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[wine/hacks.git] / dlls / wined3d / shader.c
blob2dc9522b06f1ee1b497d5d0ec0a8e8cce205ddf0
1 /*
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 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 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
25 #include "config.h"
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char *shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_BEM */ "bem",
41 /* WINED3DSIH_BREAK */ "break",
42 /* WINED3DSIH_BREAKC */ "breakc",
43 /* WINED3DSIH_BREAKP */ "breakp",
44 /* WINED3DSIH_CALL */ "call",
45 /* WINED3DSIH_CALLNZ */ "callnz",
46 /* WINED3DSIH_CMP */ "cmp",
47 /* WINED3DSIH_CND */ "cnd",
48 /* WINED3DSIH_CRS */ "crs",
49 /* WINED3DSIH_CUT */ "cut",
50 /* WINED3DSIH_DCL */ "dcl",
51 /* WINED3DSIH_DEF */ "def",
52 /* WINED3DSIH_DEFB */ "defb",
53 /* WINED3DSIH_DEFI */ "defi",
54 /* WINED3DSIH_DP2ADD */ "dp2add",
55 /* WINED3DSIH_DP3 */ "dp3",
56 /* WINED3DSIH_DP4 */ "dp4",
57 /* WINED3DSIH_DST */ "dst",
58 /* WINED3DSIH_DSX */ "dsx",
59 /* WINED3DSIH_DSY */ "dsy",
60 /* WINED3DSIH_ELSE */ "else",
61 /* WINED3DSIH_EMIT */ "emit",
62 /* WINED3DSIH_ENDIF */ "endif",
63 /* WINED3DSIH_ENDLOOP */ "endloop",
64 /* WINED3DSIH_ENDREP */ "endrep",
65 /* WINED3DSIH_EXP */ "exp",
66 /* WINED3DSIH_EXPP */ "expp",
67 /* WINED3DSIH_FRC */ "frc",
68 /* WINED3DSIH_IADD */ "iadd",
69 /* WINED3DSIH_IF */ "if",
70 /* WINED3DSIH_IFC */ "ifc",
71 /* WINED3DSIH_IGE */ "ige",
72 /* WINED3DSIH_LABEL */ "label",
73 /* WINED3DSIH_LIT */ "lit",
74 /* WINED3DSIH_LOG */ "log",
75 /* WINED3DSIH_LOGP */ "logp",
76 /* WINED3DSIH_LOOP */ "loop",
77 /* WINED3DSIH_LRP */ "lrp",
78 /* WINED3DSIH_LT */ "lt",
79 /* WINED3DSIH_M3x2 */ "m3x2",
80 /* WINED3DSIH_M3x3 */ "m3x3",
81 /* WINED3DSIH_M3x4 */ "m3x4",
82 /* WINED3DSIH_M4x3 */ "m4x3",
83 /* WINED3DSIH_M4x4 */ "m4x4",
84 /* WINED3DSIH_MAD */ "mad",
85 /* WINED3DSIH_MAX */ "max",
86 /* WINED3DSIH_MIN */ "min",
87 /* WINED3DSIH_MOV */ "mov",
88 /* WINED3DSIH_MOVA */ "mova",
89 /* WINED3DSIH_MUL */ "mul",
90 /* WINED3DSIH_NOP */ "nop",
91 /* WINED3DSIH_NRM */ "nrm",
92 /* WINED3DSIH_PHASE */ "phase",
93 /* WINED3DSIH_POW */ "pow",
94 /* WINED3DSIH_RCP */ "rcp",
95 /* WINED3DSIH_REP */ "rep",
96 /* WINED3DSIH_RET */ "ret",
97 /* WINED3DSIH_RSQ */ "rsq",
98 /* WINED3DSIH_SETP */ "setp",
99 /* WINED3DSIH_SGE */ "sge",
100 /* WINED3DSIH_SGN */ "sgn",
101 /* WINED3DSIH_SINCOS */ "sincos",
102 /* WINED3DSIH_SLT */ "slt",
103 /* WINED3DSIH_SUB */ "sub",
104 /* WINED3DSIH_TEX */ "texld",
105 /* WINED3DSIH_TEXBEM */ "texbem",
106 /* WINED3DSIH_TEXBEML */ "texbeml",
107 /* WINED3DSIH_TEXCOORD */ "texcrd",
108 /* WINED3DSIH_TEXDEPTH */ "texdepth",
109 /* WINED3DSIH_TEXDP3 */ "texdp3",
110 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
111 /* WINED3DSIH_TEXKILL */ "texkill",
112 /* WINED3DSIH_TEXLDD */ "texldd",
113 /* WINED3DSIH_TEXLDL */ "texldl",
114 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
115 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
116 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
117 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
118 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
119 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
120 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
121 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
122 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
123 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
124 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
125 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
128 static const char *semantic_names[] =
130 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
131 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
132 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
133 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
134 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
135 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
136 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
137 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
138 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
139 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
140 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
141 /* WINED3DDECLUSAGE_FOG */ "FOG",
142 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
143 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
146 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
148 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
150 FIXME("Unrecognized usage %#x.\n", usage);
151 return "UNRECOGNIZED";
154 return semantic_names[usage];
157 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
159 unsigned int i;
161 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
163 if (!strcmp(name, semantic_names[i])) return i;
166 return ~0U;
169 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
171 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
174 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
175 const struct wined3d_shader_semantic *s)
177 e->semantic_name = shader_semantic_name_from_usage(s->usage);
178 e->semantic_idx = s->usage_idx;
179 e->sysval_semantic = 0;
180 e->component_type = 0;
181 e->register_idx = s->reg.reg.idx;
182 e->mask = s->reg.write_mask;
185 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
187 switch (version_token >> 16)
189 case WINED3D_SM1_VS:
190 case WINED3D_SM1_PS:
191 return &sm1_shader_frontend;
193 case WINED3D_SM4_PS:
194 case WINED3D_SM4_VS:
195 case WINED3D_SM4_GS:
196 return &sm4_shader_frontend;
198 default:
199 FIXME("Unrecognised version token %#x\n", version_token);
200 return NULL;
204 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
206 buffer->buffer[0] = '\0';
207 buffer->bsize = 0;
208 buffer->lineNo = 0;
209 buffer->newline = TRUE;
212 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
214 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
215 if (!buffer->buffer)
217 ERR("Failed to allocate shader buffer memory.\n");
218 return FALSE;
221 shader_buffer_clear(buffer);
222 return TRUE;
225 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
227 HeapFree(GetProcessHeap(), 0, buffer->buffer);
230 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
232 char *base = buffer->buffer + buffer->bsize;
233 int rc;
235 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
237 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
239 ERR("The buffer allocated for the shader program string "
240 "is too small at %d bytes.\n", SHADER_PGMSIZE);
241 buffer->bsize = SHADER_PGMSIZE - 1;
242 return -1;
245 if (buffer->newline)
247 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
248 buffer->newline = FALSE;
250 else
252 TRACE("%s", base);
255 buffer->bsize += rc;
256 if (buffer->buffer[buffer->bsize-1] == '\n')
258 ++buffer->lineNo;
259 buffer->newline = TRUE;
262 return 0;
265 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
267 va_list args;
268 int ret;
270 va_start(args, format);
271 ret = shader_vaddline(buffer, format, args);
272 va_end(args);
274 return ret;
277 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
278 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
280 shader->ref = 1;
281 shader->device = (IWineD3DDevice *)device;
282 shader->parent = parent;
283 shader->parent_ops = parent_ops;
284 list_init(&shader->linked_programs);
285 list_add_head(&device->shaders, &shader->shader_list_entry);
288 /* Convert floating point offset relative to a register file to an absolute
289 * offset for float constants. */
290 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
292 switch (register_type)
294 case WINED3DSPR_CONST: return register_idx;
295 case WINED3DSPR_CONST2: return 2048 + register_idx;
296 case WINED3DSPR_CONST3: return 4096 + register_idx;
297 case WINED3DSPR_CONST4: return 6144 + register_idx;
298 default:
299 FIXME("Unsupported register type: %u.\n", register_type);
300 return register_idx;
304 static void shader_delete_constant_list(struct list *clist)
306 struct local_constant *constant;
307 struct list *ptr;
309 ptr = list_head(clist);
310 while (ptr)
312 constant = LIST_ENTRY(ptr, struct local_constant, entry);
313 ptr = list_next(clist, ptr);
314 HeapFree(GetProcessHeap(), 0, constant);
316 list_init(clist);
319 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
321 DWORD idx, shift;
322 idx = bit >> 5;
323 shift = bit & 0x1f;
324 bitmap[idx] |= (1 << shift);
327 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
328 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
330 switch (reg->type)
332 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
333 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
334 else reg_maps->address |= 1 << reg->idx;
335 break;
337 case WINED3DSPR_TEMP:
338 reg_maps->temporary |= 1 << reg->idx;
339 break;
341 case WINED3DSPR_INPUT:
342 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
344 if (reg->rel_addr)
346 /* If relative addressing is used, we must assume that all registers
347 * are used. Even if it is a construct like v3[aL], we can't assume
348 * that v0, v1 and v2 aren't read because aL can be negative */
349 unsigned int i;
350 for (i = 0; i < MAX_REG_INPUT; ++i)
352 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
355 else
357 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
360 else reg_maps->input_registers |= 1 << reg->idx;
361 break;
363 case WINED3DSPR_RASTOUT:
364 if (reg->idx == 1) reg_maps->fog = 1;
365 break;
367 case WINED3DSPR_MISCTYPE:
368 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
370 if (reg->idx == 0) reg_maps->vpos = 1;
371 else if (reg->idx == 1) reg_maps->usesfacing = 1;
373 break;
375 case WINED3DSPR_CONST:
376 if (reg->rel_addr)
378 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
380 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
382 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
384 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
386 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
389 reg_maps->usesrelconstF = TRUE;
391 else
393 set_bitmap_bit(reg_maps->constf, reg->idx);
395 break;
397 case WINED3DSPR_CONSTINT:
398 reg_maps->integer_constants |= (1 << reg->idx);
399 break;
401 case WINED3DSPR_CONSTBOOL:
402 reg_maps->boolean_constants |= (1 << reg->idx);
403 break;
405 case WINED3DSPR_COLOROUT:
406 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
407 break;
409 default:
410 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
411 break;
415 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
417 switch (instr)
419 case WINED3DSIH_M4x4:
420 case WINED3DSIH_M3x4:
421 return param == 1 ? 3 : 0;
423 case WINED3DSIH_M4x3:
424 case WINED3DSIH_M3x3:
425 return param == 1 ? 2 : 0;
427 case WINED3DSIH_M3x2:
428 return param == 1 ? 1 : 0;
430 default:
431 return 0;
435 /* Note that this does not count the loop register as an address register. */
436 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
437 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
438 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
440 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
441 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
442 void *fe_data = shader->baseShader.frontend_data;
443 struct wined3d_shader_version shader_version;
444 const DWORD *ptr = byte_code;
446 memset(reg_maps, 0, sizeof(*reg_maps));
448 /* get_registers_used() is called on every compile on some 1.x shaders,
449 * which can result in stacking up a collection of local constants.
450 * Delete the old constants if existing. */
451 shader_delete_constant_list(&shader->baseShader.constantsF);
452 shader_delete_constant_list(&shader->baseShader.constantsB);
453 shader_delete_constant_list(&shader->baseShader.constantsI);
455 fe->shader_read_header(fe_data, &ptr, &shader_version);
456 reg_maps->shader_version = shader_version;
458 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
459 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
460 if (!reg_maps->constf)
462 ERR("Failed to allocate constant map memory.\n");
463 return E_OUTOFMEMORY;
466 while (!fe->shader_is_end(fe_data, &ptr))
468 struct wined3d_shader_instruction ins;
469 const char *comment;
470 UINT comment_size;
471 UINT param_size;
473 /* Skip comments. */
474 fe->shader_read_comment(&ptr, &comment, &comment_size);
475 if (comment) continue;
477 /* Fetch opcode. */
478 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
480 /* Unhandled opcode, and its parameters. */
481 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
483 TRACE("Skipping unrecognized instruction.\n");
484 ptr += param_size;
485 continue;
488 /* Handle declarations. */
489 if (ins.handler_idx == WINED3DSIH_DCL)
491 struct wined3d_shader_semantic semantic;
493 fe->shader_read_semantic(&ptr, &semantic);
495 switch (semantic.reg.reg.type)
497 /* Mark input registers used. */
498 case WINED3DSPR_INPUT:
499 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
500 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
501 break;
503 /* Vertex shader: mark 3.0 output registers used, save token. */
504 case WINED3DSPR_OUTPUT:
505 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
506 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
507 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
508 break;
510 /* Save sampler usage token. */
511 case WINED3DSPR_SAMPLER:
512 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
513 break;
515 default:
516 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
517 break;
520 else if (ins.handler_idx == WINED3DSIH_DEF)
522 struct wined3d_shader_src_param rel_addr;
523 struct wined3d_shader_dst_param dst;
525 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
526 if (!lconst) return E_OUTOFMEMORY;
528 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
529 lconst->idx = dst.reg.idx;
531 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
532 ptr += 4;
534 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
535 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
537 float *value = (float *)lconst->value;
538 if (value[0] < -1.0f) value[0] = -1.0f;
539 else if (value[0] > 1.0f) value[0] = 1.0f;
540 if (value[1] < -1.0f) value[1] = -1.0f;
541 else if (value[1] > 1.0f) value[1] = 1.0f;
542 if (value[2] < -1.0f) value[2] = -1.0f;
543 else if (value[2] > 1.0f) value[2] = 1.0f;
544 if (value[3] < -1.0f) value[3] = -1.0f;
545 else if (value[3] > 1.0f) value[3] = 1.0f;
548 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
550 else if (ins.handler_idx == WINED3DSIH_DEFI)
552 struct wined3d_shader_src_param rel_addr;
553 struct wined3d_shader_dst_param dst;
555 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
556 if (!lconst) return E_OUTOFMEMORY;
558 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
559 lconst->idx = dst.reg.idx;
561 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
562 ptr += 4;
564 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
565 reg_maps->local_int_consts |= (1 << dst.reg.idx);
567 else if (ins.handler_idx == WINED3DSIH_DEFB)
569 struct wined3d_shader_src_param rel_addr;
570 struct wined3d_shader_dst_param dst;
572 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
573 if (!lconst) return E_OUTOFMEMORY;
575 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
576 lconst->idx = dst.reg.idx;
578 memcpy(lconst->value, ptr, sizeof(DWORD));
579 ++ptr;
581 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
582 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
584 /* If there's a loop in the shader. */
585 else if (ins.handler_idx == WINED3DSIH_LOOP
586 || ins.handler_idx == WINED3DSIH_REP)
588 struct wined3d_shader_src_param src, rel_addr;
590 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
592 /* Rep and Loop always use an integer constant for the control parameters. */
593 if (ins.handler_idx == WINED3DSIH_REP)
595 reg_maps->integer_constants |= 1 << src.reg.idx;
597 else
599 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
600 reg_maps->integer_constants |= 1 << src.reg.idx;
603 cur_loop_depth++;
604 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
606 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
607 || ins.handler_idx == WINED3DSIH_ENDREP)
609 cur_loop_depth--;
611 /* For subroutine prototypes. */
612 else if (ins.handler_idx == WINED3DSIH_LABEL)
614 struct wined3d_shader_src_param src, rel_addr;
616 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
617 reg_maps->labels |= 1 << src.reg.idx;
619 /* Set texture, address, temporary registers. */
620 else
622 BOOL color0_mov = FALSE;
623 int i, limit;
625 /* This will loop over all the registers and try to
626 * make a bitmask of the ones we're interested in.
628 * Relative addressing tokens are ignored, but that's
629 * okay, since we'll catch any address registers when
630 * they are initialized (required by spec). */
631 if (ins.dst_count)
633 struct wined3d_shader_src_param dst_rel_addr;
634 struct wined3d_shader_dst_param dst_param;
636 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
638 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
640 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
641 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
642 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
643 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
644 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
646 reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
649 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
651 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
653 if (dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
655 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
656 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
657 * the mov and perform the sRGB write correction from the source register.
659 * However, if the mov is only partial, we can't do this, and if the write
660 * comes from an instruction other than MOV it is hard to do as well. If
661 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
663 ps->color0_mov = FALSE;
664 if (ins.handler_idx == WINED3DSIH_MOV)
666 /* Used later when the source register is read. */
667 color0_mov = TRUE;
670 /* Also drop the MOV marker if the source register is overwritten prior to the shader
671 * end
673 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
675 ps->color0_mov = FALSE;
679 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
680 if (shader_version.major == 1
681 && (ins.handler_idx == WINED3DSIH_TEX
682 || ins.handler_idx == WINED3DSIH_TEXBEM
683 || ins.handler_idx == WINED3DSIH_TEXBEML
684 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
685 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
686 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
687 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
688 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
689 || ins.handler_idx == WINED3DSIH_TEXREG2AR
690 || ins.handler_idx == WINED3DSIH_TEXREG2GB
691 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
693 /* Fake sampler usage, only set reserved bit and type. */
694 DWORD sampler_code = dst_param.reg.idx;
696 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
697 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
699 /* texbem is only valid with < 1.4 pixel shaders */
700 if (ins.handler_idx == WINED3DSIH_TEXBEM
701 || ins.handler_idx == WINED3DSIH_TEXBEML)
703 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
704 if (ins.handler_idx == WINED3DSIH_TEXBEML)
706 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
710 else if (ins.handler_idx == WINED3DSIH_BEM)
712 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
716 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
717 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
718 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
719 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
720 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
721 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
722 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
723 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
725 limit = ins.src_count + (ins.predicate ? 1 : 0);
726 for (i = 0; i < limit; ++i)
728 struct wined3d_shader_src_param src_param, src_rel_addr;
729 unsigned int count;
731 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
732 count = get_instr_extra_regcount(ins.handler_idx, i);
734 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
735 while (count)
737 ++src_param.reg.idx;
738 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
739 --count;
742 if (color0_mov)
744 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
745 if (src_param.reg.type == WINED3DSPR_TEMP
746 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
748 ps->color0_mov = TRUE;
749 ps->color0_reg = src_param.reg.idx;
755 reg_maps->loop_depth = max_loop_depth;
757 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
759 return WINED3D_OK;
762 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
764 DWORD map = 1 << max;
765 map |= map - 1;
766 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
768 return wined3d_log2i(map);
771 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
772 const struct wined3d_shader_version *shader_version)
774 TRACE("dcl");
776 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
778 switch (semantic->sampler_type)
780 case WINED3DSTT_2D: TRACE("_2d"); break;
781 case WINED3DSTT_CUBE: TRACE("_cube"); break;
782 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
783 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
786 else
788 /* Pixel shaders 3.0 don't have usage semantics. */
789 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
790 else TRACE("_");
792 switch (semantic->usage)
794 case WINED3DDECLUSAGE_POSITION:
795 TRACE("position%u", semantic->usage_idx);
796 break;
798 case WINED3DDECLUSAGE_BLENDINDICES:
799 TRACE("blend");
800 break;
802 case WINED3DDECLUSAGE_BLENDWEIGHT:
803 TRACE("weight");
804 break;
806 case WINED3DDECLUSAGE_NORMAL:
807 TRACE("normal%u", semantic->usage_idx);
808 break;
810 case WINED3DDECLUSAGE_PSIZE:
811 TRACE("psize");
812 break;
814 case WINED3DDECLUSAGE_COLOR:
815 if (semantic->usage_idx == 0) TRACE("color");
816 else TRACE("specular%u", (semantic->usage_idx - 1));
817 break;
819 case WINED3DDECLUSAGE_TEXCOORD:
820 TRACE("texture%u", semantic->usage_idx);
821 break;
823 case WINED3DDECLUSAGE_TANGENT:
824 TRACE("tangent");
825 break;
827 case WINED3DDECLUSAGE_BINORMAL:
828 TRACE("binormal");
829 break;
831 case WINED3DDECLUSAGE_TESSFACTOR:
832 TRACE("tessfactor");
833 break;
835 case WINED3DDECLUSAGE_POSITIONT:
836 TRACE("positionT%u", semantic->usage_idx);
837 break;
839 case WINED3DDECLUSAGE_FOG:
840 TRACE("fog");
841 break;
843 case WINED3DDECLUSAGE_DEPTH:
844 TRACE("depth");
845 break;
847 case WINED3DDECLUSAGE_SAMPLE:
848 TRACE("sample");
849 break;
851 default:
852 FIXME("unknown_semantics(0x%08x)", semantic->usage);
857 static void shader_dump_register(const struct wined3d_shader_register *reg,
858 const struct wined3d_shader_version *shader_version)
860 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
861 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
862 UINT offset = reg->idx;
864 switch (reg->type)
866 case WINED3DSPR_TEMP:
867 TRACE("r");
868 break;
870 case WINED3DSPR_INPUT:
871 TRACE("v");
872 break;
874 case WINED3DSPR_CONST:
875 case WINED3DSPR_CONST2:
876 case WINED3DSPR_CONST3:
877 case WINED3DSPR_CONST4:
878 TRACE("c");
879 offset = shader_get_float_offset(reg->type, reg->idx);
880 break;
882 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
883 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
884 break;
886 case WINED3DSPR_RASTOUT:
887 TRACE("%s", rastout_reg_names[reg->idx]);
888 break;
890 case WINED3DSPR_COLOROUT:
891 TRACE("oC");
892 break;
894 case WINED3DSPR_DEPTHOUT:
895 TRACE("oDepth");
896 break;
898 case WINED3DSPR_ATTROUT:
899 TRACE("oD");
900 break;
902 case WINED3DSPR_TEXCRDOUT:
903 /* Vertex shaders >= 3.0 use general purpose output registers
904 * (WINED3DSPR_OUTPUT), which can include an address token. */
905 if (shader_version->major >= 3) TRACE("o");
906 else TRACE("oT");
907 break;
909 case WINED3DSPR_CONSTINT:
910 TRACE("i");
911 break;
913 case WINED3DSPR_CONSTBOOL:
914 TRACE("b");
915 break;
917 case WINED3DSPR_LABEL:
918 TRACE("l");
919 break;
921 case WINED3DSPR_LOOP:
922 TRACE("aL");
923 break;
925 case WINED3DSPR_SAMPLER:
926 TRACE("s");
927 break;
929 case WINED3DSPR_MISCTYPE:
930 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
931 else TRACE("%s", misctype_reg_names[reg->idx]);
932 break;
934 case WINED3DSPR_PREDICATE:
935 TRACE("p");
936 break;
938 case WINED3DSPR_IMMCONST:
939 TRACE("l");
940 break;
942 case WINED3DSPR_CONSTBUFFER:
943 TRACE("cb");
944 break;
946 default:
947 TRACE("unhandled_rtype(%#x)", reg->type);
948 break;
951 if (reg->type == WINED3DSPR_IMMCONST)
953 TRACE("(");
954 switch (reg->immconst_type)
956 case WINED3D_IMMCONST_FLOAT:
957 TRACE("%.8e", *(const float *)reg->immconst_data);
958 break;
960 case WINED3D_IMMCONST_FLOAT4:
961 TRACE("%.8e, %.8e, %.8e, %.8e",
962 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
963 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
964 break;
966 default:
967 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
968 break;
970 TRACE(")");
972 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
974 if (reg->array_idx != ~0U)
976 TRACE("%u[%u", offset, reg->array_idx);
977 if (reg->rel_addr)
979 TRACE(" + ");
980 shader_dump_src_param(reg->rel_addr, shader_version);
982 TRACE("]");
984 else
986 if (reg->rel_addr)
988 TRACE("[");
989 shader_dump_src_param(reg->rel_addr, shader_version);
990 TRACE(" + ");
992 TRACE("%u", offset);
993 if (reg->rel_addr) TRACE("]");
998 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
999 const struct wined3d_shader_version *shader_version)
1001 DWORD write_mask = param->write_mask;
1003 shader_dump_register(&param->reg, shader_version);
1005 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1007 static const char *write_mask_chars = "xyzw";
1009 TRACE(".");
1010 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1011 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1012 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1013 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1017 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1018 const struct wined3d_shader_version *shader_version)
1020 DWORD src_modifier = param->modifiers;
1021 DWORD swizzle = param->swizzle;
1023 if (src_modifier == WINED3DSPSM_NEG
1024 || src_modifier == WINED3DSPSM_BIASNEG
1025 || src_modifier == WINED3DSPSM_SIGNNEG
1026 || src_modifier == WINED3DSPSM_X2NEG
1027 || src_modifier == WINED3DSPSM_ABSNEG)
1028 TRACE("-");
1029 else if (src_modifier == WINED3DSPSM_COMP)
1030 TRACE("1-");
1031 else if (src_modifier == WINED3DSPSM_NOT)
1032 TRACE("!");
1034 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1035 TRACE("abs(");
1037 shader_dump_register(&param->reg, shader_version);
1039 if (src_modifier)
1041 switch (src_modifier)
1043 case WINED3DSPSM_NONE: break;
1044 case WINED3DSPSM_NEG: break;
1045 case WINED3DSPSM_NOT: break;
1046 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1047 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1048 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1049 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1050 case WINED3DSPSM_COMP: break;
1051 case WINED3DSPSM_X2: TRACE("_x2"); break;
1052 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1053 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1054 case WINED3DSPSM_DW: TRACE("_dw"); break;
1055 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1056 case WINED3DSPSM_ABS: TRACE(")"); break;
1057 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1061 if (swizzle != WINED3DSP_NOSWIZZLE)
1063 static const char *swizzle_chars = "xyzw";
1064 DWORD swizzle_x = swizzle & 0x03;
1065 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1066 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1067 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1069 if (swizzle_x == swizzle_y
1070 && swizzle_x == swizzle_z
1071 && swizzle_x == swizzle_w)
1073 TRACE(".%c", swizzle_chars[swizzle_x]);
1075 else
1077 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1078 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1083 /* Shared code in order to generate the bulk of the shader string.
1084 * NOTE: A description of how to parse tokens can be found on MSDN. */
1085 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1086 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1088 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1089 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1090 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1091 void *fe_data = shader->baseShader.frontend_data;
1092 struct wined3d_shader_src_param src_rel_addr[4];
1093 struct wined3d_shader_src_param src_param[4];
1094 struct wined3d_shader_version shader_version;
1095 struct wined3d_shader_src_param dst_rel_addr;
1096 struct wined3d_shader_dst_param dst_param;
1097 struct wined3d_shader_instruction ins;
1098 struct wined3d_shader_context ctx;
1099 const DWORD *ptr = byte_code;
1100 DWORD i;
1102 /* Initialize current parsing state. */
1103 ctx.shader = iface;
1104 ctx.gl_info = &device->adapter->gl_info;
1105 ctx.reg_maps = reg_maps;
1106 ctx.buffer = buffer;
1107 ctx.backend_data = backend_ctx;
1109 ins.ctx = &ctx;
1110 ins.dst = &dst_param;
1111 ins.src = src_param;
1112 shader->baseShader.parse_state.current_row = 0;
1114 fe->shader_read_header(fe_data, &ptr, &shader_version);
1116 while (!fe->shader_is_end(fe_data, &ptr))
1118 const char *comment;
1119 UINT comment_size;
1120 UINT param_size;
1122 /* Skip comment tokens. */
1123 fe->shader_read_comment(&ptr, &comment, &comment_size);
1124 if (comment) continue;
1126 /* Read opcode. */
1127 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1129 /* Unknown opcode and its parameters. */
1130 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1132 TRACE("Skipping unrecognized instruction.\n");
1133 ptr += param_size;
1134 continue;
1137 /* Nothing to do. */
1138 if (ins.handler_idx == WINED3DSIH_DCL
1139 || ins.handler_idx == WINED3DSIH_NOP
1140 || ins.handler_idx == WINED3DSIH_DEF
1141 || ins.handler_idx == WINED3DSIH_DEFI
1142 || ins.handler_idx == WINED3DSIH_DEFB
1143 || ins.handler_idx == WINED3DSIH_PHASE)
1145 ptr += param_size;
1146 continue;
1149 /* Destination token */
1150 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1152 /* Predication token */
1153 if (ins.predicate) ins.predicate = *ptr++;
1155 /* Other source tokens */
1156 for (i = 0; i < ins.src_count; ++i)
1158 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1161 /* Call appropriate function for output target */
1162 device->shader_backend->shader_handle_instruction(&ins);
1166 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1168 DWORD mmask = dst->modifiers;
1170 switch (dst->shift)
1172 case 0: break;
1173 case 13: TRACE("_d8"); break;
1174 case 14: TRACE("_d4"); break;
1175 case 15: TRACE("_d2"); break;
1176 case 1: TRACE("_x2"); break;
1177 case 2: TRACE("_x4"); break;
1178 case 3: TRACE("_x8"); break;
1179 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1182 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1183 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1184 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1186 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1187 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1190 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1192 struct wined3d_shader_version shader_version;
1193 const DWORD *ptr = byte_code;
1194 const char *type_prefix;
1195 DWORD i;
1197 TRACE("Parsing %p.\n", byte_code);
1199 fe->shader_read_header(fe_data, &ptr, &shader_version);
1201 switch (shader_version.type)
1203 case WINED3D_SHADER_TYPE_VERTEX:
1204 type_prefix = "vs";
1205 break;
1207 case WINED3D_SHADER_TYPE_GEOMETRY:
1208 type_prefix = "gs";
1209 break;
1211 case WINED3D_SHADER_TYPE_PIXEL:
1212 type_prefix = "ps";
1213 break;
1215 default:
1216 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1217 type_prefix = "unknown";
1218 break;
1221 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1223 while (!fe->shader_is_end(fe_data, &ptr))
1225 struct wined3d_shader_instruction ins;
1226 const char *comment;
1227 UINT comment_size;
1228 UINT param_size;
1230 /* comment */
1231 fe->shader_read_comment(&ptr, &comment, &comment_size);
1232 if (comment)
1234 TRACE("// %s\n", debugstr_an(comment, comment_size));
1235 continue;
1238 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1239 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1241 TRACE("Skipping unrecognized instruction.\n");
1242 ptr += param_size;
1243 continue;
1246 if (ins.handler_idx == WINED3DSIH_DCL)
1248 struct wined3d_shader_semantic semantic;
1250 fe->shader_read_semantic(&ptr, &semantic);
1252 shader_dump_decl_usage(&semantic, &shader_version);
1253 shader_dump_ins_modifiers(&semantic.reg);
1254 TRACE(" ");
1255 shader_dump_dst_param(&semantic.reg, &shader_version);
1257 else if (ins.handler_idx == WINED3DSIH_DEF)
1259 struct wined3d_shader_src_param rel_addr;
1260 struct wined3d_shader_dst_param dst;
1262 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1264 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1265 *(const float *)(ptr),
1266 *(const float *)(ptr + 1),
1267 *(const float *)(ptr + 2),
1268 *(const float *)(ptr + 3));
1269 ptr += 4;
1271 else if (ins.handler_idx == WINED3DSIH_DEFI)
1273 struct wined3d_shader_src_param rel_addr;
1274 struct wined3d_shader_dst_param dst;
1276 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1278 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1279 *(ptr),
1280 *(ptr + 1),
1281 *(ptr + 2),
1282 *(ptr + 3));
1283 ptr += 4;
1285 else if (ins.handler_idx == WINED3DSIH_DEFB)
1287 struct wined3d_shader_src_param rel_addr;
1288 struct wined3d_shader_dst_param dst;
1290 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1292 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1293 ++ptr;
1295 else
1297 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1298 struct wined3d_shader_dst_param dst_param;
1299 struct wined3d_shader_src_param src_param;
1301 if (ins.dst_count)
1303 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1306 /* Print out predication source token first - it follows
1307 * the destination token. */
1308 if (ins.predicate)
1310 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1311 TRACE("(");
1312 shader_dump_src_param(&src_param, &shader_version);
1313 TRACE(") ");
1316 /* PixWin marks instructions with the coissue flag with a '+' */
1317 if (ins.coissue) TRACE("+");
1319 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1321 if (ins.handler_idx == WINED3DSIH_IFC
1322 || ins.handler_idx == WINED3DSIH_BREAKC)
1324 switch (ins.flags)
1326 case COMPARISON_GT: TRACE("_gt"); break;
1327 case COMPARISON_EQ: TRACE("_eq"); break;
1328 case COMPARISON_GE: TRACE("_ge"); break;
1329 case COMPARISON_LT: TRACE("_lt"); break;
1330 case COMPARISON_NE: TRACE("_ne"); break;
1331 case COMPARISON_LE: TRACE("_le"); break;
1332 default: TRACE("_(%u)", ins.flags);
1335 else if (ins.handler_idx == WINED3DSIH_TEX
1336 && shader_version.major >= 2
1337 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1339 TRACE("p");
1342 /* We already read the destination token, print it. */
1343 if (ins.dst_count)
1345 shader_dump_ins_modifiers(&dst_param);
1346 TRACE(" ");
1347 shader_dump_dst_param(&dst_param, &shader_version);
1350 /* Other source tokens */
1351 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1353 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1354 TRACE(!i ? " " : ", ");
1355 shader_dump_src_param(&src_param, &shader_version);
1358 TRACE("\n");
1362 static void shader_cleanup(IWineD3DBaseShader *iface)
1364 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1366 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1367 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1368 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1369 shader_delete_constant_list(&shader->baseShader.constantsF);
1370 shader_delete_constant_list(&shader->baseShader.constantsB);
1371 shader_delete_constant_list(&shader->baseShader.constantsI);
1372 list_remove(&shader->baseShader.shader_list_entry);
1374 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1376 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1380 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1381 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1382 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1383 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1384 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1385 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1386 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1387 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1388 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1389 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1390 static void shader_none_free(IWineD3DDevice *iface) {}
1391 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1393 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1395 /* Set the shader caps to 0 for the none shader backend */
1396 caps->VertexShaderVersion = 0;
1397 caps->PixelShaderVersion = 0;
1398 caps->PixelShader1xMaxValue = 0.0f;
1401 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1403 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1405 TRACE("Checking support for fixup:\n");
1406 dump_color_fixup_desc(fixup);
1409 /* Faked to make some apps happy. */
1410 if (!is_complex_fixup(fixup))
1412 TRACE("[OK]\n");
1413 return TRUE;
1416 TRACE("[FAILED]\n");
1417 return FALSE;
1420 const shader_backend_t none_shader_backend = {
1421 shader_none_handle_instruction,
1422 shader_none_select,
1423 shader_none_select_depth_blt,
1424 shader_none_deselect_depth_blt,
1425 shader_none_update_float_vertex_constants,
1426 shader_none_update_float_pixel_constants,
1427 shader_none_load_constants,
1428 shader_none_load_np2fixup_constants,
1429 shader_none_destroy,
1430 shader_none_alloc,
1431 shader_none_free,
1432 shader_none_dirty_const,
1433 shader_none_get_caps,
1434 shader_none_color_fixup_supported,
1437 static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
1439 *parent = shader->baseShader.parent;
1440 IUnknown_AddRef(*parent);
1441 TRACE("shader %p, returning %p.\n", shader, *parent);
1444 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1446 if (!data)
1448 *data_size = shader->baseShader.functionLength;
1449 return WINED3D_OK;
1452 if (*data_size < shader->baseShader.functionLength)
1454 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1455 * than the required size we should write the required size and
1456 * return D3DERR_MOREDATA. That's not actually true. */
1457 return WINED3DERR_INVALIDCALL;
1460 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1462 return WINED3D_OK;
1465 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1466 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1468 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1469 const struct wined3d_shader_frontend *fe;
1470 HRESULT hr;
1472 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1473 shader, byte_code, output_signature, float_const_count);
1475 fe = shader_select_frontend(*byte_code);
1476 if (!fe)
1478 FIXME("Unable to find frontend for shader.\n");
1479 return WINED3DERR_INVALIDCALL;
1481 shader->baseShader.frontend = fe;
1482 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1483 if (!shader->baseShader.frontend_data)
1485 FIXME("Failed to initialize frontend.\n");
1486 return WINED3DERR_INVALIDCALL;
1489 /* First pass: trace shader. */
1490 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1492 /* Initialize immediate constant lists. */
1493 list_init(&shader->baseShader.constantsF);
1494 list_init(&shader->baseShader.constantsB);
1495 list_init(&shader->baseShader.constantsI);
1497 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1498 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1499 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1500 byte_code, float_const_count);
1501 if (FAILED(hr)) return hr;
1503 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1504 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1505 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1507 return WINED3D_OK;
1510 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1512 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1514 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1515 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1516 || IsEqualGUID(riid, &IID_IWineD3DBase)
1517 || IsEqualGUID(riid, &IID_IUnknown))
1519 IUnknown_AddRef(iface);
1520 *object = iface;
1521 return S_OK;
1524 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1526 *object = NULL;
1527 return E_NOINTERFACE;
1530 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1532 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1533 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1535 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1537 return refcount;
1540 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1542 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1543 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1545 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1547 if (!refcount)
1549 shader_cleanup((IWineD3DBaseShader *)iface);
1550 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1551 HeapFree(GetProcessHeap(), 0, shader);
1554 return refcount;
1557 static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
1559 TRACE("iface %p, parent %p.\n", iface, parent);
1561 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1563 return WINED3D_OK;
1566 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1568 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1570 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1573 /* Set local constants for d3d8 shaders. */
1574 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1575 UINT start_idx, const float *src_data, UINT count)
1577 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1578 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1579 UINT i, end_idx;
1581 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1583 end_idx = start_idx + count;
1584 if (end_idx > device->d3d_vshader_constantF)
1586 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1587 end_idx = device->d3d_vshader_constantF;
1590 for (i = start_idx; i < end_idx; ++i)
1592 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1593 if (!lconst) return E_OUTOFMEMORY;
1595 lconst->idx = i;
1596 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1597 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1600 return WINED3D_OK;
1603 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1605 /* IUnknown methods */
1606 vertexshader_QueryInterface,
1607 vertexshader_AddRef,
1608 vertexshader_Release,
1609 /* IWineD3DBase methods */
1610 vertexshader_GetParent,
1611 /* IWineD3DBaseShader methods */
1612 vertexshader_GetFunction,
1613 /* IWineD3DVertexShader methods */
1614 vertexshader_SetLocalConstantsF,
1617 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
1618 IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
1620 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1621 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
1622 && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
1623 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1626 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1628 if (usage_idx1 != usage_idx2) return FALSE;
1629 if (usage1 == usage2) return TRUE;
1630 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1631 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1633 return FALSE;
1636 BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1638 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1639 WORD map = shader->baseShader.reg_maps.input_registers;
1640 unsigned int i;
1642 for (i = 0; map; map >>= 1, ++i)
1644 if (!(map & 1)) continue;
1646 if (match_usage(shader->attributes[i].usage,
1647 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1649 *regnum = i;
1650 return TRUE;
1653 return FALSE;
1656 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1658 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1659 shader->baseShader.reg_maps.shader_version.minor);
1660 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1662 shader->baseShader.limits.texcoord = 0;
1663 shader->baseShader.limits.attributes = 16;
1664 shader->baseShader.limits.packed_input = 0;
1666 switch (shader_version)
1668 case WINED3D_SHADER_VERSION(1, 0):
1669 case WINED3D_SHADER_VERSION(1, 1):
1670 shader->baseShader.limits.temporary = 12;
1671 shader->baseShader.limits.constant_bool = 0;
1672 shader->baseShader.limits.constant_int = 0;
1673 shader->baseShader.limits.address = 1;
1674 shader->baseShader.limits.packed_output = 0;
1675 shader->baseShader.limits.sampler = 0;
1676 shader->baseShader.limits.label = 0;
1677 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1678 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1679 * constants? */
1680 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1681 break;
1683 case WINED3D_SHADER_VERSION(2, 0):
1684 case WINED3D_SHADER_VERSION(2, 1):
1685 shader->baseShader.limits.temporary = 12;
1686 shader->baseShader.limits.constant_bool = 16;
1687 shader->baseShader.limits.constant_int = 16;
1688 shader->baseShader.limits.address = 1;
1689 shader->baseShader.limits.packed_output = 0;
1690 shader->baseShader.limits.sampler = 0;
1691 shader->baseShader.limits.label = 16;
1692 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1693 break;
1695 case WINED3D_SHADER_VERSION(4, 0):
1696 FIXME("Using 3.0 limits for 4.0 shader.\n");
1697 /* Fall through. */
1699 case WINED3D_SHADER_VERSION(3, 0):
1700 shader->baseShader.limits.temporary = 32;
1701 shader->baseShader.limits.constant_bool = 32;
1702 shader->baseShader.limits.constant_int = 32;
1703 shader->baseShader.limits.address = 1;
1704 shader->baseShader.limits.packed_output = 12;
1705 shader->baseShader.limits.sampler = 4;
1706 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1707 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1708 * even though they are capable of supporting much more (GL
1709 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1710 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1711 * shaders to 256. */
1712 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1713 break;
1715 default:
1716 shader->baseShader.limits.temporary = 12;
1717 shader->baseShader.limits.constant_bool = 16;
1718 shader->baseShader.limits.constant_int = 16;
1719 shader->baseShader.limits.address = 1;
1720 shader->baseShader.limits.packed_output = 0;
1721 shader->baseShader.limits.sampler = 0;
1722 shader->baseShader.limits.label = 16;
1723 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1724 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1725 shader->baseShader.reg_maps.shader_version.major,
1726 shader->baseShader.reg_maps.shader_version.minor);
1730 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1731 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1732 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1734 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1735 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1736 unsigned int i;
1737 HRESULT hr;
1738 WORD map;
1740 if (!byte_code) return WINED3DERR_INVALIDCALL;
1742 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1743 shader_init(&shader->baseShader, device, parent, parent_ops);
1745 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1746 output_signature, device->d3d_vshader_constantF);
1747 if (FAILED(hr))
1749 WARN("Failed to set function, hr %#x.\n", hr);
1750 shader_cleanup((IWineD3DBaseShader *)shader);
1751 return hr;
1754 map = shader->baseShader.reg_maps.input_registers;
1755 for (i = 0; map; map >>= 1, ++i)
1757 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1759 shader->attributes[i].usage =
1760 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1761 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1764 if (output_signature)
1766 for (i = 0; i < output_signature->element_count; ++i)
1768 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1769 reg_maps->output_registers |= 1 << e->register_idx;
1770 shader->baseShader.output_signature[e->register_idx] = *e;
1774 vertexshader_set_limits(shader);
1776 if (device->vs_selected_mode == SHADER_ARB
1777 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1778 && shader->min_rel_offset <= shader->max_rel_offset)
1780 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1782 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1783 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1784 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1786 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1788 shader->rel_offset = shader->min_rel_offset + 63;
1790 else if (shader->max_rel_offset > 63)
1792 shader->rel_offset = shader->min_rel_offset;
1794 else
1796 shader->rel_offset = 0;
1800 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1801 && !list_empty(&shader->baseShader.constantsF);
1803 return WINED3D_OK;
1806 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1807 REFIID riid, void **object)
1809 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1811 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1812 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1813 || IsEqualGUID(riid, &IID_IWineD3DBase)
1814 || IsEqualGUID(riid, &IID_IUnknown))
1816 IUnknown_AddRef(iface);
1817 *object = iface;
1818 return S_OK;
1821 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1823 *object = NULL;
1824 return E_NOINTERFACE;
1827 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1829 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1830 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1832 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1834 return refcount;
1837 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1839 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1840 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1842 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1844 if (!refcount)
1846 shader_cleanup((IWineD3DBaseShader *)iface);
1847 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1848 HeapFree(GetProcessHeap(), 0, shader);
1851 return refcount;
1854 static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
1856 TRACE("iface %p, parent %p.\n", iface, parent);
1858 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1860 return WINED3D_OK;
1863 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1865 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1867 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1870 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1872 /* IUnknown methods */
1873 geometryshader_QueryInterface,
1874 geometryshader_AddRef,
1875 geometryshader_Release,
1876 /* IWineD3DBase methods */
1877 geometryshader_GetParent,
1878 /* IWineD3DBaseShader methods */
1879 geometryshader_GetFunction,
1882 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1883 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1884 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1886 HRESULT hr;
1888 shader->vtbl = &wined3d_geometryshader_vtbl;
1889 shader_init(&shader->base_shader, device, parent, parent_ops);
1891 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1892 if (FAILED(hr))
1894 WARN("Failed to set function, hr %#x.\n", hr);
1895 shader_cleanup((IWineD3DBaseShader *)shader);
1896 return hr;
1899 shader->base_shader.load_local_constsF = FALSE;
1901 return WINED3D_OK;
1904 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1906 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1908 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
1909 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1910 || IsEqualGUID(riid, &IID_IWineD3DBase)
1911 || IsEqualGUID(riid, &IID_IUnknown))
1913 IUnknown_AddRef(iface);
1914 *object = iface;
1915 return S_OK;
1918 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1920 *object = NULL;
1921 return E_NOINTERFACE;
1924 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
1926 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1927 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1929 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1931 return refcount;
1934 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
1936 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1937 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1939 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1941 if (!refcount)
1943 shader_cleanup((IWineD3DBaseShader *)iface);
1944 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1945 HeapFree(GetProcessHeap(), 0, shader);
1948 return refcount;
1951 static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
1953 TRACE("iface %p, parent %p.\n", iface, parent);
1955 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1957 return WINED3D_OK;
1960 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
1962 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1964 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1967 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
1969 /* IUnknown methods */
1970 pixelshader_QueryInterface,
1971 pixelshader_AddRef,
1972 pixelshader_Release,
1973 /* IWineD3DBase methods */
1974 pixelshader_GetParent,
1975 /* IWineD3DBaseShader methods */
1976 pixelshader_GetFunction
1979 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
1980 IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
1982 IWineD3DBaseTextureImpl *texture;
1983 UINT i;
1985 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1986 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
1987 args->np2_fixup = 0;
1989 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
1991 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
1992 texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
1993 if (!texture)
1995 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
1996 continue;
1998 args->color_fixup[i] = texture->resource.format_desc->color_fixup;
2000 /* Flag samplers that need NP2 texcoord fixup. */
2001 if (!texture->baseTexture.pow2Matrix_identity)
2003 args->np2_fixup |= (1 << i);
2006 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2008 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
2010 args->vp_mode = pretransformed;
2012 else if (use_vs(stateblock))
2014 args->vp_mode = vertexshader;
2016 else
2018 args->vp_mode = fixedfunction;
2020 args->fog = FOG_OFF;
2022 else
2024 args->vp_mode = vertexshader;
2025 if (stateblock->renderState[WINED3DRS_FOGENABLE])
2027 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
2029 case WINED3DFOG_NONE:
2030 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
2031 || use_vs(stateblock))
2033 args->fog = FOG_LINEAR;
2034 break;
2037 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
2039 case WINED3DFOG_NONE: /* Fall through. */
2040 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2041 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2042 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2044 break;
2046 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2047 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2048 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2051 else
2053 args->fog = FOG_OFF;
2058 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2060 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2061 shader->baseShader.reg_maps.shader_version.minor);
2063 shader->baseShader.limits.attributes = 0;
2064 shader->baseShader.limits.address = 0;
2065 shader->baseShader.limits.packed_output = 0;
2067 switch (shader_version)
2069 case WINED3D_SHADER_VERSION(1, 0):
2070 case WINED3D_SHADER_VERSION(1, 1):
2071 case WINED3D_SHADER_VERSION(1, 2):
2072 case WINED3D_SHADER_VERSION(1, 3):
2073 shader->baseShader.limits.temporary = 2;
2074 shader->baseShader.limits.constant_float = 8;
2075 shader->baseShader.limits.constant_int = 0;
2076 shader->baseShader.limits.constant_bool = 0;
2077 shader->baseShader.limits.texcoord = 4;
2078 shader->baseShader.limits.sampler = 4;
2079 shader->baseShader.limits.packed_input = 0;
2080 shader->baseShader.limits.label = 0;
2081 break;
2083 case WINED3D_SHADER_VERSION(1, 4):
2084 shader->baseShader.limits.temporary = 6;
2085 shader->baseShader.limits.constant_float = 8;
2086 shader->baseShader.limits.constant_int = 0;
2087 shader->baseShader.limits.constant_bool = 0;
2088 shader->baseShader.limits.texcoord = 6;
2089 shader->baseShader.limits.sampler = 6;
2090 shader->baseShader.limits.packed_input = 0;
2091 shader->baseShader.limits.label = 0;
2092 break;
2094 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2095 case WINED3D_SHADER_VERSION(2, 0):
2096 shader->baseShader.limits.temporary = 32;
2097 shader->baseShader.limits.constant_float = 32;
2098 shader->baseShader.limits.constant_int = 16;
2099 shader->baseShader.limits.constant_bool = 16;
2100 shader->baseShader.limits.texcoord = 8;
2101 shader->baseShader.limits.sampler = 16;
2102 shader->baseShader.limits.packed_input = 0;
2103 break;
2105 case WINED3D_SHADER_VERSION(2, 1):
2106 shader->baseShader.limits.temporary = 32;
2107 shader->baseShader.limits.constant_float = 32;
2108 shader->baseShader.limits.constant_int = 16;
2109 shader->baseShader.limits.constant_bool = 16;
2110 shader->baseShader.limits.texcoord = 8;
2111 shader->baseShader.limits.sampler = 16;
2112 shader->baseShader.limits.packed_input = 0;
2113 shader->baseShader.limits.label = 16;
2114 break;
2116 case WINED3D_SHADER_VERSION(4, 0):
2117 FIXME("Using 3.0 limits for 4.0 shader.\n");
2118 /* Fall through. */
2120 case WINED3D_SHADER_VERSION(3, 0):
2121 shader->baseShader.limits.temporary = 32;
2122 shader->baseShader.limits.constant_float = 224;
2123 shader->baseShader.limits.constant_int = 16;
2124 shader->baseShader.limits.constant_bool = 16;
2125 shader->baseShader.limits.texcoord = 0;
2126 shader->baseShader.limits.sampler = 16;
2127 shader->baseShader.limits.packed_input = 12;
2128 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2129 break;
2131 default:
2132 shader->baseShader.limits.temporary = 32;
2133 shader->baseShader.limits.constant_float = 32;
2134 shader->baseShader.limits.constant_int = 16;
2135 shader->baseShader.limits.constant_bool = 16;
2136 shader->baseShader.limits.texcoord = 8;
2137 shader->baseShader.limits.sampler = 16;
2138 shader->baseShader.limits.packed_input = 0;
2139 shader->baseShader.limits.label = 0;
2140 FIXME("Unrecognized pixel shader version %u.%u\n",
2141 shader->baseShader.reg_maps.shader_version.major,
2142 shader->baseShader.reg_maps.shader_version.minor);
2146 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2147 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2148 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
2150 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2151 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2152 HRESULT hr;
2154 if (!byte_code) return WINED3DERR_INVALIDCALL;
2156 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2157 shader_init(&shader->baseShader, device, parent, parent_ops);
2159 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2160 output_signature, device->d3d_pshader_constantF);
2161 if (FAILED(hr))
2163 WARN("Failed to set function, hr %#x.\n", hr);
2164 shader_cleanup((IWineD3DBaseShader *)shader);
2165 return hr;
2168 pixelshader_set_limits(shader);
2170 for (i = 0; i < MAX_REG_INPUT; ++i)
2172 if (shader->input_reg_used[i])
2174 ++num_regs_used;
2175 highest_reg_used = i;
2179 /* Don't do any register mapping magic if it is not needed, or if we can't
2180 * achieve anything anyway */
2181 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2182 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2184 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2186 /* This happens with relative addressing. The input mapper function
2187 * warns about this if the higher registers are declared too, so
2188 * don't write a FIXME here */
2189 WARN("More varying registers used than supported\n");
2192 for (i = 0; i < MAX_REG_INPUT; ++i)
2194 shader->input_reg_map[i] = i;
2197 shader->declared_in_count = highest_reg_used + 1;
2199 else
2201 shader->declared_in_count = 0;
2202 for (i = 0; i < MAX_REG_INPUT; ++i)
2204 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2205 else shader->input_reg_map[i] = ~0U;
2209 shader->baseShader.load_local_constsF = FALSE;
2211 return WINED3D_OK;
2214 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2216 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2217 unsigned int i;
2219 if (reg_maps->shader_version.major != 1) return;
2221 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2223 /* We don't sample from this sampler. */
2224 if (!sampler_type[i]) continue;
2226 if (!textures[i])
2228 WARN("No texture bound to sampler %u, using 2D.\n", i);
2229 sampler_type[i] = WINED3DSTT_2D;
2230 continue;
2233 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
2235 case GL_TEXTURE_RECTANGLE_ARB:
2236 case GL_TEXTURE_2D:
2237 /* We have to select between texture rectangles and 2D
2238 * textures later because 2.0 and 3.0 shaders only have
2239 * WINED3DSTT_2D as well. */
2240 sampler_type[i] = WINED3DSTT_2D;
2241 break;
2243 case GL_TEXTURE_3D:
2244 sampler_type[i] = WINED3DSTT_VOLUME;
2245 break;
2247 case GL_TEXTURE_CUBE_MAP_ARB:
2248 sampler_type[i] = WINED3DSTT_CUBE;
2249 break;
2251 default:
2252 FIXME("Unrecognized texture type %#x, using 2D.\n",
2253 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
2254 sampler_type[i] = WINED3DSTT_2D;