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 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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_GRAD */ "sample_d",
108 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
109 /* WINED3DSIH_SETP */ "setp",
110 /* WINED3DSIH_SGE */ "sge",
111 /* WINED3DSIH_SGN */ "sgn",
112 /* WINED3DSIH_SINCOS */ "sincos",
113 /* WINED3DSIH_SLT */ "slt",
114 /* WINED3DSIH_SQRT */ "sqrt",
115 /* WINED3DSIH_SUB */ "sub",
116 /* WINED3DSIH_TEX */ "texld",
117 /* WINED3DSIH_TEXBEM */ "texbem",
118 /* WINED3DSIH_TEXBEML */ "texbeml",
119 /* WINED3DSIH_TEXCOORD */ "texcrd",
120 /* WINED3DSIH_TEXDEPTH */ "texdepth",
121 /* WINED3DSIH_TEXDP3 */ "texdp3",
122 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
123 /* WINED3DSIH_TEXKILL */ "texkill",
124 /* WINED3DSIH_TEXLDD */ "texldd",
125 /* WINED3DSIH_TEXLDL */ "texldl",
126 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
127 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
128 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
129 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
130 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
131 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
132 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
133 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
134 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
135 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
136 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
137 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
138 /* WINED3DSIH_UTOF */ "utof",
141 static const char * const semantic_names
[] =
143 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
144 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
145 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
146 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
147 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
148 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
149 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
150 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
151 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
152 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
153 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
154 /* WINED3DDECLUSAGE_FOG */ "FOG",
155 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
156 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
159 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage
)
161 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
163 FIXME("Unrecognized usage %#x.\n", usage
);
164 return "UNRECOGNIZED";
167 return semantic_names
[usage
];
170 static WINED3DDECLUSAGE
shader_usage_from_semantic_name(const char *name
)
174 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
176 if (!strcmp(name
, semantic_names
[i
])) return i
;
182 BOOL
shader_match_semantic(const char *semantic_name
, WINED3DDECLUSAGE usage
)
184 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
187 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
188 const struct wined3d_shader_semantic
*s
)
190 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
191 e
->semantic_idx
= s
->usage_idx
;
192 e
->sysval_semantic
= 0;
193 e
->component_type
= 0;
194 e
->register_idx
= s
->reg
.reg
.idx
;
195 e
->mask
= s
->reg
.write_mask
;
198 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
199 WINED3DDECLUSAGE usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
201 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
202 e
->semantic_idx
= usage_idx
;
203 e
->sysval_semantic
= 0;
204 e
->component_type
= 0;
205 e
->register_idx
= reg_idx
;
206 e
->mask
= write_mask
;
209 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
211 switch (version_token
>> 16)
215 return &sm1_shader_frontend
;
220 return &sm4_shader_frontend
;
223 FIXME("Unrecognised version token %#x\n", version_token
);
228 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
)
230 buffer
->buffer
[0] = '\0';
233 buffer
->newline
= TRUE
;
236 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
)
238 buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE
);
241 ERR("Failed to allocate shader buffer memory.\n");
245 shader_buffer_clear(buffer
);
249 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
)
251 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
254 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *format
, va_list args
)
256 char *base
= buffer
->buffer
+ buffer
->bsize
;
259 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
261 if (rc
< 0 /* C89 */ || (unsigned int)rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
/* C99 */)
263 ERR("The buffer allocated for the shader program string "
264 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
265 buffer
->bsize
= SHADER_PGMSIZE
- 1;
271 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
272 buffer
->newline
= FALSE
;
280 if (buffer
->buffer
[buffer
->bsize
-1] == '\n')
283 buffer
->newline
= TRUE
;
289 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *format
, ...)
294 va_start(args
, format
);
295 ret
= shader_vaddline(buffer
, format
, args
);
301 static void shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
302 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
305 shader
->device
= device
;
306 shader
->parent
= parent
;
307 shader
->parent_ops
= parent_ops
;
308 list_init(&shader
->linked_programs
);
309 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
312 /* Convert floating point offset relative to a register file to an absolute
313 * offset for float constants. */
314 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
316 switch (register_type
)
318 case WINED3DSPR_CONST
: return register_idx
;
319 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
320 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
321 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
323 FIXME("Unsupported register type: %u.\n", register_type
);
328 static void shader_delete_constant_list(struct list
*clist
)
330 struct wined3d_shader_lconst
*constant
;
333 ptr
= list_head(clist
);
336 constant
= LIST_ENTRY(ptr
, struct wined3d_shader_lconst
, entry
);
337 ptr
= list_next(clist
, ptr
);
338 HeapFree(GetProcessHeap(), 0, constant
);
343 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
348 bitmap
[idx
] |= (1 << shift
);
351 static void shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
352 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
)
356 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
357 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
) reg_maps
->texcoord
|= 1 << reg
->idx
;
358 else reg_maps
->address
|= 1 << reg
->idx
;
361 case WINED3DSPR_TEMP
:
362 reg_maps
->temporary
|= 1 << reg
->idx
;
365 case WINED3DSPR_INPUT
:
366 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
370 /* If relative addressing is used, we must assume that all registers
371 * are used. Even if it is a construct like v3[aL], we can't assume
372 * that v0, v1 and v2 aren't read because aL can be negative */
374 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
376 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
381 shader
->u
.ps
.input_reg_used
[reg
->idx
] = TRUE
;
384 else reg_maps
->input_registers
|= 1 << reg
->idx
;
387 case WINED3DSPR_RASTOUT
:
388 if (reg
->idx
== 1) reg_maps
->fog
= 1;
391 case WINED3DSPR_MISCTYPE
:
392 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
394 if (!reg
->idx
) reg_maps
->vpos
= 1;
395 else if (reg
->idx
== 1) reg_maps
->usesfacing
= 1;
399 case WINED3DSPR_CONST
:
402 if (reg
->idx
< reg_maps
->min_rel_offset
) reg_maps
->min_rel_offset
= reg
->idx
;
403 if (reg
->idx
> reg_maps
->max_rel_offset
) reg_maps
->max_rel_offset
= reg
->idx
;
404 reg_maps
->usesrelconstF
= TRUE
;
408 set_bitmap_bit(reg_maps
->constf
, reg
->idx
);
412 case WINED3DSPR_CONSTINT
:
413 reg_maps
->integer_constants
|= (1 << reg
->idx
);
416 case WINED3DSPR_CONSTBOOL
:
417 reg_maps
->boolean_constants
|= (1 << reg
->idx
);
420 case WINED3DSPR_COLOROUT
:
421 reg_maps
->rt_mask
|= (1 << reg
->idx
);
425 TRACE("Not recording register of type %#x and idx %u\n", reg
->type
, reg
->idx
);
430 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
434 case WINED3DSIH_M4x4
:
435 case WINED3DSIH_M3x4
:
436 return param
== 1 ? 3 : 0;
438 case WINED3DSIH_M4x3
:
439 case WINED3DSIH_M3x3
:
440 return param
== 1 ? 2 : 0;
442 case WINED3DSIH_M3x2
:
443 return param
== 1 ? 1 : 0;
450 /* Note that this does not count the loop register as an address register. */
451 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
452 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature_element
*input_signature
,
453 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
455 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
456 void *fe_data
= shader
->frontend_data
;
457 struct wined3d_shader_version shader_version
;
458 const DWORD
*ptr
= byte_code
;
460 memset(reg_maps
, 0, sizeof(*reg_maps
));
461 reg_maps
->min_rel_offset
= ~0U;
463 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
464 reg_maps
->shader_version
= shader_version
;
466 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
467 sizeof(*reg_maps
->constf
) * ((constf_size
+ 31) / 32));
468 if (!reg_maps
->constf
)
470 ERR("Failed to allocate constant map memory.\n");
471 return E_OUTOFMEMORY
;
474 while (!fe
->shader_is_end(fe_data
, &ptr
))
476 struct wined3d_shader_instruction ins
;
482 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
483 if (comment
) continue;
486 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
488 /* Unhandled opcode, and its parameters. */
489 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
491 TRACE("Skipping unrecognized instruction.\n");
496 /* Handle declarations. */
497 if (ins
.handler_idx
== WINED3DSIH_DCL
)
499 struct wined3d_shader_semantic semantic
;
501 fe
->shader_read_semantic(&ptr
, &semantic
);
503 switch (semantic
.reg
.reg
.type
)
505 /* Mark input registers used. */
506 case WINED3DSPR_INPUT
:
507 reg_maps
->input_registers
|= 1 << semantic
.reg
.reg
.idx
;
508 shader_signature_from_semantic(&input_signature
[semantic
.reg
.reg
.idx
], &semantic
);
511 /* Vertex shader: mark 3.0 output registers used, save token. */
512 case WINED3DSPR_OUTPUT
:
513 reg_maps
->output_registers
|= 1 << semantic
.reg
.reg
.idx
;
514 shader_signature_from_semantic(&output_signature
[semantic
.reg
.reg
.idx
], &semantic
);
515 if (semantic
.usage
== WINED3DDECLUSAGE_FOG
) reg_maps
->fog
= 1;
518 /* Save sampler usage token. */
519 case WINED3DSPR_SAMPLER
:
520 reg_maps
->sampler_type
[semantic
.reg
.reg
.idx
] = semantic
.sampler_type
;
524 TRACE("Not recording DCL register type %#x.\n", semantic
.reg
.reg
.type
);
528 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
530 struct wined3d_shader_src_param rel_addr
;
531 struct wined3d_shader_dst_param dst
;
533 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
534 if (!lconst
) return E_OUTOFMEMORY
;
536 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
537 lconst
->idx
= dst
.reg
.idx
;
539 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
542 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
543 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
545 float *value
= (float *)lconst
->value
;
546 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
547 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
548 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
549 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
550 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
551 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
552 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
553 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
556 list_add_head(&shader
->constantsF
, &lconst
->entry
);
558 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
560 struct wined3d_shader_src_param rel_addr
;
561 struct wined3d_shader_dst_param dst
;
563 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
564 if (!lconst
) return E_OUTOFMEMORY
;
566 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
567 lconst
->idx
= dst
.reg
.idx
;
569 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
572 list_add_head(&shader
->constantsI
, &lconst
->entry
);
573 reg_maps
->local_int_consts
|= (1 << dst
.reg
.idx
);
575 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
577 struct wined3d_shader_src_param rel_addr
;
578 struct wined3d_shader_dst_param dst
;
580 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
581 if (!lconst
) return E_OUTOFMEMORY
;
583 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
584 lconst
->idx
= dst
.reg
.idx
;
586 memcpy(lconst
->value
, ptr
, sizeof(DWORD
));
589 list_add_head(&shader
->constantsB
, &lconst
->entry
);
590 reg_maps
->local_bool_consts
|= (1 << dst
.reg
.idx
);
592 /* If there's a loop in the shader. */
593 else if (ins
.handler_idx
== WINED3DSIH_LOOP
594 || ins
.handler_idx
== WINED3DSIH_REP
)
596 struct wined3d_shader_src_param src
, rel_addr
;
598 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
600 /* Rep and Loop always use an integer constant for the control parameters. */
601 if (ins
.handler_idx
== WINED3DSIH_REP
)
603 reg_maps
->integer_constants
|= 1 << src
.reg
.idx
;
607 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
608 reg_maps
->integer_constants
|= 1 << src
.reg
.idx
;
612 if (cur_loop_depth
> max_loop_depth
) max_loop_depth
= cur_loop_depth
;
614 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
615 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
619 /* For subroutine prototypes. */
620 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
622 struct wined3d_shader_src_param src
, rel_addr
;
624 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
625 reg_maps
->labels
|= 1 << src
.reg
.idx
;
627 /* Set texture, address, temporary registers. */
630 BOOL color0_mov
= FALSE
;
631 unsigned int i
, limit
;
633 /* This will loop over all the registers and try to
634 * make a bitmask of the ones we're interested in.
636 * Relative addressing tokens are ignored, but that's
637 * okay, since we'll catch any address registers when
638 * they are initialized (required by spec). */
639 for (i
= 0; i
< ins
.dst_count
; ++i
)
641 struct wined3d_shader_src_param dst_rel_addr
;
642 struct wined3d_shader_dst_param dst_param
;
644 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
, &dst_rel_addr
);
646 shader_record_register_usage(shader
, reg_maps
, &dst_param
.reg
, shader_version
.type
);
648 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
649 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
650 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
651 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
&& shader_version
.major
< 3)
653 UINT idx
= dst_param
.reg
.idx
;
655 switch (dst_param
.reg
.type
)
657 case WINED3DSPR_RASTOUT
:
661 reg_maps
->output_registers
|= 1 << 10;
662 shader_signature_from_usage(&output_signature
[10],
663 WINED3DDECLUSAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
667 reg_maps
->output_registers
|= 1 << 11;
668 shader_signature_from_usage(&output_signature
[11],
669 WINED3DDECLUSAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
673 reg_maps
->output_registers
|= 1 << 11;
674 shader_signature_from_usage(&output_signature
[11],
675 WINED3DDECLUSAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
680 case WINED3DSPR_ATTROUT
:
684 if (reg_maps
->output_registers
& (1 << idx
))
686 output_signature
[idx
].mask
|= dst_param
.write_mask
;
690 reg_maps
->output_registers
|= 1 << idx
;
691 shader_signature_from_usage(&output_signature
[idx
],
692 WINED3DDECLUSAGE_COLOR
, idx
- 8, idx
, dst_param
.write_mask
);
697 case WINED3DSPR_TEXCRDOUT
:
699 reg_maps
->texcoord_mask
[idx
] |= dst_param
.write_mask
;
700 if (reg_maps
->output_registers
& (1 << idx
))
702 output_signature
[idx
].mask
|= dst_param
.write_mask
;
706 reg_maps
->output_registers
|= 1 << idx
;
707 shader_signature_from_usage(&output_signature
[idx
],
708 WINED3DDECLUSAGE_TEXCOORD
, idx
, idx
, dst_param
.write_mask
);
717 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
719 if (dst_param
.reg
.type
== WINED3DSPR_COLOROUT
&& !dst_param
.reg
.idx
)
721 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
722 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
723 * the mov and perform the sRGB write correction from the source register.
725 * However, if the mov is only partial, we can't do this, and if the write
726 * comes from an instruction other than MOV it is hard to do as well. If
727 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
728 shader
->u
.ps
.color0_mov
= FALSE
;
729 if (ins
.handler_idx
== WINED3DSIH_MOV
730 && dst_param
.write_mask
== WINED3DSP_WRITEMASK_ALL
)
732 /* Used later when the source register is read. */
736 /* Also drop the MOV marker if the source register is overwritten prior to the shader
739 else if (dst_param
.reg
.type
== WINED3DSPR_TEMP
740 && dst_param
.reg
.idx
== shader
->u
.ps
.color0_reg
)
742 shader
->u
.ps
.color0_mov
= FALSE
;
746 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
747 if (shader_version
.major
== 1
748 && (ins
.handler_idx
== WINED3DSIH_TEX
749 || ins
.handler_idx
== WINED3DSIH_TEXBEM
750 || ins
.handler_idx
== WINED3DSIH_TEXBEML
751 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
752 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
753 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
754 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
755 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
756 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
757 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
758 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
760 /* Fake sampler usage, only set reserved bit and type. */
761 DWORD sampler_code
= dst_param
.reg
.idx
;
763 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
764 reg_maps
->sampler_type
[sampler_code
] = WINED3DSTT_2D
;
766 /* texbem is only valid with < 1.4 pixel shaders */
767 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
768 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
770 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
771 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
773 reg_maps
->luminanceparams
|= 1 << dst_param
.reg
.idx
;
777 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
779 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
783 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
784 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
785 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
786 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
787 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
788 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
789 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
790 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
791 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
793 limit
= ins
.src_count
+ (ins
.predicate
? 1 : 0);
794 for (i
= 0; i
< limit
; ++i
)
796 struct wined3d_shader_src_param src_param
, src_rel_addr
;
799 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
800 count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
802 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
806 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
812 if (src_param
.reg
.type
== WINED3DSPR_TEMP
813 && src_param
.swizzle
== WINED3DSP_NOSWIZZLE
)
815 shader
->u
.ps
.color0_mov
= TRUE
;
816 shader
->u
.ps
.color0_reg
= src_param
.reg
.idx
;
822 reg_maps
->loop_depth
= max_loop_depth
;
824 /* PS before 2.0 don't have explicit color outputs. Instead the value of
825 * R0 is written to the render target. */
826 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
827 reg_maps
->rt_mask
|= (1 << 0);
829 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
834 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
836 DWORD map
= 1 << max
;
838 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
840 return wined3d_log2i(map
);
843 static void shader_dump_decl_usage(const struct wined3d_shader_semantic
*semantic
,
844 const struct wined3d_shader_version
*shader_version
)
848 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
850 switch (semantic
->sampler_type
)
852 case WINED3DSTT_2D
: TRACE("_2d"); break;
853 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
854 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
855 default: TRACE("_unknown_ttype(0x%08x)", semantic
->sampler_type
);
860 /* Pixel shaders 3.0 don't have usage semantics. */
861 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
) return;
864 switch (semantic
->usage
)
866 case WINED3DDECLUSAGE_POSITION
:
867 TRACE("position%u", semantic
->usage_idx
);
870 case WINED3DDECLUSAGE_BLENDINDICES
:
874 case WINED3DDECLUSAGE_BLENDWEIGHT
:
878 case WINED3DDECLUSAGE_NORMAL
:
879 TRACE("normal%u", semantic
->usage_idx
);
882 case WINED3DDECLUSAGE_PSIZE
:
886 case WINED3DDECLUSAGE_COLOR
:
887 if (!semantic
->usage_idx
) TRACE("color");
888 else TRACE("specular%u", (semantic
->usage_idx
- 1));
891 case WINED3DDECLUSAGE_TEXCOORD
:
892 TRACE("texture%u", semantic
->usage_idx
);
895 case WINED3DDECLUSAGE_TANGENT
:
899 case WINED3DDECLUSAGE_BINORMAL
:
903 case WINED3DDECLUSAGE_TESSFACTOR
:
907 case WINED3DDECLUSAGE_POSITIONT
:
908 TRACE("positionT%u", semantic
->usage_idx
);
911 case WINED3DDECLUSAGE_FOG
:
915 case WINED3DDECLUSAGE_DEPTH
:
919 case WINED3DDECLUSAGE_SAMPLE
:
924 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
929 static void shader_dump_register(const struct wined3d_shader_register
*reg
,
930 const struct wined3d_shader_version
*shader_version
)
932 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
933 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
934 UINT offset
= reg
->idx
;
938 case WINED3DSPR_TEMP
:
942 case WINED3DSPR_INPUT
:
946 case WINED3DSPR_CONST
:
947 case WINED3DSPR_CONST2
:
948 case WINED3DSPR_CONST3
:
949 case WINED3DSPR_CONST4
:
951 offset
= shader_get_float_offset(reg
->type
, reg
->idx
);
954 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
955 TRACE("%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
958 case WINED3DSPR_RASTOUT
:
959 TRACE("%s", rastout_reg_names
[reg
->idx
]);
962 case WINED3DSPR_COLOROUT
:
966 case WINED3DSPR_DEPTHOUT
:
970 case WINED3DSPR_ATTROUT
:
974 case WINED3DSPR_TEXCRDOUT
:
975 /* Vertex shaders >= 3.0 use general purpose output registers
976 * (WINED3DSPR_OUTPUT), which can include an address token. */
977 if (shader_version
->major
>= 3) TRACE("o");
981 case WINED3DSPR_CONSTINT
:
985 case WINED3DSPR_CONSTBOOL
:
989 case WINED3DSPR_LABEL
:
993 case WINED3DSPR_LOOP
:
997 case WINED3DSPR_SAMPLER
:
1001 case WINED3DSPR_MISCTYPE
:
1002 if (reg
->idx
> 1) FIXME("Unhandled misctype register %u.\n", reg
->idx
);
1003 else TRACE("%s", misctype_reg_names
[reg
->idx
]);
1006 case WINED3DSPR_PREDICATE
:
1010 case WINED3DSPR_IMMCONST
:
1014 case WINED3DSPR_CONSTBUFFER
:
1018 case WINED3DSPR_NULL
:
1022 case WINED3DSPR_RESOURCE
:
1027 TRACE("unhandled_rtype(%#x)", reg
->type
);
1031 if (reg
->type
== WINED3DSPR_IMMCONST
)
1034 switch (reg
->immconst_type
)
1036 case WINED3D_IMMCONST_SCALAR
:
1037 TRACE("%.8e", *(const float *)reg
->immconst_data
);
1040 case WINED3D_IMMCONST_VEC4
:
1041 TRACE("%.8e, %.8e, %.8e, %.8e",
1042 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1043 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1047 TRACE("<unhandled immconst_type %#x>", reg
->immconst_type
);
1052 else if (reg
->type
!= WINED3DSPR_RASTOUT
1053 && reg
->type
!= WINED3DSPR_MISCTYPE
1054 && reg
->type
!= WINED3DSPR_NULL
)
1056 if (reg
->array_idx
!= ~0U)
1058 TRACE("%u[%u", offset
, reg
->array_idx
);
1062 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1071 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1074 TRACE("%u", offset
);
1075 if (reg
->rel_addr
) TRACE("]");
1080 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
1081 const struct wined3d_shader_version
*shader_version
)
1083 DWORD write_mask
= param
->write_mask
;
1085 shader_dump_register(¶m
->reg
, shader_version
);
1087 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1089 static const char *write_mask_chars
= "xyzw";
1092 if (write_mask
& WINED3DSP_WRITEMASK_0
) TRACE("%c", write_mask_chars
[0]);
1093 if (write_mask
& WINED3DSP_WRITEMASK_1
) TRACE("%c", write_mask_chars
[1]);
1094 if (write_mask
& WINED3DSP_WRITEMASK_2
) TRACE("%c", write_mask_chars
[2]);
1095 if (write_mask
& WINED3DSP_WRITEMASK_3
) TRACE("%c", write_mask_chars
[3]);
1099 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
1100 const struct wined3d_shader_version
*shader_version
)
1102 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1103 DWORD swizzle
= param
->swizzle
;
1105 if (src_modifier
== WINED3DSPSM_NEG
1106 || src_modifier
== WINED3DSPSM_BIASNEG
1107 || src_modifier
== WINED3DSPSM_SIGNNEG
1108 || src_modifier
== WINED3DSPSM_X2NEG
1109 || src_modifier
== WINED3DSPSM_ABSNEG
)
1111 else if (src_modifier
== WINED3DSPSM_COMP
)
1113 else if (src_modifier
== WINED3DSPSM_NOT
)
1116 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1119 shader_dump_register(¶m
->reg
, shader_version
);
1123 switch (src_modifier
)
1125 case WINED3DSPSM_NONE
: break;
1126 case WINED3DSPSM_NEG
: break;
1127 case WINED3DSPSM_NOT
: break;
1128 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
1129 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
1130 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
1131 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1132 case WINED3DSPSM_COMP
: break;
1133 case WINED3DSPSM_X2
: TRACE("_x2"); break;
1134 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
1135 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
1136 case WINED3DSPSM_DW
: TRACE("_dw"); break;
1137 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
1138 case WINED3DSPSM_ABS
: TRACE(")"); break;
1139 default: TRACE("_unknown_modifier(%#x)", src_modifier
);
1143 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1145 static const char *swizzle_chars
= "xyzw";
1146 DWORD swizzle_x
= swizzle
& 0x03;
1147 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1148 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1149 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1151 if (swizzle_x
== swizzle_y
1152 && swizzle_x
== swizzle_z
1153 && swizzle_x
== swizzle_w
)
1155 TRACE(".%c", swizzle_chars
[swizzle_x
]);
1159 TRACE(".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1160 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1165 /* Shared code in order to generate the bulk of the shader string.
1166 * NOTE: A description of how to parse tokens can be found on MSDN. */
1167 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
1168 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1170 struct wined3d_device
*device
= shader
->device
;
1171 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1172 void *fe_data
= shader
->frontend_data
;
1173 struct wined3d_shader_src_param dst_rel_addr
[2];
1174 struct wined3d_shader_src_param src_rel_addr
[4];
1175 struct wined3d_shader_dst_param dst_param
[2];
1176 struct wined3d_shader_src_param src_param
[4];
1177 struct wined3d_shader_version shader_version
;
1178 struct wined3d_shader_loop_state loop_state
;
1179 struct wined3d_shader_instruction ins
;
1180 struct wined3d_shader_tex_mx tex_mx
;
1181 struct wined3d_shader_context ctx
;
1182 const DWORD
*ptr
= byte_code
;
1185 /* Initialize current parsing state. */
1186 tex_mx
.current_row
= 0;
1187 loop_state
.current_depth
= 0;
1188 loop_state
.current_reg
= 0;
1190 ctx
.shader
= shader
;
1191 ctx
.gl_info
= &device
->adapter
->gl_info
;
1192 ctx
.reg_maps
= reg_maps
;
1193 ctx
.buffer
= buffer
;
1194 ctx
.tex_mx
= &tex_mx
;
1195 ctx
.loop_state
= &loop_state
;
1196 ctx
.backend_data
= backend_ctx
;
1199 ins
.dst
= dst_param
;
1200 ins
.src
= src_param
;
1202 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1204 while (!fe
->shader_is_end(fe_data
, &ptr
))
1206 const char *comment
;
1210 /* Skip comment tokens. */
1211 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1212 if (comment
) continue;
1215 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1217 /* Unknown opcode and its parameters. */
1218 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1220 TRACE("Skipping unrecognized instruction.\n");
1225 /* Nothing to do. */
1226 if (ins
.handler_idx
== WINED3DSIH_DCL
1227 || ins
.handler_idx
== WINED3DSIH_NOP
1228 || ins
.handler_idx
== WINED3DSIH_DEF
1229 || ins
.handler_idx
== WINED3DSIH_DEFI
1230 || ins
.handler_idx
== WINED3DSIH_DEFB
1231 || ins
.handler_idx
== WINED3DSIH_PHASE
)
1237 /* Destination tokens */
1238 for (i
= 0; i
< ins
.dst_count
; ++i
)
1240 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1243 /* Predication token */
1246 FIXME("Predicates not implemented.\n");
1247 ins
.predicate
= *ptr
++;
1250 /* Other source tokens */
1251 for (i
= 0; i
< ins
.src_count
; ++i
)
1253 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
[i
], &src_rel_addr
[i
]);
1256 /* Call appropriate function for output target */
1257 device
->shader_backend
->shader_handle_instruction(&ins
);
1261 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param
*dst
)
1263 DWORD mmask
= dst
->modifiers
;
1268 case 13: TRACE("_d8"); break;
1269 case 14: TRACE("_d4"); break;
1270 case 15: TRACE("_d2"); break;
1271 case 1: TRACE("_x2"); break;
1272 case 2: TRACE("_x4"); break;
1273 case 3: TRACE("_x8"); break;
1274 default: TRACE("_unhandled_shift(%d)", dst
->shift
); break;
1277 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
1278 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
1279 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
1281 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1282 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1285 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1287 struct wined3d_shader_version shader_version
;
1288 const DWORD
*ptr
= byte_code
;
1289 const char *type_prefix
;
1292 TRACE("Parsing %p.\n", byte_code
);
1294 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1296 switch (shader_version
.type
)
1298 case WINED3D_SHADER_TYPE_VERTEX
:
1302 case WINED3D_SHADER_TYPE_GEOMETRY
:
1306 case WINED3D_SHADER_TYPE_PIXEL
:
1311 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1312 type_prefix
= "unknown";
1316 TRACE("%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1318 while (!fe
->shader_is_end(fe_data
, &ptr
))
1320 struct wined3d_shader_instruction ins
;
1321 const char *comment
;
1326 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1329 if (comment_size
> 4 && *(const DWORD
*)comment
== WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1331 const char *end
= comment
+ comment_size
;
1332 const char *ptr
= comment
+ 4;
1333 const char *line
= ptr
;
1340 UINT len
= ptr
- line
;
1341 if (len
&& *(ptr
- 1) == '\r') --len
;
1342 TRACE("// %s\n", debugstr_an(line
, len
));
1347 if (line
!= ptr
) TRACE("// %s\n", debugstr_an(line
, ptr
- line
));
1349 else TRACE("// %s\n", debugstr_an(comment
, comment_size
));
1353 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1354 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1356 TRACE("Skipping unrecognized instruction.\n");
1361 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1363 struct wined3d_shader_semantic semantic
;
1365 fe
->shader_read_semantic(&ptr
, &semantic
);
1367 shader_dump_decl_usage(&semantic
, &shader_version
);
1368 shader_dump_ins_modifiers(&semantic
.reg
);
1370 shader_dump_dst_param(&semantic
.reg
, &shader_version
);
1372 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1374 struct wined3d_shader_src_param rel_addr
;
1375 struct wined3d_shader_dst_param dst
;
1377 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1379 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst
.reg
.type
, dst
.reg
.idx
),
1380 *(const float *)(ptr
),
1381 *(const float *)(ptr
+ 1),
1382 *(const float *)(ptr
+ 2),
1383 *(const float *)(ptr
+ 3));
1386 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1388 struct wined3d_shader_src_param rel_addr
;
1389 struct wined3d_shader_dst_param dst
;
1391 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1393 TRACE("defi i%u = %d, %d, %d, %d", dst
.reg
.idx
,
1400 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1402 struct wined3d_shader_src_param rel_addr
;
1403 struct wined3d_shader_dst_param dst
;
1405 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1407 TRACE("defb b%u = %s", dst
.reg
.idx
, *ptr
? "true" : "false");
1412 struct wined3d_shader_src_param dst_rel_addr
[2];
1413 struct wined3d_shader_src_param src_rel_addr
;
1414 struct wined3d_shader_dst_param dst_param
[2];
1415 struct wined3d_shader_src_param src_param
;
1417 for (i
= 0; i
< ins
.dst_count
; ++i
)
1419 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1422 /* Print out predication source token first - it follows
1423 * the destination token. */
1426 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1428 shader_dump_src_param(&src_param
, &shader_version
);
1432 /* PixWin marks instructions with the coissue flag with a '+' */
1433 if (ins
.coissue
) TRACE("+");
1435 TRACE("%s", shader_opcode_names
[ins
.handler_idx
]);
1437 if (ins
.handler_idx
== WINED3DSIH_IFC
1438 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
1442 case WINED3D_SHADER_REL_OP_GT
: TRACE("_gt"); break;
1443 case WINED3D_SHADER_REL_OP_EQ
: TRACE("_eq"); break;
1444 case WINED3D_SHADER_REL_OP_GE
: TRACE("_ge"); break;
1445 case WINED3D_SHADER_REL_OP_LT
: TRACE("_lt"); break;
1446 case WINED3D_SHADER_REL_OP_NE
: TRACE("_ne"); break;
1447 case WINED3D_SHADER_REL_OP_LE
: TRACE("_le"); break;
1448 default: TRACE("_(%u)", ins
.flags
);
1451 else if (ins
.handler_idx
== WINED3DSIH_TEX
1452 && shader_version
.major
>= 2
1453 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
1458 /* We already read the destination tokens, print them. */
1459 for (i
= 0; i
< ins
.dst_count
; ++i
)
1461 shader_dump_ins_modifiers(&dst_param
[i
]);
1462 TRACE(!i
? " " : ", ");
1463 shader_dump_dst_param(&dst_param
[i
], &shader_version
);
1466 /* Other source tokens */
1467 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
1469 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1470 TRACE(!i
? " " : ", ");
1471 shader_dump_src_param(&src_param
, &shader_version
);
1478 static void shader_cleanup(struct wined3d_shader
*shader
)
1480 shader
->device
->shader_backend
->shader_destroy(shader
);
1481 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
1482 HeapFree(GetProcessHeap(), 0, shader
->function
);
1483 shader_delete_constant_list(&shader
->constantsF
);
1484 shader_delete_constant_list(&shader
->constantsB
);
1485 shader_delete_constant_list(&shader
->constantsI
);
1486 list_remove(&shader
->shader_list_entry
);
1488 if (shader
->frontend
&& shader
->frontend_data
)
1489 shader
->frontend
->shader_free(shader
->frontend_data
);
1492 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
1493 static void shader_none_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
) {}
1494 static void shader_none_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
1495 enum tex_types tex_type
, const SIZE
*ds_mask_size
) {}
1496 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
1497 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1498 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1499 static void shader_none_load_constants(const struct wined3d_context
*context
, char usePS
, char useVS
) {}
1500 static void shader_none_load_np2fixup_constants(void *shader_priv
,
1501 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
) {}
1502 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
1503 static HRESULT
shader_none_alloc(struct wined3d_device
*device
) {return WINED3D_OK
;}
1504 static void shader_none_free(struct wined3d_device
*device
) {}
1505 static void shader_none_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
1507 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
1509 /* Set the shader caps to 0 for the none shader backend */
1510 caps
->VertexShaderVersion
= 0;
1511 caps
->MaxVertexShaderConst
= 0;
1512 caps
->PixelShaderVersion
= 0;
1513 caps
->PixelShader1xMaxValue
= 0.0f
;
1514 caps
->MaxPixelShaderConst
= 0;
1515 caps
->VSClipping
= FALSE
;
1518 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1520 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1522 TRACE("Checking support for fixup:\n");
1523 dump_color_fixup_desc(fixup
);
1526 /* Faked to make some apps happy. */
1527 if (!is_complex_fixup(fixup
))
1533 TRACE("[FAILED]\n");
1537 const struct wined3d_shader_backend_ops none_shader_backend
=
1539 shader_none_handle_instruction
,
1541 shader_none_select_depth_blt
,
1542 shader_none_deselect_depth_blt
,
1543 shader_none_update_float_vertex_constants
,
1544 shader_none_update_float_pixel_constants
,
1545 shader_none_load_constants
,
1546 shader_none_load_np2fixup_constants
,
1547 shader_none_destroy
,
1550 shader_none_context_destroyed
,
1551 shader_none_get_caps
,
1552 shader_none_color_fixup_supported
,
1555 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
1556 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
1557 enum wined3d_shader_type type
, unsigned int max_version
)
1559 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1560 const struct wined3d_shader_frontend
*fe
;
1562 unsigned int backend_version
;
1564 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1565 shader
, byte_code
, output_signature
, float_const_count
);
1567 fe
= shader_select_frontend(*byte_code
);
1570 FIXME("Unable to find frontend for shader.\n");
1571 return WINED3DERR_INVALIDCALL
;
1573 shader
->frontend
= fe
;
1574 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
1575 if (!shader
->frontend_data
)
1577 FIXME("Failed to initialize frontend.\n");
1578 return WINED3DERR_INVALIDCALL
;
1581 /* First pass: trace shader. */
1582 if (TRACE_ON(d3d_shader
))
1583 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
1585 /* Initialize immediate constant lists. */
1586 list_init(&shader
->constantsF
);
1587 list_init(&shader
->constantsB
);
1588 list_init(&shader
->constantsI
);
1590 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1591 hr
= shader_get_registers_used(shader
, fe
,
1592 reg_maps
, shader
->input_signature
, shader
->output_signature
,
1593 byte_code
, float_const_count
);
1594 if (FAILED(hr
)) return hr
;
1596 if (reg_maps
->shader_version
.type
!= type
)
1598 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
1599 return WINED3DERR_INVALIDCALL
;
1601 if (reg_maps
->shader_version
.major
> max_version
)
1603 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
1604 return WINED3DERR_INVALIDCALL
;
1608 case WINED3D_SHADER_TYPE_VERTEX
:
1609 backend_version
= shader
->device
->vshader_version
;
1611 case WINED3D_SHADER_TYPE_PIXEL
:
1612 backend_version
= shader
->device
->pshader_version
;
1615 FIXME("No backend version-checking for this shader type\n");
1616 backend_version
= 0;
1618 if (reg_maps
->shader_version
.major
> backend_version
)
1620 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1621 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
1622 return WINED3DERR_INVALIDCALL
;
1625 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
1626 if (!shader
->function
)
1627 return E_OUTOFMEMORY
;
1628 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
1633 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
1635 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
1637 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1642 /* Do not call while under the GL lock. */
1643 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
1645 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
1647 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1651 shader_cleanup(shader
);
1652 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
1653 HeapFree(GetProcessHeap(), 0, shader
);
1659 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
1661 TRACE("shader %p.\n", shader
);
1663 return shader
->parent
;
1666 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
1667 void *byte_code
, UINT
*byte_code_size
)
1669 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
1673 *byte_code_size
= shader
->functionLength
;
1677 if (*byte_code_size
< shader
->functionLength
)
1679 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1680 * than the required size we should write the required size and
1681 * return D3DERR_MOREDATA. That's not actually true. */
1682 return WINED3DERR_INVALIDCALL
;
1685 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
1690 /* Set local constants for d3d8 shaders. */
1691 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
1692 UINT start_idx
, const float *src_data
, UINT count
)
1694 UINT end_idx
= start_idx
+ count
;
1697 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
1699 if (end_idx
> shader
->limits
.constant_float
)
1701 WARN("end_idx %u > float constants limit %u.\n",
1702 end_idx
, shader
->limits
.constant_float
);
1703 end_idx
= shader
->limits
.constant_float
;
1706 for (i
= start_idx
; i
< end_idx
; ++i
)
1708 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1710 return E_OUTOFMEMORY
;
1713 memcpy(lconst
->value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
1714 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1720 void find_vs_compile_args(const struct wined3d_state
*state
,
1721 const struct wined3d_shader
*shader
, struct vs_compile_args
*args
)
1723 args
->fog_src
= state
->render_states
[WINED3DRS_FOGTABLEMODE
]
1724 == WINED3DFOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
1725 args
->clip_enabled
= state
->render_states
[WINED3DRS_CLIPPING
]
1726 && state
->render_states
[WINED3DRS_CLIPPLANEENABLE
];
1727 args
->swizzle_map
= shader
->device
->strided_streams
.swizzle_map
;
1730 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
1732 if (usage_idx1
!= usage_idx2
) return FALSE
;
1733 if (usage1
== usage2
) return TRUE
;
1734 if (usage1
== WINED3DDECLUSAGE_POSITION
&& usage2
== WINED3DDECLUSAGE_POSITIONT
) return TRUE
;
1735 if (usage2
== WINED3DDECLUSAGE_POSITION
&& usage1
== WINED3DDECLUSAGE_POSITIONT
) return TRUE
;
1740 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
1741 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
1743 WORD map
= shader
->reg_maps
.input_registers
;
1746 for (i
= 0; map
; map
>>= 1, ++i
)
1748 if (!(map
& 1)) continue;
1750 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
1751 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
1760 static void vertexshader_set_limits(struct wined3d_shader
*shader
)
1762 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
1763 shader
->reg_maps
.shader_version
.minor
);
1764 struct wined3d_device
*device
= shader
->device
;
1766 shader
->limits
.texcoord
= 0;
1767 shader
->limits
.attributes
= 16;
1768 shader
->limits
.packed_input
= 0;
1770 switch (shader_version
)
1772 case WINED3D_SHADER_VERSION(1, 0):
1773 case WINED3D_SHADER_VERSION(1, 1):
1774 shader
->limits
.temporary
= 12;
1775 shader
->limits
.constant_bool
= 0;
1776 shader
->limits
.constant_int
= 0;
1777 shader
->limits
.address
= 1;
1778 shader
->limits
.packed_output
= 12;
1779 shader
->limits
.sampler
= 0;
1780 shader
->limits
.label
= 0;
1781 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1782 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1784 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1787 case WINED3D_SHADER_VERSION(2, 0):
1788 case WINED3D_SHADER_VERSION(2, 1):
1789 shader
->limits
.temporary
= 12;
1790 shader
->limits
.constant_bool
= 16;
1791 shader
->limits
.constant_int
= 16;
1792 shader
->limits
.address
= 1;
1793 shader
->limits
.packed_output
= 12;
1794 shader
->limits
.sampler
= 0;
1795 shader
->limits
.label
= 16;
1796 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1799 case WINED3D_SHADER_VERSION(4, 0):
1800 FIXME("Using 3.0 limits for 4.0 shader.\n");
1803 case WINED3D_SHADER_VERSION(3, 0):
1804 shader
->limits
.temporary
= 32;
1805 shader
->limits
.constant_bool
= 32;
1806 shader
->limits
.constant_int
= 32;
1807 shader
->limits
.address
= 1;
1808 shader
->limits
.packed_output
= 12;
1809 shader
->limits
.sampler
= 4;
1810 shader
->limits
.label
= 16; /* FIXME: 2048 */
1811 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1812 * even though they are capable of supporting much more (GL
1813 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1814 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1815 * shaders to 256. */
1816 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1820 shader
->limits
.temporary
= 12;
1821 shader
->limits
.constant_bool
= 16;
1822 shader
->limits
.constant_int
= 16;
1823 shader
->limits
.address
= 1;
1824 shader
->limits
.packed_output
= 12;
1825 shader
->limits
.sampler
= 0;
1826 shader
->limits
.label
= 16;
1827 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1828 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1829 shader
->reg_maps
.shader_version
.major
,
1830 shader
->reg_maps
.shader_version
.minor
);
1834 static HRESULT
vertexshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1835 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1836 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1838 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1843 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
1845 shader_init(shader
, device
, parent
, parent_ops
);
1846 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_vshader_constantF
,
1847 WINED3D_SHADER_TYPE_VERTEX
, max_version
);
1850 WARN("Failed to set function, hr %#x.\n", hr
);
1851 shader_cleanup(shader
);
1855 map
= reg_maps
->input_registers
;
1856 for (i
= 0; map
; map
>>= 1, ++i
)
1858 if (!(map
& 1) || !shader
->input_signature
[i
].semantic_name
)
1861 shader
->u
.vs
.attributes
[i
].usage
=
1862 shader_usage_from_semantic_name(shader
->input_signature
[i
].semantic_name
);
1863 shader
->u
.vs
.attributes
[i
].usage_idx
= shader
->input_signature
[i
].semantic_idx
;
1866 if (output_signature
)
1868 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1870 struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1871 reg_maps
->output_registers
|= 1 << e
->register_idx
;
1872 shader
->output_signature
[e
->register_idx
] = *e
;
1876 vertexshader_set_limits(shader
);
1878 shader
->load_local_constsF
= reg_maps
->usesrelconstF
1879 && !list_empty(&shader
->constantsF
);
1884 static HRESULT
geometryshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1885 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1886 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1890 shader_init(shader
, device
, parent
, parent_ops
);
1891 hr
= shader_set_function(shader
, byte_code
, output_signature
, 0,
1892 WINED3D_SHADER_TYPE_GEOMETRY
, max_version
);
1895 WARN("Failed to set function, hr %#x.\n", hr
);
1896 shader_cleanup(shader
);
1900 shader
->load_local_constsF
= FALSE
;
1905 void find_ps_compile_args(const struct wined3d_state
*state
,
1906 const struct wined3d_shader
*shader
, struct ps_compile_args
*args
)
1908 struct wined3d_device
*device
= shader
->device
;
1909 const struct wined3d_texture
*texture
;
1912 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
1913 if (state
->render_states
[WINED3DRS_SRGBWRITEENABLE
])
1915 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
1916 if (rt
->resource
.format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) args
->srgb_correction
= 1;
1919 if (shader
->reg_maps
.shader_version
.major
== 1
1920 && shader
->reg_maps
.shader_version
.minor
<= 3)
1922 for (i
= 0; i
< 4; ++i
)
1924 DWORD flags
= state
->texture_states
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1925 DWORD tex_transform
= flags
& ~WINED3DTTFF_PROJECTED
;
1926 if (flags
& WINED3DTTFF_PROJECTED
)
1927 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
1928 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1932 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
1934 if (!shader
->reg_maps
.sampler_type
[i
])
1937 texture
= state
->textures
[i
];
1940 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
1943 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
1945 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
1946 args
->shadow
|= 1 << i
;
1948 /* Flag samplers that need NP2 texcoord fixup. */
1949 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
1950 args
->np2_fixup
|= (1 << i
);
1952 if (shader
->reg_maps
.shader_version
.major
>= 3)
1954 if (device
->strided_streams
.position_transformed
)
1956 args
->vp_mode
= pretransformed
;
1958 else if (use_vs(state
))
1960 args
->vp_mode
= vertexshader
;
1964 args
->vp_mode
= fixedfunction
;
1966 args
->fog
= FOG_OFF
;
1970 args
->vp_mode
= vertexshader
;
1971 if (state
->render_states
[WINED3DRS_FOGENABLE
])
1973 switch (state
->render_states
[WINED3DRS_FOGTABLEMODE
])
1975 case WINED3DFOG_NONE
:
1976 if (device
->strided_streams
.position_transformed
|| use_vs(state
))
1978 args
->fog
= FOG_LINEAR
;
1982 switch (state
->render_states
[WINED3DRS_FOGVERTEXMODE
])
1984 case WINED3DFOG_NONE
: /* Fall through. */
1985 case WINED3DFOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
1986 case WINED3DFOG_EXP
: args
->fog
= FOG_EXP
; break;
1987 case WINED3DFOG_EXP2
: args
->fog
= FOG_EXP2
; break;
1991 case WINED3DFOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
1992 case WINED3DFOG_EXP
: args
->fog
= FOG_EXP
; break;
1993 case WINED3DFOG_EXP2
: args
->fog
= FOG_EXP2
; break;
1998 args
->fog
= FOG_OFF
;
2003 static void pixelshader_set_limits(struct wined3d_shader
*shader
)
2005 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
2006 shader
->reg_maps
.shader_version
.minor
);
2008 shader
->limits
.attributes
= 0;
2009 shader
->limits
.address
= 0;
2010 shader
->limits
.packed_output
= 0;
2012 switch (shader_version
)
2014 case WINED3D_SHADER_VERSION(1, 0):
2015 case WINED3D_SHADER_VERSION(1, 1):
2016 case WINED3D_SHADER_VERSION(1, 2):
2017 case WINED3D_SHADER_VERSION(1, 3):
2018 shader
->limits
.temporary
= 2;
2019 shader
->limits
.constant_float
= 8;
2020 shader
->limits
.constant_int
= 0;
2021 shader
->limits
.constant_bool
= 0;
2022 shader
->limits
.texcoord
= 4;
2023 shader
->limits
.sampler
= 4;
2024 shader
->limits
.packed_input
= 0;
2025 shader
->limits
.label
= 0;
2028 case WINED3D_SHADER_VERSION(1, 4):
2029 shader
->limits
.temporary
= 6;
2030 shader
->limits
.constant_float
= 8;
2031 shader
->limits
.constant_int
= 0;
2032 shader
->limits
.constant_bool
= 0;
2033 shader
->limits
.texcoord
= 6;
2034 shader
->limits
.sampler
= 6;
2035 shader
->limits
.packed_input
= 0;
2036 shader
->limits
.label
= 0;
2039 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2040 case WINED3D_SHADER_VERSION(2, 0):
2041 shader
->limits
.temporary
= 32;
2042 shader
->limits
.constant_float
= 32;
2043 shader
->limits
.constant_int
= 16;
2044 shader
->limits
.constant_bool
= 16;
2045 shader
->limits
.texcoord
= 8;
2046 shader
->limits
.sampler
= 16;
2047 shader
->limits
.packed_input
= 0;
2050 case WINED3D_SHADER_VERSION(2, 1):
2051 shader
->limits
.temporary
= 32;
2052 shader
->limits
.constant_float
= 32;
2053 shader
->limits
.constant_int
= 16;
2054 shader
->limits
.constant_bool
= 16;
2055 shader
->limits
.texcoord
= 8;
2056 shader
->limits
.sampler
= 16;
2057 shader
->limits
.packed_input
= 0;
2058 shader
->limits
.label
= 16;
2061 case WINED3D_SHADER_VERSION(4, 0):
2062 FIXME("Using 3.0 limits for 4.0 shader.\n");
2065 case WINED3D_SHADER_VERSION(3, 0):
2066 shader
->limits
.temporary
= 32;
2067 shader
->limits
.constant_float
= 224;
2068 shader
->limits
.constant_int
= 16;
2069 shader
->limits
.constant_bool
= 16;
2070 shader
->limits
.texcoord
= 0;
2071 shader
->limits
.sampler
= 16;
2072 shader
->limits
.packed_input
= 12;
2073 shader
->limits
.label
= 16; /* FIXME: 2048 */
2077 shader
->limits
.temporary
= 32;
2078 shader
->limits
.constant_float
= 32;
2079 shader
->limits
.constant_int
= 16;
2080 shader
->limits
.constant_bool
= 16;
2081 shader
->limits
.texcoord
= 8;
2082 shader
->limits
.sampler
= 16;
2083 shader
->limits
.packed_input
= 0;
2084 shader
->limits
.label
= 0;
2085 FIXME("Unrecognized pixel shader version %u.%u\n",
2086 shader
->reg_maps
.shader_version
.major
,
2087 shader
->reg_maps
.shader_version
.minor
);
2091 static HRESULT
pixelshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2092 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2093 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
2095 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2096 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2099 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
2101 shader_init(shader
, device
, parent
, parent_ops
);
2102 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_pshader_constantF
,
2103 WINED3D_SHADER_TYPE_PIXEL
, max_version
);
2106 WARN("Failed to set function, hr %#x.\n", hr
);
2107 shader_cleanup(shader
);
2111 pixelshader_set_limits(shader
);
2113 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2115 if (shader
->u
.ps
.input_reg_used
[i
])
2118 highest_reg_used
= i
;
2122 /* Don't do any register mapping magic if it is not needed, or if we can't
2123 * achieve anything anyway */
2124 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2125 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2127 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2129 /* This happens with relative addressing. The input mapper function
2130 * warns about this if the higher registers are declared too, so
2131 * don't write a FIXME here */
2132 WARN("More varying registers used than supported\n");
2135 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2137 shader
->u
.ps
.input_reg_map
[i
] = i
;
2140 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
2144 shader
->u
.ps
.declared_in_count
= 0;
2145 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2147 if (shader
->u
.ps
.input_reg_used
[i
])
2148 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
2149 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
2153 shader
->load_local_constsF
= FALSE
;
2158 void pixelshader_update_samplers(struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_texture
* const *textures
)
2160 enum wined3d_sampler_texture_type
*sampler_type
= reg_maps
->sampler_type
;
2163 if (reg_maps
->shader_version
.major
!= 1) return;
2165 for (i
= 0; i
< max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
); ++i
)
2167 /* We don't sample from this sampler. */
2168 if (!sampler_type
[i
]) continue;
2172 WARN("No texture bound to sampler %u, using 2D.\n", i
);
2173 sampler_type
[i
] = WINED3DSTT_2D
;
2177 switch (textures
[i
]->target
)
2179 case GL_TEXTURE_RECTANGLE_ARB
:
2181 /* We have to select between texture rectangles and 2D
2182 * textures later because 2.0 and 3.0 shaders only have
2183 * WINED3DSTT_2D as well. */
2184 sampler_type
[i
] = WINED3DSTT_2D
;
2188 sampler_type
[i
] = WINED3DSTT_VOLUME
;
2191 case GL_TEXTURE_CUBE_MAP_ARB
:
2192 sampler_type
[i
] = WINED3DSTT_CUBE
;
2196 FIXME("Unrecognized texture type %#x, using 2D.\n", textures
[i
]->target
);
2197 sampler_type
[i
] = WINED3DSTT_2D
;
2202 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2203 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2204 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2206 struct wined3d_shader
*object
;
2209 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2210 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2212 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2215 ERR("Failed to allocate shader memory.\n");
2216 return E_OUTOFMEMORY
;
2219 hr
= geometryshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2222 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
2223 HeapFree(GetProcessHeap(), 0, object
);
2227 TRACE("Created geometry shader %p.\n", object
);
2233 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const DWORD
*byte_code
,
2234 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2235 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2237 struct wined3d_shader
*object
;
2240 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2241 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2243 if (device
->ps_selected_mode
== SHADER_NONE
)
2244 return WINED3DERR_INVALIDCALL
;
2246 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2249 ERR("Failed to allocate shader memory.\n");
2250 return E_OUTOFMEMORY
;
2253 hr
= pixelshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2256 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
2257 HeapFree(GetProcessHeap(), 0, object
);
2261 TRACE("Created pixel shader %p.\n", object
);
2267 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2268 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2269 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2271 struct wined3d_shader
*object
;
2274 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2275 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2277 if (device
->vs_selected_mode
== SHADER_NONE
)
2278 return WINED3DERR_INVALIDCALL
;
2280 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2283 ERR("Failed to allocate shader memory.\n");
2284 return E_OUTOFMEMORY
;
2287 hr
= vertexshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2290 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
2291 HeapFree(GetProcessHeap(), 0, object
);
2295 TRACE("Created vertex shader %p.\n", object
);