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[wine/multimedia.git] / dlls / wined3d / shader.c
blob969d93a3a4fc5a4d62d1bc69d40b00940abebbad
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char * const shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_BEM */ "bem",
41 /* WINED3DSIH_BREAK */ "break",
42 /* WINED3DSIH_BREAKC */ "breakc",
43 /* WINED3DSIH_BREAKP */ "breakp",
44 /* WINED3DSIH_CALL */ "call",
45 /* WINED3DSIH_CALLNZ */ "callnz",
46 /* WINED3DSIH_CMP */ "cmp",
47 /* WINED3DSIH_CND */ "cnd",
48 /* WINED3DSIH_CRS */ "crs",
49 /* WINED3DSIH_CUT */ "cut",
50 /* WINED3DSIH_DCL */ "dcl",
51 /* WINED3DSIH_DEF */ "def",
52 /* WINED3DSIH_DEFB */ "defb",
53 /* WINED3DSIH_DEFI */ "defi",
54 /* WINED3DSIH_DP2ADD */ "dp2add",
55 /* WINED3DSIH_DP3 */ "dp3",
56 /* WINED3DSIH_DP4 */ "dp4",
57 /* WINED3DSIH_DST */ "dst",
58 /* WINED3DSIH_DSX */ "dsx",
59 /* WINED3DSIH_DSY */ "dsy",
60 /* WINED3DSIH_ELSE */ "else",
61 /* WINED3DSIH_EMIT */ "emit",
62 /* WINED3DSIH_ENDIF */ "endif",
63 /* WINED3DSIH_ENDLOOP */ "endloop",
64 /* WINED3DSIH_ENDREP */ "endrep",
65 /* WINED3DSIH_EXP */ "exp",
66 /* WINED3DSIH_EXPP */ "expp",
67 /* WINED3DSIH_FRC */ "frc",
68 /* WINED3DSIH_IADD */ "iadd",
69 /* WINED3DSIH_IF */ "if",
70 /* WINED3DSIH_IFC */ "ifc",
71 /* WINED3DSIH_IGE */ "ige",
72 /* WINED3DSIH_LABEL */ "label",
73 /* WINED3DSIH_LIT */ "lit",
74 /* WINED3DSIH_LOG */ "log",
75 /* WINED3DSIH_LOGP */ "logp",
76 /* WINED3DSIH_LOOP */ "loop",
77 /* WINED3DSIH_LRP */ "lrp",
78 /* WINED3DSIH_LT */ "lt",
79 /* WINED3DSIH_M3x2 */ "m3x2",
80 /* WINED3DSIH_M3x3 */ "m3x3",
81 /* WINED3DSIH_M3x4 */ "m3x4",
82 /* WINED3DSIH_M4x3 */ "m4x3",
83 /* WINED3DSIH_M4x4 */ "m4x4",
84 /* WINED3DSIH_MAD */ "mad",
85 /* WINED3DSIH_MAX */ "max",
86 /* WINED3DSIH_MIN */ "min",
87 /* WINED3DSIH_MOV */ "mov",
88 /* WINED3DSIH_MOVA */ "mova",
89 /* WINED3DSIH_MUL */ "mul",
90 /* WINED3DSIH_NOP */ "nop",
91 /* WINED3DSIH_NRM */ "nrm",
92 /* WINED3DSIH_PHASE */ "phase",
93 /* WINED3DSIH_POW */ "pow",
94 /* WINED3DSIH_RCP */ "rcp",
95 /* WINED3DSIH_REP */ "rep",
96 /* WINED3DSIH_RET */ "ret",
97 /* WINED3DSIH_RSQ */ "rsq",
98 /* WINED3DSIH_SETP */ "setp",
99 /* WINED3DSIH_SGE */ "sge",
100 /* WINED3DSIH_SGN */ "sgn",
101 /* WINED3DSIH_SINCOS */ "sincos",
102 /* WINED3DSIH_SLT */ "slt",
103 /* WINED3DSIH_SUB */ "sub",
104 /* WINED3DSIH_TEX */ "texld",
105 /* WINED3DSIH_TEXBEM */ "texbem",
106 /* WINED3DSIH_TEXBEML */ "texbeml",
107 /* WINED3DSIH_TEXCOORD */ "texcrd",
108 /* WINED3DSIH_TEXDEPTH */ "texdepth",
109 /* WINED3DSIH_TEXDP3 */ "texdp3",
110 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
111 /* WINED3DSIH_TEXKILL */ "texkill",
112 /* WINED3DSIH_TEXLDD */ "texldd",
113 /* WINED3DSIH_TEXLDL */ "texldl",
114 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
115 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
116 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
117 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
118 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
119 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
120 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
121 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
122 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
123 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
124 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
125 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
128 static const char * const semantic_names[] =
130 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
131 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
132 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
133 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
134 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
135 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
136 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
137 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
138 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
139 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
140 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
141 /* WINED3DDECLUSAGE_FOG */ "FOG",
142 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
143 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
146 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
148 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
150 FIXME("Unrecognized usage %#x.\n", usage);
151 return "UNRECOGNIZED";
154 return semantic_names[usage];
157 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
159 unsigned int i;
161 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
163 if (!strcmp(name, semantic_names[i])) return i;
166 return ~0U;
169 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
171 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
174 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
175 const struct wined3d_shader_semantic *s)
177 e->semantic_name = shader_semantic_name_from_usage(s->usage);
178 e->semantic_idx = s->usage_idx;
179 e->sysval_semantic = 0;
180 e->component_type = 0;
181 e->register_idx = s->reg.reg.idx;
182 e->mask = s->reg.write_mask;
185 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
186 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
188 e->semantic_name = shader_semantic_name_from_usage(usage);
189 e->semantic_idx = usage_idx;
190 e->sysval_semantic = 0;
191 e->component_type = 0;
192 e->register_idx = reg_idx;
193 e->mask = write_mask;
196 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
198 switch (version_token >> 16)
200 case WINED3D_SM1_VS:
201 case WINED3D_SM1_PS:
202 return &sm1_shader_frontend;
204 case WINED3D_SM4_PS:
205 case WINED3D_SM4_VS:
206 case WINED3D_SM4_GS:
207 return &sm4_shader_frontend;
209 default:
210 FIXME("Unrecognised version token %#x\n", version_token);
211 return NULL;
215 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
217 buffer->buffer[0] = '\0';
218 buffer->bsize = 0;
219 buffer->lineNo = 0;
220 buffer->newline = TRUE;
223 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
225 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
226 if (!buffer->buffer)
228 ERR("Failed to allocate shader buffer memory.\n");
229 return FALSE;
232 shader_buffer_clear(buffer);
233 return TRUE;
236 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
238 HeapFree(GetProcessHeap(), 0, buffer->buffer);
241 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
243 char *base = buffer->buffer + buffer->bsize;
244 int rc;
246 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
248 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
250 ERR("The buffer allocated for the shader program string "
251 "is too small at %d bytes.\n", SHADER_PGMSIZE);
252 buffer->bsize = SHADER_PGMSIZE - 1;
253 return -1;
256 if (buffer->newline)
258 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
259 buffer->newline = FALSE;
261 else
263 TRACE("%s", base);
266 buffer->bsize += rc;
267 if (buffer->buffer[buffer->bsize-1] == '\n')
269 ++buffer->lineNo;
270 buffer->newline = TRUE;
273 return 0;
276 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
278 va_list args;
279 int ret;
281 va_start(args, format);
282 ret = shader_vaddline(buffer, format, args);
283 va_end(args);
285 return ret;
288 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
289 void *parent, const struct wined3d_parent_ops *parent_ops)
291 shader->ref = 1;
292 shader->device = (IWineD3DDevice *)device;
293 shader->parent = parent;
294 shader->parent_ops = parent_ops;
295 list_init(&shader->linked_programs);
296 list_add_head(&device->shaders, &shader->shader_list_entry);
299 /* Convert floating point offset relative to a register file to an absolute
300 * offset for float constants. */
301 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
303 switch (register_type)
305 case WINED3DSPR_CONST: return register_idx;
306 case WINED3DSPR_CONST2: return 2048 + register_idx;
307 case WINED3DSPR_CONST3: return 4096 + register_idx;
308 case WINED3DSPR_CONST4: return 6144 + register_idx;
309 default:
310 FIXME("Unsupported register type: %u.\n", register_type);
311 return register_idx;
315 static void shader_delete_constant_list(struct list *clist)
317 struct local_constant *constant;
318 struct list *ptr;
320 ptr = list_head(clist);
321 while (ptr)
323 constant = LIST_ENTRY(ptr, struct local_constant, entry);
324 ptr = list_next(clist, ptr);
325 HeapFree(GetProcessHeap(), 0, constant);
327 list_init(clist);
330 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
332 DWORD idx, shift;
333 idx = bit >> 5;
334 shift = bit & 0x1f;
335 bitmap[idx] |= (1 << shift);
338 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
339 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
341 switch (reg->type)
343 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
344 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
345 else reg_maps->address |= 1 << reg->idx;
346 break;
348 case WINED3DSPR_TEMP:
349 reg_maps->temporary |= 1 << reg->idx;
350 break;
352 case WINED3DSPR_INPUT:
353 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
355 if (reg->rel_addr)
357 /* If relative addressing is used, we must assume that all registers
358 * are used. Even if it is a construct like v3[aL], we can't assume
359 * that v0, v1 and v2 aren't read because aL can be negative */
360 unsigned int i;
361 for (i = 0; i < MAX_REG_INPUT; ++i)
363 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
366 else
368 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
371 else reg_maps->input_registers |= 1 << reg->idx;
372 break;
374 case WINED3DSPR_RASTOUT:
375 if (reg->idx == 1) reg_maps->fog = 1;
376 break;
378 case WINED3DSPR_MISCTYPE:
379 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
381 if (!reg->idx) reg_maps->vpos = 1;
382 else if (reg->idx == 1) reg_maps->usesfacing = 1;
384 break;
386 case WINED3DSPR_CONST:
387 if (reg->rel_addr)
389 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
391 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
393 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
395 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
397 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
400 reg_maps->usesrelconstF = TRUE;
402 else
404 set_bitmap_bit(reg_maps->constf, reg->idx);
406 break;
408 case WINED3DSPR_CONSTINT:
409 reg_maps->integer_constants |= (1 << reg->idx);
410 break;
412 case WINED3DSPR_CONSTBOOL:
413 reg_maps->boolean_constants |= (1 << reg->idx);
414 break;
416 case WINED3DSPR_COLOROUT:
417 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
418 break;
420 default:
421 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
422 break;
426 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
428 switch (instr)
430 case WINED3DSIH_M4x4:
431 case WINED3DSIH_M3x4:
432 return param == 1 ? 3 : 0;
434 case WINED3DSIH_M4x3:
435 case WINED3DSIH_M3x3:
436 return param == 1 ? 2 : 0;
438 case WINED3DSIH_M3x2:
439 return param == 1 ? 1 : 0;
441 default:
442 return 0;
446 /* Note that this does not count the loop register as an address register. */
447 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
448 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
449 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
451 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
452 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
453 void *fe_data = shader->baseShader.frontend_data;
454 struct wined3d_shader_version shader_version;
455 const DWORD *ptr = byte_code;
457 memset(reg_maps, 0, sizeof(*reg_maps));
459 /* get_registers_used() is called on every compile on some 1.x shaders,
460 * which can result in stacking up a collection of local constants.
461 * Delete the old constants if existing. */
462 shader_delete_constant_list(&shader->baseShader.constantsF);
463 shader_delete_constant_list(&shader->baseShader.constantsB);
464 shader_delete_constant_list(&shader->baseShader.constantsI);
466 fe->shader_read_header(fe_data, &ptr, &shader_version);
467 reg_maps->shader_version = shader_version;
469 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
470 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
471 if (!reg_maps->constf)
473 ERR("Failed to allocate constant map memory.\n");
474 return E_OUTOFMEMORY;
477 while (!fe->shader_is_end(fe_data, &ptr))
479 struct wined3d_shader_instruction ins;
480 const char *comment;
481 UINT comment_size;
482 UINT param_size;
484 /* Skip comments. */
485 fe->shader_read_comment(&ptr, &comment, &comment_size);
486 if (comment) continue;
488 /* Fetch opcode. */
489 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
491 /* Unhandled opcode, and its parameters. */
492 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
494 TRACE("Skipping unrecognized instruction.\n");
495 ptr += param_size;
496 continue;
499 /* Handle declarations. */
500 if (ins.handler_idx == WINED3DSIH_DCL)
502 struct wined3d_shader_semantic semantic;
504 fe->shader_read_semantic(&ptr, &semantic);
506 switch (semantic.reg.reg.type)
508 /* Mark input registers used. */
509 case WINED3DSPR_INPUT:
510 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
511 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
512 break;
514 /* Vertex shader: mark 3.0 output registers used, save token. */
515 case WINED3DSPR_OUTPUT:
516 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
517 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
518 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
519 break;
521 /* Save sampler usage token. */
522 case WINED3DSPR_SAMPLER:
523 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
524 break;
526 default:
527 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
528 break;
531 else if (ins.handler_idx == WINED3DSIH_DEF)
533 struct wined3d_shader_src_param rel_addr;
534 struct wined3d_shader_dst_param dst;
536 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
537 if (!lconst) return E_OUTOFMEMORY;
539 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
540 lconst->idx = dst.reg.idx;
542 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
543 ptr += 4;
545 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
546 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
548 float *value = (float *)lconst->value;
549 if (value[0] < -1.0f) value[0] = -1.0f;
550 else if (value[0] > 1.0f) value[0] = 1.0f;
551 if (value[1] < -1.0f) value[1] = -1.0f;
552 else if (value[1] > 1.0f) value[1] = 1.0f;
553 if (value[2] < -1.0f) value[2] = -1.0f;
554 else if (value[2] > 1.0f) value[2] = 1.0f;
555 if (value[3] < -1.0f) value[3] = -1.0f;
556 else if (value[3] > 1.0f) value[3] = 1.0f;
559 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
561 else if (ins.handler_idx == WINED3DSIH_DEFI)
563 struct wined3d_shader_src_param rel_addr;
564 struct wined3d_shader_dst_param dst;
566 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
567 if (!lconst) return E_OUTOFMEMORY;
569 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
570 lconst->idx = dst.reg.idx;
572 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
573 ptr += 4;
575 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
576 reg_maps->local_int_consts |= (1 << dst.reg.idx);
578 else if (ins.handler_idx == WINED3DSIH_DEFB)
580 struct wined3d_shader_src_param rel_addr;
581 struct wined3d_shader_dst_param dst;
583 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
584 if (!lconst) return E_OUTOFMEMORY;
586 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
587 lconst->idx = dst.reg.idx;
589 memcpy(lconst->value, ptr, sizeof(DWORD));
590 ++ptr;
592 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
593 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
595 /* If there's a loop in the shader. */
596 else if (ins.handler_idx == WINED3DSIH_LOOP
597 || ins.handler_idx == WINED3DSIH_REP)
599 struct wined3d_shader_src_param src, rel_addr;
601 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
603 /* Rep and Loop always use an integer constant for the control parameters. */
604 if (ins.handler_idx == WINED3DSIH_REP)
606 reg_maps->integer_constants |= 1 << src.reg.idx;
608 else
610 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
611 reg_maps->integer_constants |= 1 << src.reg.idx;
614 cur_loop_depth++;
615 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
617 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
618 || ins.handler_idx == WINED3DSIH_ENDREP)
620 cur_loop_depth--;
622 /* For subroutine prototypes. */
623 else if (ins.handler_idx == WINED3DSIH_LABEL)
625 struct wined3d_shader_src_param src, rel_addr;
627 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
628 reg_maps->labels |= 1 << src.reg.idx;
630 /* Set texture, address, temporary registers. */
631 else
633 BOOL color0_mov = FALSE;
634 int i, limit;
636 /* This will loop over all the registers and try to
637 * make a bitmask of the ones we're interested in.
639 * Relative addressing tokens are ignored, but that's
640 * okay, since we'll catch any address registers when
641 * they are initialized (required by spec). */
642 if (ins.dst_count)
644 struct wined3d_shader_src_param dst_rel_addr;
645 struct wined3d_shader_dst_param dst_param;
647 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
649 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
651 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
652 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
653 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
654 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
656 UINT idx = dst_param.reg.idx;
658 switch (dst_param.reg.type)
660 case WINED3DSPR_RASTOUT:
661 switch (idx)
663 case 0: /* oPos */
664 reg_maps->output_registers |= 1 << 10;
665 shader_signature_from_usage(&output_signature[10],
666 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
667 break;
669 case 1: /* oFog */
670 reg_maps->output_registers |= 1 << 11;
671 shader_signature_from_usage(&output_signature[11],
672 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
673 break;
675 case 2: /* oPts */
676 reg_maps->output_registers |= 1 << 11;
677 shader_signature_from_usage(&output_signature[11],
678 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
679 break;
681 break;
683 case WINED3DSPR_ATTROUT:
684 if (idx < 2)
686 idx += 8;
687 if (reg_maps->output_registers & (1 << idx))
689 output_signature[idx].mask |= dst_param.write_mask;
691 else
693 reg_maps->output_registers |= 1 << idx;
694 shader_signature_from_usage(&output_signature[idx],
695 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
698 break;
700 case WINED3DSPR_TEXCRDOUT:
702 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
703 if (reg_maps->output_registers & (1 << idx))
705 output_signature[idx].mask |= dst_param.write_mask;
707 else
709 reg_maps->output_registers |= 1 << idx;
710 shader_signature_from_usage(&output_signature[idx],
711 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
713 break;
715 default:
716 break;
720 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
722 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
724 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
726 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
727 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
728 * the mov and perform the sRGB write correction from the source register.
730 * However, if the mov is only partial, we can't do this, and if the write
731 * comes from an instruction other than MOV it is hard to do as well. If
732 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
734 ps->color0_mov = FALSE;
735 if (ins.handler_idx == WINED3DSIH_MOV
736 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
738 /* Used later when the source register is read. */
739 color0_mov = TRUE;
742 /* Also drop the MOV marker if the source register is overwritten prior to the shader
743 * end
745 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
747 ps->color0_mov = FALSE;
751 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
752 if (shader_version.major == 1
753 && (ins.handler_idx == WINED3DSIH_TEX
754 || ins.handler_idx == WINED3DSIH_TEXBEM
755 || ins.handler_idx == WINED3DSIH_TEXBEML
756 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
757 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
758 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
759 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
760 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
761 || ins.handler_idx == WINED3DSIH_TEXREG2AR
762 || ins.handler_idx == WINED3DSIH_TEXREG2GB
763 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
765 /* Fake sampler usage, only set reserved bit and type. */
766 DWORD sampler_code = dst_param.reg.idx;
768 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
769 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
771 /* texbem is only valid with < 1.4 pixel shaders */
772 if (ins.handler_idx == WINED3DSIH_TEXBEM
773 || ins.handler_idx == WINED3DSIH_TEXBEML)
775 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
776 if (ins.handler_idx == WINED3DSIH_TEXBEML)
778 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
782 else if (ins.handler_idx == WINED3DSIH_BEM)
784 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
788 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
789 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
790 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
791 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
792 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
793 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
794 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
795 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
796 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
798 limit = ins.src_count + (ins.predicate ? 1 : 0);
799 for (i = 0; i < limit; ++i)
801 struct wined3d_shader_src_param src_param, src_rel_addr;
802 unsigned int count;
804 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
805 count = get_instr_extra_regcount(ins.handler_idx, i);
807 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
808 while (count)
810 ++src_param.reg.idx;
811 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
812 --count;
815 if (color0_mov)
817 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
818 if (src_param.reg.type == WINED3DSPR_TEMP
819 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
821 ps->color0_mov = TRUE;
822 ps->color0_reg = src_param.reg.idx;
828 reg_maps->loop_depth = max_loop_depth;
830 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
832 return WINED3D_OK;
835 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
837 DWORD map = 1 << max;
838 map |= map - 1;
839 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
841 return wined3d_log2i(map);
844 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
845 const struct wined3d_shader_version *shader_version)
847 TRACE("dcl");
849 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
851 switch (semantic->sampler_type)
853 case WINED3DSTT_2D: TRACE("_2d"); break;
854 case WINED3DSTT_CUBE: TRACE("_cube"); break;
855 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
856 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
859 else
861 /* Pixel shaders 3.0 don't have usage semantics. */
862 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
863 else TRACE("_");
865 switch (semantic->usage)
867 case WINED3DDECLUSAGE_POSITION:
868 TRACE("position%u", semantic->usage_idx);
869 break;
871 case WINED3DDECLUSAGE_BLENDINDICES:
872 TRACE("blend");
873 break;
875 case WINED3DDECLUSAGE_BLENDWEIGHT:
876 TRACE("weight");
877 break;
879 case WINED3DDECLUSAGE_NORMAL:
880 TRACE("normal%u", semantic->usage_idx);
881 break;
883 case WINED3DDECLUSAGE_PSIZE:
884 TRACE("psize");
885 break;
887 case WINED3DDECLUSAGE_COLOR:
888 if (!semantic->usage_idx) TRACE("color");
889 else TRACE("specular%u", (semantic->usage_idx - 1));
890 break;
892 case WINED3DDECLUSAGE_TEXCOORD:
893 TRACE("texture%u", semantic->usage_idx);
894 break;
896 case WINED3DDECLUSAGE_TANGENT:
897 TRACE("tangent");
898 break;
900 case WINED3DDECLUSAGE_BINORMAL:
901 TRACE("binormal");
902 break;
904 case WINED3DDECLUSAGE_TESSFACTOR:
905 TRACE("tessfactor");
906 break;
908 case WINED3DDECLUSAGE_POSITIONT:
909 TRACE("positionT%u", semantic->usage_idx);
910 break;
912 case WINED3DDECLUSAGE_FOG:
913 TRACE("fog");
914 break;
916 case WINED3DDECLUSAGE_DEPTH:
917 TRACE("depth");
918 break;
920 case WINED3DDECLUSAGE_SAMPLE:
921 TRACE("sample");
922 break;
924 default:
925 FIXME("unknown_semantics(0x%08x)", semantic->usage);
930 static void shader_dump_register(const struct wined3d_shader_register *reg,
931 const struct wined3d_shader_version *shader_version)
933 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
934 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
935 UINT offset = reg->idx;
937 switch (reg->type)
939 case WINED3DSPR_TEMP:
940 TRACE("r");
941 break;
943 case WINED3DSPR_INPUT:
944 TRACE("v");
945 break;
947 case WINED3DSPR_CONST:
948 case WINED3DSPR_CONST2:
949 case WINED3DSPR_CONST3:
950 case WINED3DSPR_CONST4:
951 TRACE("c");
952 offset = shader_get_float_offset(reg->type, reg->idx);
953 break;
955 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
956 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
957 break;
959 case WINED3DSPR_RASTOUT:
960 TRACE("%s", rastout_reg_names[reg->idx]);
961 break;
963 case WINED3DSPR_COLOROUT:
964 TRACE("oC");
965 break;
967 case WINED3DSPR_DEPTHOUT:
968 TRACE("oDepth");
969 break;
971 case WINED3DSPR_ATTROUT:
972 TRACE("oD");
973 break;
975 case WINED3DSPR_TEXCRDOUT:
976 /* Vertex shaders >= 3.0 use general purpose output registers
977 * (WINED3DSPR_OUTPUT), which can include an address token. */
978 if (shader_version->major >= 3) TRACE("o");
979 else TRACE("oT");
980 break;
982 case WINED3DSPR_CONSTINT:
983 TRACE("i");
984 break;
986 case WINED3DSPR_CONSTBOOL:
987 TRACE("b");
988 break;
990 case WINED3DSPR_LABEL:
991 TRACE("l");
992 break;
994 case WINED3DSPR_LOOP:
995 TRACE("aL");
996 break;
998 case WINED3DSPR_SAMPLER:
999 TRACE("s");
1000 break;
1002 case WINED3DSPR_MISCTYPE:
1003 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1004 else TRACE("%s", misctype_reg_names[reg->idx]);
1005 break;
1007 case WINED3DSPR_PREDICATE:
1008 TRACE("p");
1009 break;
1011 case WINED3DSPR_IMMCONST:
1012 TRACE("l");
1013 break;
1015 case WINED3DSPR_CONSTBUFFER:
1016 TRACE("cb");
1017 break;
1019 default:
1020 TRACE("unhandled_rtype(%#x)", reg->type);
1021 break;
1024 if (reg->type == WINED3DSPR_IMMCONST)
1026 TRACE("(");
1027 switch (reg->immconst_type)
1029 case WINED3D_IMMCONST_FLOAT:
1030 TRACE("%.8e", *(const float *)reg->immconst_data);
1031 break;
1033 case WINED3D_IMMCONST_FLOAT4:
1034 TRACE("%.8e, %.8e, %.8e, %.8e",
1035 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1036 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1037 break;
1039 default:
1040 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1041 break;
1043 TRACE(")");
1045 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
1047 if (reg->array_idx != ~0U)
1049 TRACE("%u[%u", offset, reg->array_idx);
1050 if (reg->rel_addr)
1052 TRACE(" + ");
1053 shader_dump_src_param(reg->rel_addr, shader_version);
1055 TRACE("]");
1057 else
1059 if (reg->rel_addr)
1061 TRACE("[");
1062 shader_dump_src_param(reg->rel_addr, shader_version);
1063 TRACE(" + ");
1065 TRACE("%u", offset);
1066 if (reg->rel_addr) TRACE("]");
1071 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1072 const struct wined3d_shader_version *shader_version)
1074 DWORD write_mask = param->write_mask;
1076 shader_dump_register(&param->reg, shader_version);
1078 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1080 static const char *write_mask_chars = "xyzw";
1082 TRACE(".");
1083 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1084 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1085 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1086 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1090 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1091 const struct wined3d_shader_version *shader_version)
1093 DWORD src_modifier = param->modifiers;
1094 DWORD swizzle = param->swizzle;
1096 if (src_modifier == WINED3DSPSM_NEG
1097 || src_modifier == WINED3DSPSM_BIASNEG
1098 || src_modifier == WINED3DSPSM_SIGNNEG
1099 || src_modifier == WINED3DSPSM_X2NEG
1100 || src_modifier == WINED3DSPSM_ABSNEG)
1101 TRACE("-");
1102 else if (src_modifier == WINED3DSPSM_COMP)
1103 TRACE("1-");
1104 else if (src_modifier == WINED3DSPSM_NOT)
1105 TRACE("!");
1107 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1108 TRACE("abs(");
1110 shader_dump_register(&param->reg, shader_version);
1112 if (src_modifier)
1114 switch (src_modifier)
1116 case WINED3DSPSM_NONE: break;
1117 case WINED3DSPSM_NEG: break;
1118 case WINED3DSPSM_NOT: break;
1119 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1120 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1121 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1122 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1123 case WINED3DSPSM_COMP: break;
1124 case WINED3DSPSM_X2: TRACE("_x2"); break;
1125 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1126 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1127 case WINED3DSPSM_DW: TRACE("_dw"); break;
1128 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1129 case WINED3DSPSM_ABS: TRACE(")"); break;
1130 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1134 if (swizzle != WINED3DSP_NOSWIZZLE)
1136 static const char *swizzle_chars = "xyzw";
1137 DWORD swizzle_x = swizzle & 0x03;
1138 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1139 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1140 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1142 if (swizzle_x == swizzle_y
1143 && swizzle_x == swizzle_z
1144 && swizzle_x == swizzle_w)
1146 TRACE(".%c", swizzle_chars[swizzle_x]);
1148 else
1150 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1151 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1156 /* Shared code in order to generate the bulk of the shader string.
1157 * NOTE: A description of how to parse tokens can be found on MSDN. */
1158 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1159 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1161 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1162 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1163 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1164 void *fe_data = shader->baseShader.frontend_data;
1165 struct wined3d_shader_src_param src_rel_addr[4];
1166 struct wined3d_shader_src_param src_param[4];
1167 struct wined3d_shader_version shader_version;
1168 struct wined3d_shader_src_param dst_rel_addr;
1169 struct wined3d_shader_dst_param dst_param;
1170 struct wined3d_shader_instruction ins;
1171 struct wined3d_shader_context ctx;
1172 const DWORD *ptr = byte_code;
1173 DWORD i;
1175 /* Initialize current parsing state. */
1176 ctx.shader = iface;
1177 ctx.gl_info = &device->adapter->gl_info;
1178 ctx.reg_maps = reg_maps;
1179 ctx.buffer = buffer;
1180 ctx.backend_data = backend_ctx;
1182 ins.ctx = &ctx;
1183 ins.dst = &dst_param;
1184 ins.src = src_param;
1185 shader->baseShader.parse_state.current_row = 0;
1187 fe->shader_read_header(fe_data, &ptr, &shader_version);
1189 while (!fe->shader_is_end(fe_data, &ptr))
1191 const char *comment;
1192 UINT comment_size;
1193 UINT param_size;
1195 /* Skip comment tokens. */
1196 fe->shader_read_comment(&ptr, &comment, &comment_size);
1197 if (comment) continue;
1199 /* Read opcode. */
1200 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1202 /* Unknown opcode and its parameters. */
1203 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1205 TRACE("Skipping unrecognized instruction.\n");
1206 ptr += param_size;
1207 continue;
1210 /* Nothing to do. */
1211 if (ins.handler_idx == WINED3DSIH_DCL
1212 || ins.handler_idx == WINED3DSIH_NOP
1213 || ins.handler_idx == WINED3DSIH_DEF
1214 || ins.handler_idx == WINED3DSIH_DEFI
1215 || ins.handler_idx == WINED3DSIH_DEFB
1216 || ins.handler_idx == WINED3DSIH_PHASE)
1218 ptr += param_size;
1219 continue;
1222 /* Destination token */
1223 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1225 /* Predication token */
1226 if (ins.predicate)
1228 FIXME("Predicates not implemented.\n");
1229 ins.predicate = *ptr++;
1232 /* Other source tokens */
1233 for (i = 0; i < ins.src_count; ++i)
1235 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1238 /* Call appropriate function for output target */
1239 device->shader_backend->shader_handle_instruction(&ins);
1243 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1245 DWORD mmask = dst->modifiers;
1247 switch (dst->shift)
1249 case 0: break;
1250 case 13: TRACE("_d8"); break;
1251 case 14: TRACE("_d4"); break;
1252 case 15: TRACE("_d2"); break;
1253 case 1: TRACE("_x2"); break;
1254 case 2: TRACE("_x4"); break;
1255 case 3: TRACE("_x8"); break;
1256 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1259 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1260 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1261 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1263 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1264 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1267 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1269 struct wined3d_shader_version shader_version;
1270 const DWORD *ptr = byte_code;
1271 const char *type_prefix;
1272 DWORD i;
1274 TRACE("Parsing %p.\n", byte_code);
1276 fe->shader_read_header(fe_data, &ptr, &shader_version);
1278 switch (shader_version.type)
1280 case WINED3D_SHADER_TYPE_VERTEX:
1281 type_prefix = "vs";
1282 break;
1284 case WINED3D_SHADER_TYPE_GEOMETRY:
1285 type_prefix = "gs";
1286 break;
1288 case WINED3D_SHADER_TYPE_PIXEL:
1289 type_prefix = "ps";
1290 break;
1292 default:
1293 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1294 type_prefix = "unknown";
1295 break;
1298 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1300 while (!fe->shader_is_end(fe_data, &ptr))
1302 struct wined3d_shader_instruction ins;
1303 const char *comment;
1304 UINT comment_size;
1305 UINT param_size;
1307 /* comment */
1308 fe->shader_read_comment(&ptr, &comment, &comment_size);
1309 if (comment)
1311 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1313 const char *end = comment + comment_size;
1314 const char *ptr = comment + 4;
1315 const char *line = ptr;
1317 TRACE("// TEXT\n");
1318 while (ptr != end)
1320 if (*ptr == '\n')
1322 UINT len = ptr - line;
1323 if (len && *(ptr - 1) == '\r') --len;
1324 TRACE("// %s\n", debugstr_an(line, len));
1325 line = ++ptr;
1327 else ++ptr;
1329 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1331 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1332 continue;
1335 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1336 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1338 TRACE("Skipping unrecognized instruction.\n");
1339 ptr += param_size;
1340 continue;
1343 if (ins.handler_idx == WINED3DSIH_DCL)
1345 struct wined3d_shader_semantic semantic;
1347 fe->shader_read_semantic(&ptr, &semantic);
1349 shader_dump_decl_usage(&semantic, &shader_version);
1350 shader_dump_ins_modifiers(&semantic.reg);
1351 TRACE(" ");
1352 shader_dump_dst_param(&semantic.reg, &shader_version);
1354 else if (ins.handler_idx == WINED3DSIH_DEF)
1356 struct wined3d_shader_src_param rel_addr;
1357 struct wined3d_shader_dst_param dst;
1359 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1361 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1362 *(const float *)(ptr),
1363 *(const float *)(ptr + 1),
1364 *(const float *)(ptr + 2),
1365 *(const float *)(ptr + 3));
1366 ptr += 4;
1368 else if (ins.handler_idx == WINED3DSIH_DEFI)
1370 struct wined3d_shader_src_param rel_addr;
1371 struct wined3d_shader_dst_param dst;
1373 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1375 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1376 *(ptr),
1377 *(ptr + 1),
1378 *(ptr + 2),
1379 *(ptr + 3));
1380 ptr += 4;
1382 else if (ins.handler_idx == WINED3DSIH_DEFB)
1384 struct wined3d_shader_src_param rel_addr;
1385 struct wined3d_shader_dst_param dst;
1387 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1389 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1390 ++ptr;
1392 else
1394 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1395 struct wined3d_shader_dst_param dst_param;
1396 struct wined3d_shader_src_param src_param;
1398 if (ins.dst_count)
1400 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1403 /* Print out predication source token first - it follows
1404 * the destination token. */
1405 if (ins.predicate)
1407 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1408 TRACE("(");
1409 shader_dump_src_param(&src_param, &shader_version);
1410 TRACE(") ");
1413 /* PixWin marks instructions with the coissue flag with a '+' */
1414 if (ins.coissue) TRACE("+");
1416 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1418 if (ins.handler_idx == WINED3DSIH_IFC
1419 || ins.handler_idx == WINED3DSIH_BREAKC)
1421 switch (ins.flags)
1423 case COMPARISON_GT: TRACE("_gt"); break;
1424 case COMPARISON_EQ: TRACE("_eq"); break;
1425 case COMPARISON_GE: TRACE("_ge"); break;
1426 case COMPARISON_LT: TRACE("_lt"); break;
1427 case COMPARISON_NE: TRACE("_ne"); break;
1428 case COMPARISON_LE: TRACE("_le"); break;
1429 default: TRACE("_(%u)", ins.flags);
1432 else if (ins.handler_idx == WINED3DSIH_TEX
1433 && shader_version.major >= 2
1434 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1436 TRACE("p");
1439 /* We already read the destination token, print it. */
1440 if (ins.dst_count)
1442 shader_dump_ins_modifiers(&dst_param);
1443 TRACE(" ");
1444 shader_dump_dst_param(&dst_param, &shader_version);
1447 /* Other source tokens */
1448 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1450 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1451 TRACE(!i ? " " : ", ");
1452 shader_dump_src_param(&src_param, &shader_version);
1455 TRACE("\n");
1459 static void shader_cleanup(IWineD3DBaseShader *iface)
1461 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1463 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1464 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1465 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1466 shader_delete_constant_list(&shader->baseShader.constantsF);
1467 shader_delete_constant_list(&shader->baseShader.constantsB);
1468 shader_delete_constant_list(&shader->baseShader.constantsI);
1469 list_remove(&shader->baseShader.shader_list_entry);
1471 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1473 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1477 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1478 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1479 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1480 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1481 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1482 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1483 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1484 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1485 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1486 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1487 static void shader_none_free(IWineD3DDevice *iface) {}
1488 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1490 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1492 /* Set the shader caps to 0 for the none shader backend */
1493 caps->VertexShaderVersion = 0;
1494 caps->MaxVertexShaderConst = 0;
1495 caps->PixelShaderVersion = 0;
1496 caps->PixelShader1xMaxValue = 0.0f;
1497 caps->MaxPixelShaderConst = 0;
1498 caps->VSClipping = FALSE;
1501 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1503 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1505 TRACE("Checking support for fixup:\n");
1506 dump_color_fixup_desc(fixup);
1509 /* Faked to make some apps happy. */
1510 if (!is_complex_fixup(fixup))
1512 TRACE("[OK]\n");
1513 return TRUE;
1516 TRACE("[FAILED]\n");
1517 return FALSE;
1520 const shader_backend_t none_shader_backend = {
1521 shader_none_handle_instruction,
1522 shader_none_select,
1523 shader_none_select_depth_blt,
1524 shader_none_deselect_depth_blt,
1525 shader_none_update_float_vertex_constants,
1526 shader_none_update_float_pixel_constants,
1527 shader_none_load_constants,
1528 shader_none_load_np2fixup_constants,
1529 shader_none_destroy,
1530 shader_none_alloc,
1531 shader_none_free,
1532 shader_none_dirty_const,
1533 shader_none_get_caps,
1534 shader_none_color_fixup_supported,
1537 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1539 if (!data)
1541 *data_size = shader->baseShader.functionLength;
1542 return WINED3D_OK;
1545 if (*data_size < shader->baseShader.functionLength)
1547 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1548 * than the required size we should write the required size and
1549 * return D3DERR_MOREDATA. That's not actually true. */
1550 return WINED3DERR_INVALIDCALL;
1553 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1555 return WINED3D_OK;
1558 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1559 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1561 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1562 const struct wined3d_shader_frontend *fe;
1563 HRESULT hr;
1565 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1566 shader, byte_code, output_signature, float_const_count);
1568 fe = shader_select_frontend(*byte_code);
1569 if (!fe)
1571 FIXME("Unable to find frontend for shader.\n");
1572 return WINED3DERR_INVALIDCALL;
1574 shader->baseShader.frontend = fe;
1575 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1576 if (!shader->baseShader.frontend_data)
1578 FIXME("Failed to initialize frontend.\n");
1579 return WINED3DERR_INVALIDCALL;
1582 /* First pass: trace shader. */
1583 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1585 /* Initialize immediate constant lists. */
1586 list_init(&shader->baseShader.constantsF);
1587 list_init(&shader->baseShader.constantsB);
1588 list_init(&shader->baseShader.constantsI);
1590 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1591 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1592 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1593 byte_code, float_const_count);
1594 if (FAILED(hr)) return hr;
1596 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1597 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1598 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1600 return WINED3D_OK;
1603 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1605 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1607 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1608 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1609 || IsEqualGUID(riid, &IID_IWineD3DBase)
1610 || IsEqualGUID(riid, &IID_IUnknown))
1612 IUnknown_AddRef(iface);
1613 *object = iface;
1614 return S_OK;
1617 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1619 *object = NULL;
1620 return E_NOINTERFACE;
1623 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1625 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1626 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1628 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1630 return refcount;
1633 /* Do not call while under the GL lock. */
1634 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1636 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1637 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1639 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1641 if (!refcount)
1643 shader_cleanup((IWineD3DBaseShader *)iface);
1644 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1645 HeapFree(GetProcessHeap(), 0, shader);
1648 return refcount;
1651 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1653 TRACE("iface %p.\n", iface);
1655 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1658 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1660 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1662 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1665 /* Set local constants for d3d8 shaders. */
1666 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1667 UINT start_idx, const float *src_data, UINT count)
1669 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1670 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1671 UINT i, end_idx;
1673 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1675 end_idx = start_idx + count;
1676 if (end_idx > device->d3d_vshader_constantF)
1678 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1679 end_idx = device->d3d_vshader_constantF;
1682 for (i = start_idx; i < end_idx; ++i)
1684 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1685 if (!lconst) return E_OUTOFMEMORY;
1687 lconst->idx = i;
1688 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1689 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1692 return WINED3D_OK;
1695 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1697 /* IUnknown methods */
1698 vertexshader_QueryInterface,
1699 vertexshader_AddRef,
1700 vertexshader_Release,
1701 /* IWineD3DBase methods */
1702 vertexshader_GetParent,
1703 /* IWineD3DBaseShader methods */
1704 vertexshader_GetFunction,
1705 /* IWineD3DVertexShader methods */
1706 vertexshader_SetLocalConstantsF,
1709 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
1710 IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
1712 args->fog_src = stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]
1713 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1714 args->clip_enabled = stateblock->state.render_states[WINED3DRS_CLIPPING]
1715 && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
1716 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1719 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1721 if (usage_idx1 != usage_idx2) return FALSE;
1722 if (usage1 == usage2) return TRUE;
1723 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1724 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1726 return FALSE;
1729 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1730 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1732 WORD map = shader->baseShader.reg_maps.input_registers;
1733 unsigned int i;
1735 for (i = 0; map; map >>= 1, ++i)
1737 if (!(map & 1)) continue;
1739 if (match_usage(shader->attributes[i].usage,
1740 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1742 *regnum = i;
1743 return TRUE;
1746 return FALSE;
1749 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1751 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1752 shader->baseShader.reg_maps.shader_version.minor);
1753 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1755 shader->baseShader.limits.texcoord = 0;
1756 shader->baseShader.limits.attributes = 16;
1757 shader->baseShader.limits.packed_input = 0;
1759 switch (shader_version)
1761 case WINED3D_SHADER_VERSION(1, 0):
1762 case WINED3D_SHADER_VERSION(1, 1):
1763 shader->baseShader.limits.temporary = 12;
1764 shader->baseShader.limits.constant_bool = 0;
1765 shader->baseShader.limits.constant_int = 0;
1766 shader->baseShader.limits.address = 1;
1767 shader->baseShader.limits.packed_output = 12;
1768 shader->baseShader.limits.sampler = 0;
1769 shader->baseShader.limits.label = 0;
1770 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1771 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1772 * constants? */
1773 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1774 break;
1776 case WINED3D_SHADER_VERSION(2, 0):
1777 case WINED3D_SHADER_VERSION(2, 1):
1778 shader->baseShader.limits.temporary = 12;
1779 shader->baseShader.limits.constant_bool = 16;
1780 shader->baseShader.limits.constant_int = 16;
1781 shader->baseShader.limits.address = 1;
1782 shader->baseShader.limits.packed_output = 12;
1783 shader->baseShader.limits.sampler = 0;
1784 shader->baseShader.limits.label = 16;
1785 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1786 break;
1788 case WINED3D_SHADER_VERSION(4, 0):
1789 FIXME("Using 3.0 limits for 4.0 shader.\n");
1790 /* Fall through. */
1792 case WINED3D_SHADER_VERSION(3, 0):
1793 shader->baseShader.limits.temporary = 32;
1794 shader->baseShader.limits.constant_bool = 32;
1795 shader->baseShader.limits.constant_int = 32;
1796 shader->baseShader.limits.address = 1;
1797 shader->baseShader.limits.packed_output = 12;
1798 shader->baseShader.limits.sampler = 4;
1799 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1800 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1801 * even though they are capable of supporting much more (GL
1802 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1803 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1804 * shaders to 256. */
1805 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1806 break;
1808 default:
1809 shader->baseShader.limits.temporary = 12;
1810 shader->baseShader.limits.constant_bool = 16;
1811 shader->baseShader.limits.constant_int = 16;
1812 shader->baseShader.limits.address = 1;
1813 shader->baseShader.limits.packed_output = 12;
1814 shader->baseShader.limits.sampler = 0;
1815 shader->baseShader.limits.label = 16;
1816 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1817 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1818 shader->baseShader.reg_maps.shader_version.major,
1819 shader->baseShader.reg_maps.shader_version.minor);
1823 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1824 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1825 void *parent, const struct wined3d_parent_ops *parent_ops)
1827 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1828 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1829 unsigned int i;
1830 HRESULT hr;
1831 WORD map;
1833 if (!byte_code) return WINED3DERR_INVALIDCALL;
1835 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1836 shader_init(&shader->baseShader, device, parent, parent_ops);
1838 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1839 output_signature, device->d3d_vshader_constantF);
1840 if (FAILED(hr))
1842 WARN("Failed to set function, hr %#x.\n", hr);
1843 shader_cleanup((IWineD3DBaseShader *)shader);
1844 return hr;
1847 map = shader->baseShader.reg_maps.input_registers;
1848 for (i = 0; map; map >>= 1, ++i)
1850 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1852 shader->attributes[i].usage =
1853 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1854 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1857 if (output_signature)
1859 for (i = 0; i < output_signature->element_count; ++i)
1861 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1862 reg_maps->output_registers |= 1 << e->register_idx;
1863 shader->baseShader.output_signature[e->register_idx] = *e;
1867 vertexshader_set_limits(shader);
1869 if (device->vs_selected_mode == SHADER_ARB
1870 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1871 && shader->min_rel_offset <= shader->max_rel_offset)
1873 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1875 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1876 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1877 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1879 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1881 shader->rel_offset = shader->min_rel_offset + 63;
1883 else if (shader->max_rel_offset > 63)
1885 shader->rel_offset = shader->min_rel_offset;
1887 else
1889 shader->rel_offset = 0;
1893 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1894 && !list_empty(&shader->baseShader.constantsF);
1896 return WINED3D_OK;
1899 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1900 REFIID riid, void **object)
1902 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1904 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1905 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1906 || IsEqualGUID(riid, &IID_IWineD3DBase)
1907 || IsEqualGUID(riid, &IID_IUnknown))
1909 IUnknown_AddRef(iface);
1910 *object = iface;
1911 return S_OK;
1914 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1916 *object = NULL;
1917 return E_NOINTERFACE;
1920 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1922 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1923 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1925 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1927 return refcount;
1930 /* Do not call while under the GL lock. */
1931 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1933 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1934 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1936 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1938 if (!refcount)
1940 shader_cleanup((IWineD3DBaseShader *)iface);
1941 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1942 HeapFree(GetProcessHeap(), 0, shader);
1945 return refcount;
1948 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1950 TRACE("iface %p.\n", iface);
1952 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1955 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1957 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1959 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1962 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1964 /* IUnknown methods */
1965 geometryshader_QueryInterface,
1966 geometryshader_AddRef,
1967 geometryshader_Release,
1968 /* IWineD3DBase methods */
1969 geometryshader_GetParent,
1970 /* IWineD3DBaseShader methods */
1971 geometryshader_GetFunction,
1974 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1975 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1976 void *parent, const struct wined3d_parent_ops *parent_ops)
1978 HRESULT hr;
1980 shader->vtbl = &wined3d_geometryshader_vtbl;
1981 shader_init(&shader->base_shader, device, parent, parent_ops);
1983 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1984 if (FAILED(hr))
1986 WARN("Failed to set function, hr %#x.\n", hr);
1987 shader_cleanup((IWineD3DBaseShader *)shader);
1988 return hr;
1991 shader->base_shader.load_local_constsF = FALSE;
1993 return WINED3D_OK;
1996 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1998 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2000 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2001 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2002 || IsEqualGUID(riid, &IID_IWineD3DBase)
2003 || IsEqualGUID(riid, &IID_IUnknown))
2005 IUnknown_AddRef(iface);
2006 *object = iface;
2007 return S_OK;
2010 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2012 *object = NULL;
2013 return E_NOINTERFACE;
2016 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2018 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2019 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2021 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2023 return refcount;
2026 /* Do not call while under the GL lock. */
2027 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2029 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2030 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2032 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2034 if (!refcount)
2036 shader_cleanup((IWineD3DBaseShader *)iface);
2037 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2038 HeapFree(GetProcessHeap(), 0, shader);
2041 return refcount;
2044 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2046 TRACE("iface %p.\n", iface);
2048 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2051 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2053 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2055 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2058 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2060 /* IUnknown methods */
2061 pixelshader_QueryInterface,
2062 pixelshader_AddRef,
2063 pixelshader_Release,
2064 /* IWineD3DBase methods */
2065 pixelshader_GetParent,
2066 /* IWineD3DBaseShader methods */
2067 pixelshader_GetFunction
2070 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
2071 IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
2073 IWineD3DBaseTextureImpl *texture;
2074 IWineD3DDeviceImpl *device = stateblock->device;
2075 UINT i;
2077 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2078 if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE])
2080 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2081 if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2084 args->np2_fixup = 0;
2086 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2088 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2089 texture = stateblock->state.textures[i];
2090 if (!texture)
2092 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2093 continue;
2095 args->color_fixup[i] = texture->resource.format->color_fixup;
2097 if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2098 args->shadow |= 1 << i;
2100 /* Flag samplers that need NP2 texcoord fixup. */
2101 if (!texture->baseTexture.pow2Matrix_identity)
2103 args->np2_fixup |= (1 << i);
2106 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2108 if (device->strided_streams.position_transformed)
2110 args->vp_mode = pretransformed;
2112 else if (use_vs(stateblock))
2114 args->vp_mode = vertexshader;
2116 else
2118 args->vp_mode = fixedfunction;
2120 args->fog = FOG_OFF;
2122 else
2124 args->vp_mode = vertexshader;
2125 if (stateblock->state.render_states[WINED3DRS_FOGENABLE])
2127 switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
2129 case WINED3DFOG_NONE:
2130 if (device->strided_streams.position_transformed || use_vs(stateblock))
2132 args->fog = FOG_LINEAR;
2133 break;
2136 switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
2138 case WINED3DFOG_NONE: /* Fall through. */
2139 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2140 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2141 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2143 break;
2145 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2146 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2147 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2150 else
2152 args->fog = FOG_OFF;
2157 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2159 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2160 shader->baseShader.reg_maps.shader_version.minor);
2162 shader->baseShader.limits.attributes = 0;
2163 shader->baseShader.limits.address = 0;
2164 shader->baseShader.limits.packed_output = 0;
2166 switch (shader_version)
2168 case WINED3D_SHADER_VERSION(1, 0):
2169 case WINED3D_SHADER_VERSION(1, 1):
2170 case WINED3D_SHADER_VERSION(1, 2):
2171 case WINED3D_SHADER_VERSION(1, 3):
2172 shader->baseShader.limits.temporary = 2;
2173 shader->baseShader.limits.constant_float = 8;
2174 shader->baseShader.limits.constant_int = 0;
2175 shader->baseShader.limits.constant_bool = 0;
2176 shader->baseShader.limits.texcoord = 4;
2177 shader->baseShader.limits.sampler = 4;
2178 shader->baseShader.limits.packed_input = 0;
2179 shader->baseShader.limits.label = 0;
2180 break;
2182 case WINED3D_SHADER_VERSION(1, 4):
2183 shader->baseShader.limits.temporary = 6;
2184 shader->baseShader.limits.constant_float = 8;
2185 shader->baseShader.limits.constant_int = 0;
2186 shader->baseShader.limits.constant_bool = 0;
2187 shader->baseShader.limits.texcoord = 6;
2188 shader->baseShader.limits.sampler = 6;
2189 shader->baseShader.limits.packed_input = 0;
2190 shader->baseShader.limits.label = 0;
2191 break;
2193 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2194 case WINED3D_SHADER_VERSION(2, 0):
2195 shader->baseShader.limits.temporary = 32;
2196 shader->baseShader.limits.constant_float = 32;
2197 shader->baseShader.limits.constant_int = 16;
2198 shader->baseShader.limits.constant_bool = 16;
2199 shader->baseShader.limits.texcoord = 8;
2200 shader->baseShader.limits.sampler = 16;
2201 shader->baseShader.limits.packed_input = 0;
2202 break;
2204 case WINED3D_SHADER_VERSION(2, 1):
2205 shader->baseShader.limits.temporary = 32;
2206 shader->baseShader.limits.constant_float = 32;
2207 shader->baseShader.limits.constant_int = 16;
2208 shader->baseShader.limits.constant_bool = 16;
2209 shader->baseShader.limits.texcoord = 8;
2210 shader->baseShader.limits.sampler = 16;
2211 shader->baseShader.limits.packed_input = 0;
2212 shader->baseShader.limits.label = 16;
2213 break;
2215 case WINED3D_SHADER_VERSION(4, 0):
2216 FIXME("Using 3.0 limits for 4.0 shader.\n");
2217 /* Fall through. */
2219 case WINED3D_SHADER_VERSION(3, 0):
2220 shader->baseShader.limits.temporary = 32;
2221 shader->baseShader.limits.constant_float = 224;
2222 shader->baseShader.limits.constant_int = 16;
2223 shader->baseShader.limits.constant_bool = 16;
2224 shader->baseShader.limits.texcoord = 0;
2225 shader->baseShader.limits.sampler = 16;
2226 shader->baseShader.limits.packed_input = 12;
2227 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2228 break;
2230 default:
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;
2238 shader->baseShader.limits.label = 0;
2239 FIXME("Unrecognized pixel shader version %u.%u\n",
2240 shader->baseShader.reg_maps.shader_version.major,
2241 shader->baseShader.reg_maps.shader_version.minor);
2245 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2246 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2247 void *parent, const struct wined3d_parent_ops *parent_ops)
2249 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2250 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2251 HRESULT hr;
2253 if (!byte_code) return WINED3DERR_INVALIDCALL;
2255 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2256 shader_init(&shader->baseShader, device, parent, parent_ops);
2258 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2259 output_signature, device->d3d_pshader_constantF);
2260 if (FAILED(hr))
2262 WARN("Failed to set function, hr %#x.\n", hr);
2263 shader_cleanup((IWineD3DBaseShader *)shader);
2264 return hr;
2267 pixelshader_set_limits(shader);
2269 for (i = 0; i < MAX_REG_INPUT; ++i)
2271 if (shader->input_reg_used[i])
2273 ++num_regs_used;
2274 highest_reg_used = i;
2278 /* Don't do any register mapping magic if it is not needed, or if we can't
2279 * achieve anything anyway */
2280 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2281 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2283 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2285 /* This happens with relative addressing. The input mapper function
2286 * warns about this if the higher registers are declared too, so
2287 * don't write a FIXME here */
2288 WARN("More varying registers used than supported\n");
2291 for (i = 0; i < MAX_REG_INPUT; ++i)
2293 shader->input_reg_map[i] = i;
2296 shader->declared_in_count = highest_reg_used + 1;
2298 else
2300 shader->declared_in_count = 0;
2301 for (i = 0; i < MAX_REG_INPUT; ++i)
2303 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2304 else shader->input_reg_map[i] = ~0U;
2308 shader->baseShader.load_local_constsF = FALSE;
2310 return WINED3D_OK;
2313 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2315 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2316 unsigned int i;
2318 if (reg_maps->shader_version.major != 1) return;
2320 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2322 /* We don't sample from this sampler. */
2323 if (!sampler_type[i]) continue;
2325 if (!textures[i])
2327 WARN("No texture bound to sampler %u, using 2D.\n", i);
2328 sampler_type[i] = WINED3DSTT_2D;
2329 continue;
2332 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2334 case GL_TEXTURE_RECTANGLE_ARB:
2335 case GL_TEXTURE_2D:
2336 /* We have to select between texture rectangles and 2D
2337 * textures later because 2.0 and 3.0 shaders only have
2338 * WINED3DSTT_2D as well. */
2339 sampler_type[i] = WINED3DSTT_2D;
2340 break;
2342 case GL_TEXTURE_3D:
2343 sampler_type[i] = WINED3DSTT_VOLUME;
2344 break;
2346 case GL_TEXTURE_CUBE_MAP_ARB:
2347 sampler_type[i] = WINED3DSTT_CUBE;
2348 break;
2350 default:
2351 FIXME("Unrecognized texture type %#x, using 2D.\n",
2352 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2353 sampler_type[i] = WINED3DSTT_2D;