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[wine/testsucceed.git] / dlls / wined3d / shader.c
blob086936cbc42bbb79887f88fbc62d5b204de3afc4
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 = 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 wined3d_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 (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
403 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
404 reg_maps->usesrelconstF = TRUE;
406 else
408 set_bitmap_bit(reg_maps->constf, reg->idx);
410 break;
412 case WINED3DSPR_CONSTINT:
413 reg_maps->integer_constants |= (1 << reg->idx);
414 break;
416 case WINED3DSPR_CONSTBOOL:
417 reg_maps->boolean_constants |= (1 << reg->idx);
418 break;
420 case WINED3DSPR_COLOROUT:
421 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
422 break;
424 default:
425 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
426 break;
430 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
432 switch (instr)
434 case WINED3DSIH_M4x4:
435 case WINED3DSIH_M3x4:
436 return param == 1 ? 3 : 0;
438 case WINED3DSIH_M4x3:
439 case WINED3DSIH_M3x3:
440 return param == 1 ? 2 : 0;
442 case WINED3DSIH_M3x2:
443 return param == 1 ? 1 : 0;
445 default:
446 return 0;
450 /* Note that this does not count the loop register as an address register. */
451 static HRESULT shader_get_registers_used(IWineD3DBaseShaderImpl *shader, const struct wined3d_shader_frontend *fe,
452 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
453 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
455 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
456 void *fe_data = shader->baseShader.frontend_data;
457 struct wined3d_shader_version shader_version;
458 const DWORD *ptr = byte_code;
460 memset(reg_maps, 0, sizeof(*reg_maps));
461 reg_maps->min_rel_offset = ~0U;
463 fe->shader_read_header(fe_data, &ptr, &shader_version);
464 reg_maps->shader_version = shader_version;
466 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
467 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
468 if (!reg_maps->constf)
470 ERR("Failed to allocate constant map memory.\n");
471 return E_OUTOFMEMORY;
474 while (!fe->shader_is_end(fe_data, &ptr))
476 struct wined3d_shader_instruction ins;
477 const char *comment;
478 UINT comment_size;
479 UINT param_size;
481 /* Skip comments. */
482 fe->shader_read_comment(&ptr, &comment, &comment_size);
483 if (comment) continue;
485 /* Fetch opcode. */
486 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
488 /* Unhandled opcode, and its parameters. */
489 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
491 TRACE("Skipping unrecognized instruction.\n");
492 ptr += param_size;
493 continue;
496 /* Handle declarations. */
497 if (ins.handler_idx == WINED3DSIH_DCL)
499 struct wined3d_shader_semantic semantic;
501 fe->shader_read_semantic(&ptr, &semantic);
503 switch (semantic.reg.reg.type)
505 /* Mark input registers used. */
506 case WINED3DSPR_INPUT:
507 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
508 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
509 break;
511 /* Vertex shader: mark 3.0 output registers used, save token. */
512 case WINED3DSPR_OUTPUT:
513 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
514 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
515 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
516 break;
518 /* Save sampler usage token. */
519 case WINED3DSPR_SAMPLER:
520 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
521 break;
523 default:
524 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
525 break;
528 else if (ins.handler_idx == WINED3DSIH_DEF)
530 struct wined3d_shader_src_param rel_addr;
531 struct wined3d_shader_dst_param dst;
533 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
534 if (!lconst) return E_OUTOFMEMORY;
536 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
537 lconst->idx = dst.reg.idx;
539 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
540 ptr += 4;
542 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
543 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
545 float *value = (float *)lconst->value;
546 if (value[0] < -1.0f) value[0] = -1.0f;
547 else if (value[0] > 1.0f) value[0] = 1.0f;
548 if (value[1] < -1.0f) value[1] = -1.0f;
549 else if (value[1] > 1.0f) value[1] = 1.0f;
550 if (value[2] < -1.0f) value[2] = -1.0f;
551 else if (value[2] > 1.0f) value[2] = 1.0f;
552 if (value[3] < -1.0f) value[3] = -1.0f;
553 else if (value[3] > 1.0f) value[3] = 1.0f;
556 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
558 else if (ins.handler_idx == WINED3DSIH_DEFI)
560 struct wined3d_shader_src_param rel_addr;
561 struct wined3d_shader_dst_param dst;
563 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
564 if (!lconst) return E_OUTOFMEMORY;
566 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
567 lconst->idx = dst.reg.idx;
569 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
570 ptr += 4;
572 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
573 reg_maps->local_int_consts |= (1 << dst.reg.idx);
575 else if (ins.handler_idx == WINED3DSIH_DEFB)
577 struct wined3d_shader_src_param rel_addr;
578 struct wined3d_shader_dst_param dst;
580 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
581 if (!lconst) return E_OUTOFMEMORY;
583 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
584 lconst->idx = dst.reg.idx;
586 memcpy(lconst->value, ptr, sizeof(DWORD));
587 ++ptr;
589 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
590 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
592 /* If there's a loop in the shader. */
593 else if (ins.handler_idx == WINED3DSIH_LOOP
594 || ins.handler_idx == WINED3DSIH_REP)
596 struct wined3d_shader_src_param src, rel_addr;
598 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
600 /* Rep and Loop always use an integer constant for the control parameters. */
601 if (ins.handler_idx == WINED3DSIH_REP)
603 reg_maps->integer_constants |= 1 << src.reg.idx;
605 else
607 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
608 reg_maps->integer_constants |= 1 << src.reg.idx;
611 cur_loop_depth++;
612 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
614 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
615 || ins.handler_idx == WINED3DSIH_ENDREP)
617 cur_loop_depth--;
619 /* For subroutine prototypes. */
620 else if (ins.handler_idx == WINED3DSIH_LABEL)
622 struct wined3d_shader_src_param src, rel_addr;
624 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
625 reg_maps->labels |= 1 << src.reg.idx;
627 /* Set texture, address, temporary registers. */
628 else
630 BOOL color0_mov = FALSE;
631 int i, limit;
633 /* This will loop over all the registers and try to
634 * make a bitmask of the ones we're interested in.
636 * Relative addressing tokens are ignored, but that's
637 * okay, since we'll catch any address registers when
638 * they are initialized (required by spec). */
639 for (i = 0; i < ins.dst_count; ++i)
641 struct wined3d_shader_src_param dst_rel_addr;
642 struct wined3d_shader_dst_param dst_param;
644 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
646 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
648 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
649 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
650 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
651 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
653 UINT idx = dst_param.reg.idx;
655 switch (dst_param.reg.type)
657 case WINED3DSPR_RASTOUT:
658 switch (idx)
660 case 0: /* oPos */
661 reg_maps->output_registers |= 1 << 10;
662 shader_signature_from_usage(&output_signature[10],
663 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
664 break;
666 case 1: /* oFog */
667 reg_maps->output_registers |= 1 << 11;
668 shader_signature_from_usage(&output_signature[11],
669 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
670 break;
672 case 2: /* oPts */
673 reg_maps->output_registers |= 1 << 11;
674 shader_signature_from_usage(&output_signature[11],
675 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
676 break;
678 break;
680 case WINED3DSPR_ATTROUT:
681 if (idx < 2)
683 idx += 8;
684 if (reg_maps->output_registers & (1 << idx))
686 output_signature[idx].mask |= dst_param.write_mask;
688 else
690 reg_maps->output_registers |= 1 << idx;
691 shader_signature_from_usage(&output_signature[idx],
692 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
695 break;
697 case WINED3DSPR_TEXCRDOUT:
699 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
700 if (reg_maps->output_registers & (1 << idx))
702 output_signature[idx].mask |= dst_param.write_mask;
704 else
706 reg_maps->output_registers |= 1 << idx;
707 shader_signature_from_usage(&output_signature[idx],
708 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
710 break;
712 default:
713 break;
717 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
719 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
721 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
723 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
724 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
725 * the mov and perform the sRGB write correction from the source register.
727 * However, if the mov is only partial, we can't do this, and if the write
728 * comes from an instruction other than MOV it is hard to do as well. If
729 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
731 ps->color0_mov = FALSE;
732 if (ins.handler_idx == WINED3DSIH_MOV
733 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
735 /* Used later when the source register is read. */
736 color0_mov = TRUE;
739 /* Also drop the MOV marker if the source register is overwritten prior to the shader
740 * end
742 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
744 ps->color0_mov = FALSE;
748 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
749 if (shader_version.major == 1
750 && (ins.handler_idx == WINED3DSIH_TEX
751 || ins.handler_idx == WINED3DSIH_TEXBEM
752 || ins.handler_idx == WINED3DSIH_TEXBEML
753 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
754 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
755 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
756 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
757 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
758 || ins.handler_idx == WINED3DSIH_TEXREG2AR
759 || ins.handler_idx == WINED3DSIH_TEXREG2GB
760 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
762 /* Fake sampler usage, only set reserved bit and type. */
763 DWORD sampler_code = dst_param.reg.idx;
765 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
766 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
768 /* texbem is only valid with < 1.4 pixel shaders */
769 if (ins.handler_idx == WINED3DSIH_TEXBEM
770 || ins.handler_idx == WINED3DSIH_TEXBEML)
772 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
773 if (ins.handler_idx == WINED3DSIH_TEXBEML)
775 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
779 else if (ins.handler_idx == WINED3DSIH_BEM)
781 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
785 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
786 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
787 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
788 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
789 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
790 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
791 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
792 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
793 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
795 limit = ins.src_count + (ins.predicate ? 1 : 0);
796 for (i = 0; i < limit; ++i)
798 struct wined3d_shader_src_param src_param, src_rel_addr;
799 unsigned int count;
801 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
802 count = get_instr_extra_regcount(ins.handler_idx, i);
804 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
805 while (count)
807 ++src_param.reg.idx;
808 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
809 --count;
812 if (color0_mov)
814 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
815 if (src_param.reg.type == WINED3DSPR_TEMP
816 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
818 ps->color0_mov = TRUE;
819 ps->color0_reg = src_param.reg.idx;
825 reg_maps->loop_depth = max_loop_depth;
827 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
829 return WINED3D_OK;
832 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
834 DWORD map = 1 << max;
835 map |= map - 1;
836 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
838 return wined3d_log2i(map);
841 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
842 const struct wined3d_shader_version *shader_version)
844 TRACE("dcl");
846 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
848 switch (semantic->sampler_type)
850 case WINED3DSTT_2D: TRACE("_2d"); break;
851 case WINED3DSTT_CUBE: TRACE("_cube"); break;
852 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
853 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
856 else
858 /* Pixel shaders 3.0 don't have usage semantics. */
859 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
860 else TRACE("_");
862 switch (semantic->usage)
864 case WINED3DDECLUSAGE_POSITION:
865 TRACE("position%u", semantic->usage_idx);
866 break;
868 case WINED3DDECLUSAGE_BLENDINDICES:
869 TRACE("blend");
870 break;
872 case WINED3DDECLUSAGE_BLENDWEIGHT:
873 TRACE("weight");
874 break;
876 case WINED3DDECLUSAGE_NORMAL:
877 TRACE("normal%u", semantic->usage_idx);
878 break;
880 case WINED3DDECLUSAGE_PSIZE:
881 TRACE("psize");
882 break;
884 case WINED3DDECLUSAGE_COLOR:
885 if (!semantic->usage_idx) TRACE("color");
886 else TRACE("specular%u", (semantic->usage_idx - 1));
887 break;
889 case WINED3DDECLUSAGE_TEXCOORD:
890 TRACE("texture%u", semantic->usage_idx);
891 break;
893 case WINED3DDECLUSAGE_TANGENT:
894 TRACE("tangent");
895 break;
897 case WINED3DDECLUSAGE_BINORMAL:
898 TRACE("binormal");
899 break;
901 case WINED3DDECLUSAGE_TESSFACTOR:
902 TRACE("tessfactor");
903 break;
905 case WINED3DDECLUSAGE_POSITIONT:
906 TRACE("positionT%u", semantic->usage_idx);
907 break;
909 case WINED3DDECLUSAGE_FOG:
910 TRACE("fog");
911 break;
913 case WINED3DDECLUSAGE_DEPTH:
914 TRACE("depth");
915 break;
917 case WINED3DDECLUSAGE_SAMPLE:
918 TRACE("sample");
919 break;
921 default:
922 FIXME("unknown_semantics(0x%08x)", semantic->usage);
927 static void shader_dump_register(const struct wined3d_shader_register *reg,
928 const struct wined3d_shader_version *shader_version)
930 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
931 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
932 UINT offset = reg->idx;
934 switch (reg->type)
936 case WINED3DSPR_TEMP:
937 TRACE("r");
938 break;
940 case WINED3DSPR_INPUT:
941 TRACE("v");
942 break;
944 case WINED3DSPR_CONST:
945 case WINED3DSPR_CONST2:
946 case WINED3DSPR_CONST3:
947 case WINED3DSPR_CONST4:
948 TRACE("c");
949 offset = shader_get_float_offset(reg->type, reg->idx);
950 break;
952 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
953 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
954 break;
956 case WINED3DSPR_RASTOUT:
957 TRACE("%s", rastout_reg_names[reg->idx]);
958 break;
960 case WINED3DSPR_COLOROUT:
961 TRACE("oC");
962 break;
964 case WINED3DSPR_DEPTHOUT:
965 TRACE("oDepth");
966 break;
968 case WINED3DSPR_ATTROUT:
969 TRACE("oD");
970 break;
972 case WINED3DSPR_TEXCRDOUT:
973 /* Vertex shaders >= 3.0 use general purpose output registers
974 * (WINED3DSPR_OUTPUT), which can include an address token. */
975 if (shader_version->major >= 3) TRACE("o");
976 else TRACE("oT");
977 break;
979 case WINED3DSPR_CONSTINT:
980 TRACE("i");
981 break;
983 case WINED3DSPR_CONSTBOOL:
984 TRACE("b");
985 break;
987 case WINED3DSPR_LABEL:
988 TRACE("l");
989 break;
991 case WINED3DSPR_LOOP:
992 TRACE("aL");
993 break;
995 case WINED3DSPR_SAMPLER:
996 TRACE("s");
997 break;
999 case WINED3DSPR_MISCTYPE:
1000 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1001 else TRACE("%s", misctype_reg_names[reg->idx]);
1002 break;
1004 case WINED3DSPR_PREDICATE:
1005 TRACE("p");
1006 break;
1008 case WINED3DSPR_IMMCONST:
1009 TRACE("l");
1010 break;
1012 case WINED3DSPR_CONSTBUFFER:
1013 TRACE("cb");
1014 break;
1016 case WINED3DSPR_NULL:
1017 TRACE("null");
1018 break;
1020 case WINED3DSPR_RESOURCE:
1021 TRACE("t");
1022 break;
1024 default:
1025 TRACE("unhandled_rtype(%#x)", reg->type);
1026 break;
1029 if (reg->type == WINED3DSPR_IMMCONST)
1031 TRACE("(");
1032 switch (reg->immconst_type)
1034 case WINED3D_IMMCONST_SCALAR:
1035 TRACE("%.8e", *(const float *)reg->immconst_data);
1036 break;
1038 case WINED3D_IMMCONST_VEC4:
1039 TRACE("%.8e, %.8e, %.8e, %.8e",
1040 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1041 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1042 break;
1044 default:
1045 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1046 break;
1048 TRACE(")");
1050 else if (reg->type != WINED3DSPR_RASTOUT
1051 && reg->type != WINED3DSPR_MISCTYPE
1052 && reg->type != WINED3DSPR_NULL)
1054 if (reg->array_idx != ~0U)
1056 TRACE("%u[%u", offset, reg->array_idx);
1057 if (reg->rel_addr)
1059 TRACE(" + ");
1060 shader_dump_src_param(reg->rel_addr, shader_version);
1062 TRACE("]");
1064 else
1066 if (reg->rel_addr)
1068 TRACE("[");
1069 shader_dump_src_param(reg->rel_addr, shader_version);
1070 TRACE(" + ");
1072 TRACE("%u", offset);
1073 if (reg->rel_addr) TRACE("]");
1078 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1079 const struct wined3d_shader_version *shader_version)
1081 DWORD write_mask = param->write_mask;
1083 shader_dump_register(&param->reg, shader_version);
1085 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1087 static const char *write_mask_chars = "xyzw";
1089 TRACE(".");
1090 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1091 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1092 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1093 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1097 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1098 const struct wined3d_shader_version *shader_version)
1100 DWORD src_modifier = param->modifiers;
1101 DWORD swizzle = param->swizzle;
1103 if (src_modifier == WINED3DSPSM_NEG
1104 || src_modifier == WINED3DSPSM_BIASNEG
1105 || src_modifier == WINED3DSPSM_SIGNNEG
1106 || src_modifier == WINED3DSPSM_X2NEG
1107 || src_modifier == WINED3DSPSM_ABSNEG)
1108 TRACE("-");
1109 else if (src_modifier == WINED3DSPSM_COMP)
1110 TRACE("1-");
1111 else if (src_modifier == WINED3DSPSM_NOT)
1112 TRACE("!");
1114 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1115 TRACE("abs(");
1117 shader_dump_register(&param->reg, shader_version);
1119 if (src_modifier)
1121 switch (src_modifier)
1123 case WINED3DSPSM_NONE: break;
1124 case WINED3DSPSM_NEG: break;
1125 case WINED3DSPSM_NOT: break;
1126 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1127 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1128 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1129 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1130 case WINED3DSPSM_COMP: break;
1131 case WINED3DSPSM_X2: TRACE("_x2"); break;
1132 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1133 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1134 case WINED3DSPSM_DW: TRACE("_dw"); break;
1135 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1136 case WINED3DSPSM_ABS: TRACE(")"); break;
1137 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1141 if (swizzle != WINED3DSP_NOSWIZZLE)
1143 static const char *swizzle_chars = "xyzw";
1144 DWORD swizzle_x = swizzle & 0x03;
1145 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1146 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1147 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1149 if (swizzle_x == swizzle_y
1150 && swizzle_x == swizzle_z
1151 && swizzle_x == swizzle_w)
1153 TRACE(".%c", swizzle_chars[swizzle_x]);
1155 else
1157 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1158 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1163 /* Shared code in order to generate the bulk of the shader string.
1164 * NOTE: A description of how to parse tokens can be found on MSDN. */
1165 void shader_generate_main(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_buffer *buffer,
1166 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1168 IWineD3DDeviceImpl *device = shader->baseShader.device;
1169 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1170 void *fe_data = shader->baseShader.frontend_data;
1171 struct wined3d_shader_src_param dst_rel_addr[2];
1172 struct wined3d_shader_src_param src_rel_addr[4];
1173 struct wined3d_shader_dst_param dst_param[2];
1174 struct wined3d_shader_src_param src_param[4];
1175 struct wined3d_shader_version shader_version;
1176 struct wined3d_shader_loop_state loop_state;
1177 struct wined3d_shader_instruction ins;
1178 struct wined3d_shader_tex_mx tex_mx;
1179 struct wined3d_shader_context ctx;
1180 const DWORD *ptr = byte_code;
1181 DWORD i;
1183 /* Initialize current parsing state. */
1184 tex_mx.current_row = 0;
1185 loop_state.current_depth = 0;
1186 loop_state.current_reg = 0;
1188 ctx.shader = shader;
1189 ctx.gl_info = &device->adapter->gl_info;
1190 ctx.reg_maps = reg_maps;
1191 ctx.buffer = buffer;
1192 ctx.tex_mx = &tex_mx;
1193 ctx.loop_state = &loop_state;
1194 ctx.backend_data = backend_ctx;
1196 ins.ctx = &ctx;
1197 ins.dst = dst_param;
1198 ins.src = src_param;
1200 fe->shader_read_header(fe_data, &ptr, &shader_version);
1202 while (!fe->shader_is_end(fe_data, &ptr))
1204 const char *comment;
1205 UINT comment_size;
1206 UINT param_size;
1208 /* Skip comment tokens. */
1209 fe->shader_read_comment(&ptr, &comment, &comment_size);
1210 if (comment) continue;
1212 /* Read opcode. */
1213 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1215 /* Unknown opcode and its parameters. */
1216 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1218 TRACE("Skipping unrecognized instruction.\n");
1219 ptr += param_size;
1220 continue;
1223 /* Nothing to do. */
1224 if (ins.handler_idx == WINED3DSIH_DCL
1225 || ins.handler_idx == WINED3DSIH_NOP
1226 || ins.handler_idx == WINED3DSIH_DEF
1227 || ins.handler_idx == WINED3DSIH_DEFI
1228 || ins.handler_idx == WINED3DSIH_DEFB
1229 || ins.handler_idx == WINED3DSIH_PHASE)
1231 ptr += param_size;
1232 continue;
1235 /* Destination tokens */
1236 for (i = 0; i < ins.dst_count; ++i)
1238 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1241 /* Predication token */
1242 if (ins.predicate)
1244 FIXME("Predicates not implemented.\n");
1245 ins.predicate = *ptr++;
1248 /* Other source tokens */
1249 for (i = 0; i < ins.src_count; ++i)
1251 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1254 /* Call appropriate function for output target */
1255 device->shader_backend->shader_handle_instruction(&ins);
1259 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1261 DWORD mmask = dst->modifiers;
1263 switch (dst->shift)
1265 case 0: break;
1266 case 13: TRACE("_d8"); break;
1267 case 14: TRACE("_d4"); break;
1268 case 15: TRACE("_d2"); break;
1269 case 1: TRACE("_x2"); break;
1270 case 2: TRACE("_x4"); break;
1271 case 3: TRACE("_x8"); break;
1272 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1275 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1276 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1277 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1279 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1280 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1283 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1285 struct wined3d_shader_version shader_version;
1286 const DWORD *ptr = byte_code;
1287 const char *type_prefix;
1288 DWORD i;
1290 TRACE("Parsing %p.\n", byte_code);
1292 fe->shader_read_header(fe_data, &ptr, &shader_version);
1294 switch (shader_version.type)
1296 case WINED3D_SHADER_TYPE_VERTEX:
1297 type_prefix = "vs";
1298 break;
1300 case WINED3D_SHADER_TYPE_GEOMETRY:
1301 type_prefix = "gs";
1302 break;
1304 case WINED3D_SHADER_TYPE_PIXEL:
1305 type_prefix = "ps";
1306 break;
1308 default:
1309 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1310 type_prefix = "unknown";
1311 break;
1314 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1316 while (!fe->shader_is_end(fe_data, &ptr))
1318 struct wined3d_shader_instruction ins;
1319 const char *comment;
1320 UINT comment_size;
1321 UINT param_size;
1323 /* comment */
1324 fe->shader_read_comment(&ptr, &comment, &comment_size);
1325 if (comment)
1327 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1329 const char *end = comment + comment_size;
1330 const char *ptr = comment + 4;
1331 const char *line = ptr;
1333 TRACE("// TEXT\n");
1334 while (ptr != end)
1336 if (*ptr == '\n')
1338 UINT len = ptr - line;
1339 if (len && *(ptr - 1) == '\r') --len;
1340 TRACE("// %s\n", debugstr_an(line, len));
1341 line = ++ptr;
1343 else ++ptr;
1345 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1347 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1348 continue;
1351 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1352 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1354 TRACE("Skipping unrecognized instruction.\n");
1355 ptr += param_size;
1356 continue;
1359 if (ins.handler_idx == WINED3DSIH_DCL)
1361 struct wined3d_shader_semantic semantic;
1363 fe->shader_read_semantic(&ptr, &semantic);
1365 shader_dump_decl_usage(&semantic, &shader_version);
1366 shader_dump_ins_modifiers(&semantic.reg);
1367 TRACE(" ");
1368 shader_dump_dst_param(&semantic.reg, &shader_version);
1370 else if (ins.handler_idx == WINED3DSIH_DEF)
1372 struct wined3d_shader_src_param rel_addr;
1373 struct wined3d_shader_dst_param dst;
1375 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1377 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1378 *(const float *)(ptr),
1379 *(const float *)(ptr + 1),
1380 *(const float *)(ptr + 2),
1381 *(const float *)(ptr + 3));
1382 ptr += 4;
1384 else if (ins.handler_idx == WINED3DSIH_DEFI)
1386 struct wined3d_shader_src_param rel_addr;
1387 struct wined3d_shader_dst_param dst;
1389 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1391 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1392 *(ptr),
1393 *(ptr + 1),
1394 *(ptr + 2),
1395 *(ptr + 3));
1396 ptr += 4;
1398 else if (ins.handler_idx == WINED3DSIH_DEFB)
1400 struct wined3d_shader_src_param rel_addr;
1401 struct wined3d_shader_dst_param dst;
1403 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1405 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1406 ++ptr;
1408 else
1410 struct wined3d_shader_src_param dst_rel_addr[2];
1411 struct wined3d_shader_src_param src_rel_addr;
1412 struct wined3d_shader_dst_param dst_param[2];
1413 struct wined3d_shader_src_param src_param;
1415 for (i = 0; i < ins.dst_count; ++i)
1417 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1420 /* Print out predication source token first - it follows
1421 * the destination token. */
1422 if (ins.predicate)
1424 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1425 TRACE("(");
1426 shader_dump_src_param(&src_param, &shader_version);
1427 TRACE(") ");
1430 /* PixWin marks instructions with the coissue flag with a '+' */
1431 if (ins.coissue) TRACE("+");
1433 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1435 if (ins.handler_idx == WINED3DSIH_IFC
1436 || ins.handler_idx == WINED3DSIH_BREAKC)
1438 switch (ins.flags)
1440 case COMPARISON_GT: TRACE("_gt"); break;
1441 case COMPARISON_EQ: TRACE("_eq"); break;
1442 case COMPARISON_GE: TRACE("_ge"); break;
1443 case COMPARISON_LT: TRACE("_lt"); break;
1444 case COMPARISON_NE: TRACE("_ne"); break;
1445 case COMPARISON_LE: TRACE("_le"); break;
1446 default: TRACE("_(%u)", ins.flags);
1449 else if (ins.handler_idx == WINED3DSIH_TEX
1450 && shader_version.major >= 2
1451 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1453 TRACE("p");
1456 /* We already read the destination tokens, print them. */
1457 for (i = 0; i < ins.dst_count; ++i)
1459 shader_dump_ins_modifiers(&dst_param[i]);
1460 TRACE(!i ? " " : ", ");
1461 shader_dump_dst_param(&dst_param[i], &shader_version);
1464 /* Other source tokens */
1465 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1467 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1468 TRACE(!i ? " " : ", ");
1469 shader_dump_src_param(&src_param, &shader_version);
1472 TRACE("\n");
1476 static void shader_cleanup(IWineD3DBaseShaderImpl *shader)
1478 shader->baseShader.device->shader_backend->shader_destroy(shader);
1479 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1480 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1481 shader_delete_constant_list(&shader->baseShader.constantsF);
1482 shader_delete_constant_list(&shader->baseShader.constantsB);
1483 shader_delete_constant_list(&shader->baseShader.constantsI);
1484 list_remove(&shader->baseShader.shader_list_entry);
1486 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1488 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1492 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1493 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1494 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1495 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1496 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1497 static void shader_none_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1498 static void shader_none_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1499 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1500 static void shader_none_load_np2fixup_constants(void *shader_priv,
1501 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1502 static void shader_none_destroy(IWineD3DBaseShaderImpl *shader) {}
1503 static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
1504 static void shader_none_free(IWineD3DDeviceImpl *device) {}
1505 static BOOL shader_none_dirty_const(void) {return FALSE;}
1507 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1509 /* Set the shader caps to 0 for the none shader backend */
1510 caps->VertexShaderVersion = 0;
1511 caps->MaxVertexShaderConst = 0;
1512 caps->PixelShaderVersion = 0;
1513 caps->PixelShader1xMaxValue = 0.0f;
1514 caps->MaxPixelShaderConst = 0;
1515 caps->VSClipping = FALSE;
1518 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1520 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1522 TRACE("Checking support for fixup:\n");
1523 dump_color_fixup_desc(fixup);
1526 /* Faked to make some apps happy. */
1527 if (!is_complex_fixup(fixup))
1529 TRACE("[OK]\n");
1530 return TRUE;
1533 TRACE("[FAILED]\n");
1534 return FALSE;
1537 const shader_backend_t none_shader_backend = {
1538 shader_none_handle_instruction,
1539 shader_none_select,
1540 shader_none_select_depth_blt,
1541 shader_none_deselect_depth_blt,
1542 shader_none_update_float_vertex_constants,
1543 shader_none_update_float_pixel_constants,
1544 shader_none_load_constants,
1545 shader_none_load_np2fixup_constants,
1546 shader_none_destroy,
1547 shader_none_alloc,
1548 shader_none_free,
1549 shader_none_dirty_const,
1550 shader_none_get_caps,
1551 shader_none_color_fixup_supported,
1554 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1556 if (!data)
1558 *data_size = shader->baseShader.functionLength;
1559 return WINED3D_OK;
1562 if (*data_size < shader->baseShader.functionLength)
1564 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1565 * than the required size we should write the required size and
1566 * return D3DERR_MOREDATA. That's not actually true. */
1567 return WINED3DERR_INVALIDCALL;
1570 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1572 return WINED3D_OK;
1575 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1576 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1578 struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1579 const struct wined3d_shader_frontend *fe;
1580 HRESULT hr;
1582 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1583 shader, byte_code, output_signature, float_const_count);
1585 fe = shader_select_frontend(*byte_code);
1586 if (!fe)
1588 FIXME("Unable to find frontend for shader.\n");
1589 return WINED3DERR_INVALIDCALL;
1591 shader->baseShader.frontend = fe;
1592 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1593 if (!shader->baseShader.frontend_data)
1595 FIXME("Failed to initialize frontend.\n");
1596 return WINED3DERR_INVALIDCALL;
1599 /* First pass: trace shader. */
1600 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1602 /* Initialize immediate constant lists. */
1603 list_init(&shader->baseShader.constantsF);
1604 list_init(&shader->baseShader.constantsB);
1605 list_init(&shader->baseShader.constantsI);
1607 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1608 hr = shader_get_registers_used(shader, fe,
1609 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1610 byte_code, float_const_count);
1611 if (FAILED(hr)) return hr;
1613 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1614 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1615 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1617 return WINED3D_OK;
1620 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1622 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1624 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1625 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1626 || IsEqualGUID(riid, &IID_IWineD3DBase)
1627 || IsEqualGUID(riid, &IID_IUnknown))
1629 IUnknown_AddRef(iface);
1630 *object = iface;
1631 return S_OK;
1634 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1636 *object = NULL;
1637 return E_NOINTERFACE;
1640 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1642 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1643 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1645 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1647 return refcount;
1650 /* Do not call while under the GL lock. */
1651 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1653 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1654 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1656 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1658 if (!refcount)
1660 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
1661 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1662 HeapFree(GetProcessHeap(), 0, shader);
1665 return refcount;
1668 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1670 TRACE("iface %p.\n", iface);
1672 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1675 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1677 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1679 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1682 /* Set local constants for d3d8 shaders. */
1683 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1684 UINT start_idx, const float *src_data, UINT count)
1686 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1687 IWineD3DDeviceImpl *device = shader->baseShader.device;
1688 UINT i, end_idx;
1690 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1692 end_idx = start_idx + count;
1693 if (end_idx > device->d3d_vshader_constantF)
1695 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1696 end_idx = device->d3d_vshader_constantF;
1699 for (i = start_idx; i < end_idx; ++i)
1701 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1702 if (!lconst) return E_OUTOFMEMORY;
1704 lconst->idx = i;
1705 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1706 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1709 return WINED3D_OK;
1712 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1714 /* IUnknown methods */
1715 vertexshader_QueryInterface,
1716 vertexshader_AddRef,
1717 vertexshader_Release,
1718 /* IWineD3DBase methods */
1719 vertexshader_GetParent,
1720 /* IWineD3DBaseShader methods */
1721 vertexshader_GetFunction,
1722 /* IWineD3DVertexShader methods */
1723 vertexshader_SetLocalConstantsF,
1726 void find_vs_compile_args(const struct wined3d_state *state,
1727 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1729 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1730 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1731 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1732 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1733 args->swizzle_map = shader->baseShader.device->strided_streams.swizzle_map;
1736 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1738 if (usage_idx1 != usage_idx2) return FALSE;
1739 if (usage1 == usage2) return TRUE;
1740 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1741 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1743 return FALSE;
1746 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1747 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1749 WORD map = shader->baseShader.reg_maps.input_registers;
1750 unsigned int i;
1752 for (i = 0; map; map >>= 1, ++i)
1754 if (!(map & 1)) continue;
1756 if (match_usage(shader->attributes[i].usage,
1757 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1759 *regnum = i;
1760 return TRUE;
1763 return FALSE;
1766 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1768 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1769 shader->baseShader.reg_maps.shader_version.minor);
1770 IWineD3DDeviceImpl *device = shader->baseShader.device;
1772 shader->baseShader.limits.texcoord = 0;
1773 shader->baseShader.limits.attributes = 16;
1774 shader->baseShader.limits.packed_input = 0;
1776 switch (shader_version)
1778 case WINED3D_SHADER_VERSION(1, 0):
1779 case WINED3D_SHADER_VERSION(1, 1):
1780 shader->baseShader.limits.temporary = 12;
1781 shader->baseShader.limits.constant_bool = 0;
1782 shader->baseShader.limits.constant_int = 0;
1783 shader->baseShader.limits.address = 1;
1784 shader->baseShader.limits.packed_output = 12;
1785 shader->baseShader.limits.sampler = 0;
1786 shader->baseShader.limits.label = 0;
1787 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1788 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1789 * constants? */
1790 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1791 break;
1793 case WINED3D_SHADER_VERSION(2, 0):
1794 case WINED3D_SHADER_VERSION(2, 1):
1795 shader->baseShader.limits.temporary = 12;
1796 shader->baseShader.limits.constant_bool = 16;
1797 shader->baseShader.limits.constant_int = 16;
1798 shader->baseShader.limits.address = 1;
1799 shader->baseShader.limits.packed_output = 12;
1800 shader->baseShader.limits.sampler = 0;
1801 shader->baseShader.limits.label = 16;
1802 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1803 break;
1805 case WINED3D_SHADER_VERSION(4, 0):
1806 FIXME("Using 3.0 limits for 4.0 shader.\n");
1807 /* Fall through. */
1809 case WINED3D_SHADER_VERSION(3, 0):
1810 shader->baseShader.limits.temporary = 32;
1811 shader->baseShader.limits.constant_bool = 32;
1812 shader->baseShader.limits.constant_int = 32;
1813 shader->baseShader.limits.address = 1;
1814 shader->baseShader.limits.packed_output = 12;
1815 shader->baseShader.limits.sampler = 4;
1816 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1817 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1818 * even though they are capable of supporting much more (GL
1819 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1820 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1821 * shaders to 256. */
1822 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1823 break;
1825 default:
1826 shader->baseShader.limits.temporary = 12;
1827 shader->baseShader.limits.constant_bool = 16;
1828 shader->baseShader.limits.constant_int = 16;
1829 shader->baseShader.limits.address = 1;
1830 shader->baseShader.limits.packed_output = 12;
1831 shader->baseShader.limits.sampler = 0;
1832 shader->baseShader.limits.label = 16;
1833 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1834 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1835 shader->baseShader.reg_maps.shader_version.major,
1836 shader->baseShader.reg_maps.shader_version.minor);
1840 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1841 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1842 void *parent, const struct wined3d_parent_ops *parent_ops)
1844 struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1845 unsigned int i;
1846 HRESULT hr;
1847 WORD map;
1849 if (!byte_code) return WINED3DERR_INVALIDCALL;
1851 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1852 shader_init(&shader->baseShader, device, parent, parent_ops);
1854 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1855 output_signature, device->d3d_vshader_constantF);
1856 if (FAILED(hr))
1858 WARN("Failed to set function, hr %#x.\n", hr);
1859 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
1860 return hr;
1863 map = reg_maps->input_registers;
1864 for (i = 0; map; map >>= 1, ++i)
1866 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1868 shader->attributes[i].usage =
1869 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1870 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1873 if (output_signature)
1875 for (i = 0; i < output_signature->element_count; ++i)
1877 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1878 reg_maps->output_registers |= 1 << e->register_idx;
1879 shader->baseShader.output_signature[e->register_idx] = *e;
1883 vertexshader_set_limits(shader);
1885 shader->baseShader.load_local_constsF = reg_maps->usesrelconstF
1886 && !list_empty(&shader->baseShader.constantsF);
1888 return WINED3D_OK;
1891 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1892 REFIID riid, void **object)
1894 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1896 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1897 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1898 || IsEqualGUID(riid, &IID_IWineD3DBase)
1899 || IsEqualGUID(riid, &IID_IUnknown))
1901 IUnknown_AddRef(iface);
1902 *object = iface;
1903 return S_OK;
1906 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1908 *object = NULL;
1909 return E_NOINTERFACE;
1912 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1914 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1915 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1917 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1919 return refcount;
1922 /* Do not call while under the GL lock. */
1923 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1925 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1926 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1928 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1930 if (!refcount)
1932 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
1933 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1934 HeapFree(GetProcessHeap(), 0, shader);
1937 return refcount;
1940 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1942 TRACE("iface %p.\n", iface);
1944 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1947 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1949 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1951 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1954 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1956 /* IUnknown methods */
1957 geometryshader_QueryInterface,
1958 geometryshader_AddRef,
1959 geometryshader_Release,
1960 /* IWineD3DBase methods */
1961 geometryshader_GetParent,
1962 /* IWineD3DBaseShader methods */
1963 geometryshader_GetFunction,
1966 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1967 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1968 void *parent, const struct wined3d_parent_ops *parent_ops)
1970 HRESULT hr;
1972 shader->vtbl = &wined3d_geometryshader_vtbl;
1973 shader_init(&shader->base_shader, device, parent, parent_ops);
1975 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1976 if (FAILED(hr))
1978 WARN("Failed to set function, hr %#x.\n", hr);
1979 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
1980 return hr;
1983 shader->base_shader.load_local_constsF = FALSE;
1985 return WINED3D_OK;
1988 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1990 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1992 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
1993 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1994 || IsEqualGUID(riid, &IID_IWineD3DBase)
1995 || IsEqualGUID(riid, &IID_IUnknown))
1997 IUnknown_AddRef(iface);
1998 *object = iface;
1999 return S_OK;
2002 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2004 *object = NULL;
2005 return E_NOINTERFACE;
2008 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2010 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2011 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2013 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2015 return refcount;
2018 /* Do not call while under the GL lock. */
2019 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2021 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2022 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2024 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2026 if (!refcount)
2028 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
2029 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2030 HeapFree(GetProcessHeap(), 0, shader);
2033 return refcount;
2036 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2038 TRACE("iface %p.\n", iface);
2040 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2043 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2045 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2047 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2050 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2052 /* IUnknown methods */
2053 pixelshader_QueryInterface,
2054 pixelshader_AddRef,
2055 pixelshader_Release,
2056 /* IWineD3DBase methods */
2057 pixelshader_GetParent,
2058 /* IWineD3DBaseShader methods */
2059 pixelshader_GetFunction
2062 void find_ps_compile_args(const struct wined3d_state *state,
2063 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2065 IWineD3DDeviceImpl *device = shader->baseShader.device;
2066 IWineD3DBaseTextureImpl *texture;
2067 UINT i;
2069 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2070 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2072 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2073 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2076 if (shader->baseShader.reg_maps.shader_version.major == 1
2077 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2079 for (i = 0; i < 4; ++i)
2081 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2082 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2083 if (flags & WINED3DTTFF_PROJECTED)
2084 tex_transform |= WINED3D_PSARGS_PROJECTED;
2085 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2089 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2091 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2092 texture = state->textures[i];
2093 if (!texture)
2095 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2096 continue;
2098 args->color_fixup[i] = texture->resource.format->color_fixup;
2100 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2101 args->shadow |= 1 << i;
2103 /* Flag samplers that need NP2 texcoord fixup. */
2104 if (!texture->baseTexture.pow2Matrix_identity)
2106 args->np2_fixup |= (1 << i);
2109 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2111 if (device->strided_streams.position_transformed)
2113 args->vp_mode = pretransformed;
2115 else if (use_vs(state))
2117 args->vp_mode = vertexshader;
2119 else
2121 args->vp_mode = fixedfunction;
2123 args->fog = FOG_OFF;
2125 else
2127 args->vp_mode = vertexshader;
2128 if (state->render_states[WINED3DRS_FOGENABLE])
2130 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2132 case WINED3DFOG_NONE:
2133 if (device->strided_streams.position_transformed || use_vs(state))
2135 args->fog = FOG_LINEAR;
2136 break;
2139 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2141 case WINED3DFOG_NONE: /* Fall through. */
2142 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2143 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2144 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2146 break;
2148 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2149 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2150 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2153 else
2155 args->fog = FOG_OFF;
2160 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2162 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2163 shader->baseShader.reg_maps.shader_version.minor);
2165 shader->baseShader.limits.attributes = 0;
2166 shader->baseShader.limits.address = 0;
2167 shader->baseShader.limits.packed_output = 0;
2169 switch (shader_version)
2171 case WINED3D_SHADER_VERSION(1, 0):
2172 case WINED3D_SHADER_VERSION(1, 1):
2173 case WINED3D_SHADER_VERSION(1, 2):
2174 case WINED3D_SHADER_VERSION(1, 3):
2175 shader->baseShader.limits.temporary = 2;
2176 shader->baseShader.limits.constant_float = 8;
2177 shader->baseShader.limits.constant_int = 0;
2178 shader->baseShader.limits.constant_bool = 0;
2179 shader->baseShader.limits.texcoord = 4;
2180 shader->baseShader.limits.sampler = 4;
2181 shader->baseShader.limits.packed_input = 0;
2182 shader->baseShader.limits.label = 0;
2183 break;
2185 case WINED3D_SHADER_VERSION(1, 4):
2186 shader->baseShader.limits.temporary = 6;
2187 shader->baseShader.limits.constant_float = 8;
2188 shader->baseShader.limits.constant_int = 0;
2189 shader->baseShader.limits.constant_bool = 0;
2190 shader->baseShader.limits.texcoord = 6;
2191 shader->baseShader.limits.sampler = 6;
2192 shader->baseShader.limits.packed_input = 0;
2193 shader->baseShader.limits.label = 0;
2194 break;
2196 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2197 case WINED3D_SHADER_VERSION(2, 0):
2198 shader->baseShader.limits.temporary = 32;
2199 shader->baseShader.limits.constant_float = 32;
2200 shader->baseShader.limits.constant_int = 16;
2201 shader->baseShader.limits.constant_bool = 16;
2202 shader->baseShader.limits.texcoord = 8;
2203 shader->baseShader.limits.sampler = 16;
2204 shader->baseShader.limits.packed_input = 0;
2205 break;
2207 case WINED3D_SHADER_VERSION(2, 1):
2208 shader->baseShader.limits.temporary = 32;
2209 shader->baseShader.limits.constant_float = 32;
2210 shader->baseShader.limits.constant_int = 16;
2211 shader->baseShader.limits.constant_bool = 16;
2212 shader->baseShader.limits.texcoord = 8;
2213 shader->baseShader.limits.sampler = 16;
2214 shader->baseShader.limits.packed_input = 0;
2215 shader->baseShader.limits.label = 16;
2216 break;
2218 case WINED3D_SHADER_VERSION(4, 0):
2219 FIXME("Using 3.0 limits for 4.0 shader.\n");
2220 /* Fall through. */
2222 case WINED3D_SHADER_VERSION(3, 0):
2223 shader->baseShader.limits.temporary = 32;
2224 shader->baseShader.limits.constant_float = 224;
2225 shader->baseShader.limits.constant_int = 16;
2226 shader->baseShader.limits.constant_bool = 16;
2227 shader->baseShader.limits.texcoord = 0;
2228 shader->baseShader.limits.sampler = 16;
2229 shader->baseShader.limits.packed_input = 12;
2230 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2231 break;
2233 default:
2234 shader->baseShader.limits.temporary = 32;
2235 shader->baseShader.limits.constant_float = 32;
2236 shader->baseShader.limits.constant_int = 16;
2237 shader->baseShader.limits.constant_bool = 16;
2238 shader->baseShader.limits.texcoord = 8;
2239 shader->baseShader.limits.sampler = 16;
2240 shader->baseShader.limits.packed_input = 0;
2241 shader->baseShader.limits.label = 0;
2242 FIXME("Unrecognized pixel shader version %u.%u\n",
2243 shader->baseShader.reg_maps.shader_version.major,
2244 shader->baseShader.reg_maps.shader_version.minor);
2248 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2249 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2250 void *parent, const struct wined3d_parent_ops *parent_ops)
2252 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2253 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2254 HRESULT hr;
2256 if (!byte_code) return WINED3DERR_INVALIDCALL;
2258 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2259 shader_init(&shader->baseShader, device, parent, parent_ops);
2261 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2262 output_signature, device->d3d_pshader_constantF);
2263 if (FAILED(hr))
2265 WARN("Failed to set function, hr %#x.\n", hr);
2266 shader_cleanup((IWineD3DBaseShaderImpl *)shader);
2267 return hr;
2270 pixelshader_set_limits(shader);
2272 for (i = 0; i < MAX_REG_INPUT; ++i)
2274 if (shader->input_reg_used[i])
2276 ++num_regs_used;
2277 highest_reg_used = i;
2281 /* Don't do any register mapping magic if it is not needed, or if we can't
2282 * achieve anything anyway */
2283 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2284 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2286 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2288 /* This happens with relative addressing. The input mapper function
2289 * warns about this if the higher registers are declared too, so
2290 * don't write a FIXME here */
2291 WARN("More varying registers used than supported\n");
2294 for (i = 0; i < MAX_REG_INPUT; ++i)
2296 shader->input_reg_map[i] = i;
2299 shader->declared_in_count = highest_reg_used + 1;
2301 else
2303 shader->declared_in_count = 0;
2304 for (i = 0; i < MAX_REG_INPUT; ++i)
2306 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2307 else shader->input_reg_map[i] = ~0U;
2311 shader->baseShader.load_local_constsF = FALSE;
2313 return WINED3D_OK;
2316 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTextureImpl * const *textures)
2318 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2319 unsigned int i;
2321 if (reg_maps->shader_version.major != 1) return;
2323 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2325 /* We don't sample from this sampler. */
2326 if (!sampler_type[i]) continue;
2328 if (!textures[i])
2330 WARN("No texture bound to sampler %u, using 2D.\n", i);
2331 sampler_type[i] = WINED3DSTT_2D;
2332 continue;
2335 switch (textures[i]->baseTexture.target)
2337 case GL_TEXTURE_RECTANGLE_ARB:
2338 case GL_TEXTURE_2D:
2339 /* We have to select between texture rectangles and 2D
2340 * textures later because 2.0 and 3.0 shaders only have
2341 * WINED3DSTT_2D as well. */
2342 sampler_type[i] = WINED3DSTT_2D;
2343 break;
2345 case GL_TEXTURE_3D:
2346 sampler_type[i] = WINED3DSTT_VOLUME;
2347 break;
2349 case GL_TEXTURE_CUBE_MAP_ARB:
2350 sampler_type[i] = WINED3DSTT_CUBE;
2351 break;
2353 default:
2354 FIXME("Unrecognized texture type %#x, using 2D.\n",
2355 textures[i]->baseTexture.target);
2356 sampler_type[i] = WINED3DSTT_2D;