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
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
36 static const char * const shader_opcode_names
[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DEF */ "def",
53 /* WINED3DSIH_DEFB */ "defb",
54 /* WINED3DSIH_DEFI */ "defi",
55 /* WINED3DSIH_DIV */ "div",
56 /* WINED3DSIH_DP2ADD */ "dp2add",
57 /* WINED3DSIH_DP3 */ "dp3",
58 /* WINED3DSIH_DP4 */ "dp4",
59 /* WINED3DSIH_DST */ "dst",
60 /* WINED3DSIH_DSX */ "dsx",
61 /* WINED3DSIH_DSY */ "dsy",
62 /* WINED3DSIH_ELSE */ "else",
63 /* WINED3DSIH_EMIT */ "emit",
64 /* WINED3DSIH_ENDIF */ "endif",
65 /* WINED3DSIH_ENDLOOP */ "endloop",
66 /* WINED3DSIH_ENDREP */ "endrep",
67 /* WINED3DSIH_EXP */ "exp",
68 /* WINED3DSIH_EXPP */ "expp",
69 /* WINED3DSIH_FRC */ "frc",
70 /* WINED3DSIH_FTOI */ "ftoi",
71 /* WINED3DSIH_IADD */ "iadd",
72 /* WINED3DSIH_IEQ */ "ieq",
73 /* WINED3DSIH_IF */ "if",
74 /* WINED3DSIH_IFC */ "ifc",
75 /* WINED3DSIH_IGE */ "ige",
76 /* WINED3DSIH_IMUL */ "imul",
77 /* WINED3DSIH_ITOF */ "itof",
78 /* WINED3DSIH_LABEL */ "label",
79 /* WINED3DSIH_LD */ "ld",
80 /* WINED3DSIH_LIT */ "lit",
81 /* WINED3DSIH_LOG */ "log",
82 /* WINED3DSIH_LOGP */ "logp",
83 /* WINED3DSIH_LOOP */ "loop",
84 /* WINED3DSIH_LRP */ "lrp",
85 /* WINED3DSIH_LT */ "lt",
86 /* WINED3DSIH_M3x2 */ "m3x2",
87 /* WINED3DSIH_M3x3 */ "m3x3",
88 /* WINED3DSIH_M3x4 */ "m3x4",
89 /* WINED3DSIH_M4x3 */ "m4x3",
90 /* WINED3DSIH_M4x4 */ "m4x4",
91 /* WINED3DSIH_MAD */ "mad",
92 /* WINED3DSIH_MAX */ "max",
93 /* WINED3DSIH_MIN */ "min",
94 /* WINED3DSIH_MOV */ "mov",
95 /* WINED3DSIH_MOVA */ "mova",
96 /* WINED3DSIH_MOVC */ "movc",
97 /* WINED3DSIH_MUL */ "mul",
98 /* WINED3DSIH_NOP */ "nop",
99 /* WINED3DSIH_NRM */ "nrm",
100 /* WINED3DSIH_PHASE */ "phase",
101 /* WINED3DSIH_POW */ "pow",
102 /* WINED3DSIH_RCP */ "rcp",
103 /* WINED3DSIH_REP */ "rep",
104 /* WINED3DSIH_RET */ "ret",
105 /* WINED3DSIH_RSQ */ "rsq",
106 /* WINED3DSIH_SAMPLE */ "sample",
107 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
108 /* WINED3DSIH_SETP */ "setp",
109 /* WINED3DSIH_SGE */ "sge",
110 /* WINED3DSIH_SGN */ "sgn",
111 /* WINED3DSIH_SINCOS */ "sincos",
112 /* WINED3DSIH_SLT */ "slt",
113 /* WINED3DSIH_SUB */ "sub",
114 /* WINED3DSIH_TEX */ "texld",
115 /* WINED3DSIH_TEXBEM */ "texbem",
116 /* WINED3DSIH_TEXBEML */ "texbeml",
117 /* WINED3DSIH_TEXCOORD */ "texcrd",
118 /* WINED3DSIH_TEXDEPTH */ "texdepth",
119 /* WINED3DSIH_TEXDP3 */ "texdp3",
120 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
121 /* WINED3DSIH_TEXKILL */ "texkill",
122 /* WINED3DSIH_TEXLDD */ "texldd",
123 /* WINED3DSIH_TEXLDL */ "texldl",
124 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
125 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
126 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
127 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
128 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
129 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
130 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
131 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
132 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
133 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
134 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
135 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
136 /* WINED3DSIH_UTOF */ "utof",
139 static const char * const semantic_names
[] =
141 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
142 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
143 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
144 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
145 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
146 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
147 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
148 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
149 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
150 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
151 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
152 /* WINED3DDECLUSAGE_FOG */ "FOG",
153 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
154 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
157 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage
)
159 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
161 FIXME("Unrecognized usage %#x.\n", usage
);
162 return "UNRECOGNIZED";
165 return semantic_names
[usage
];
168 static WINED3DDECLUSAGE
shader_usage_from_semantic_name(const char *name
)
172 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
174 if (!strcmp(name
, semantic_names
[i
])) return i
;
180 BOOL
shader_match_semantic(const char *semantic_name
, WINED3DDECLUSAGE usage
)
182 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
185 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
186 const struct wined3d_shader_semantic
*s
)
188 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
189 e
->semantic_idx
= s
->usage_idx
;
190 e
->sysval_semantic
= 0;
191 e
->component_type
= 0;
192 e
->register_idx
= s
->reg
.reg
.idx
;
193 e
->mask
= s
->reg
.write_mask
;
196 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
197 WINED3DDECLUSAGE usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
199 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
200 e
->semantic_idx
= usage_idx
;
201 e
->sysval_semantic
= 0;
202 e
->component_type
= 0;
203 e
->register_idx
= reg_idx
;
204 e
->mask
= write_mask
;
207 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
209 switch (version_token
>> 16)
213 return &sm1_shader_frontend
;
218 return &sm4_shader_frontend
;
221 FIXME("Unrecognised version token %#x\n", version_token
);
226 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
)
228 buffer
->buffer
[0] = '\0';
231 buffer
->newline
= TRUE
;
234 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
)
236 buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE
);
239 ERR("Failed to allocate shader buffer memory.\n");
243 shader_buffer_clear(buffer
);
247 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
)
249 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
252 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *format
, va_list args
)
254 char *base
= buffer
->buffer
+ buffer
->bsize
;
257 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
259 if (rc
< 0 /* C89 */ || (unsigned int)rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
/* C99 */)
261 ERR("The buffer allocated for the shader program string "
262 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
263 buffer
->bsize
= SHADER_PGMSIZE
- 1;
269 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
270 buffer
->newline
= FALSE
;
278 if (buffer
->buffer
[buffer
->bsize
-1] == '\n')
281 buffer
->newline
= TRUE
;
287 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *format
, ...)
292 va_start(args
, format
);
293 ret
= shader_vaddline(buffer
, format
, args
);
299 static void shader_init(struct IWineD3DBaseShaderClass
*shader
, IWineD3DDeviceImpl
*device
,
300 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
303 shader
->device
= (IWineD3DDevice
*)device
;
304 shader
->parent
= parent
;
305 shader
->parent_ops
= parent_ops
;
306 list_init(&shader
->linked_programs
);
307 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
310 /* Convert floating point offset relative to a register file to an absolute
311 * offset for float constants. */
312 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type
, UINT register_idx
)
314 switch (register_type
)
316 case WINED3DSPR_CONST
: return register_idx
;
317 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
318 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
319 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
321 FIXME("Unsupported register type: %u.\n", register_type
);
326 static void shader_delete_constant_list(struct list
*clist
)
328 struct local_constant
*constant
;
331 ptr
= list_head(clist
);
334 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
335 ptr
= list_next(clist
, ptr
);
336 HeapFree(GetProcessHeap(), 0, constant
);
341 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
346 bitmap
[idx
] |= (1 << shift
);
349 static void shader_record_register_usage(IWineD3DBaseShaderImpl
*shader
, struct shader_reg_maps
*reg_maps
,
350 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
)
354 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
355 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
) reg_maps
->texcoord
|= 1 << reg
->idx
;
356 else reg_maps
->address
|= 1 << reg
->idx
;
359 case WINED3DSPR_TEMP
:
360 reg_maps
->temporary
|= 1 << reg
->idx
;
363 case WINED3DSPR_INPUT
:
364 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
368 /* If relative addressing is used, we must assume that all registers
369 * are used. Even if it is a construct like v3[aL], we can't assume
370 * that v0, v1 and v2 aren't read because aL can be negative */
372 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
374 ((IWineD3DPixelShaderImpl
*)shader
)->input_reg_used
[i
] = TRUE
;
379 ((IWineD3DPixelShaderImpl
*)shader
)->input_reg_used
[reg
->idx
] = TRUE
;
382 else reg_maps
->input_registers
|= 1 << reg
->idx
;
385 case WINED3DSPR_RASTOUT
:
386 if (reg
->idx
== 1) reg_maps
->fog
= 1;
389 case WINED3DSPR_MISCTYPE
:
390 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
392 if (!reg
->idx
) reg_maps
->vpos
= 1;
393 else if (reg
->idx
== 1) reg_maps
->usesfacing
= 1;
397 case WINED3DSPR_CONST
:
400 if (shader_type
!= WINED3D_SHADER_TYPE_PIXEL
)
402 if (reg
->idx
< ((IWineD3DVertexShaderImpl
*)shader
)->min_rel_offset
)
404 ((IWineD3DVertexShaderImpl
*)shader
)->min_rel_offset
= reg
->idx
;
406 if (reg
->idx
> ((IWineD3DVertexShaderImpl
*)shader
)->max_rel_offset
)
408 ((IWineD3DVertexShaderImpl
*)shader
)->max_rel_offset
= reg
->idx
;
411 reg_maps
->usesrelconstF
= TRUE
;
415 set_bitmap_bit(reg_maps
->constf
, reg
->idx
);
419 case WINED3DSPR_CONSTINT
:
420 reg_maps
->integer_constants
|= (1 << reg
->idx
);
423 case WINED3DSPR_CONSTBOOL
:
424 reg_maps
->boolean_constants
|= (1 << reg
->idx
);
427 case WINED3DSPR_COLOROUT
:
428 reg_maps
->highest_render_target
= max(reg_maps
->highest_render_target
, reg
->idx
);
432 TRACE("Not recording register of type %#x and idx %u\n", reg
->type
, reg
->idx
);
437 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
441 case WINED3DSIH_M4x4
:
442 case WINED3DSIH_M3x4
:
443 return param
== 1 ? 3 : 0;
445 case WINED3DSIH_M4x3
:
446 case WINED3DSIH_M3x3
:
447 return param
== 1 ? 2 : 0;
449 case WINED3DSIH_M3x2
:
450 return param
== 1 ? 1 : 0;
457 /* Note that this does not count the loop register as an address register. */
458 static HRESULT
shader_get_registers_used(IWineD3DBaseShader
*iface
, const struct wined3d_shader_frontend
*fe
,
459 struct shader_reg_maps
*reg_maps
, struct wined3d_shader_signature_element
*input_signature
,
460 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
462 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)iface
;
463 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
464 void *fe_data
= shader
->baseShader
.frontend_data
;
465 struct wined3d_shader_version shader_version
;
466 const DWORD
*ptr
= byte_code
;
468 memset(reg_maps
, 0, sizeof(*reg_maps
));
470 /* get_registers_used() is called on every compile on some 1.x shaders,
471 * which can result in stacking up a collection of local constants.
472 * Delete the old constants if existing. */
473 shader_delete_constant_list(&shader
->baseShader
.constantsF
);
474 shader_delete_constant_list(&shader
->baseShader
.constantsB
);
475 shader_delete_constant_list(&shader
->baseShader
.constantsI
);
477 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
478 reg_maps
->shader_version
= shader_version
;
480 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
481 sizeof(*reg_maps
->constf
) * ((constf_size
+ 31) / 32));
482 if (!reg_maps
->constf
)
484 ERR("Failed to allocate constant map memory.\n");
485 return E_OUTOFMEMORY
;
488 while (!fe
->shader_is_end(fe_data
, &ptr
))
490 struct wined3d_shader_instruction ins
;
496 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
497 if (comment
) continue;
500 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
502 /* Unhandled opcode, and its parameters. */
503 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
505 TRACE("Skipping unrecognized instruction.\n");
510 /* Handle declarations. */
511 if (ins
.handler_idx
== WINED3DSIH_DCL
)
513 struct wined3d_shader_semantic semantic
;
515 fe
->shader_read_semantic(&ptr
, &semantic
);
517 switch (semantic
.reg
.reg
.type
)
519 /* Mark input registers used. */
520 case WINED3DSPR_INPUT
:
521 reg_maps
->input_registers
|= 1 << semantic
.reg
.reg
.idx
;
522 shader_signature_from_semantic(&input_signature
[semantic
.reg
.reg
.idx
], &semantic
);
525 /* Vertex shader: mark 3.0 output registers used, save token. */
526 case WINED3DSPR_OUTPUT
:
527 reg_maps
->output_registers
|= 1 << semantic
.reg
.reg
.idx
;
528 shader_signature_from_semantic(&output_signature
[semantic
.reg
.reg
.idx
], &semantic
);
529 if (semantic
.usage
== WINED3DDECLUSAGE_FOG
) reg_maps
->fog
= 1;
532 /* Save sampler usage token. */
533 case WINED3DSPR_SAMPLER
:
534 reg_maps
->sampler_type
[semantic
.reg
.reg
.idx
] = semantic
.sampler_type
;
538 TRACE("Not recording DCL register type %#x.\n", semantic
.reg
.reg
.type
);
542 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
544 struct wined3d_shader_src_param rel_addr
;
545 struct wined3d_shader_dst_param dst
;
547 local_constant
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
548 if (!lconst
) return E_OUTOFMEMORY
;
550 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
551 lconst
->idx
= dst
.reg
.idx
;
553 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
556 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
557 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
559 float *value
= (float *)lconst
->value
;
560 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
561 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
562 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
563 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
564 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
565 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
566 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
567 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
570 list_add_head(&shader
->baseShader
.constantsF
, &lconst
->entry
);
572 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
574 struct wined3d_shader_src_param rel_addr
;
575 struct wined3d_shader_dst_param dst
;
577 local_constant
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
578 if (!lconst
) return E_OUTOFMEMORY
;
580 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
581 lconst
->idx
= dst
.reg
.idx
;
583 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
586 list_add_head(&shader
->baseShader
.constantsI
, &lconst
->entry
);
587 reg_maps
->local_int_consts
|= (1 << dst
.reg
.idx
);
589 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
591 struct wined3d_shader_src_param rel_addr
;
592 struct wined3d_shader_dst_param dst
;
594 local_constant
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
595 if (!lconst
) return E_OUTOFMEMORY
;
597 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
598 lconst
->idx
= dst
.reg
.idx
;
600 memcpy(lconst
->value
, ptr
, sizeof(DWORD
));
603 list_add_head(&shader
->baseShader
.constantsB
, &lconst
->entry
);
604 reg_maps
->local_bool_consts
|= (1 << dst
.reg
.idx
);
606 /* If there's a loop in the shader. */
607 else if (ins
.handler_idx
== WINED3DSIH_LOOP
608 || ins
.handler_idx
== WINED3DSIH_REP
)
610 struct wined3d_shader_src_param src
, rel_addr
;
612 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
614 /* Rep and Loop always use an integer constant for the control parameters. */
615 if (ins
.handler_idx
== WINED3DSIH_REP
)
617 reg_maps
->integer_constants
|= 1 << src
.reg
.idx
;
621 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
622 reg_maps
->integer_constants
|= 1 << src
.reg
.idx
;
626 if (cur_loop_depth
> max_loop_depth
) max_loop_depth
= cur_loop_depth
;
628 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
629 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
633 /* For subroutine prototypes. */
634 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
636 struct wined3d_shader_src_param src
, rel_addr
;
638 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
639 reg_maps
->labels
|= 1 << src
.reg
.idx
;
641 /* Set texture, address, temporary registers. */
644 BOOL color0_mov
= FALSE
;
647 /* This will loop over all the registers and try to
648 * make a bitmask of the ones we're interested in.
650 * Relative addressing tokens are ignored, but that's
651 * okay, since we'll catch any address registers when
652 * they are initialized (required by spec). */
653 for (i
= 0; i
< ins
.dst_count
; ++i
)
655 struct wined3d_shader_src_param dst_rel_addr
;
656 struct wined3d_shader_dst_param dst_param
;
658 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
, &dst_rel_addr
);
660 shader_record_register_usage(shader
, reg_maps
, &dst_param
.reg
, shader_version
.type
);
662 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
663 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
664 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
665 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
&& shader_version
.major
< 3)
667 UINT idx
= dst_param
.reg
.idx
;
669 switch (dst_param
.reg
.type
)
671 case WINED3DSPR_RASTOUT
:
675 reg_maps
->output_registers
|= 1 << 10;
676 shader_signature_from_usage(&output_signature
[10],
677 WINED3DDECLUSAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
681 reg_maps
->output_registers
|= 1 << 11;
682 shader_signature_from_usage(&output_signature
[11],
683 WINED3DDECLUSAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
687 reg_maps
->output_registers
|= 1 << 11;
688 shader_signature_from_usage(&output_signature
[11],
689 WINED3DDECLUSAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
694 case WINED3DSPR_ATTROUT
:
698 if (reg_maps
->output_registers
& (1 << idx
))
700 output_signature
[idx
].mask
|= dst_param
.write_mask
;
704 reg_maps
->output_registers
|= 1 << idx
;
705 shader_signature_from_usage(&output_signature
[idx
],
706 WINED3DDECLUSAGE_COLOR
, idx
- 8, idx
, dst_param
.write_mask
);
711 case WINED3DSPR_TEXCRDOUT
:
713 reg_maps
->texcoord_mask
[idx
] |= dst_param
.write_mask
;
714 if (reg_maps
->output_registers
& (1 << idx
))
716 output_signature
[idx
].mask
|= dst_param
.write_mask
;
720 reg_maps
->output_registers
|= 1 << idx
;
721 shader_signature_from_usage(&output_signature
[idx
],
722 WINED3DDECLUSAGE_TEXCOORD
, idx
, idx
, dst_param
.write_mask
);
731 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
733 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)shader
;
735 if (dst_param
.reg
.type
== WINED3DSPR_COLOROUT
&& !dst_param
.reg
.idx
)
737 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
738 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
739 * the mov and perform the sRGB write correction from the source register.
741 * However, if the mov is only partial, we can't do this, and if the write
742 * comes from an instruction other than MOV it is hard to do as well. If
743 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
745 ps
->color0_mov
= FALSE
;
746 if (ins
.handler_idx
== WINED3DSIH_MOV
747 && dst_param
.write_mask
== WINED3DSP_WRITEMASK_ALL
)
749 /* Used later when the source register is read. */
753 /* Also drop the MOV marker if the source register is overwritten prior to the shader
756 else if (dst_param
.reg
.type
== WINED3DSPR_TEMP
&& dst_param
.reg
.idx
== ps
->color0_reg
)
758 ps
->color0_mov
= FALSE
;
762 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
763 if (shader_version
.major
== 1
764 && (ins
.handler_idx
== WINED3DSIH_TEX
765 || ins
.handler_idx
== WINED3DSIH_TEXBEM
766 || ins
.handler_idx
== WINED3DSIH_TEXBEML
767 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
768 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
769 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
770 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
771 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
772 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
773 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
774 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
776 /* Fake sampler usage, only set reserved bit and type. */
777 DWORD sampler_code
= dst_param
.reg
.idx
;
779 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
780 reg_maps
->sampler_type
[sampler_code
] = WINED3DSTT_2D
;
782 /* texbem is only valid with < 1.4 pixel shaders */
783 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
784 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
786 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
787 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
789 reg_maps
->luminanceparams
|= 1 << dst_param
.reg
.idx
;
793 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
795 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
799 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
800 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
801 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
802 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
803 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
804 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
805 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
806 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
807 else if (ins
.handler_idx
== WINED3DSIH_RCP
) reg_maps
->usesrcp
= 1;
809 limit
= ins
.src_count
+ (ins
.predicate
? 1 : 0);
810 for (i
= 0; i
< limit
; ++i
)
812 struct wined3d_shader_src_param src_param
, src_rel_addr
;
815 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
816 count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
818 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
822 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
828 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*)shader
;
829 if (src_param
.reg
.type
== WINED3DSPR_TEMP
830 && src_param
.swizzle
== WINED3DSP_NOSWIZZLE
)
832 ps
->color0_mov
= TRUE
;
833 ps
->color0_reg
= src_param
.reg
.idx
;
839 reg_maps
->loop_depth
= max_loop_depth
;
841 shader
->baseShader
.functionLength
= ((const char *)ptr
- (const char *)byte_code
);
846 unsigned int shader_find_free_input_register(const struct shader_reg_maps
*reg_maps
, unsigned int max
)
848 DWORD map
= 1 << max
;
850 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
852 return wined3d_log2i(map
);
855 static void shader_dump_decl_usage(const struct wined3d_shader_semantic
*semantic
,
856 const struct wined3d_shader_version
*shader_version
)
860 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
862 switch (semantic
->sampler_type
)
864 case WINED3DSTT_2D
: TRACE("_2d"); break;
865 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
866 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
867 default: TRACE("_unknown_ttype(0x%08x)", semantic
->sampler_type
);
872 /* Pixel shaders 3.0 don't have usage semantics. */
873 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
) return;
876 switch (semantic
->usage
)
878 case WINED3DDECLUSAGE_POSITION
:
879 TRACE("position%u", semantic
->usage_idx
);
882 case WINED3DDECLUSAGE_BLENDINDICES
:
886 case WINED3DDECLUSAGE_BLENDWEIGHT
:
890 case WINED3DDECLUSAGE_NORMAL
:
891 TRACE("normal%u", semantic
->usage_idx
);
894 case WINED3DDECLUSAGE_PSIZE
:
898 case WINED3DDECLUSAGE_COLOR
:
899 if (!semantic
->usage_idx
) TRACE("color");
900 else TRACE("specular%u", (semantic
->usage_idx
- 1));
903 case WINED3DDECLUSAGE_TEXCOORD
:
904 TRACE("texture%u", semantic
->usage_idx
);
907 case WINED3DDECLUSAGE_TANGENT
:
911 case WINED3DDECLUSAGE_BINORMAL
:
915 case WINED3DDECLUSAGE_TESSFACTOR
:
919 case WINED3DDECLUSAGE_POSITIONT
:
920 TRACE("positionT%u", semantic
->usage_idx
);
923 case WINED3DDECLUSAGE_FOG
:
927 case WINED3DDECLUSAGE_DEPTH
:
931 case WINED3DDECLUSAGE_SAMPLE
:
936 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
941 static void shader_dump_register(const struct wined3d_shader_register
*reg
,
942 const struct wined3d_shader_version
*shader_version
)
944 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
945 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
946 UINT offset
= reg
->idx
;
950 case WINED3DSPR_TEMP
:
954 case WINED3DSPR_INPUT
:
958 case WINED3DSPR_CONST
:
959 case WINED3DSPR_CONST2
:
960 case WINED3DSPR_CONST3
:
961 case WINED3DSPR_CONST4
:
963 offset
= shader_get_float_offset(reg
->type
, reg
->idx
);
966 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
967 TRACE("%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
970 case WINED3DSPR_RASTOUT
:
971 TRACE("%s", rastout_reg_names
[reg
->idx
]);
974 case WINED3DSPR_COLOROUT
:
978 case WINED3DSPR_DEPTHOUT
:
982 case WINED3DSPR_ATTROUT
:
986 case WINED3DSPR_TEXCRDOUT
:
987 /* Vertex shaders >= 3.0 use general purpose output registers
988 * (WINED3DSPR_OUTPUT), which can include an address token. */
989 if (shader_version
->major
>= 3) TRACE("o");
993 case WINED3DSPR_CONSTINT
:
997 case WINED3DSPR_CONSTBOOL
:
1001 case WINED3DSPR_LABEL
:
1005 case WINED3DSPR_LOOP
:
1009 case WINED3DSPR_SAMPLER
:
1013 case WINED3DSPR_MISCTYPE
:
1014 if (reg
->idx
> 1) FIXME("Unhandled misctype register %u.\n", reg
->idx
);
1015 else TRACE("%s", misctype_reg_names
[reg
->idx
]);
1018 case WINED3DSPR_PREDICATE
:
1022 case WINED3DSPR_IMMCONST
:
1026 case WINED3DSPR_CONSTBUFFER
:
1030 case WINED3DSPR_NULL
:
1034 case WINED3DSPR_RESOURCE
:
1039 TRACE("unhandled_rtype(%#x)", reg
->type
);
1043 if (reg
->type
== WINED3DSPR_IMMCONST
)
1046 switch (reg
->immconst_type
)
1048 case WINED3D_IMMCONST_SCALAR
:
1049 TRACE("%.8e", *(const float *)reg
->immconst_data
);
1052 case WINED3D_IMMCONST_VEC4
:
1053 TRACE("%.8e, %.8e, %.8e, %.8e",
1054 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1055 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1059 TRACE("<unhandled immconst_type %#x>", reg
->immconst_type
);
1064 else if (reg
->type
!= WINED3DSPR_RASTOUT
1065 && reg
->type
!= WINED3DSPR_MISCTYPE
1066 && reg
->type
!= WINED3DSPR_NULL
)
1068 if (reg
->array_idx
!= ~0U)
1070 TRACE("%u[%u", offset
, reg
->array_idx
);
1074 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1083 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1086 TRACE("%u", offset
);
1087 if (reg
->rel_addr
) TRACE("]");
1092 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
1093 const struct wined3d_shader_version
*shader_version
)
1095 DWORD write_mask
= param
->write_mask
;
1097 shader_dump_register(¶m
->reg
, shader_version
);
1099 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1101 static const char *write_mask_chars
= "xyzw";
1104 if (write_mask
& WINED3DSP_WRITEMASK_0
) TRACE("%c", write_mask_chars
[0]);
1105 if (write_mask
& WINED3DSP_WRITEMASK_1
) TRACE("%c", write_mask_chars
[1]);
1106 if (write_mask
& WINED3DSP_WRITEMASK_2
) TRACE("%c", write_mask_chars
[2]);
1107 if (write_mask
& WINED3DSP_WRITEMASK_3
) TRACE("%c", write_mask_chars
[3]);
1111 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
1112 const struct wined3d_shader_version
*shader_version
)
1114 DWORD src_modifier
= param
->modifiers
;
1115 DWORD swizzle
= param
->swizzle
;
1117 if (src_modifier
== WINED3DSPSM_NEG
1118 || src_modifier
== WINED3DSPSM_BIASNEG
1119 || src_modifier
== WINED3DSPSM_SIGNNEG
1120 || src_modifier
== WINED3DSPSM_X2NEG
1121 || src_modifier
== WINED3DSPSM_ABSNEG
)
1123 else if (src_modifier
== WINED3DSPSM_COMP
)
1125 else if (src_modifier
== WINED3DSPSM_NOT
)
1128 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1131 shader_dump_register(¶m
->reg
, shader_version
);
1135 switch (src_modifier
)
1137 case WINED3DSPSM_NONE
: break;
1138 case WINED3DSPSM_NEG
: break;
1139 case WINED3DSPSM_NOT
: break;
1140 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
1141 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
1142 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
1143 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1144 case WINED3DSPSM_COMP
: break;
1145 case WINED3DSPSM_X2
: TRACE("_x2"); break;
1146 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
1147 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
1148 case WINED3DSPSM_DW
: TRACE("_dw"); break;
1149 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
1150 case WINED3DSPSM_ABS
: TRACE(")"); break;
1151 default: TRACE("_unknown_modifier(%#x)", src_modifier
);
1155 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1157 static const char *swizzle_chars
= "xyzw";
1158 DWORD swizzle_x
= swizzle
& 0x03;
1159 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1160 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1161 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1163 if (swizzle_x
== swizzle_y
1164 && swizzle_x
== swizzle_z
1165 && swizzle_x
== swizzle_w
)
1167 TRACE(".%c", swizzle_chars
[swizzle_x
]);
1171 TRACE(".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1172 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1177 /* Shared code in order to generate the bulk of the shader string.
1178 * NOTE: A description of how to parse tokens can be found on MSDN. */
1179 void shader_generate_main(IWineD3DBaseShader
*iface
, struct wined3d_shader_buffer
*buffer
,
1180 const shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1182 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)iface
;
1183 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1184 const struct wined3d_shader_frontend
*fe
= shader
->baseShader
.frontend
;
1185 void *fe_data
= shader
->baseShader
.frontend_data
;
1186 struct wined3d_shader_src_param dst_rel_addr
[2];
1187 struct wined3d_shader_src_param src_rel_addr
[4];
1188 struct wined3d_shader_dst_param dst_param
[2];
1189 struct wined3d_shader_src_param src_param
[4];
1190 struct wined3d_shader_version shader_version
;
1191 struct wined3d_shader_instruction ins
;
1192 struct wined3d_shader_context ctx
;
1193 const DWORD
*ptr
= byte_code
;
1196 /* Initialize current parsing state. */
1198 ctx
.gl_info
= &device
->adapter
->gl_info
;
1199 ctx
.reg_maps
= reg_maps
;
1200 ctx
.buffer
= buffer
;
1201 ctx
.backend_data
= backend_ctx
;
1204 ins
.dst
= dst_param
;
1205 ins
.src
= src_param
;
1206 shader
->baseShader
.parse_state
.current_row
= 0;
1208 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1210 while (!fe
->shader_is_end(fe_data
, &ptr
))
1212 const char *comment
;
1216 /* Skip comment tokens. */
1217 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1218 if (comment
) continue;
1221 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1223 /* Unknown opcode and its parameters. */
1224 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1226 TRACE("Skipping unrecognized instruction.\n");
1231 /* Nothing to do. */
1232 if (ins
.handler_idx
== WINED3DSIH_DCL
1233 || ins
.handler_idx
== WINED3DSIH_NOP
1234 || ins
.handler_idx
== WINED3DSIH_DEF
1235 || ins
.handler_idx
== WINED3DSIH_DEFI
1236 || ins
.handler_idx
== WINED3DSIH_DEFB
1237 || ins
.handler_idx
== WINED3DSIH_PHASE
)
1243 /* Destination tokens */
1244 for (i
= 0; i
< ins
.dst_count
; ++i
)
1246 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1249 /* Predication token */
1252 FIXME("Predicates not implemented.\n");
1253 ins
.predicate
= *ptr
++;
1256 /* Other source tokens */
1257 for (i
= 0; i
< ins
.src_count
; ++i
)
1259 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
[i
], &src_rel_addr
[i
]);
1262 /* Call appropriate function for output target */
1263 device
->shader_backend
->shader_handle_instruction(&ins
);
1267 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param
*dst
)
1269 DWORD mmask
= dst
->modifiers
;
1274 case 13: TRACE("_d8"); break;
1275 case 14: TRACE("_d4"); break;
1276 case 15: TRACE("_d2"); break;
1277 case 1: TRACE("_x2"); break;
1278 case 2: TRACE("_x4"); break;
1279 case 3: TRACE("_x8"); break;
1280 default: TRACE("_unhandled_shift(%d)", dst
->shift
); break;
1283 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
1284 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
1285 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
1287 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1288 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1291 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1293 struct wined3d_shader_version shader_version
;
1294 const DWORD
*ptr
= byte_code
;
1295 const char *type_prefix
;
1298 TRACE("Parsing %p.\n", byte_code
);
1300 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1302 switch (shader_version
.type
)
1304 case WINED3D_SHADER_TYPE_VERTEX
:
1308 case WINED3D_SHADER_TYPE_GEOMETRY
:
1312 case WINED3D_SHADER_TYPE_PIXEL
:
1317 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1318 type_prefix
= "unknown";
1322 TRACE("%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1324 while (!fe
->shader_is_end(fe_data
, &ptr
))
1326 struct wined3d_shader_instruction ins
;
1327 const char *comment
;
1332 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1335 if (comment_size
> 4 && *(const DWORD
*)comment
== WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1337 const char *end
= comment
+ comment_size
;
1338 const char *ptr
= comment
+ 4;
1339 const char *line
= ptr
;
1346 UINT len
= ptr
- line
;
1347 if (len
&& *(ptr
- 1) == '\r') --len
;
1348 TRACE("// %s\n", debugstr_an(line
, len
));
1353 if (line
!= ptr
) TRACE("// %s\n", debugstr_an(line
, ptr
- line
));
1355 else TRACE("// %s\n", debugstr_an(comment
, comment_size
));
1359 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1360 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1362 TRACE("Skipping unrecognized instruction.\n");
1367 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1369 struct wined3d_shader_semantic semantic
;
1371 fe
->shader_read_semantic(&ptr
, &semantic
);
1373 shader_dump_decl_usage(&semantic
, &shader_version
);
1374 shader_dump_ins_modifiers(&semantic
.reg
);
1376 shader_dump_dst_param(&semantic
.reg
, &shader_version
);
1378 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1380 struct wined3d_shader_src_param rel_addr
;
1381 struct wined3d_shader_dst_param dst
;
1383 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1385 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst
.reg
.type
, dst
.reg
.idx
),
1386 *(const float *)(ptr
),
1387 *(const float *)(ptr
+ 1),
1388 *(const float *)(ptr
+ 2),
1389 *(const float *)(ptr
+ 3));
1392 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1394 struct wined3d_shader_src_param rel_addr
;
1395 struct wined3d_shader_dst_param dst
;
1397 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1399 TRACE("defi i%u = %d, %d, %d, %d", dst
.reg
.idx
,
1406 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1408 struct wined3d_shader_src_param rel_addr
;
1409 struct wined3d_shader_dst_param dst
;
1411 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1413 TRACE("defb b%u = %s", dst
.reg
.idx
, *ptr
? "true" : "false");
1418 struct wined3d_shader_src_param dst_rel_addr
[2];
1419 struct wined3d_shader_src_param src_rel_addr
;
1420 struct wined3d_shader_dst_param dst_param
[2];
1421 struct wined3d_shader_src_param src_param
;
1423 for (i
= 0; i
< ins
.dst_count
; ++i
)
1425 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1428 /* Print out predication source token first - it follows
1429 * the destination token. */
1432 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1434 shader_dump_src_param(&src_param
, &shader_version
);
1438 /* PixWin marks instructions with the coissue flag with a '+' */
1439 if (ins
.coissue
) TRACE("+");
1441 TRACE("%s", shader_opcode_names
[ins
.handler_idx
]);
1443 if (ins
.handler_idx
== WINED3DSIH_IFC
1444 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
1448 case COMPARISON_GT
: TRACE("_gt"); break;
1449 case COMPARISON_EQ
: TRACE("_eq"); break;
1450 case COMPARISON_GE
: TRACE("_ge"); break;
1451 case COMPARISON_LT
: TRACE("_lt"); break;
1452 case COMPARISON_NE
: TRACE("_ne"); break;
1453 case COMPARISON_LE
: TRACE("_le"); break;
1454 default: TRACE("_(%u)", ins
.flags
);
1457 else if (ins
.handler_idx
== WINED3DSIH_TEX
1458 && shader_version
.major
>= 2
1459 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
1464 /* We already read the destination tokens, print them. */
1465 for (i
= 0; i
< ins
.dst_count
; ++i
)
1467 shader_dump_ins_modifiers(&dst_param
[i
]);
1468 TRACE(!i
? " " : ", ");
1469 shader_dump_dst_param(&dst_param
[i
], &shader_version
);
1472 /* Other source tokens */
1473 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
1475 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1476 TRACE(!i
? " " : ", ");
1477 shader_dump_src_param(&src_param
, &shader_version
);
1484 static void shader_cleanup(IWineD3DBaseShader
*iface
)
1486 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)iface
;
1488 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->shader_backend
->shader_destroy(iface
);
1489 HeapFree(GetProcessHeap(), 0, shader
->baseShader
.reg_maps
.constf
);
1490 HeapFree(GetProcessHeap(), 0, shader
->baseShader
.function
);
1491 shader_delete_constant_list(&shader
->baseShader
.constantsF
);
1492 shader_delete_constant_list(&shader
->baseShader
.constantsB
);
1493 shader_delete_constant_list(&shader
->baseShader
.constantsI
);
1494 list_remove(&shader
->baseShader
.shader_list_entry
);
1496 if (shader
->baseShader
.frontend
&& shader
->baseShader
.frontend_data
)
1498 shader
->baseShader
.frontend
->shader_free(shader
->baseShader
.frontend_data
);
1502 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
1503 static void shader_none_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
) {}
1504 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
, const SIZE
*ds_mask_size
) {}
1505 static void shader_none_deselect_depth_blt(IWineD3DDevice
*iface
) {}
1506 static void shader_none_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1507 static void shader_none_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1508 static void shader_none_load_constants(const struct wined3d_context
*context
, char usePS
, char useVS
) {}
1509 static void shader_none_load_np2fixup_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1510 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1511 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1512 static void shader_none_free(IWineD3DDevice
*iface
) {}
1513 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1515 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
1517 /* Set the shader caps to 0 for the none shader backend */
1518 caps
->VertexShaderVersion
= 0;
1519 caps
->MaxVertexShaderConst
= 0;
1520 caps
->PixelShaderVersion
= 0;
1521 caps
->PixelShader1xMaxValue
= 0.0f
;
1522 caps
->MaxPixelShaderConst
= 0;
1523 caps
->VSClipping
= FALSE
;
1526 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1528 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1530 TRACE("Checking support for fixup:\n");
1531 dump_color_fixup_desc(fixup
);
1534 /* Faked to make some apps happy. */
1535 if (!is_complex_fixup(fixup
))
1541 TRACE("[FAILED]\n");
1545 const shader_backend_t none_shader_backend
= {
1546 shader_none_handle_instruction
,
1548 shader_none_select_depth_blt
,
1549 shader_none_deselect_depth_blt
,
1550 shader_none_update_float_vertex_constants
,
1551 shader_none_update_float_pixel_constants
,
1552 shader_none_load_constants
,
1553 shader_none_load_np2fixup_constants
,
1554 shader_none_destroy
,
1557 shader_none_dirty_const
,
1558 shader_none_get_caps
,
1559 shader_none_color_fixup_supported
,
1562 static HRESULT
shader_get_function(IWineD3DBaseShaderImpl
*shader
, void *data
, UINT
*data_size
)
1566 *data_size
= shader
->baseShader
.functionLength
;
1570 if (*data_size
< shader
->baseShader
.functionLength
)
1572 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1573 * than the required size we should write the required size and
1574 * return D3DERR_MOREDATA. That's not actually true. */
1575 return WINED3DERR_INVALIDCALL
;
1578 memcpy(data
, shader
->baseShader
.function
, shader
->baseShader
.functionLength
);
1583 static HRESULT
shader_set_function(IWineD3DBaseShaderImpl
*shader
, const DWORD
*byte_code
,
1584 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
)
1586 struct shader_reg_maps
*reg_maps
= &shader
->baseShader
.reg_maps
;
1587 const struct wined3d_shader_frontend
*fe
;
1590 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1591 shader
, byte_code
, output_signature
, float_const_count
);
1593 fe
= shader_select_frontend(*byte_code
);
1596 FIXME("Unable to find frontend for shader.\n");
1597 return WINED3DERR_INVALIDCALL
;
1599 shader
->baseShader
.frontend
= fe
;
1600 shader
->baseShader
.frontend_data
= fe
->shader_init(byte_code
, output_signature
);
1601 if (!shader
->baseShader
.frontend_data
)
1603 FIXME("Failed to initialize frontend.\n");
1604 return WINED3DERR_INVALIDCALL
;
1607 /* First pass: trace shader. */
1608 if (TRACE_ON(d3d_shader
)) shader_trace_init(fe
, shader
->baseShader
.frontend_data
, byte_code
);
1610 /* Initialize immediate constant lists. */
1611 list_init(&shader
->baseShader
.constantsF
);
1612 list_init(&shader
->baseShader
.constantsB
);
1613 list_init(&shader
->baseShader
.constantsI
);
1615 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1616 hr
= shader_get_registers_used((IWineD3DBaseShader
*)shader
, fe
,
1617 reg_maps
, shader
->baseShader
.input_signature
, shader
->baseShader
.output_signature
,
1618 byte_code
, float_const_count
);
1619 if (FAILED(hr
)) return hr
;
1621 shader
->baseShader
.function
= HeapAlloc(GetProcessHeap(), 0, shader
->baseShader
.functionLength
);
1622 if (!shader
->baseShader
.function
) return E_OUTOFMEMORY
;
1623 memcpy(shader
->baseShader
.function
, byte_code
, shader
->baseShader
.functionLength
);
1628 static HRESULT STDMETHODCALLTYPE
vertexshader_QueryInterface(IWineD3DVertexShader
*iface
, REFIID riid
, void **object
)
1630 TRACE("iface %p, riid %s, object %p.\n", iface
, debugstr_guid(riid
), object
);
1632 if (IsEqualGUID(riid
, &IID_IWineD3DVertexShader
)
1633 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1634 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1635 || IsEqualGUID(riid
, &IID_IUnknown
))
1637 IUnknown_AddRef(iface
);
1642 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
1645 return E_NOINTERFACE
;
1648 static ULONG STDMETHODCALLTYPE
vertexshader_AddRef(IWineD3DVertexShader
*iface
)
1650 IWineD3DVertexShaderImpl
*shader
= (IWineD3DVertexShaderImpl
*)iface
;
1651 ULONG refcount
= InterlockedIncrement(&shader
->baseShader
.ref
);
1653 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1658 /* Do not call while under the GL lock. */
1659 static ULONG STDMETHODCALLTYPE
vertexshader_Release(IWineD3DVertexShader
*iface
)
1661 IWineD3DVertexShaderImpl
*shader
= (IWineD3DVertexShaderImpl
*)iface
;
1662 ULONG refcount
= InterlockedDecrement(&shader
->baseShader
.ref
);
1664 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1668 shader_cleanup((IWineD3DBaseShader
*)iface
);
1669 shader
->baseShader
.parent_ops
->wined3d_object_destroyed(shader
->baseShader
.parent
);
1670 HeapFree(GetProcessHeap(), 0, shader
);
1676 static void * STDMETHODCALLTYPE
vertexshader_GetParent(IWineD3DVertexShader
*iface
)
1678 TRACE("iface %p.\n", iface
);
1680 return ((IWineD3DBaseShaderImpl
*)iface
)->baseShader
.parent
;
1683 static HRESULT STDMETHODCALLTYPE
vertexshader_GetFunction(IWineD3DVertexShader
*iface
, void *data
, UINT
*data_size
)
1685 TRACE("iface %p, data %p, data_size %p.\n", iface
, data
, data_size
);
1687 return shader_get_function((IWineD3DBaseShaderImpl
*)iface
, data
, data_size
);
1690 /* Set local constants for d3d8 shaders. */
1691 static HRESULT STDMETHODCALLTYPE
vertexshader_SetLocalConstantsF(IWineD3DVertexShader
*iface
,
1692 UINT start_idx
, const float *src_data
, UINT count
)
1694 IWineD3DVertexShaderImpl
*shader
=(IWineD3DVertexShaderImpl
*)iface
;
1695 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1698 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface
, start_idx
, src_data
, count
);
1700 end_idx
= start_idx
+ count
;
1701 if (end_idx
> device
->d3d_vshader_constantF
)
1703 WARN("end_idx %u > float constants limit %u.\n", end_idx
, device
->d3d_vshader_constantF
);
1704 end_idx
= device
->d3d_vshader_constantF
;
1707 for (i
= start_idx
; i
< end_idx
; ++i
)
1709 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
1710 if (!lconst
) return E_OUTOFMEMORY
;
1713 memcpy(lconst
->value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
1714 list_add_head(&shader
->baseShader
.constantsF
, &lconst
->entry
);
1720 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
=
1722 /* IUnknown methods */
1723 vertexshader_QueryInterface
,
1724 vertexshader_AddRef
,
1725 vertexshader_Release
,
1726 /* IWineD3DBase methods */
1727 vertexshader_GetParent
,
1728 /* IWineD3DBaseShader methods */
1729 vertexshader_GetFunction
,
1730 /* IWineD3DVertexShader methods */
1731 vertexshader_SetLocalConstantsF
,
1734 void find_vs_compile_args(const struct wined3d_state
*state
,
1735 IWineD3DVertexShaderImpl
*shader
, struct vs_compile_args
*args
)
1737 args
->fog_src
= state
->render_states
[WINED3DRS_FOGTABLEMODE
]
1738 == WINED3DFOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
1739 args
->clip_enabled
= state
->render_states
[WINED3DRS_CLIPPING
]
1740 && state
->render_states
[WINED3DRS_CLIPPLANEENABLE
];
1741 args
->swizzle_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.swizzle_map
;
1744 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
1746 if (usage_idx1
!= usage_idx2
) return FALSE
;
1747 if (usage1
== usage2
) return TRUE
;
1748 if (usage1
== WINED3DDECLUSAGE_POSITION
&& usage2
== WINED3DDECLUSAGE_POSITIONT
) return TRUE
;
1749 if (usage2
== WINED3DDECLUSAGE_POSITION
&& usage1
== WINED3DDECLUSAGE_POSITIONT
) return TRUE
;
1754 BOOL
vshader_get_input(struct IWineD3DVertexShaderImpl
*shader
,
1755 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
1757 WORD map
= shader
->baseShader
.reg_maps
.input_registers
;
1760 for (i
= 0; map
; map
>>= 1, ++i
)
1762 if (!(map
& 1)) continue;
1764 if (match_usage(shader
->attributes
[i
].usage
,
1765 shader
->attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
1774 static void vertexshader_set_limits(IWineD3DVertexShaderImpl
*shader
)
1776 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->baseShader
.reg_maps
.shader_version
.major
,
1777 shader
->baseShader
.reg_maps
.shader_version
.minor
);
1778 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1780 shader
->baseShader
.limits
.texcoord
= 0;
1781 shader
->baseShader
.limits
.attributes
= 16;
1782 shader
->baseShader
.limits
.packed_input
= 0;
1784 switch (shader_version
)
1786 case WINED3D_SHADER_VERSION(1, 0):
1787 case WINED3D_SHADER_VERSION(1, 1):
1788 shader
->baseShader
.limits
.temporary
= 12;
1789 shader
->baseShader
.limits
.constant_bool
= 0;
1790 shader
->baseShader
.limits
.constant_int
= 0;
1791 shader
->baseShader
.limits
.address
= 1;
1792 shader
->baseShader
.limits
.packed_output
= 12;
1793 shader
->baseShader
.limits
.sampler
= 0;
1794 shader
->baseShader
.limits
.label
= 0;
1795 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1796 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1798 shader
->baseShader
.limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1801 case WINED3D_SHADER_VERSION(2, 0):
1802 case WINED3D_SHADER_VERSION(2, 1):
1803 shader
->baseShader
.limits
.temporary
= 12;
1804 shader
->baseShader
.limits
.constant_bool
= 16;
1805 shader
->baseShader
.limits
.constant_int
= 16;
1806 shader
->baseShader
.limits
.address
= 1;
1807 shader
->baseShader
.limits
.packed_output
= 12;
1808 shader
->baseShader
.limits
.sampler
= 0;
1809 shader
->baseShader
.limits
.label
= 16;
1810 shader
->baseShader
.limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1813 case WINED3D_SHADER_VERSION(4, 0):
1814 FIXME("Using 3.0 limits for 4.0 shader.\n");
1817 case WINED3D_SHADER_VERSION(3, 0):
1818 shader
->baseShader
.limits
.temporary
= 32;
1819 shader
->baseShader
.limits
.constant_bool
= 32;
1820 shader
->baseShader
.limits
.constant_int
= 32;
1821 shader
->baseShader
.limits
.address
= 1;
1822 shader
->baseShader
.limits
.packed_output
= 12;
1823 shader
->baseShader
.limits
.sampler
= 4;
1824 shader
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
1825 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1826 * even though they are capable of supporting much more (GL
1827 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1828 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1829 * shaders to 256. */
1830 shader
->baseShader
.limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1834 shader
->baseShader
.limits
.temporary
= 12;
1835 shader
->baseShader
.limits
.constant_bool
= 16;
1836 shader
->baseShader
.limits
.constant_int
= 16;
1837 shader
->baseShader
.limits
.address
= 1;
1838 shader
->baseShader
.limits
.packed_output
= 12;
1839 shader
->baseShader
.limits
.sampler
= 0;
1840 shader
->baseShader
.limits
.label
= 16;
1841 shader
->baseShader
.limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1842 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1843 shader
->baseShader
.reg_maps
.shader_version
.major
,
1844 shader
->baseShader
.reg_maps
.shader_version
.minor
);
1848 HRESULT
vertexshader_init(IWineD3DVertexShaderImpl
*shader
, IWineD3DDeviceImpl
*device
,
1849 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1850 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1852 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1853 struct shader_reg_maps
*reg_maps
= &shader
->baseShader
.reg_maps
;
1858 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
1860 shader
->lpVtbl
= &IWineD3DVertexShader_Vtbl
;
1861 shader_init(&shader
->baseShader
, device
, parent
, parent_ops
);
1863 hr
= shader_set_function((IWineD3DBaseShaderImpl
*)shader
, byte_code
,
1864 output_signature
, device
->d3d_vshader_constantF
);
1867 WARN("Failed to set function, hr %#x.\n", hr
);
1868 shader_cleanup((IWineD3DBaseShader
*)shader
);
1872 map
= shader
->baseShader
.reg_maps
.input_registers
;
1873 for (i
= 0; map
; map
>>= 1, ++i
)
1875 if (!(map
& 1) || !shader
->baseShader
.input_signature
[i
].semantic_name
) continue;
1877 shader
->attributes
[i
].usage
=
1878 shader_usage_from_semantic_name(shader
->baseShader
.input_signature
[i
].semantic_name
);
1879 shader
->attributes
[i
].usage_idx
= shader
->baseShader
.input_signature
[i
].semantic_idx
;
1882 if (output_signature
)
1884 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1886 struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1887 reg_maps
->output_registers
|= 1 << e
->register_idx
;
1888 shader
->baseShader
.output_signature
[e
->register_idx
] = *e
;
1892 vertexshader_set_limits(shader
);
1894 if (device
->vs_selected_mode
== SHADER_ARB
1895 && (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
1896 && shader
->min_rel_offset
<= shader
->max_rel_offset
)
1898 if (shader
->max_rel_offset
- shader
->min_rel_offset
> 127)
1900 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1901 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1902 FIXME("Min: %d, Max: %d.\n", shader
->min_rel_offset
, shader
->max_rel_offset
);
1904 else if (shader
->max_rel_offset
- shader
->min_rel_offset
> 63)
1906 shader
->rel_offset
= shader
->min_rel_offset
+ 63;
1908 else if (shader
->max_rel_offset
> 63)
1910 shader
->rel_offset
= shader
->min_rel_offset
;
1914 shader
->rel_offset
= 0;
1918 shader
->baseShader
.load_local_constsF
= shader
->baseShader
.reg_maps
.usesrelconstF
1919 && !list_empty(&shader
->baseShader
.constantsF
);
1924 static HRESULT STDMETHODCALLTYPE
geometryshader_QueryInterface(IWineD3DGeometryShader
*iface
,
1925 REFIID riid
, void **object
)
1927 TRACE("iface %p, riid %s, object %p.\n", iface
, debugstr_guid(riid
), object
);
1929 if (IsEqualGUID(riid
, &IID_IWineD3DGeometryShader
)
1930 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1931 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1932 || IsEqualGUID(riid
, &IID_IUnknown
))
1934 IUnknown_AddRef(iface
);
1939 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
1942 return E_NOINTERFACE
;
1945 static ULONG STDMETHODCALLTYPE
geometryshader_AddRef(IWineD3DGeometryShader
*iface
)
1947 struct wined3d_geometryshader
*shader
= (struct wined3d_geometryshader
*)iface
;
1948 ULONG refcount
= InterlockedIncrement(&shader
->base_shader
.ref
);
1950 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1955 /* Do not call while under the GL lock. */
1956 static ULONG STDMETHODCALLTYPE
geometryshader_Release(IWineD3DGeometryShader
*iface
)
1958 struct wined3d_geometryshader
*shader
= (struct wined3d_geometryshader
*)iface
;
1959 ULONG refcount
= InterlockedDecrement(&shader
->base_shader
.ref
);
1961 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1965 shader_cleanup((IWineD3DBaseShader
*)iface
);
1966 shader
->base_shader
.parent_ops
->wined3d_object_destroyed(shader
->base_shader
.parent
);
1967 HeapFree(GetProcessHeap(), 0, shader
);
1973 static void * STDMETHODCALLTYPE
geometryshader_GetParent(IWineD3DGeometryShader
*iface
)
1975 TRACE("iface %p.\n", iface
);
1977 return ((IWineD3DBaseShaderImpl
*)iface
)->baseShader
.parent
;
1980 static HRESULT STDMETHODCALLTYPE
geometryshader_GetFunction(IWineD3DGeometryShader
*iface
, void *data
, UINT
*data_size
)
1982 TRACE("iface %p, data %p, data_size %p.\n", iface
, data
, data_size
);
1984 return shader_get_function((IWineD3DBaseShaderImpl
*)iface
, data
, data_size
);
1987 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl
=
1989 /* IUnknown methods */
1990 geometryshader_QueryInterface
,
1991 geometryshader_AddRef
,
1992 geometryshader_Release
,
1993 /* IWineD3DBase methods */
1994 geometryshader_GetParent
,
1995 /* IWineD3DBaseShader methods */
1996 geometryshader_GetFunction
,
1999 HRESULT
geometryshader_init(struct wined3d_geometryshader
*shader
, IWineD3DDeviceImpl
*device
,
2000 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2001 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2005 shader
->vtbl
= &wined3d_geometryshader_vtbl
;
2006 shader_init(&shader
->base_shader
, device
, parent
, parent_ops
);
2008 hr
= shader_set_function((IWineD3DBaseShaderImpl
*)shader
, byte_code
, output_signature
, 0);
2011 WARN("Failed to set function, hr %#x.\n", hr
);
2012 shader_cleanup((IWineD3DBaseShader
*)shader
);
2016 shader
->base_shader
.load_local_constsF
= FALSE
;
2021 static HRESULT STDMETHODCALLTYPE
pixelshader_QueryInterface(IWineD3DPixelShader
*iface
, REFIID riid
, void **object
)
2023 TRACE("iface %p, riid %s, object %p.\n", iface
, debugstr_guid(riid
), object
);
2025 if (IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)
2026 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
2027 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
2028 || IsEqualGUID(riid
, &IID_IUnknown
))
2030 IUnknown_AddRef(iface
);
2035 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
2038 return E_NOINTERFACE
;
2041 static ULONG STDMETHODCALLTYPE
pixelshader_AddRef(IWineD3DPixelShader
*iface
)
2043 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)iface
;
2044 ULONG refcount
= InterlockedIncrement(&shader
->baseShader
.ref
);
2046 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
2051 /* Do not call while under the GL lock. */
2052 static ULONG STDMETHODCALLTYPE
pixelshader_Release(IWineD3DPixelShader
*iface
)
2054 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)iface
;
2055 ULONG refcount
= InterlockedDecrement(&shader
->baseShader
.ref
);
2057 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
2061 shader_cleanup((IWineD3DBaseShader
*)iface
);
2062 shader
->baseShader
.parent_ops
->wined3d_object_destroyed(shader
->baseShader
.parent
);
2063 HeapFree(GetProcessHeap(), 0, shader
);
2069 static void * STDMETHODCALLTYPE
pixelshader_GetParent(IWineD3DPixelShader
*iface
)
2071 TRACE("iface %p.\n", iface
);
2073 return ((IWineD3DBaseShaderImpl
*)iface
)->baseShader
.parent
;
2076 static HRESULT STDMETHODCALLTYPE
pixelshader_GetFunction(IWineD3DPixelShader
*iface
, void *data
, UINT
*data_size
)
2078 TRACE("iface %p, data %p, data_size %p.\n", iface
, data
, data_size
);
2080 return shader_get_function((IWineD3DBaseShaderImpl
*)iface
, data
, data_size
);
2083 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
=
2085 /* IUnknown methods */
2086 pixelshader_QueryInterface
,
2088 pixelshader_Release
,
2089 /* IWineD3DBase methods */
2090 pixelshader_GetParent
,
2091 /* IWineD3DBaseShader methods */
2092 pixelshader_GetFunction
2095 void find_ps_compile_args(const struct wined3d_state
*state
,
2096 IWineD3DPixelShaderImpl
*shader
, struct ps_compile_args
*args
)
2098 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2099 IWineD3DBaseTextureImpl
*texture
;
2102 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
2103 if (state
->render_states
[WINED3DRS_SRGBWRITEENABLE
])
2105 IWineD3DSurfaceImpl
*rt
= device
->render_targets
[0];
2106 if(rt
->resource
.format
->Flags
& WINED3DFMT_FLAG_SRGB_WRITE
) args
->srgb_correction
= 1;
2109 if (shader
->baseShader
.reg_maps
.shader_version
.major
== 1
2110 && shader
->baseShader
.reg_maps
.shader_version
.minor
<= 3)
2112 for (i
= 0; i
< 4; ++i
)
2114 DWORD flags
= state
->texture_states
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2115 DWORD tex_transform
= flags
& ~WINED3DTTFF_PROJECTED
;
2116 if (flags
& WINED3DTTFF_PROJECTED
)
2117 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
2118 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2122 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2124 if (!shader
->baseShader
.reg_maps
.sampler_type
[i
]) continue;
2125 texture
= state
->textures
[i
];
2128 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
2131 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
2133 if (texture
->resource
.format
->Flags
& WINED3DFMT_FLAG_SHADOW
)
2134 args
->shadow
|= 1 << i
;
2136 /* Flag samplers that need NP2 texcoord fixup. */
2137 if (!texture
->baseTexture
.pow2Matrix_identity
)
2139 args
->np2_fixup
|= (1 << i
);
2142 if (shader
->baseShader
.reg_maps
.shader_version
.major
>= 3)
2144 if (device
->strided_streams
.position_transformed
)
2146 args
->vp_mode
= pretransformed
;
2148 else if (use_vs(state
))
2150 args
->vp_mode
= vertexshader
;
2154 args
->vp_mode
= fixedfunction
;
2156 args
->fog
= FOG_OFF
;
2160 args
->vp_mode
= vertexshader
;
2161 if (state
->render_states
[WINED3DRS_FOGENABLE
])
2163 switch (state
->render_states
[WINED3DRS_FOGTABLEMODE
])
2165 case WINED3DFOG_NONE
:
2166 if (device
->strided_streams
.position_transformed
|| use_vs(state
))
2168 args
->fog
= FOG_LINEAR
;
2172 switch (state
->render_states
[WINED3DRS_FOGVERTEXMODE
])
2174 case WINED3DFOG_NONE
: /* Fall through. */
2175 case WINED3DFOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2176 case WINED3DFOG_EXP
: args
->fog
= FOG_EXP
; break;
2177 case WINED3DFOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2181 case WINED3DFOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2182 case WINED3DFOG_EXP
: args
->fog
= FOG_EXP
; break;
2183 case WINED3DFOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2188 args
->fog
= FOG_OFF
;
2193 static void pixelshader_set_limits(IWineD3DPixelShaderImpl
*shader
)
2195 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->baseShader
.reg_maps
.shader_version
.major
,
2196 shader
->baseShader
.reg_maps
.shader_version
.minor
);
2198 shader
->baseShader
.limits
.attributes
= 0;
2199 shader
->baseShader
.limits
.address
= 0;
2200 shader
->baseShader
.limits
.packed_output
= 0;
2202 switch (shader_version
)
2204 case WINED3D_SHADER_VERSION(1, 0):
2205 case WINED3D_SHADER_VERSION(1, 1):
2206 case WINED3D_SHADER_VERSION(1, 2):
2207 case WINED3D_SHADER_VERSION(1, 3):
2208 shader
->baseShader
.limits
.temporary
= 2;
2209 shader
->baseShader
.limits
.constant_float
= 8;
2210 shader
->baseShader
.limits
.constant_int
= 0;
2211 shader
->baseShader
.limits
.constant_bool
= 0;
2212 shader
->baseShader
.limits
.texcoord
= 4;
2213 shader
->baseShader
.limits
.sampler
= 4;
2214 shader
->baseShader
.limits
.packed_input
= 0;
2215 shader
->baseShader
.limits
.label
= 0;
2218 case WINED3D_SHADER_VERSION(1, 4):
2219 shader
->baseShader
.limits
.temporary
= 6;
2220 shader
->baseShader
.limits
.constant_float
= 8;
2221 shader
->baseShader
.limits
.constant_int
= 0;
2222 shader
->baseShader
.limits
.constant_bool
= 0;
2223 shader
->baseShader
.limits
.texcoord
= 6;
2224 shader
->baseShader
.limits
.sampler
= 6;
2225 shader
->baseShader
.limits
.packed_input
= 0;
2226 shader
->baseShader
.limits
.label
= 0;
2229 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2230 case WINED3D_SHADER_VERSION(2, 0):
2231 shader
->baseShader
.limits
.temporary
= 32;
2232 shader
->baseShader
.limits
.constant_float
= 32;
2233 shader
->baseShader
.limits
.constant_int
= 16;
2234 shader
->baseShader
.limits
.constant_bool
= 16;
2235 shader
->baseShader
.limits
.texcoord
= 8;
2236 shader
->baseShader
.limits
.sampler
= 16;
2237 shader
->baseShader
.limits
.packed_input
= 0;
2240 case WINED3D_SHADER_VERSION(2, 1):
2241 shader
->baseShader
.limits
.temporary
= 32;
2242 shader
->baseShader
.limits
.constant_float
= 32;
2243 shader
->baseShader
.limits
.constant_int
= 16;
2244 shader
->baseShader
.limits
.constant_bool
= 16;
2245 shader
->baseShader
.limits
.texcoord
= 8;
2246 shader
->baseShader
.limits
.sampler
= 16;
2247 shader
->baseShader
.limits
.packed_input
= 0;
2248 shader
->baseShader
.limits
.label
= 16;
2251 case WINED3D_SHADER_VERSION(4, 0):
2252 FIXME("Using 3.0 limits for 4.0 shader.\n");
2255 case WINED3D_SHADER_VERSION(3, 0):
2256 shader
->baseShader
.limits
.temporary
= 32;
2257 shader
->baseShader
.limits
.constant_float
= 224;
2258 shader
->baseShader
.limits
.constant_int
= 16;
2259 shader
->baseShader
.limits
.constant_bool
= 16;
2260 shader
->baseShader
.limits
.texcoord
= 0;
2261 shader
->baseShader
.limits
.sampler
= 16;
2262 shader
->baseShader
.limits
.packed_input
= 12;
2263 shader
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
2267 shader
->baseShader
.limits
.temporary
= 32;
2268 shader
->baseShader
.limits
.constant_float
= 32;
2269 shader
->baseShader
.limits
.constant_int
= 16;
2270 shader
->baseShader
.limits
.constant_bool
= 16;
2271 shader
->baseShader
.limits
.texcoord
= 8;
2272 shader
->baseShader
.limits
.sampler
= 16;
2273 shader
->baseShader
.limits
.packed_input
= 0;
2274 shader
->baseShader
.limits
.label
= 0;
2275 FIXME("Unrecognized pixel shader version %u.%u\n",
2276 shader
->baseShader
.reg_maps
.shader_version
.major
,
2277 shader
->baseShader
.reg_maps
.shader_version
.minor
);
2281 HRESULT
pixelshader_init(IWineD3DPixelShaderImpl
*shader
, IWineD3DDeviceImpl
*device
,
2282 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2283 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
2285 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2286 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2289 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
2291 shader
->lpVtbl
= &IWineD3DPixelShader_Vtbl
;
2292 shader_init(&shader
->baseShader
, device
, parent
, parent_ops
);
2294 hr
= shader_set_function((IWineD3DBaseShaderImpl
*)shader
, byte_code
,
2295 output_signature
, device
->d3d_pshader_constantF
);
2298 WARN("Failed to set function, hr %#x.\n", hr
);
2299 shader_cleanup((IWineD3DBaseShader
*)shader
);
2303 pixelshader_set_limits(shader
);
2305 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2307 if (shader
->input_reg_used
[i
])
2310 highest_reg_used
= i
;
2314 /* Don't do any register mapping magic if it is not needed, or if we can't
2315 * achieve anything anyway */
2316 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2317 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2319 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2321 /* This happens with relative addressing. The input mapper function
2322 * warns about this if the higher registers are declared too, so
2323 * don't write a FIXME here */
2324 WARN("More varying registers used than supported\n");
2327 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2329 shader
->input_reg_map
[i
] = i
;
2332 shader
->declared_in_count
= highest_reg_used
+ 1;
2336 shader
->declared_in_count
= 0;
2337 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2339 if (shader
->input_reg_used
[i
]) shader
->input_reg_map
[i
] = shader
->declared_in_count
++;
2340 else shader
->input_reg_map
[i
] = ~0U;
2344 shader
->baseShader
.load_local_constsF
= FALSE
;
2349 void pixelshader_update_samplers(struct shader_reg_maps
*reg_maps
, IWineD3DBaseTexture
* const *textures
)
2351 WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
= reg_maps
->sampler_type
;
2354 if (reg_maps
->shader_version
.major
!= 1) return;
2356 for (i
= 0; i
< max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
); ++i
)
2358 /* We don't sample from this sampler. */
2359 if (!sampler_type
[i
]) continue;
2363 WARN("No texture bound to sampler %u, using 2D.\n", i
);
2364 sampler_type
[i
] = WINED3DSTT_2D
;
2368 switch (((IWineD3DBaseTextureImpl
*)textures
[i
])->baseTexture
.target
)
2370 case GL_TEXTURE_RECTANGLE_ARB
:
2372 /* We have to select between texture rectangles and 2D
2373 * textures later because 2.0 and 3.0 shaders only have
2374 * WINED3DSTT_2D as well. */
2375 sampler_type
[i
] = WINED3DSTT_2D
;
2379 sampler_type
[i
] = WINED3DSTT_VOLUME
;
2382 case GL_TEXTURE_CUBE_MAP_ARB
:
2383 sampler_type
[i
] = WINED3DSTT_CUBE
;
2387 FIXME("Unrecognized texture type %#x, using 2D.\n",
2388 ((IWineD3DBaseTextureImpl
*)textures
[i
])->baseTexture
.target
);
2389 sampler_type
[i
] = WINED3DSTT_2D
;