FIXME("No backend version-checking for this shader type.\n");
3057 backend_version
= 0;
3059 if (reg_maps
->shader_version
.major
> backend_version
)
3061 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3062 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
3063 return WINED3DERR_INVALIDCALL
;
3069 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3071 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3073 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3078 static void wined3d_shader_init_object(void *object
)
3080 struct wined3d_shader
*shader
= object
;
3081 struct wined3d_device
*device
= shader
->device
;
3083 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3085 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3088 static void wined3d_shader_destroy_object(void *object
)
3090 shader_cleanup(object
);
3091 HeapFree(GetProcessHeap(), 0, object
);
3094 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3096 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3098 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3102 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3103 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3109 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3111 TRACE("shader %p.\n", shader
);
3113 return shader
->parent
;
3116 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3117 void *byte_code
, UINT
*byte_code_size
)
3119 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3123 *byte_code_size
= shader
->functionLength
;
3127 if (*byte_code_size
< shader
->functionLength
)
3129 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3130 * than the required size we should write the required size and
3131 * return D3DERR_MOREDATA. That's not actually true. */
3132 return WINED3DERR_INVALIDCALL
;
3135 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
3140 /* Set local constants for d3d8 shaders. */
3141 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3142 UINT start_idx
, const float *src_data
, UINT count
)
3144 UINT end_idx
= start_idx
+ count
;
3147 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3149 if (end_idx
> shader
->limits
->constant_float
)
3151 WARN("end_idx %u > float constants limit %u.\n",
3152 end_idx
, shader
->limits
->constant_float
);
3153 end_idx
= shader
->limits
->constant_float
;
3156 for (i
= start_idx
; i
< end_idx
; ++i
)
3158 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
3161 return E_OUTOFMEMORY
;
3164 value
= (float *)lconst
->value
;
3165 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3166 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3168 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3169 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3171 shader
->lconst_inf_or_nan
= TRUE
;
3178 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3179 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_d3d_info
*d3d_info
)
3181 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3182 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3183 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3184 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3185 args
->point_size
= state
->gl_primitive_type
== GL_POINTS
;
3186 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3187 args
->next_shader_type
= state
->shader
[WINED3D_SHADER_TYPE_HULL
] ? WINED3D_SHADER_TYPE_HULL
3188 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ? WINED3D_SHADER_TYPE_GEOMETRY
3189 : WINED3D_SHADER_TYPE_PIXEL
;
3190 if (shader
->reg_maps
.shader_version
.major
>= 4)
3191 args
->next_shader_input_count
= state
->shader
[WINED3D_SHADER_TYPE_HULL
]
3192 ? state
->shader
[WINED3D_SHADER_TYPE_HULL
]->limits
->packed_input
3193 : state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]
3194 ? state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]->limits
->packed_input
3195 : state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3196 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: 0;
3198 args
->next_shader_input_count
= 0;
3199 args
->swizzle_map
= swizzle_map
;
3200 if (d3d_info
->emulated_flatshading
)
3201 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3203 args
->flatshading
= 0;
3206 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3208 if (usage_idx1
!= usage_idx2
)
3210 if (usage1
== usage2
)
3212 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3214 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3220 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3221 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3223 WORD map
= shader
->reg_maps
.input_registers
;
3226 for (i
= 0; map
; map
>>= 1, ++i
)
3228 if (!(map
& 1)) continue;
3230 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3231 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3240 static HRESULT
shader_signature_copy(struct wined3d_shader_signature
*dst
,
3241 const struct wined3d_shader_signature
*src
, char **signature_strings
)
3243 struct wined3d_shader_signature_element
*e
;
3248 if (!src
->element_count
)
3251 ptr
= *signature_strings
;
3253 dst
->element_count
= src
->element_count
;
3254 if (!(dst
->elements
= wined3d_calloc(dst
->element_count
, sizeof(*dst
->elements
))))
3255 return E_OUTOFMEMORY
;
3257 for (i
= 0; i
< src
->element_count
; ++i
)
3259 e
= &src
->elements
[i
];
3260 dst
->elements
[i
] = *e
;
3262 len
= strlen(e
->semantic_name
);
3263 memcpy(ptr
, e
->semantic_name
, len
+ 1);
3264 dst
->elements
[i
].semantic_name
= ptr
;
3268 *signature_strings
= ptr
;
3273 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3274 const struct wined3d_shader_desc
*desc
, DWORD float_const_count
, enum wined3d_shader_type type
,
3275 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3277 struct wined3d_shader_signature_element
*e
;
3278 size_t byte_code_size
;
3284 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3285 desc
->byte_code
, (long)desc
->byte_code_size
, desc
->format
, desc
->max_version
);
3287 if (!desc
->byte_code
)
3288 return WINED3DERR_INVALIDCALL
;
3290 if (!(shader
->frontend
= shader_select_frontend(desc
->format
)))
3292 FIXME("Unable to find frontend for shader.\n");
3293 return WINED3DERR_INVALIDCALL
;
3297 shader
->device
= device
;
3298 shader
->parent
= parent
;
3299 shader
->parent_ops
= parent_ops
;
3302 for (i
= 0; i
< desc
->input_signature
.element_count
; ++i
)
3304 e
= &desc
->input_signature
.elements
[i
];
3305 len
= strlen(e
->semantic_name
);
3306 if (len
>= ~(SIZE_T
)0 - total
)
3307 return E_OUTOFMEMORY
;
3311 for (i
= 0; i
< desc
->output_signature
.element_count
; ++i
)
3313 e
= &desc
->output_signature
.elements
[i
];
3314 len
= strlen(e
->semantic_name
);
3315 if (len
>= ~(SIZE_T
)0 - total
)
3316 return E_OUTOFMEMORY
;
3320 if (total
&& !(shader
->signature_strings
= HeapAlloc(GetProcessHeap(), 0, total
)))
3321 return E_OUTOFMEMORY
;
3322 ptr
= shader
->signature_strings
;
3324 if (FAILED(hr
= shader_signature_copy(&shader
->input_signature
, &desc
->input_signature
, &ptr
)))
3326 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3329 if (FAILED(hr
= shader_signature_copy(&shader
->output_signature
, &desc
->output_signature
, &ptr
)))
3331 HeapFree(GetProcessHeap(), 0, shader
->input_signature
.elements
);
3332 HeapFree(GetProcessHeap(), 0, shader
->signature_strings
);
3336 list_init(&shader
->linked_programs
);
3337 list_init(&shader
->constantsF
);
3338 list_init(&shader
->constantsB
);
3339 list_init(&shader
->constantsI
);
3340 shader
->lconst_inf_or_nan
= FALSE
;
3341 list_init(&shader
->reg_maps
.indexable_temps
);
3342 list_init(&shader
->shader_list_entry
);
3344 byte_code_size
= desc
->byte_code_size
;
3345 if (byte_code_size
== ~(size_t)0)
3347 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3348 struct wined3d_shader_version shader_version
;
3349 struct wined3d_shader_instruction ins
;
3353 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, byte_code_size
, &shader
->output_signature
)))
3355 WARN("Failed to initialise frontend data.\n");
3356 shader_cleanup(shader
);
3357 return WINED3DERR_INVALIDCALL
;
3360 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3361 while (!fe
->shader_is_end(fe_data
, &ptr
))
3362 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3364 fe
->shader_free(fe_data
);
3366 byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3369 if (!(shader
->function
= HeapAlloc(GetProcessHeap(), 0, byte_code_size
)))
3371 shader_cleanup(shader
);
3372 return E_OUTOFMEMORY
;
3374 memcpy(shader
->function
, desc
->byte_code
, byte_code_size
);
3375 shader
->functionLength
= byte_code_size
;
3377 if (FAILED(hr
= shader_set_function(shader
, float_const_count
, type
, desc
->max_version
)))
3379 WARN("Failed to set function, hr %#x.\n", hr
);
3380 shader_cleanup(shader
);
3384 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3386 wined3d_cs_init_object(shader
->device
->cs
, wined3d_shader_init_object
, shader
);
3391 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3392 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3394 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3398 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
,
3399 WINED3D_SHADER_TYPE_VERTEX
, parent
, parent_ops
)))
3402 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3404 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3406 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3409 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3410 shader_usage_from_semantic_name(input
->semantic_name
);
3411 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3414 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3415 shader
->load_local_constsF
= TRUE
;
3420 static HRESULT
domain_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3421 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3423 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_DOMAIN
, parent
, parent_ops
);
3426 static HRESULT
hull_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3427 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3429 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_HULL
, parent
, parent_ops
);
3432 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3433 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3434 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3438 if (FAILED(hr
= shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_GEOMETRY
, parent
, parent_ops
)))
3443 struct wined3d_stream_output_desc
*d
= &shader
->u
.gs
.so_desc
;
3445 if (!(d
->elements
= wined3d_calloc(so_desc
->element_count
, sizeof(*d
->elements
))))
3447 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3448 return E_OUTOFMEMORY
;
3450 memcpy(d
->elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*d
->elements
));
3456 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3457 struct gs_compile_args
*args
)
3459 args
->output_count
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]
3460 ? state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->limits
->packed_input
: shader
->limits
->packed_output
;
3463 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3464 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3466 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3467 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3468 const struct wined3d_texture
*texture
;
3471 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3472 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, state
->fb
))
3474 static unsigned int warned
= 0;
3476 args
->srgb_correction
= 1;
3477 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
] && !warned
++)
3478 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3479 "support, expect rendering artifacts.\n");
3482 if (shader
->reg_maps
.shader_version
.major
== 1
3483 && shader
->reg_maps
.shader_version
.minor
<= 3)
3485 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3487 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3489 if (flags
& WINED3D_TTFF_PROJECTED
)
3491 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3493 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3495 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3497 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3498 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3500 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3502 struct wined3d_vertex_declaration_element
*element
=
3503 &state
->vertex_declaration
->elements
[j
];
3505 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3506 && element
->usage_idx
== index
)
3508 max_valid
= element
->format
->component_count
;
3512 if (!tex_transform
|| tex_transform
> max_valid
)
3514 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3515 tex_transform
, max_valid
);
3516 tex_transform
= max_valid
;
3518 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
3519 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
3520 && tex_transform
> WINED3D_TTFF_COUNT2
)
3521 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
3522 && tex_transform
> WINED3D_TTFF_COUNT3
))
3523 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
3526 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3527 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3528 i
, tex_transform
, resource_type
);
3532 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
3534 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
3538 if (shader
->reg_maps
.shader_version
.major
== 1
3539 && shader
->reg_maps
.shader_version
.minor
<= 4)
3541 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3543 const struct wined3d_texture
*texture
= state
->textures
[i
];
3545 if (!shader
->reg_maps
.resource_info
[i
].type
)
3548 /* Treat unbound textures as 2D. The dummy texture will provide
3549 * the proper sample value. The tex_types bitmap defaults to
3550 * 2D because of the memset. */
3554 switch (texture
->target
)
3556 /* RECT textures are distinguished from 2D textures via np2_fixup */
3557 case GL_TEXTURE_RECTANGLE_ARB
:
3562 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3565 case GL_TEXTURE_CUBE_MAP_ARB
:
3566 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
3572 if (shader
->reg_maps
.shader_version
.major
>= 4)
3574 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3576 for (i
= 0 ; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3577 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3578 args
->np2_fixup
= 0;
3582 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3584 if (!shader
->reg_maps
.resource_info
[i
].type
)
3587 texture
= state
->textures
[i
];
3590 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3593 if (can_use_texture_swizzle(gl_info
, texture
->resource
.format
))
3594 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
3596 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
3598 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
3599 args
->shadow
|= 1u << i
;
3601 /* Flag samplers that need NP2 texcoord fixup. */
3602 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3603 args
->np2_fixup
|= (1u << i
);
3607 if (shader
->reg_maps
.shader_version
.major
>= 3)
3609 if (position_transformed
)
3610 args
->vp_mode
= pretransformed
;
3611 else if (use_vs(state
))
3612 args
->vp_mode
= vertexshader
;
3614 args
->vp_mode
= fixedfunction
;
3615 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3619 args
->vp_mode
= vertexshader
;
3620 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
3622 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
3624 case WINED3D_FOG_NONE
:
3625 if (position_transformed
|| use_vs(state
))
3627 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
3631 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
3633 case WINED3D_FOG_NONE
: /* Fall through. */
3634 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3635 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3636 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3640 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
3641 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
3642 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
3647 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
3651 if (context
->d3d_info
->limits
.varying_count
< wined3d_max_compat_varyings(context
->gl_info
))
3653 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3655 args
->texcoords_initialized
= 0;
3656 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3660 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
3661 args
->texcoords_initialized
|= 1u << i
;
3665 const struct wined3d_stream_info
*si
= &context
->stream_info
;
3666 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3668 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
3669 & WINED3D_FFP_TCI_MASK
3670 || (coord_idx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
3671 args
->texcoords_initialized
|= 1u << i
;
3677 args
->texcoords_initialized
= (1u << MAX_TEXTURES
) - 1;
3680 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
3681 && state
->gl_primitive_type
== GL_POINTS
;
3683 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3684 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
3686 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
3687 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
3688 : WINED3D_CMP_ALWAYS
) - 1;
3690 if (d3d_info
->emulated_flatshading
)
3691 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3693 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
3694 ? context
->render_offscreen
: 0;
3697 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3698 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3700 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3701 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
3704 if (FAILED(hr
= shader_init(shader
, device
, desc
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
,
3705 WINED3D_SHADER_TYPE_PIXEL
, parent
, parent_ops
)))
3708 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3710 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3713 highest_reg_used
= i
;
3717 /* Don't do any register mapping magic if it is not needed, or if we can't
3718 * achieve anything anyway */
3719 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
3720 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
3721 || shader
->reg_maps
.shader_version
.major
>= 4)
3723 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
3725 /* This happens with relative addressing. The input mapper function
3726 * warns about this if the higher registers are declared too, so
3727 * don't write a FIXME here */
3728 WARN("More varying registers used than supported\n");
3731 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3733 shader
->u
.ps
.input_reg_map
[i
] = i
;
3736 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
3740 shader
->u
.ps
.declared_in_count
= 0;
3741 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3743 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
3744 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
3745 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
3752 void pixelshader_update_resource_types(struct wined3d_shader
*shader
, WORD tex_types
)
3754 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3755 struct wined3d_shader_resource_info
*resource_info
= reg_maps
->resource_info
;
3758 if (reg_maps
->shader_version
.major
!= 1) return;
3760 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3762 /* We don't sample from this sampler. */
3763 if (!resource_info
[i
].type
)
3766 switch ((tex_types
>> i
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
)
3768 case WINED3D_SHADER_TEX_2D
:
3769 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3772 case WINED3D_SHADER_TEX_3D
:
3773 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_3D
;
3776 case WINED3D_SHADER_TEX_CUBE
:
3777 resource_info
[i
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
;
3783 static HRESULT
compute_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3784 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3786 return shader_init(shader
, device
, desc
, 0, WINED3D_SHADER_TYPE_COMPUTE
, parent
, parent_ops
);
3789 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3790 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3792 struct wined3d_shader
*object
;
3795 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3796 device
, desc
, parent
, parent_ops
, shader
);
3798 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3799 return E_OUTOFMEMORY
;
3801 if (FAILED(hr
= compute_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3803 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
3804 HeapFree(GetProcessHeap(), 0, object
);
3808 TRACE("Created compute shader %p.\n", object
);
3814 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3815 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3817 struct wined3d_shader
*object
;
3820 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3821 device
, desc
, parent
, parent_ops
, shader
);
3823 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3824 return E_OUTOFMEMORY
;
3826 if (FAILED(hr
= domain_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3828 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
3829 HeapFree(GetProcessHeap(), 0, object
);
3833 TRACE("Created domain shader %p.\n", object
);
3839 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3840 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
3841 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3843 struct wined3d_shader
*object
;
3846 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
3847 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
3849 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3850 return E_OUTOFMEMORY
;
3852 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
3854 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
3855 HeapFree(GetProcessHeap(), 0, object
);
3859 TRACE("Created geometry shader %p.\n", object
);
3865 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3866 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3868 struct wined3d_shader
*object
;
3871 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3872 device
, desc
, parent
, parent_ops
, shader
);
3874 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
3875 return E_OUTOFMEMORY
;
3877 if (FAILED(hr
= hull_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3879 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
3880 HeapFree(GetProcessHeap(), 0, object
);
3884 TRACE("Created hull shader %p.\n", object
);
3890 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3891 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3893 struct wined3d_shader
*object
;
3896 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3897 device
, desc
, parent
, parent_ops
, shader
);
3899 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3901 return E_OUTOFMEMORY
;
3903 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3905 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
3906 HeapFree(GetProcessHeap(), 0, object
);
3910 TRACE("Created pixel shader %p.\n", object
);
3916 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
3917 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
3919 struct wined3d_shader
*object
;
3922 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
3923 device
, desc
, parent
, parent_ops
, shader
);
3925 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
3927 return E_OUTOFMEMORY
;
3929 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
3931 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
3932 HeapFree(GetProcessHeap(), 0, object
);
3936 TRACE("Created vertex shader %p.\n", object
);