wined3d: Rename the wined3d_format "Flags" field to "flags".
[wine/multimedia.git] / dlls / wined3d / shader.c
blobffe66e86e05e5af52b0ed45522bdcc80ffaf3c74
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 2009-2010 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_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)
172 unsigned int i;
174 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
176 if (!strcmp(name, semantic_names[i])) return i;
179 return ~0U;
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)
213 case WINED3D_SM1_VS:
214 case WINED3D_SM1_PS:
215 return &sm1_shader_frontend;
217 case WINED3D_SM4_PS:
218 case WINED3D_SM4_VS:
219 case WINED3D_SM4_GS:
220 return &sm4_shader_frontend;
222 default:
223 FIXME("Unrecognised version token %#x\n", version_token);
224 return NULL;
228 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
230 buffer->buffer[0] = '\0';
231 buffer->bsize = 0;
232 buffer->lineNo = 0;
233 buffer->newline = TRUE;
236 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
238 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
239 if (!buffer->buffer)
241 ERR("Failed to allocate shader buffer memory.\n");
242 return FALSE;
245 shader_buffer_clear(buffer);
246 return TRUE;
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;
257 int rc;
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;
266 return -1;
269 if (buffer->newline)
271 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
272 buffer->newline = FALSE;
274 else
276 TRACE("%s", base);
279 buffer->bsize += rc;
280 if (buffer->buffer[buffer->bsize-1] == '\n')
282 ++buffer->lineNo;
283 buffer->newline = TRUE;
286 return 0;
289 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
291 va_list args;
292 int ret;
294 va_start(args, format);
295 ret = shader_vaddline(buffer, format, args);
296 va_end(args);
298 return ret;
301 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
302 void *parent, const struct wined3d_parent_ops *parent_ops)
304 shader->ref = 1;
305 shader->device = (IWineD3DDevice *)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(WINED3DSHADER_PARAM_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;
322 default:
323 FIXME("Unsupported register type: %u.\n", register_type);
324 return register_idx;
328 static void shader_delete_constant_list(struct list *clist)
330 struct local_constant *constant;
331 struct list *ptr;
333 ptr = list_head(clist);
334 while (ptr)
336 constant = LIST_ENTRY(ptr, struct local_constant, entry);
337 ptr = list_next(clist, ptr);
338 HeapFree(GetProcessHeap(), 0, constant);
340 list_init(clist);
343 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
345 DWORD idx, shift;
346 idx = bit >> 5;
347 shift = bit & 0x1f;
348 bitmap[idx] |= (1 << shift);
351 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
352 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
354 switch (reg->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;
359 break;
361 case WINED3DSPR_TEMP:
362 reg_maps->temporary |= 1 << reg->idx;
363 break;
365 case WINED3DSPR_INPUT:
366 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
368 if (reg->rel_addr)
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 */
373 unsigned int i;
374 for (i = 0; i < MAX_REG_INPUT; ++i)
376 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
379 else
381 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
384 else reg_maps->input_registers |= 1 << reg->idx;
385 break;
387 case WINED3DSPR_RASTOUT:
388 if (reg->idx == 1) reg_maps->fog = 1;
389 break;
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;
397 break;
399 case WINED3DSPR_CONST:
400 if (reg->rel_addr)
402 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
404 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
406 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
408 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
410 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
413 reg_maps->usesrelconstF = TRUE;
415 else
417 set_bitmap_bit(reg_maps->constf, reg->idx);
419 break;
421 case WINED3DSPR_CONSTINT:
422 reg_maps->integer_constants |= (1 << reg->idx);
423 break;
425 case WINED3DSPR_CONSTBOOL:
426 reg_maps->boolean_constants |= (1 << reg->idx);
427 break;
429 case WINED3DSPR_COLOROUT:
430 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
431 break;
433 default:
434 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
435 break;
439 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
441 switch (instr)
443 case WINED3DSIH_M4x4:
444 case WINED3DSIH_M3x4:
445 return param == 1 ? 3 : 0;
447 case WINED3DSIH_M4x3:
448 case WINED3DSIH_M3x3:
449 return param == 1 ? 2 : 0;
451 case WINED3DSIH_M3x2:
452 return param == 1 ? 1 : 0;
454 default:
455 return 0;
459 /* Note that this does not count the loop register as an address register. */
460 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
461 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
462 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
464 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
465 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
466 void *fe_data = shader->baseShader.frontend_data;
467 struct wined3d_shader_version shader_version;
468 const DWORD *ptr = byte_code;
470 memset(reg_maps, 0, sizeof(*reg_maps));
472 /* get_registers_used() is called on every compile on some 1.x shaders,
473 * which can result in stacking up a collection of local constants.
474 * Delete the old constants if existing. */
475 shader_delete_constant_list(&shader->baseShader.constantsF);
476 shader_delete_constant_list(&shader->baseShader.constantsB);
477 shader_delete_constant_list(&shader->baseShader.constantsI);
479 fe->shader_read_header(fe_data, &ptr, &shader_version);
480 reg_maps->shader_version = shader_version;
482 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
483 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
484 if (!reg_maps->constf)
486 ERR("Failed to allocate constant map memory.\n");
487 return E_OUTOFMEMORY;
490 while (!fe->shader_is_end(fe_data, &ptr))
492 struct wined3d_shader_instruction ins;
493 const char *comment;
494 UINT comment_size;
495 UINT param_size;
497 /* Skip comments. */
498 fe->shader_read_comment(&ptr, &comment, &comment_size);
499 if (comment) continue;
501 /* Fetch opcode. */
502 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
504 /* Unhandled opcode, and its parameters. */
505 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
507 TRACE("Skipping unrecognized instruction.\n");
508 ptr += param_size;
509 continue;
512 /* Handle declarations. */
513 if (ins.handler_idx == WINED3DSIH_DCL)
515 struct wined3d_shader_semantic semantic;
517 fe->shader_read_semantic(&ptr, &semantic);
519 switch (semantic.reg.reg.type)
521 /* Mark input registers used. */
522 case WINED3DSPR_INPUT:
523 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
524 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
525 break;
527 /* Vertex shader: mark 3.0 output registers used, save token. */
528 case WINED3DSPR_OUTPUT:
529 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
530 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
531 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
532 break;
534 /* Save sampler usage token. */
535 case WINED3DSPR_SAMPLER:
536 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
537 break;
539 default:
540 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
541 break;
544 else if (ins.handler_idx == WINED3DSIH_DEF)
546 struct wined3d_shader_src_param rel_addr;
547 struct wined3d_shader_dst_param dst;
549 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
550 if (!lconst) return E_OUTOFMEMORY;
552 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
553 lconst->idx = dst.reg.idx;
555 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
556 ptr += 4;
558 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
559 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
561 float *value = (float *)lconst->value;
562 if (value[0] < -1.0f) value[0] = -1.0f;
563 else if (value[0] > 1.0f) value[0] = 1.0f;
564 if (value[1] < -1.0f) value[1] = -1.0f;
565 else if (value[1] > 1.0f) value[1] = 1.0f;
566 if (value[2] < -1.0f) value[2] = -1.0f;
567 else if (value[2] > 1.0f) value[2] = 1.0f;
568 if (value[3] < -1.0f) value[3] = -1.0f;
569 else if (value[3] > 1.0f) value[3] = 1.0f;
572 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
574 else if (ins.handler_idx == WINED3DSIH_DEFI)
576 struct wined3d_shader_src_param rel_addr;
577 struct wined3d_shader_dst_param dst;
579 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
580 if (!lconst) return E_OUTOFMEMORY;
582 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
583 lconst->idx = dst.reg.idx;
585 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
586 ptr += 4;
588 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
589 reg_maps->local_int_consts |= (1 << dst.reg.idx);
591 else if (ins.handler_idx == WINED3DSIH_DEFB)
593 struct wined3d_shader_src_param rel_addr;
594 struct wined3d_shader_dst_param dst;
596 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
597 if (!lconst) return E_OUTOFMEMORY;
599 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
600 lconst->idx = dst.reg.idx;
602 memcpy(lconst->value, ptr, sizeof(DWORD));
603 ++ptr;
605 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
606 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
608 /* If there's a loop in the shader. */
609 else if (ins.handler_idx == WINED3DSIH_LOOP
610 || ins.handler_idx == WINED3DSIH_REP)
612 struct wined3d_shader_src_param src, rel_addr;
614 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
616 /* Rep and Loop always use an integer constant for the control parameters. */
617 if (ins.handler_idx == WINED3DSIH_REP)
619 reg_maps->integer_constants |= 1 << src.reg.idx;
621 else
623 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
624 reg_maps->integer_constants |= 1 << src.reg.idx;
627 cur_loop_depth++;
628 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
630 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
631 || ins.handler_idx == WINED3DSIH_ENDREP)
633 cur_loop_depth--;
635 /* For subroutine prototypes. */
636 else if (ins.handler_idx == WINED3DSIH_LABEL)
638 struct wined3d_shader_src_param src, rel_addr;
640 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
641 reg_maps->labels |= 1 << src.reg.idx;
643 /* Set texture, address, temporary registers. */
644 else
646 BOOL color0_mov = FALSE;
647 int i, limit;
649 /* This will loop over all the registers and try to
650 * make a bitmask of the ones we're interested in.
652 * Relative addressing tokens are ignored, but that's
653 * okay, since we'll catch any address registers when
654 * they are initialized (required by spec). */
655 for (i = 0; i < ins.dst_count; ++i)
657 struct wined3d_shader_src_param dst_rel_addr;
658 struct wined3d_shader_dst_param dst_param;
660 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
662 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
664 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
665 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
666 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
667 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
669 UINT idx = dst_param.reg.idx;
671 switch (dst_param.reg.type)
673 case WINED3DSPR_RASTOUT:
674 switch (idx)
676 case 0: /* oPos */
677 reg_maps->output_registers |= 1 << 10;
678 shader_signature_from_usage(&output_signature[10],
679 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
680 break;
682 case 1: /* oFog */
683 reg_maps->output_registers |= 1 << 11;
684 shader_signature_from_usage(&output_signature[11],
685 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
686 break;
688 case 2: /* oPts */
689 reg_maps->output_registers |= 1 << 11;
690 shader_signature_from_usage(&output_signature[11],
691 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
692 break;
694 break;
696 case WINED3DSPR_ATTROUT:
697 if (idx < 2)
699 idx += 8;
700 if (reg_maps->output_registers & (1 << idx))
702 output_signature[idx].mask |= dst_param.write_mask;
704 else
706 reg_maps->output_registers |= 1 << idx;
707 shader_signature_from_usage(&output_signature[idx],
708 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
711 break;
713 case WINED3DSPR_TEXCRDOUT:
715 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
716 if (reg_maps->output_registers & (1 << idx))
718 output_signature[idx].mask |= dst_param.write_mask;
720 else
722 reg_maps->output_registers |= 1 << idx;
723 shader_signature_from_usage(&output_signature[idx],
724 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
726 break;
728 default:
729 break;
733 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
735 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
737 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
739 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
740 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
741 * the mov and perform the sRGB write correction from the source register.
743 * However, if the mov is only partial, we can't do this, and if the write
744 * comes from an instruction other than MOV it is hard to do as well. If
745 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
747 ps->color0_mov = FALSE;
748 if (ins.handler_idx == WINED3DSIH_MOV
749 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
751 /* Used later when the source register is read. */
752 color0_mov = TRUE;
755 /* Also drop the MOV marker if the source register is overwritten prior to the shader
756 * end
758 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
760 ps->color0_mov = FALSE;
764 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
765 if (shader_version.major == 1
766 && (ins.handler_idx == WINED3DSIH_TEX
767 || ins.handler_idx == WINED3DSIH_TEXBEM
768 || ins.handler_idx == WINED3DSIH_TEXBEML
769 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
770 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
771 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
772 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
773 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
774 || ins.handler_idx == WINED3DSIH_TEXREG2AR
775 || ins.handler_idx == WINED3DSIH_TEXREG2GB
776 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
778 /* Fake sampler usage, only set reserved bit and type. */
779 DWORD sampler_code = dst_param.reg.idx;
781 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
782 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
784 /* texbem is only valid with < 1.4 pixel shaders */
785 if (ins.handler_idx == WINED3DSIH_TEXBEM
786 || ins.handler_idx == WINED3DSIH_TEXBEML)
788 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
789 if (ins.handler_idx == WINED3DSIH_TEXBEML)
791 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
795 else if (ins.handler_idx == WINED3DSIH_BEM)
797 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
801 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
802 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
803 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
804 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
805 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
806 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
807 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
808 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
809 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
811 limit = ins.src_count + (ins.predicate ? 1 : 0);
812 for (i = 0; i < limit; ++i)
814 struct wined3d_shader_src_param src_param, src_rel_addr;
815 unsigned int count;
817 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
818 count = get_instr_extra_regcount(ins.handler_idx, i);
820 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
821 while (count)
823 ++src_param.reg.idx;
824 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
825 --count;
828 if (color0_mov)
830 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
831 if (src_param.reg.type == WINED3DSPR_TEMP
832 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
834 ps->color0_mov = TRUE;
835 ps->color0_reg = src_param.reg.idx;
841 reg_maps->loop_depth = max_loop_depth;
843 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
845 return WINED3D_OK;
848 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
850 DWORD map = 1 << max;
851 map |= map - 1;
852 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
854 return wined3d_log2i(map);
857 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
858 const struct wined3d_shader_version *shader_version)
860 TRACE("dcl");
862 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
864 switch (semantic->sampler_type)
866 case WINED3DSTT_2D: TRACE("_2d"); break;
867 case WINED3DSTT_CUBE: TRACE("_cube"); break;
868 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
869 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
872 else
874 /* Pixel shaders 3.0 don't have usage semantics. */
875 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
876 else TRACE("_");
878 switch (semantic->usage)
880 case WINED3DDECLUSAGE_POSITION:
881 TRACE("position%u", semantic->usage_idx);
882 break;
884 case WINED3DDECLUSAGE_BLENDINDICES:
885 TRACE("blend");
886 break;
888 case WINED3DDECLUSAGE_BLENDWEIGHT:
889 TRACE("weight");
890 break;
892 case WINED3DDECLUSAGE_NORMAL:
893 TRACE("normal%u", semantic->usage_idx);
894 break;
896 case WINED3DDECLUSAGE_PSIZE:
897 TRACE("psize");
898 break;
900 case WINED3DDECLUSAGE_COLOR:
901 if (!semantic->usage_idx) TRACE("color");
902 else TRACE("specular%u", (semantic->usage_idx - 1));
903 break;
905 case WINED3DDECLUSAGE_TEXCOORD:
906 TRACE("texture%u", semantic->usage_idx);
907 break;
909 case WINED3DDECLUSAGE_TANGENT:
910 TRACE("tangent");
911 break;
913 case WINED3DDECLUSAGE_BINORMAL:
914 TRACE("binormal");
915 break;
917 case WINED3DDECLUSAGE_TESSFACTOR:
918 TRACE("tessfactor");
919 break;
921 case WINED3DDECLUSAGE_POSITIONT:
922 TRACE("positionT%u", semantic->usage_idx);
923 break;
925 case WINED3DDECLUSAGE_FOG:
926 TRACE("fog");
927 break;
929 case WINED3DDECLUSAGE_DEPTH:
930 TRACE("depth");
931 break;
933 case WINED3DDECLUSAGE_SAMPLE:
934 TRACE("sample");
935 break;
937 default:
938 FIXME("unknown_semantics(0x%08x)", semantic->usage);
943 static void shader_dump_register(const struct wined3d_shader_register *reg,
944 const struct wined3d_shader_version *shader_version)
946 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
947 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
948 UINT offset = reg->idx;
950 switch (reg->type)
952 case WINED3DSPR_TEMP:
953 TRACE("r");
954 break;
956 case WINED3DSPR_INPUT:
957 TRACE("v");
958 break;
960 case WINED3DSPR_CONST:
961 case WINED3DSPR_CONST2:
962 case WINED3DSPR_CONST3:
963 case WINED3DSPR_CONST4:
964 TRACE("c");
965 offset = shader_get_float_offset(reg->type, reg->idx);
966 break;
968 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
969 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
970 break;
972 case WINED3DSPR_RASTOUT:
973 TRACE("%s", rastout_reg_names[reg->idx]);
974 break;
976 case WINED3DSPR_COLOROUT:
977 TRACE("oC");
978 break;
980 case WINED3DSPR_DEPTHOUT:
981 TRACE("oDepth");
982 break;
984 case WINED3DSPR_ATTROUT:
985 TRACE("oD");
986 break;
988 case WINED3DSPR_TEXCRDOUT:
989 /* Vertex shaders >= 3.0 use general purpose output registers
990 * (WINED3DSPR_OUTPUT), which can include an address token. */
991 if (shader_version->major >= 3) TRACE("o");
992 else TRACE("oT");
993 break;
995 case WINED3DSPR_CONSTINT:
996 TRACE("i");
997 break;
999 case WINED3DSPR_CONSTBOOL:
1000 TRACE("b");
1001 break;
1003 case WINED3DSPR_LABEL:
1004 TRACE("l");
1005 break;
1007 case WINED3DSPR_LOOP:
1008 TRACE("aL");
1009 break;
1011 case WINED3DSPR_SAMPLER:
1012 TRACE("s");
1013 break;
1015 case WINED3DSPR_MISCTYPE:
1016 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1017 else TRACE("%s", misctype_reg_names[reg->idx]);
1018 break;
1020 case WINED3DSPR_PREDICATE:
1021 TRACE("p");
1022 break;
1024 case WINED3DSPR_IMMCONST:
1025 TRACE("l");
1026 break;
1028 case WINED3DSPR_CONSTBUFFER:
1029 TRACE("cb");
1030 break;
1032 case WINED3DSPR_NULL:
1033 TRACE("null");
1034 break;
1036 case WINED3DSPR_RESOURCE:
1037 TRACE("t");
1038 break;
1040 default:
1041 TRACE("unhandled_rtype(%#x)", reg->type);
1042 break;
1045 if (reg->type == WINED3DSPR_IMMCONST)
1047 TRACE("(");
1048 switch (reg->immconst_type)
1050 case WINED3D_IMMCONST_SCALAR:
1051 TRACE("%.8e", *(const float *)reg->immconst_data);
1052 break;
1054 case WINED3D_IMMCONST_VEC4:
1055 TRACE("%.8e, %.8e, %.8e, %.8e",
1056 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1057 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1058 break;
1060 default:
1061 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1062 break;
1064 TRACE(")");
1066 else if (reg->type != WINED3DSPR_RASTOUT
1067 && reg->type != WINED3DSPR_MISCTYPE
1068 && reg->type != WINED3DSPR_NULL)
1070 if (reg->array_idx != ~0U)
1072 TRACE("%u[%u", offset, reg->array_idx);
1073 if (reg->rel_addr)
1075 TRACE(" + ");
1076 shader_dump_src_param(reg->rel_addr, shader_version);
1078 TRACE("]");
1080 else
1082 if (reg->rel_addr)
1084 TRACE("[");
1085 shader_dump_src_param(reg->rel_addr, shader_version);
1086 TRACE(" + ");
1088 TRACE("%u", offset);
1089 if (reg->rel_addr) TRACE("]");
1094 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1095 const struct wined3d_shader_version *shader_version)
1097 DWORD write_mask = param->write_mask;
1099 shader_dump_register(&param->reg, shader_version);
1101 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1103 static const char *write_mask_chars = "xyzw";
1105 TRACE(".");
1106 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1107 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1108 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1109 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1113 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1114 const struct wined3d_shader_version *shader_version)
1116 DWORD src_modifier = param->modifiers;
1117 DWORD swizzle = param->swizzle;
1119 if (src_modifier == WINED3DSPSM_NEG
1120 || src_modifier == WINED3DSPSM_BIASNEG
1121 || src_modifier == WINED3DSPSM_SIGNNEG
1122 || src_modifier == WINED3DSPSM_X2NEG
1123 || src_modifier == WINED3DSPSM_ABSNEG)
1124 TRACE("-");
1125 else if (src_modifier == WINED3DSPSM_COMP)
1126 TRACE("1-");
1127 else if (src_modifier == WINED3DSPSM_NOT)
1128 TRACE("!");
1130 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1131 TRACE("abs(");
1133 shader_dump_register(&param->reg, shader_version);
1135 if (src_modifier)
1137 switch (src_modifier)
1139 case WINED3DSPSM_NONE: break;
1140 case WINED3DSPSM_NEG: break;
1141 case WINED3DSPSM_NOT: break;
1142 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1143 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1144 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1145 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1146 case WINED3DSPSM_COMP: break;
1147 case WINED3DSPSM_X2: TRACE("_x2"); break;
1148 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1149 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1150 case WINED3DSPSM_DW: TRACE("_dw"); break;
1151 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1152 case WINED3DSPSM_ABS: TRACE(")"); break;
1153 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1157 if (swizzle != WINED3DSP_NOSWIZZLE)
1159 static const char *swizzle_chars = "xyzw";
1160 DWORD swizzle_x = swizzle & 0x03;
1161 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1162 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1163 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1165 if (swizzle_x == swizzle_y
1166 && swizzle_x == swizzle_z
1167 && swizzle_x == swizzle_w)
1169 TRACE(".%c", swizzle_chars[swizzle_x]);
1171 else
1173 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1174 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1179 /* Shared code in order to generate the bulk of the shader string.
1180 * NOTE: A description of how to parse tokens can be found on MSDN. */
1181 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1182 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1184 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1185 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1186 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1187 void *fe_data = shader->baseShader.frontend_data;
1188 struct wined3d_shader_src_param dst_rel_addr[2];
1189 struct wined3d_shader_src_param src_rel_addr[4];
1190 struct wined3d_shader_dst_param dst_param[2];
1191 struct wined3d_shader_src_param src_param[4];
1192 struct wined3d_shader_version shader_version;
1193 struct wined3d_shader_loop_state loop_state;
1194 struct wined3d_shader_instruction ins;
1195 struct wined3d_shader_tex_mx tex_mx;
1196 struct wined3d_shader_context ctx;
1197 const DWORD *ptr = byte_code;
1198 DWORD i;
1200 /* Initialize current parsing state. */
1201 tex_mx.current_row = 0;
1202 loop_state.current_depth = 0;
1203 loop_state.current_reg = 0;
1205 ctx.shader = iface;
1206 ctx.gl_info = &device->adapter->gl_info;
1207 ctx.reg_maps = reg_maps;
1208 ctx.buffer = buffer;
1209 ctx.tex_mx = &tex_mx;
1210 ctx.loop_state = &loop_state;
1211 ctx.backend_data = backend_ctx;
1213 ins.ctx = &ctx;
1214 ins.dst = dst_param;
1215 ins.src = src_param;
1217 fe->shader_read_header(fe_data, &ptr, &shader_version);
1219 while (!fe->shader_is_end(fe_data, &ptr))
1221 const char *comment;
1222 UINT comment_size;
1223 UINT param_size;
1225 /* Skip comment tokens. */
1226 fe->shader_read_comment(&ptr, &comment, &comment_size);
1227 if (comment) continue;
1229 /* Read opcode. */
1230 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1232 /* Unknown opcode and its parameters. */
1233 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1235 TRACE("Skipping unrecognized instruction.\n");
1236 ptr += param_size;
1237 continue;
1240 /* Nothing to do. */
1241 if (ins.handler_idx == WINED3DSIH_DCL
1242 || ins.handler_idx == WINED3DSIH_NOP
1243 || ins.handler_idx == WINED3DSIH_DEF
1244 || ins.handler_idx == WINED3DSIH_DEFI
1245 || ins.handler_idx == WINED3DSIH_DEFB
1246 || ins.handler_idx == WINED3DSIH_PHASE)
1248 ptr += param_size;
1249 continue;
1252 /* Destination tokens */
1253 for (i = 0; i < ins.dst_count; ++i)
1255 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1258 /* Predication token */
1259 if (ins.predicate)
1261 FIXME("Predicates not implemented.\n");
1262 ins.predicate = *ptr++;
1265 /* Other source tokens */
1266 for (i = 0; i < ins.src_count; ++i)
1268 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1271 /* Call appropriate function for output target */
1272 device->shader_backend->shader_handle_instruction(&ins);
1276 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1278 DWORD mmask = dst->modifiers;
1280 switch (dst->shift)
1282 case 0: break;
1283 case 13: TRACE("_d8"); break;
1284 case 14: TRACE("_d4"); break;
1285 case 15: TRACE("_d2"); break;
1286 case 1: TRACE("_x2"); break;
1287 case 2: TRACE("_x4"); break;
1288 case 3: TRACE("_x8"); break;
1289 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1292 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1293 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1294 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1296 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1297 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1300 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1302 struct wined3d_shader_version shader_version;
1303 const DWORD *ptr = byte_code;
1304 const char *type_prefix;
1305 DWORD i;
1307 TRACE("Parsing %p.\n", byte_code);
1309 fe->shader_read_header(fe_data, &ptr, &shader_version);
1311 switch (shader_version.type)
1313 case WINED3D_SHADER_TYPE_VERTEX:
1314 type_prefix = "vs";
1315 break;
1317 case WINED3D_SHADER_TYPE_GEOMETRY:
1318 type_prefix = "gs";
1319 break;
1321 case WINED3D_SHADER_TYPE_PIXEL:
1322 type_prefix = "ps";
1323 break;
1325 default:
1326 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1327 type_prefix = "unknown";
1328 break;
1331 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1333 while (!fe->shader_is_end(fe_data, &ptr))
1335 struct wined3d_shader_instruction ins;
1336 const char *comment;
1337 UINT comment_size;
1338 UINT param_size;
1340 /* comment */
1341 fe->shader_read_comment(&ptr, &comment, &comment_size);
1342 if (comment)
1344 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1346 const char *end = comment + comment_size;
1347 const char *ptr = comment + 4;
1348 const char *line = ptr;
1350 TRACE("// TEXT\n");
1351 while (ptr != end)
1353 if (*ptr == '\n')
1355 UINT len = ptr - line;
1356 if (len && *(ptr - 1) == '\r') --len;
1357 TRACE("// %s\n", debugstr_an(line, len));
1358 line = ++ptr;
1360 else ++ptr;
1362 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1364 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1365 continue;
1368 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1369 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1371 TRACE("Skipping unrecognized instruction.\n");
1372 ptr += param_size;
1373 continue;
1376 if (ins.handler_idx == WINED3DSIH_DCL)
1378 struct wined3d_shader_semantic semantic;
1380 fe->shader_read_semantic(&ptr, &semantic);
1382 shader_dump_decl_usage(&semantic, &shader_version);
1383 shader_dump_ins_modifiers(&semantic.reg);
1384 TRACE(" ");
1385 shader_dump_dst_param(&semantic.reg, &shader_version);
1387 else if (ins.handler_idx == WINED3DSIH_DEF)
1389 struct wined3d_shader_src_param rel_addr;
1390 struct wined3d_shader_dst_param dst;
1392 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1394 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1395 *(const float *)(ptr),
1396 *(const float *)(ptr + 1),
1397 *(const float *)(ptr + 2),
1398 *(const float *)(ptr + 3));
1399 ptr += 4;
1401 else if (ins.handler_idx == WINED3DSIH_DEFI)
1403 struct wined3d_shader_src_param rel_addr;
1404 struct wined3d_shader_dst_param dst;
1406 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1408 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1409 *(ptr),
1410 *(ptr + 1),
1411 *(ptr + 2),
1412 *(ptr + 3));
1413 ptr += 4;
1415 else if (ins.handler_idx == WINED3DSIH_DEFB)
1417 struct wined3d_shader_src_param rel_addr;
1418 struct wined3d_shader_dst_param dst;
1420 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1422 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1423 ++ptr;
1425 else
1427 struct wined3d_shader_src_param dst_rel_addr[2];
1428 struct wined3d_shader_src_param src_rel_addr;
1429 struct wined3d_shader_dst_param dst_param[2];
1430 struct wined3d_shader_src_param src_param;
1432 for (i = 0; i < ins.dst_count; ++i)
1434 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1437 /* Print out predication source token first - it follows
1438 * the destination token. */
1439 if (ins.predicate)
1441 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1442 TRACE("(");
1443 shader_dump_src_param(&src_param, &shader_version);
1444 TRACE(") ");
1447 /* PixWin marks instructions with the coissue flag with a '+' */
1448 if (ins.coissue) TRACE("+");
1450 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1452 if (ins.handler_idx == WINED3DSIH_IFC
1453 || ins.handler_idx == WINED3DSIH_BREAKC)
1455 switch (ins.flags)
1457 case COMPARISON_GT: TRACE("_gt"); break;
1458 case COMPARISON_EQ: TRACE("_eq"); break;
1459 case COMPARISON_GE: TRACE("_ge"); break;
1460 case COMPARISON_LT: TRACE("_lt"); break;
1461 case COMPARISON_NE: TRACE("_ne"); break;
1462 case COMPARISON_LE: TRACE("_le"); break;
1463 default: TRACE("_(%u)", ins.flags);
1466 else if (ins.handler_idx == WINED3DSIH_TEX
1467 && shader_version.major >= 2
1468 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1470 TRACE("p");
1473 /* We already read the destination tokens, print them. */
1474 for (i = 0; i < ins.dst_count; ++i)
1476 shader_dump_ins_modifiers(&dst_param[i]);
1477 TRACE(!i ? " " : ", ");
1478 shader_dump_dst_param(&dst_param[i], &shader_version);
1481 /* Other source tokens */
1482 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1484 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1485 TRACE(!i ? " " : ", ");
1486 shader_dump_src_param(&src_param, &shader_version);
1489 TRACE("\n");
1493 static void shader_cleanup(IWineD3DBaseShader *iface)
1495 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1497 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1498 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1499 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1500 shader_delete_constant_list(&shader->baseShader.constantsF);
1501 shader_delete_constant_list(&shader->baseShader.constantsB);
1502 shader_delete_constant_list(&shader->baseShader.constantsI);
1503 list_remove(&shader->baseShader.shader_list_entry);
1505 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1507 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1511 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1512 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1513 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1514 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1515 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1516 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1517 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1518 static void shader_none_load_np2fixup_constants(void *shader_priv,
1519 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1520 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1521 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1522 static void shader_none_free(IWineD3DDevice *iface) {}
1523 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1525 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1527 /* Set the shader caps to 0 for the none shader backend */
1528 caps->VertexShaderVersion = 0;
1529 caps->MaxVertexShaderConst = 0;
1530 caps->PixelShaderVersion = 0;
1531 caps->PixelShader1xMaxValue = 0.0f;
1532 caps->MaxPixelShaderConst = 0;
1533 caps->VSClipping = FALSE;
1536 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1538 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1540 TRACE("Checking support for fixup:\n");
1541 dump_color_fixup_desc(fixup);
1544 /* Faked to make some apps happy. */
1545 if (!is_complex_fixup(fixup))
1547 TRACE("[OK]\n");
1548 return TRUE;
1551 TRACE("[FAILED]\n");
1552 return FALSE;
1555 const shader_backend_t none_shader_backend = {
1556 shader_none_handle_instruction,
1557 shader_none_select,
1558 shader_none_select_depth_blt,
1559 shader_none_deselect_depth_blt,
1560 shader_none_update_float_vertex_constants,
1561 shader_none_update_float_pixel_constants,
1562 shader_none_load_constants,
1563 shader_none_load_np2fixup_constants,
1564 shader_none_destroy,
1565 shader_none_alloc,
1566 shader_none_free,
1567 shader_none_dirty_const,
1568 shader_none_get_caps,
1569 shader_none_color_fixup_supported,
1572 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1574 if (!data)
1576 *data_size = shader->baseShader.functionLength;
1577 return WINED3D_OK;
1580 if (*data_size < shader->baseShader.functionLength)
1582 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1583 * than the required size we should write the required size and
1584 * return D3DERR_MOREDATA. That's not actually true. */
1585 return WINED3DERR_INVALIDCALL;
1588 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1590 return WINED3D_OK;
1593 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1594 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1596 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1597 const struct wined3d_shader_frontend *fe;
1598 HRESULT hr;
1600 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1601 shader, byte_code, output_signature, float_const_count);
1603 fe = shader_select_frontend(*byte_code);
1604 if (!fe)
1606 FIXME("Unable to find frontend for shader.\n");
1607 return WINED3DERR_INVALIDCALL;
1609 shader->baseShader.frontend = fe;
1610 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1611 if (!shader->baseShader.frontend_data)
1613 FIXME("Failed to initialize frontend.\n");
1614 return WINED3DERR_INVALIDCALL;
1617 /* First pass: trace shader. */
1618 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1620 /* Initialize immediate constant lists. */
1621 list_init(&shader->baseShader.constantsF);
1622 list_init(&shader->baseShader.constantsB);
1623 list_init(&shader->baseShader.constantsI);
1625 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1626 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1627 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1628 byte_code, float_const_count);
1629 if (FAILED(hr)) return hr;
1631 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1632 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1633 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1635 return WINED3D_OK;
1638 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1640 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1642 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1643 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1644 || IsEqualGUID(riid, &IID_IWineD3DBase)
1645 || IsEqualGUID(riid, &IID_IUnknown))
1647 IUnknown_AddRef(iface);
1648 *object = iface;
1649 return S_OK;
1652 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1654 *object = NULL;
1655 return E_NOINTERFACE;
1658 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1660 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1661 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1663 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1665 return refcount;
1668 /* Do not call while under the GL lock. */
1669 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1671 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1672 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1674 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1676 if (!refcount)
1678 shader_cleanup((IWineD3DBaseShader *)iface);
1679 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1680 HeapFree(GetProcessHeap(), 0, shader);
1683 return refcount;
1686 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1688 TRACE("iface %p.\n", iface);
1690 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1693 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1695 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1697 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1700 /* Set local constants for d3d8 shaders. */
1701 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1702 UINT start_idx, const float *src_data, UINT count)
1704 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1705 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1706 UINT i, end_idx;
1708 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1710 end_idx = start_idx + count;
1711 if (end_idx > device->d3d_vshader_constantF)
1713 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1714 end_idx = device->d3d_vshader_constantF;
1717 for (i = start_idx; i < end_idx; ++i)
1719 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1720 if (!lconst) return E_OUTOFMEMORY;
1722 lconst->idx = i;
1723 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1724 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1727 return WINED3D_OK;
1730 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1732 /* IUnknown methods */
1733 vertexshader_QueryInterface,
1734 vertexshader_AddRef,
1735 vertexshader_Release,
1736 /* IWineD3DBase methods */
1737 vertexshader_GetParent,
1738 /* IWineD3DBaseShader methods */
1739 vertexshader_GetFunction,
1740 /* IWineD3DVertexShader methods */
1741 vertexshader_SetLocalConstantsF,
1744 void find_vs_compile_args(const struct wined3d_state *state,
1745 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1747 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1748 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1749 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1750 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1751 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1754 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1756 if (usage_idx1 != usage_idx2) return FALSE;
1757 if (usage1 == usage2) return TRUE;
1758 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1759 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1761 return FALSE;
1764 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1765 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1767 WORD map = shader->baseShader.reg_maps.input_registers;
1768 unsigned int i;
1770 for (i = 0; map; map >>= 1, ++i)
1772 if (!(map & 1)) continue;
1774 if (match_usage(shader->attributes[i].usage,
1775 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1777 *regnum = i;
1778 return TRUE;
1781 return FALSE;
1784 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1786 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1787 shader->baseShader.reg_maps.shader_version.minor);
1788 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1790 shader->baseShader.limits.texcoord = 0;
1791 shader->baseShader.limits.attributes = 16;
1792 shader->baseShader.limits.packed_input = 0;
1794 switch (shader_version)
1796 case WINED3D_SHADER_VERSION(1, 0):
1797 case WINED3D_SHADER_VERSION(1, 1):
1798 shader->baseShader.limits.temporary = 12;
1799 shader->baseShader.limits.constant_bool = 0;
1800 shader->baseShader.limits.constant_int = 0;
1801 shader->baseShader.limits.address = 1;
1802 shader->baseShader.limits.packed_output = 12;
1803 shader->baseShader.limits.sampler = 0;
1804 shader->baseShader.limits.label = 0;
1805 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1806 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1807 * constants? */
1808 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1809 break;
1811 case WINED3D_SHADER_VERSION(2, 0):
1812 case WINED3D_SHADER_VERSION(2, 1):
1813 shader->baseShader.limits.temporary = 12;
1814 shader->baseShader.limits.constant_bool = 16;
1815 shader->baseShader.limits.constant_int = 16;
1816 shader->baseShader.limits.address = 1;
1817 shader->baseShader.limits.packed_output = 12;
1818 shader->baseShader.limits.sampler = 0;
1819 shader->baseShader.limits.label = 16;
1820 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1821 break;
1823 case WINED3D_SHADER_VERSION(4, 0):
1824 FIXME("Using 3.0 limits for 4.0 shader.\n");
1825 /* Fall through. */
1827 case WINED3D_SHADER_VERSION(3, 0):
1828 shader->baseShader.limits.temporary = 32;
1829 shader->baseShader.limits.constant_bool = 32;
1830 shader->baseShader.limits.constant_int = 32;
1831 shader->baseShader.limits.address = 1;
1832 shader->baseShader.limits.packed_output = 12;
1833 shader->baseShader.limits.sampler = 4;
1834 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1835 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1836 * even though they are capable of supporting much more (GL
1837 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1838 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1839 * shaders to 256. */
1840 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1841 break;
1843 default:
1844 shader->baseShader.limits.temporary = 12;
1845 shader->baseShader.limits.constant_bool = 16;
1846 shader->baseShader.limits.constant_int = 16;
1847 shader->baseShader.limits.address = 1;
1848 shader->baseShader.limits.packed_output = 12;
1849 shader->baseShader.limits.sampler = 0;
1850 shader->baseShader.limits.label = 16;
1851 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1852 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1853 shader->baseShader.reg_maps.shader_version.major,
1854 shader->baseShader.reg_maps.shader_version.minor);
1858 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1859 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1860 void *parent, const struct wined3d_parent_ops *parent_ops)
1862 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1863 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1864 unsigned int i;
1865 HRESULT hr;
1866 WORD map;
1868 if (!byte_code) return WINED3DERR_INVALIDCALL;
1870 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1871 shader_init(&shader->baseShader, device, parent, parent_ops);
1873 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1874 output_signature, device->d3d_vshader_constantF);
1875 if (FAILED(hr))
1877 WARN("Failed to set function, hr %#x.\n", hr);
1878 shader_cleanup((IWineD3DBaseShader *)shader);
1879 return hr;
1882 map = shader->baseShader.reg_maps.input_registers;
1883 for (i = 0; map; map >>= 1, ++i)
1885 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1887 shader->attributes[i].usage =
1888 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1889 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1892 if (output_signature)
1894 for (i = 0; i < output_signature->element_count; ++i)
1896 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1897 reg_maps->output_registers |= 1 << e->register_idx;
1898 shader->baseShader.output_signature[e->register_idx] = *e;
1902 vertexshader_set_limits(shader);
1904 if (device->vs_selected_mode == SHADER_ARB
1905 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1906 && shader->min_rel_offset <= shader->max_rel_offset)
1908 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1910 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1911 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1912 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1914 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1916 shader->rel_offset = shader->min_rel_offset + 63;
1918 else if (shader->max_rel_offset > 63)
1920 shader->rel_offset = shader->min_rel_offset;
1922 else
1924 shader->rel_offset = 0;
1928 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1929 && !list_empty(&shader->baseShader.constantsF);
1931 return WINED3D_OK;
1934 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1935 REFIID riid, void **object)
1937 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1939 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1940 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1941 || IsEqualGUID(riid, &IID_IWineD3DBase)
1942 || IsEqualGUID(riid, &IID_IUnknown))
1944 IUnknown_AddRef(iface);
1945 *object = iface;
1946 return S_OK;
1949 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1951 *object = NULL;
1952 return E_NOINTERFACE;
1955 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1957 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1958 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1960 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1962 return refcount;
1965 /* Do not call while under the GL lock. */
1966 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1968 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1969 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1971 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1973 if (!refcount)
1975 shader_cleanup((IWineD3DBaseShader *)iface);
1976 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1977 HeapFree(GetProcessHeap(), 0, shader);
1980 return refcount;
1983 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1985 TRACE("iface %p.\n", iface);
1987 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1990 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1992 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1994 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1997 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1999 /* IUnknown methods */
2000 geometryshader_QueryInterface,
2001 geometryshader_AddRef,
2002 geometryshader_Release,
2003 /* IWineD3DBase methods */
2004 geometryshader_GetParent,
2005 /* IWineD3DBaseShader methods */
2006 geometryshader_GetFunction,
2009 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2010 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2011 void *parent, const struct wined3d_parent_ops *parent_ops)
2013 HRESULT hr;
2015 shader->vtbl = &wined3d_geometryshader_vtbl;
2016 shader_init(&shader->base_shader, device, parent, parent_ops);
2018 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
2019 if (FAILED(hr))
2021 WARN("Failed to set function, hr %#x.\n", hr);
2022 shader_cleanup((IWineD3DBaseShader *)shader);
2023 return hr;
2026 shader->base_shader.load_local_constsF = FALSE;
2028 return WINED3D_OK;
2031 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
2033 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2035 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2036 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2037 || IsEqualGUID(riid, &IID_IWineD3DBase)
2038 || IsEqualGUID(riid, &IID_IUnknown))
2040 IUnknown_AddRef(iface);
2041 *object = iface;
2042 return S_OK;
2045 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2047 *object = NULL;
2048 return E_NOINTERFACE;
2051 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2053 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2054 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2056 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2058 return refcount;
2061 /* Do not call while under the GL lock. */
2062 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2064 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2065 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2067 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2069 if (!refcount)
2071 shader_cleanup((IWineD3DBaseShader *)iface);
2072 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2073 HeapFree(GetProcessHeap(), 0, shader);
2076 return refcount;
2079 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2081 TRACE("iface %p.\n", iface);
2083 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2086 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2088 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2090 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2093 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2095 /* IUnknown methods */
2096 pixelshader_QueryInterface,
2097 pixelshader_AddRef,
2098 pixelshader_Release,
2099 /* IWineD3DBase methods */
2100 pixelshader_GetParent,
2101 /* IWineD3DBaseShader methods */
2102 pixelshader_GetFunction
2105 void find_ps_compile_args(const struct wined3d_state *state,
2106 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2108 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2109 IWineD3DBaseTextureImpl *texture;
2110 UINT i;
2112 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2113 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2115 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2116 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2119 if (shader->baseShader.reg_maps.shader_version.major == 1
2120 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2122 for (i = 0; i < 4; ++i)
2124 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2125 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2126 if (flags & WINED3DTTFF_PROJECTED)
2127 tex_transform |= WINED3D_PSARGS_PROJECTED;
2128 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2132 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2134 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2135 texture = state->textures[i];
2136 if (!texture)
2138 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2139 continue;
2141 args->color_fixup[i] = texture->resource.format->color_fixup;
2143 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2144 args->shadow |= 1 << i;
2146 /* Flag samplers that need NP2 texcoord fixup. */
2147 if (!texture->baseTexture.pow2Matrix_identity)
2149 args->np2_fixup |= (1 << i);
2152 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2154 if (device->strided_streams.position_transformed)
2156 args->vp_mode = pretransformed;
2158 else if (use_vs(state))
2160 args->vp_mode = vertexshader;
2162 else
2164 args->vp_mode = fixedfunction;
2166 args->fog = FOG_OFF;
2168 else
2170 args->vp_mode = vertexshader;
2171 if (state->render_states[WINED3DRS_FOGENABLE])
2173 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2175 case WINED3DFOG_NONE:
2176 if (device->strided_streams.position_transformed || use_vs(state))
2178 args->fog = FOG_LINEAR;
2179 break;
2182 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2184 case WINED3DFOG_NONE: /* Fall through. */
2185 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2186 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2187 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2189 break;
2191 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2192 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2193 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2196 else
2198 args->fog = FOG_OFF;
2203 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2205 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2206 shader->baseShader.reg_maps.shader_version.minor);
2208 shader->baseShader.limits.attributes = 0;
2209 shader->baseShader.limits.address = 0;
2210 shader->baseShader.limits.packed_output = 0;
2212 switch (shader_version)
2214 case WINED3D_SHADER_VERSION(1, 0):
2215 case WINED3D_SHADER_VERSION(1, 1):
2216 case WINED3D_SHADER_VERSION(1, 2):
2217 case WINED3D_SHADER_VERSION(1, 3):
2218 shader->baseShader.limits.temporary = 2;
2219 shader->baseShader.limits.constant_float = 8;
2220 shader->baseShader.limits.constant_int = 0;
2221 shader->baseShader.limits.constant_bool = 0;
2222 shader->baseShader.limits.texcoord = 4;
2223 shader->baseShader.limits.sampler = 4;
2224 shader->baseShader.limits.packed_input = 0;
2225 shader->baseShader.limits.label = 0;
2226 break;
2228 case WINED3D_SHADER_VERSION(1, 4):
2229 shader->baseShader.limits.temporary = 6;
2230 shader->baseShader.limits.constant_float = 8;
2231 shader->baseShader.limits.constant_int = 0;
2232 shader->baseShader.limits.constant_bool = 0;
2233 shader->baseShader.limits.texcoord = 6;
2234 shader->baseShader.limits.sampler = 6;
2235 shader->baseShader.limits.packed_input = 0;
2236 shader->baseShader.limits.label = 0;
2237 break;
2239 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2240 case WINED3D_SHADER_VERSION(2, 0):
2241 shader->baseShader.limits.temporary = 32;
2242 shader->baseShader.limits.constant_float = 32;
2243 shader->baseShader.limits.constant_int = 16;
2244 shader->baseShader.limits.constant_bool = 16;
2245 shader->baseShader.limits.texcoord = 8;
2246 shader->baseShader.limits.sampler = 16;
2247 shader->baseShader.limits.packed_input = 0;
2248 break;
2250 case WINED3D_SHADER_VERSION(2, 1):
2251 shader->baseShader.limits.temporary = 32;
2252 shader->baseShader.limits.constant_float = 32;
2253 shader->baseShader.limits.constant_int = 16;
2254 shader->baseShader.limits.constant_bool = 16;
2255 shader->baseShader.limits.texcoord = 8;
2256 shader->baseShader.limits.sampler = 16;
2257 shader->baseShader.limits.packed_input = 0;
2258 shader->baseShader.limits.label = 16;
2259 break;
2261 case WINED3D_SHADER_VERSION(4, 0):
2262 FIXME("Using 3.0 limits for 4.0 shader.\n");
2263 /* Fall through. */
2265 case WINED3D_SHADER_VERSION(3, 0):
2266 shader->baseShader.limits.temporary = 32;
2267 shader->baseShader.limits.constant_float = 224;
2268 shader->baseShader.limits.constant_int = 16;
2269 shader->baseShader.limits.constant_bool = 16;
2270 shader->baseShader.limits.texcoord = 0;
2271 shader->baseShader.limits.sampler = 16;
2272 shader->baseShader.limits.packed_input = 12;
2273 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2274 break;
2276 default:
2277 shader->baseShader.limits.temporary = 32;
2278 shader->baseShader.limits.constant_float = 32;
2279 shader->baseShader.limits.constant_int = 16;
2280 shader->baseShader.limits.constant_bool = 16;
2281 shader->baseShader.limits.texcoord = 8;
2282 shader->baseShader.limits.sampler = 16;
2283 shader->baseShader.limits.packed_input = 0;
2284 shader->baseShader.limits.label = 0;
2285 FIXME("Unrecognized pixel shader version %u.%u\n",
2286 shader->baseShader.reg_maps.shader_version.major,
2287 shader->baseShader.reg_maps.shader_version.minor);
2291 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2292 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2293 void *parent, const struct wined3d_parent_ops *parent_ops)
2295 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2296 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2297 HRESULT hr;
2299 if (!byte_code) return WINED3DERR_INVALIDCALL;
2301 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2302 shader_init(&shader->baseShader, device, parent, parent_ops);
2304 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2305 output_signature, device->d3d_pshader_constantF);
2306 if (FAILED(hr))
2308 WARN("Failed to set function, hr %#x.\n", hr);
2309 shader_cleanup((IWineD3DBaseShader *)shader);
2310 return hr;
2313 pixelshader_set_limits(shader);
2315 for (i = 0; i < MAX_REG_INPUT; ++i)
2317 if (shader->input_reg_used[i])
2319 ++num_regs_used;
2320 highest_reg_used = i;
2324 /* Don't do any register mapping magic if it is not needed, or if we can't
2325 * achieve anything anyway */
2326 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2327 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2329 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2331 /* This happens with relative addressing. The input mapper function
2332 * warns about this if the higher registers are declared too, so
2333 * don't write a FIXME here */
2334 WARN("More varying registers used than supported\n");
2337 for (i = 0; i < MAX_REG_INPUT; ++i)
2339 shader->input_reg_map[i] = i;
2342 shader->declared_in_count = highest_reg_used + 1;
2344 else
2346 shader->declared_in_count = 0;
2347 for (i = 0; i < MAX_REG_INPUT; ++i)
2349 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2350 else shader->input_reg_map[i] = ~0U;
2354 shader->baseShader.load_local_constsF = FALSE;
2356 return WINED3D_OK;
2359 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2361 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2362 unsigned int i;
2364 if (reg_maps->shader_version.major != 1) return;
2366 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2368 /* We don't sample from this sampler. */
2369 if (!sampler_type[i]) continue;
2371 if (!textures[i])
2373 WARN("No texture bound to sampler %u, using 2D.\n", i);
2374 sampler_type[i] = WINED3DSTT_2D;
2375 continue;
2378 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2380 case GL_TEXTURE_RECTANGLE_ARB:
2381 case GL_TEXTURE_2D:
2382 /* We have to select between texture rectangles and 2D
2383 * textures later because 2.0 and 3.0 shaders only have
2384 * WINED3DSTT_2D as well. */
2385 sampler_type[i] = WINED3DSTT_2D;
2386 break;
2388 case GL_TEXTURE_3D:
2389 sampler_type[i] = WINED3DSTT_VOLUME;
2390 break;
2392 case GL_TEXTURE_CUBE_MAP_ARB:
2393 sampler_type[i] = WINED3DSTT_CUBE;
2394 break;
2396 default:
2397 FIXME("Unrecognized texture type %#x, using 2D.\n",
2398 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2399 sampler_type[i] = WINED3DSTT_2D;