wined3d: Allow multiple shader instruction destination arguments.
[wine/testsucceed.git] / dlls / wined3d / shader.c
blobac3e911698745f6f3a41693a1646eb98fce10180
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char * const shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_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_DP2ADD */ "dp2add",
56 /* WINED3DSIH_DP3 */ "dp3",
57 /* WINED3DSIH_DP4 */ "dp4",
58 /* WINED3DSIH_DST */ "dst",
59 /* WINED3DSIH_DSX */ "dsx",
60 /* WINED3DSIH_DSY */ "dsy",
61 /* WINED3DSIH_ELSE */ "else",
62 /* WINED3DSIH_EMIT */ "emit",
63 /* WINED3DSIH_ENDIF */ "endif",
64 /* WINED3DSIH_ENDLOOP */ "endloop",
65 /* WINED3DSIH_ENDREP */ "endrep",
66 /* WINED3DSIH_EXP */ "exp",
67 /* WINED3DSIH_EXPP */ "expp",
68 /* WINED3DSIH_FRC */ "frc",
69 /* WINED3DSIH_IADD */ "iadd",
70 /* WINED3DSIH_IF */ "if",
71 /* WINED3DSIH_IFC */ "ifc",
72 /* WINED3DSIH_IGE */ "ige",
73 /* WINED3DSIH_LABEL */ "label",
74 /* WINED3DSIH_LIT */ "lit",
75 /* WINED3DSIH_LOG */ "log",
76 /* WINED3DSIH_LOGP */ "logp",
77 /* WINED3DSIH_LOOP */ "loop",
78 /* WINED3DSIH_LRP */ "lrp",
79 /* WINED3DSIH_LT */ "lt",
80 /* WINED3DSIH_M3x2 */ "m3x2",
81 /* WINED3DSIH_M3x3 */ "m3x3",
82 /* WINED3DSIH_M3x4 */ "m3x4",
83 /* WINED3DSIH_M4x3 */ "m4x3",
84 /* WINED3DSIH_M4x4 */ "m4x4",
85 /* WINED3DSIH_MAD */ "mad",
86 /* WINED3DSIH_MAX */ "max",
87 /* WINED3DSIH_MIN */ "min",
88 /* WINED3DSIH_MOV */ "mov",
89 /* WINED3DSIH_MOVA */ "mova",
90 /* WINED3DSIH_MOVC */ "movc",
91 /* WINED3DSIH_MUL */ "mul",
92 /* WINED3DSIH_NOP */ "nop",
93 /* WINED3DSIH_NRM */ "nrm",
94 /* WINED3DSIH_PHASE */ "phase",
95 /* WINED3DSIH_POW */ "pow",
96 /* WINED3DSIH_RCP */ "rcp",
97 /* WINED3DSIH_REP */ "rep",
98 /* WINED3DSIH_RET */ "ret",
99 /* WINED3DSIH_RSQ */ "rsq",
100 /* WINED3DSIH_SETP */ "setp",
101 /* WINED3DSIH_SGE */ "sge",
102 /* WINED3DSIH_SGN */ "sgn",
103 /* WINED3DSIH_SINCOS */ "sincos",
104 /* WINED3DSIH_SLT */ "slt",
105 /* WINED3DSIH_SUB */ "sub",
106 /* WINED3DSIH_TEX */ "texld",
107 /* WINED3DSIH_TEXBEM */ "texbem",
108 /* WINED3DSIH_TEXBEML */ "texbeml",
109 /* WINED3DSIH_TEXCOORD */ "texcrd",
110 /* WINED3DSIH_TEXDEPTH */ "texdepth",
111 /* WINED3DSIH_TEXDP3 */ "texdp3",
112 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
113 /* WINED3DSIH_TEXKILL */ "texkill",
114 /* WINED3DSIH_TEXLDD */ "texldd",
115 /* WINED3DSIH_TEXLDL */ "texldl",
116 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
117 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
118 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
119 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
120 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
121 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
122 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
123 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
124 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
125 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
126 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
127 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
130 static const char * const semantic_names[] =
132 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
133 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
134 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
135 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
136 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
137 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
138 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
139 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
140 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
141 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
142 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
143 /* WINED3DDECLUSAGE_FOG */ "FOG",
144 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
145 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
148 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
150 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
152 FIXME("Unrecognized usage %#x.\n", usage);
153 return "UNRECOGNIZED";
156 return semantic_names[usage];
159 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
161 unsigned int i;
163 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
165 if (!strcmp(name, semantic_names[i])) return i;
168 return ~0U;
171 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
173 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
176 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
177 const struct wined3d_shader_semantic *s)
179 e->semantic_name = shader_semantic_name_from_usage(s->usage);
180 e->semantic_idx = s->usage_idx;
181 e->sysval_semantic = 0;
182 e->component_type = 0;
183 e->register_idx = s->reg.reg.idx;
184 e->mask = s->reg.write_mask;
187 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
188 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
190 e->semantic_name = shader_semantic_name_from_usage(usage);
191 e->semantic_idx = usage_idx;
192 e->sysval_semantic = 0;
193 e->component_type = 0;
194 e->register_idx = reg_idx;
195 e->mask = write_mask;
198 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
200 switch (version_token >> 16)
202 case WINED3D_SM1_VS:
203 case WINED3D_SM1_PS:
204 return &sm1_shader_frontend;
206 case WINED3D_SM4_PS:
207 case WINED3D_SM4_VS:
208 case WINED3D_SM4_GS:
209 return &sm4_shader_frontend;
211 default:
212 FIXME("Unrecognised version token %#x\n", version_token);
213 return NULL;
217 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
219 buffer->buffer[0] = '\0';
220 buffer->bsize = 0;
221 buffer->lineNo = 0;
222 buffer->newline = TRUE;
225 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
227 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
228 if (!buffer->buffer)
230 ERR("Failed to allocate shader buffer memory.\n");
231 return FALSE;
234 shader_buffer_clear(buffer);
235 return TRUE;
238 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
240 HeapFree(GetProcessHeap(), 0, buffer->buffer);
243 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
245 char *base = buffer->buffer + buffer->bsize;
246 int rc;
248 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
250 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
252 ERR("The buffer allocated for the shader program string "
253 "is too small at %d bytes.\n", SHADER_PGMSIZE);
254 buffer->bsize = SHADER_PGMSIZE - 1;
255 return -1;
258 if (buffer->newline)
260 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
261 buffer->newline = FALSE;
263 else
265 TRACE("%s", base);
268 buffer->bsize += rc;
269 if (buffer->buffer[buffer->bsize-1] == '\n')
271 ++buffer->lineNo;
272 buffer->newline = TRUE;
275 return 0;
278 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
280 va_list args;
281 int ret;
283 va_start(args, format);
284 ret = shader_vaddline(buffer, format, args);
285 va_end(args);
287 return ret;
290 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
291 void *parent, const struct wined3d_parent_ops *parent_ops)
293 shader->ref = 1;
294 shader->device = (IWineD3DDevice *)device;
295 shader->parent = parent;
296 shader->parent_ops = parent_ops;
297 list_init(&shader->linked_programs);
298 list_add_head(&device->shaders, &shader->shader_list_entry);
301 /* Convert floating point offset relative to a register file to an absolute
302 * offset for float constants. */
303 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
305 switch (register_type)
307 case WINED3DSPR_CONST: return register_idx;
308 case WINED3DSPR_CONST2: return 2048 + register_idx;
309 case WINED3DSPR_CONST3: return 4096 + register_idx;
310 case WINED3DSPR_CONST4: return 6144 + register_idx;
311 default:
312 FIXME("Unsupported register type: %u.\n", register_type);
313 return register_idx;
317 static void shader_delete_constant_list(struct list *clist)
319 struct local_constant *constant;
320 struct list *ptr;
322 ptr = list_head(clist);
323 while (ptr)
325 constant = LIST_ENTRY(ptr, struct local_constant, entry);
326 ptr = list_next(clist, ptr);
327 HeapFree(GetProcessHeap(), 0, constant);
329 list_init(clist);
332 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
334 DWORD idx, shift;
335 idx = bit >> 5;
336 shift = bit & 0x1f;
337 bitmap[idx] |= (1 << shift);
340 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
341 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
343 switch (reg->type)
345 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
346 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
347 else reg_maps->address |= 1 << reg->idx;
348 break;
350 case WINED3DSPR_TEMP:
351 reg_maps->temporary |= 1 << reg->idx;
352 break;
354 case WINED3DSPR_INPUT:
355 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
357 if (reg->rel_addr)
359 /* If relative addressing is used, we must assume that all registers
360 * are used. Even if it is a construct like v3[aL], we can't assume
361 * that v0, v1 and v2 aren't read because aL can be negative */
362 unsigned int i;
363 for (i = 0; i < MAX_REG_INPUT; ++i)
365 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
368 else
370 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
373 else reg_maps->input_registers |= 1 << reg->idx;
374 break;
376 case WINED3DSPR_RASTOUT:
377 if (reg->idx == 1) reg_maps->fog = 1;
378 break;
380 case WINED3DSPR_MISCTYPE:
381 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
383 if (!reg->idx) reg_maps->vpos = 1;
384 else if (reg->idx == 1) reg_maps->usesfacing = 1;
386 break;
388 case WINED3DSPR_CONST:
389 if (reg->rel_addr)
391 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
393 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
395 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
397 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
399 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
402 reg_maps->usesrelconstF = TRUE;
404 else
406 set_bitmap_bit(reg_maps->constf, reg->idx);
408 break;
410 case WINED3DSPR_CONSTINT:
411 reg_maps->integer_constants |= (1 << reg->idx);
412 break;
414 case WINED3DSPR_CONSTBOOL:
415 reg_maps->boolean_constants |= (1 << reg->idx);
416 break;
418 case WINED3DSPR_COLOROUT:
419 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
420 break;
422 default:
423 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
424 break;
428 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
430 switch (instr)
432 case WINED3DSIH_M4x4:
433 case WINED3DSIH_M3x4:
434 return param == 1 ? 3 : 0;
436 case WINED3DSIH_M4x3:
437 case WINED3DSIH_M3x3:
438 return param == 1 ? 2 : 0;
440 case WINED3DSIH_M3x2:
441 return param == 1 ? 1 : 0;
443 default:
444 return 0;
448 /* Note that this does not count the loop register as an address register. */
449 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
450 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
451 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
453 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
454 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
455 void *fe_data = shader->baseShader.frontend_data;
456 struct wined3d_shader_version shader_version;
457 const DWORD *ptr = byte_code;
459 memset(reg_maps, 0, sizeof(*reg_maps));
461 /* get_registers_used() is called on every compile on some 1.x shaders,
462 * which can result in stacking up a collection of local constants.
463 * Delete the old constants if existing. */
464 shader_delete_constant_list(&shader->baseShader.constantsF);
465 shader_delete_constant_list(&shader->baseShader.constantsB);
466 shader_delete_constant_list(&shader->baseShader.constantsI);
468 fe->shader_read_header(fe_data, &ptr, &shader_version);
469 reg_maps->shader_version = shader_version;
471 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
472 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
473 if (!reg_maps->constf)
475 ERR("Failed to allocate constant map memory.\n");
476 return E_OUTOFMEMORY;
479 while (!fe->shader_is_end(fe_data, &ptr))
481 struct wined3d_shader_instruction ins;
482 const char *comment;
483 UINT comment_size;
484 UINT param_size;
486 /* Skip comments. */
487 fe->shader_read_comment(&ptr, &comment, &comment_size);
488 if (comment) continue;
490 /* Fetch opcode. */
491 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
493 /* Unhandled opcode, and its parameters. */
494 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
496 TRACE("Skipping unrecognized instruction.\n");
497 ptr += param_size;
498 continue;
501 /* Handle declarations. */
502 if (ins.handler_idx == WINED3DSIH_DCL)
504 struct wined3d_shader_semantic semantic;
506 fe->shader_read_semantic(&ptr, &semantic);
508 switch (semantic.reg.reg.type)
510 /* Mark input registers used. */
511 case WINED3DSPR_INPUT:
512 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
513 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
514 break;
516 /* Vertex shader: mark 3.0 output registers used, save token. */
517 case WINED3DSPR_OUTPUT:
518 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
519 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
520 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
521 break;
523 /* Save sampler usage token. */
524 case WINED3DSPR_SAMPLER:
525 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
526 break;
528 default:
529 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
530 break;
533 else if (ins.handler_idx == WINED3DSIH_DEF)
535 struct wined3d_shader_src_param rel_addr;
536 struct wined3d_shader_dst_param dst;
538 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
539 if (!lconst) return E_OUTOFMEMORY;
541 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
542 lconst->idx = dst.reg.idx;
544 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
545 ptr += 4;
547 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
548 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
550 float *value = (float *)lconst->value;
551 if (value[0] < -1.0f) value[0] = -1.0f;
552 else if (value[0] > 1.0f) value[0] = 1.0f;
553 if (value[1] < -1.0f) value[1] = -1.0f;
554 else if (value[1] > 1.0f) value[1] = 1.0f;
555 if (value[2] < -1.0f) value[2] = -1.0f;
556 else if (value[2] > 1.0f) value[2] = 1.0f;
557 if (value[3] < -1.0f) value[3] = -1.0f;
558 else if (value[3] > 1.0f) value[3] = 1.0f;
561 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
563 else if (ins.handler_idx == WINED3DSIH_DEFI)
565 struct wined3d_shader_src_param rel_addr;
566 struct wined3d_shader_dst_param dst;
568 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
569 if (!lconst) return E_OUTOFMEMORY;
571 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
572 lconst->idx = dst.reg.idx;
574 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
575 ptr += 4;
577 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
578 reg_maps->local_int_consts |= (1 << dst.reg.idx);
580 else if (ins.handler_idx == WINED3DSIH_DEFB)
582 struct wined3d_shader_src_param rel_addr;
583 struct wined3d_shader_dst_param dst;
585 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
586 if (!lconst) return E_OUTOFMEMORY;
588 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
589 lconst->idx = dst.reg.idx;
591 memcpy(lconst->value, ptr, sizeof(DWORD));
592 ++ptr;
594 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
595 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
597 /* If there's a loop in the shader. */
598 else if (ins.handler_idx == WINED3DSIH_LOOP
599 || ins.handler_idx == WINED3DSIH_REP)
601 struct wined3d_shader_src_param src, rel_addr;
603 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
605 /* Rep and Loop always use an integer constant for the control parameters. */
606 if (ins.handler_idx == WINED3DSIH_REP)
608 reg_maps->integer_constants |= 1 << src.reg.idx;
610 else
612 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
613 reg_maps->integer_constants |= 1 << src.reg.idx;
616 cur_loop_depth++;
617 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
619 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
620 || ins.handler_idx == WINED3DSIH_ENDREP)
622 cur_loop_depth--;
624 /* For subroutine prototypes. */
625 else if (ins.handler_idx == WINED3DSIH_LABEL)
627 struct wined3d_shader_src_param src, rel_addr;
629 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
630 reg_maps->labels |= 1 << src.reg.idx;
632 /* Set texture, address, temporary registers. */
633 else
635 BOOL color0_mov = FALSE;
636 int i, limit;
638 /* This will loop over all the registers and try to
639 * make a bitmask of the ones we're interested in.
641 * Relative addressing tokens are ignored, but that's
642 * okay, since we'll catch any address registers when
643 * they are initialized (required by spec). */
644 for (i = 0; i < ins.dst_count; ++i)
646 struct wined3d_shader_src_param dst_rel_addr;
647 struct wined3d_shader_dst_param dst_param;
649 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
651 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
653 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
654 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
655 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
656 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
658 UINT idx = dst_param.reg.idx;
660 switch (dst_param.reg.type)
662 case WINED3DSPR_RASTOUT:
663 switch (idx)
665 case 0: /* oPos */
666 reg_maps->output_registers |= 1 << 10;
667 shader_signature_from_usage(&output_signature[10],
668 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
669 break;
671 case 1: /* oFog */
672 reg_maps->output_registers |= 1 << 11;
673 shader_signature_from_usage(&output_signature[11],
674 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
675 break;
677 case 2: /* oPts */
678 reg_maps->output_registers |= 1 << 11;
679 shader_signature_from_usage(&output_signature[11],
680 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
681 break;
683 break;
685 case WINED3DSPR_ATTROUT:
686 if (idx < 2)
688 idx += 8;
689 if (reg_maps->output_registers & (1 << idx))
691 output_signature[idx].mask |= dst_param.write_mask;
693 else
695 reg_maps->output_registers |= 1 << idx;
696 shader_signature_from_usage(&output_signature[idx],
697 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
700 break;
702 case WINED3DSPR_TEXCRDOUT:
704 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
705 if (reg_maps->output_registers & (1 << idx))
707 output_signature[idx].mask |= dst_param.write_mask;
709 else
711 reg_maps->output_registers |= 1 << idx;
712 shader_signature_from_usage(&output_signature[idx],
713 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
715 break;
717 default:
718 break;
722 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
724 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
726 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
728 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
729 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
730 * the mov and perform the sRGB write correction from the source register.
732 * However, if the mov is only partial, we can't do this, and if the write
733 * comes from an instruction other than MOV it is hard to do as well. If
734 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
736 ps->color0_mov = FALSE;
737 if (ins.handler_idx == WINED3DSIH_MOV
738 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
740 /* Used later when the source register is read. */
741 color0_mov = TRUE;
744 /* Also drop the MOV marker if the source register is overwritten prior to the shader
745 * end
747 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
749 ps->color0_mov = FALSE;
753 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
754 if (shader_version.major == 1
755 && (ins.handler_idx == WINED3DSIH_TEX
756 || ins.handler_idx == WINED3DSIH_TEXBEM
757 || ins.handler_idx == WINED3DSIH_TEXBEML
758 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
759 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
760 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
761 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
762 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
763 || ins.handler_idx == WINED3DSIH_TEXREG2AR
764 || ins.handler_idx == WINED3DSIH_TEXREG2GB
765 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
767 /* Fake sampler usage, only set reserved bit and type. */
768 DWORD sampler_code = dst_param.reg.idx;
770 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
771 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
773 /* texbem is only valid with < 1.4 pixel shaders */
774 if (ins.handler_idx == WINED3DSIH_TEXBEM
775 || ins.handler_idx == WINED3DSIH_TEXBEML)
777 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
778 if (ins.handler_idx == WINED3DSIH_TEXBEML)
780 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
784 else if (ins.handler_idx == WINED3DSIH_BEM)
786 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
790 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
791 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
792 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
793 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
794 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
795 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
796 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
797 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
798 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
800 limit = ins.src_count + (ins.predicate ? 1 : 0);
801 for (i = 0; i < limit; ++i)
803 struct wined3d_shader_src_param src_param, src_rel_addr;
804 unsigned int count;
806 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
807 count = get_instr_extra_regcount(ins.handler_idx, i);
809 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
810 while (count)
812 ++src_param.reg.idx;
813 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
814 --count;
817 if (color0_mov)
819 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
820 if (src_param.reg.type == WINED3DSPR_TEMP
821 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
823 ps->color0_mov = TRUE;
824 ps->color0_reg = src_param.reg.idx;
830 reg_maps->loop_depth = max_loop_depth;
832 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
834 return WINED3D_OK;
837 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
839 DWORD map = 1 << max;
840 map |= map - 1;
841 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
843 return wined3d_log2i(map);
846 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
847 const struct wined3d_shader_version *shader_version)
849 TRACE("dcl");
851 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
853 switch (semantic->sampler_type)
855 case WINED3DSTT_2D: TRACE("_2d"); break;
856 case WINED3DSTT_CUBE: TRACE("_cube"); break;
857 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
858 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
861 else
863 /* Pixel shaders 3.0 don't have usage semantics. */
864 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
865 else TRACE("_");
867 switch (semantic->usage)
869 case WINED3DDECLUSAGE_POSITION:
870 TRACE("position%u", semantic->usage_idx);
871 break;
873 case WINED3DDECLUSAGE_BLENDINDICES:
874 TRACE("blend");
875 break;
877 case WINED3DDECLUSAGE_BLENDWEIGHT:
878 TRACE("weight");
879 break;
881 case WINED3DDECLUSAGE_NORMAL:
882 TRACE("normal%u", semantic->usage_idx);
883 break;
885 case WINED3DDECLUSAGE_PSIZE:
886 TRACE("psize");
887 break;
889 case WINED3DDECLUSAGE_COLOR:
890 if (!semantic->usage_idx) TRACE("color");
891 else TRACE("specular%u", (semantic->usage_idx - 1));
892 break;
894 case WINED3DDECLUSAGE_TEXCOORD:
895 TRACE("texture%u", semantic->usage_idx);
896 break;
898 case WINED3DDECLUSAGE_TANGENT:
899 TRACE("tangent");
900 break;
902 case WINED3DDECLUSAGE_BINORMAL:
903 TRACE("binormal");
904 break;
906 case WINED3DDECLUSAGE_TESSFACTOR:
907 TRACE("tessfactor");
908 break;
910 case WINED3DDECLUSAGE_POSITIONT:
911 TRACE("positionT%u", semantic->usage_idx);
912 break;
914 case WINED3DDECLUSAGE_FOG:
915 TRACE("fog");
916 break;
918 case WINED3DDECLUSAGE_DEPTH:
919 TRACE("depth");
920 break;
922 case WINED3DDECLUSAGE_SAMPLE:
923 TRACE("sample");
924 break;
926 default:
927 FIXME("unknown_semantics(0x%08x)", semantic->usage);
932 static void shader_dump_register(const struct wined3d_shader_register *reg,
933 const struct wined3d_shader_version *shader_version)
935 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
936 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
937 UINT offset = reg->idx;
939 switch (reg->type)
941 case WINED3DSPR_TEMP:
942 TRACE("r");
943 break;
945 case WINED3DSPR_INPUT:
946 TRACE("v");
947 break;
949 case WINED3DSPR_CONST:
950 case WINED3DSPR_CONST2:
951 case WINED3DSPR_CONST3:
952 case WINED3DSPR_CONST4:
953 TRACE("c");
954 offset = shader_get_float_offset(reg->type, reg->idx);
955 break;
957 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
958 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
959 break;
961 case WINED3DSPR_RASTOUT:
962 TRACE("%s", rastout_reg_names[reg->idx]);
963 break;
965 case WINED3DSPR_COLOROUT:
966 TRACE("oC");
967 break;
969 case WINED3DSPR_DEPTHOUT:
970 TRACE("oDepth");
971 break;
973 case WINED3DSPR_ATTROUT:
974 TRACE("oD");
975 break;
977 case WINED3DSPR_TEXCRDOUT:
978 /* Vertex shaders >= 3.0 use general purpose output registers
979 * (WINED3DSPR_OUTPUT), which can include an address token. */
980 if (shader_version->major >= 3) TRACE("o");
981 else TRACE("oT");
982 break;
984 case WINED3DSPR_CONSTINT:
985 TRACE("i");
986 break;
988 case WINED3DSPR_CONSTBOOL:
989 TRACE("b");
990 break;
992 case WINED3DSPR_LABEL:
993 TRACE("l");
994 break;
996 case WINED3DSPR_LOOP:
997 TRACE("aL");
998 break;
1000 case WINED3DSPR_SAMPLER:
1001 TRACE("s");
1002 break;
1004 case WINED3DSPR_MISCTYPE:
1005 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1006 else TRACE("%s", misctype_reg_names[reg->idx]);
1007 break;
1009 case WINED3DSPR_PREDICATE:
1010 TRACE("p");
1011 break;
1013 case WINED3DSPR_IMMCONST:
1014 TRACE("l");
1015 break;
1017 case WINED3DSPR_CONSTBUFFER:
1018 TRACE("cb");
1019 break;
1021 default:
1022 TRACE("unhandled_rtype(%#x)", reg->type);
1023 break;
1026 if (reg->type == WINED3DSPR_IMMCONST)
1028 TRACE("(");
1029 switch (reg->immconst_type)
1031 case WINED3D_IMMCONST_FLOAT:
1032 TRACE("%.8e", *(const float *)reg->immconst_data);
1033 break;
1035 case WINED3D_IMMCONST_FLOAT4:
1036 TRACE("%.8e, %.8e, %.8e, %.8e",
1037 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1038 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1039 break;
1041 default:
1042 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1043 break;
1045 TRACE(")");
1047 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
1049 if (reg->array_idx != ~0U)
1051 TRACE("%u[%u", offset, reg->array_idx);
1052 if (reg->rel_addr)
1054 TRACE(" + ");
1055 shader_dump_src_param(reg->rel_addr, shader_version);
1057 TRACE("]");
1059 else
1061 if (reg->rel_addr)
1063 TRACE("[");
1064 shader_dump_src_param(reg->rel_addr, shader_version);
1065 TRACE(" + ");
1067 TRACE("%u", offset);
1068 if (reg->rel_addr) TRACE("]");
1073 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1074 const struct wined3d_shader_version *shader_version)
1076 DWORD write_mask = param->write_mask;
1078 shader_dump_register(&param->reg, shader_version);
1080 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1082 static const char *write_mask_chars = "xyzw";
1084 TRACE(".");
1085 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1086 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1087 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1088 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1092 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1093 const struct wined3d_shader_version *shader_version)
1095 DWORD src_modifier = param->modifiers;
1096 DWORD swizzle = param->swizzle;
1098 if (src_modifier == WINED3DSPSM_NEG
1099 || src_modifier == WINED3DSPSM_BIASNEG
1100 || src_modifier == WINED3DSPSM_SIGNNEG
1101 || src_modifier == WINED3DSPSM_X2NEG
1102 || src_modifier == WINED3DSPSM_ABSNEG)
1103 TRACE("-");
1104 else if (src_modifier == WINED3DSPSM_COMP)
1105 TRACE("1-");
1106 else if (src_modifier == WINED3DSPSM_NOT)
1107 TRACE("!");
1109 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1110 TRACE("abs(");
1112 shader_dump_register(&param->reg, shader_version);
1114 if (src_modifier)
1116 switch (src_modifier)
1118 case WINED3DSPSM_NONE: break;
1119 case WINED3DSPSM_NEG: break;
1120 case WINED3DSPSM_NOT: break;
1121 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1122 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1123 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1124 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1125 case WINED3DSPSM_COMP: break;
1126 case WINED3DSPSM_X2: TRACE("_x2"); break;
1127 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1128 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1129 case WINED3DSPSM_DW: TRACE("_dw"); break;
1130 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1131 case WINED3DSPSM_ABS: TRACE(")"); break;
1132 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1136 if (swizzle != WINED3DSP_NOSWIZZLE)
1138 static const char *swizzle_chars = "xyzw";
1139 DWORD swizzle_x = swizzle & 0x03;
1140 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1141 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1142 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1144 if (swizzle_x == swizzle_y
1145 && swizzle_x == swizzle_z
1146 && swizzle_x == swizzle_w)
1148 TRACE(".%c", swizzle_chars[swizzle_x]);
1150 else
1152 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1153 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1158 /* Shared code in order to generate the bulk of the shader string.
1159 * NOTE: A description of how to parse tokens can be found on MSDN. */
1160 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1161 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1163 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1164 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1165 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1166 void *fe_data = shader->baseShader.frontend_data;
1167 struct wined3d_shader_src_param dst_rel_addr[2];
1168 struct wined3d_shader_src_param src_rel_addr[4];
1169 struct wined3d_shader_dst_param dst_param[2];
1170 struct wined3d_shader_src_param src_param[4];
1171 struct wined3d_shader_version shader_version;
1172 struct wined3d_shader_instruction ins;
1173 struct wined3d_shader_context ctx;
1174 const DWORD *ptr = byte_code;
1175 DWORD i;
1177 /* Initialize current parsing state. */
1178 ctx.shader = iface;
1179 ctx.gl_info = &device->adapter->gl_info;
1180 ctx.reg_maps = reg_maps;
1181 ctx.buffer = buffer;
1182 ctx.backend_data = backend_ctx;
1184 ins.ctx = &ctx;
1185 ins.dst = dst_param;
1186 ins.src = src_param;
1187 shader->baseShader.parse_state.current_row = 0;
1189 fe->shader_read_header(fe_data, &ptr, &shader_version);
1191 while (!fe->shader_is_end(fe_data, &ptr))
1193 const char *comment;
1194 UINT comment_size;
1195 UINT param_size;
1197 /* Skip comment tokens. */
1198 fe->shader_read_comment(&ptr, &comment, &comment_size);
1199 if (comment) continue;
1201 /* Read opcode. */
1202 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1204 /* Unknown opcode and its parameters. */
1205 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1207 TRACE("Skipping unrecognized instruction.\n");
1208 ptr += param_size;
1209 continue;
1212 /* Nothing to do. */
1213 if (ins.handler_idx == WINED3DSIH_DCL
1214 || ins.handler_idx == WINED3DSIH_NOP
1215 || ins.handler_idx == WINED3DSIH_DEF
1216 || ins.handler_idx == WINED3DSIH_DEFI
1217 || ins.handler_idx == WINED3DSIH_DEFB
1218 || ins.handler_idx == WINED3DSIH_PHASE)
1220 ptr += param_size;
1221 continue;
1224 /* Destination tokens */
1225 for (i = 0; i < ins.dst_count; ++i)
1227 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1230 /* Predication token */
1231 if (ins.predicate)
1233 FIXME("Predicates not implemented.\n");
1234 ins.predicate = *ptr++;
1237 /* Other source tokens */
1238 for (i = 0; i < ins.src_count; ++i)
1240 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1243 /* Call appropriate function for output target */
1244 device->shader_backend->shader_handle_instruction(&ins);
1248 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1250 DWORD mmask = dst->modifiers;
1252 switch (dst->shift)
1254 case 0: break;
1255 case 13: TRACE("_d8"); break;
1256 case 14: TRACE("_d4"); break;
1257 case 15: TRACE("_d2"); break;
1258 case 1: TRACE("_x2"); break;
1259 case 2: TRACE("_x4"); break;
1260 case 3: TRACE("_x8"); break;
1261 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1264 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1265 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1266 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1268 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1269 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1272 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1274 struct wined3d_shader_version shader_version;
1275 const DWORD *ptr = byte_code;
1276 const char *type_prefix;
1277 DWORD i;
1279 TRACE("Parsing %p.\n", byte_code);
1281 fe->shader_read_header(fe_data, &ptr, &shader_version);
1283 switch (shader_version.type)
1285 case WINED3D_SHADER_TYPE_VERTEX:
1286 type_prefix = "vs";
1287 break;
1289 case WINED3D_SHADER_TYPE_GEOMETRY:
1290 type_prefix = "gs";
1291 break;
1293 case WINED3D_SHADER_TYPE_PIXEL:
1294 type_prefix = "ps";
1295 break;
1297 default:
1298 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1299 type_prefix = "unknown";
1300 break;
1303 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1305 while (!fe->shader_is_end(fe_data, &ptr))
1307 struct wined3d_shader_instruction ins;
1308 const char *comment;
1309 UINT comment_size;
1310 UINT param_size;
1312 /* comment */
1313 fe->shader_read_comment(&ptr, &comment, &comment_size);
1314 if (comment)
1316 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1318 const char *end = comment + comment_size;
1319 const char *ptr = comment + 4;
1320 const char *line = ptr;
1322 TRACE("// TEXT\n");
1323 while (ptr != end)
1325 if (*ptr == '\n')
1327 UINT len = ptr - line;
1328 if (len && *(ptr - 1) == '\r') --len;
1329 TRACE("// %s\n", debugstr_an(line, len));
1330 line = ++ptr;
1332 else ++ptr;
1334 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1336 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1337 continue;
1340 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1341 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1343 TRACE("Skipping unrecognized instruction.\n");
1344 ptr += param_size;
1345 continue;
1348 if (ins.handler_idx == WINED3DSIH_DCL)
1350 struct wined3d_shader_semantic semantic;
1352 fe->shader_read_semantic(&ptr, &semantic);
1354 shader_dump_decl_usage(&semantic, &shader_version);
1355 shader_dump_ins_modifiers(&semantic.reg);
1356 TRACE(" ");
1357 shader_dump_dst_param(&semantic.reg, &shader_version);
1359 else if (ins.handler_idx == WINED3DSIH_DEF)
1361 struct wined3d_shader_src_param rel_addr;
1362 struct wined3d_shader_dst_param dst;
1364 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1366 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1367 *(const float *)(ptr),
1368 *(const float *)(ptr + 1),
1369 *(const float *)(ptr + 2),
1370 *(const float *)(ptr + 3));
1371 ptr += 4;
1373 else if (ins.handler_idx == WINED3DSIH_DEFI)
1375 struct wined3d_shader_src_param rel_addr;
1376 struct wined3d_shader_dst_param dst;
1378 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1380 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1381 *(ptr),
1382 *(ptr + 1),
1383 *(ptr + 2),
1384 *(ptr + 3));
1385 ptr += 4;
1387 else if (ins.handler_idx == WINED3DSIH_DEFB)
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("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1395 ++ptr;
1397 else
1399 struct wined3d_shader_src_param dst_rel_addr[2];
1400 struct wined3d_shader_src_param src_rel_addr;
1401 struct wined3d_shader_dst_param dst_param[2];
1402 struct wined3d_shader_src_param src_param;
1404 for (i = 0; i < ins.dst_count; ++i)
1406 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1409 /* Print out predication source token first - it follows
1410 * the destination token. */
1411 if (ins.predicate)
1413 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1414 TRACE("(");
1415 shader_dump_src_param(&src_param, &shader_version);
1416 TRACE(") ");
1419 /* PixWin marks instructions with the coissue flag with a '+' */
1420 if (ins.coissue) TRACE("+");
1422 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1424 if (ins.handler_idx == WINED3DSIH_IFC
1425 || ins.handler_idx == WINED3DSIH_BREAKC)
1427 switch (ins.flags)
1429 case COMPARISON_GT: TRACE("_gt"); break;
1430 case COMPARISON_EQ: TRACE("_eq"); break;
1431 case COMPARISON_GE: TRACE("_ge"); break;
1432 case COMPARISON_LT: TRACE("_lt"); break;
1433 case COMPARISON_NE: TRACE("_ne"); break;
1434 case COMPARISON_LE: TRACE("_le"); break;
1435 default: TRACE("_(%u)", ins.flags);
1438 else if (ins.handler_idx == WINED3DSIH_TEX
1439 && shader_version.major >= 2
1440 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1442 TRACE("p");
1445 /* We already read the destination tokens, print them. */
1446 for (i = 0; i < ins.dst_count; ++i)
1448 shader_dump_ins_modifiers(&dst_param[i]);
1449 TRACE(!i ? " " : ", ");
1450 shader_dump_dst_param(&dst_param[i], &shader_version);
1453 /* Other source tokens */
1454 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1456 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1457 TRACE(!i ? " " : ", ");
1458 shader_dump_src_param(&src_param, &shader_version);
1461 TRACE("\n");
1465 static void shader_cleanup(IWineD3DBaseShader *iface)
1467 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1469 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1470 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1471 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1472 shader_delete_constant_list(&shader->baseShader.constantsF);
1473 shader_delete_constant_list(&shader->baseShader.constantsB);
1474 shader_delete_constant_list(&shader->baseShader.constantsI);
1475 list_remove(&shader->baseShader.shader_list_entry);
1477 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1479 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1483 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1484 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1485 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1486 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1487 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1488 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1489 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1490 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1491 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1492 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1493 static void shader_none_free(IWineD3DDevice *iface) {}
1494 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1496 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1498 /* Set the shader caps to 0 for the none shader backend */
1499 caps->VertexShaderVersion = 0;
1500 caps->MaxVertexShaderConst = 0;
1501 caps->PixelShaderVersion = 0;
1502 caps->PixelShader1xMaxValue = 0.0f;
1503 caps->MaxPixelShaderConst = 0;
1504 caps->VSClipping = FALSE;
1507 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1509 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1511 TRACE("Checking support for fixup:\n");
1512 dump_color_fixup_desc(fixup);
1515 /* Faked to make some apps happy. */
1516 if (!is_complex_fixup(fixup))
1518 TRACE("[OK]\n");
1519 return TRUE;
1522 TRACE("[FAILED]\n");
1523 return FALSE;
1526 const shader_backend_t none_shader_backend = {
1527 shader_none_handle_instruction,
1528 shader_none_select,
1529 shader_none_select_depth_blt,
1530 shader_none_deselect_depth_blt,
1531 shader_none_update_float_vertex_constants,
1532 shader_none_update_float_pixel_constants,
1533 shader_none_load_constants,
1534 shader_none_load_np2fixup_constants,
1535 shader_none_destroy,
1536 shader_none_alloc,
1537 shader_none_free,
1538 shader_none_dirty_const,
1539 shader_none_get_caps,
1540 shader_none_color_fixup_supported,
1543 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1545 if (!data)
1547 *data_size = shader->baseShader.functionLength;
1548 return WINED3D_OK;
1551 if (*data_size < shader->baseShader.functionLength)
1553 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1554 * than the required size we should write the required size and
1555 * return D3DERR_MOREDATA. That's not actually true. */
1556 return WINED3DERR_INVALIDCALL;
1559 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1561 return WINED3D_OK;
1564 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1565 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1567 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1568 const struct wined3d_shader_frontend *fe;
1569 HRESULT hr;
1571 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1572 shader, byte_code, output_signature, float_const_count);
1574 fe = shader_select_frontend(*byte_code);
1575 if (!fe)
1577 FIXME("Unable to find frontend for shader.\n");
1578 return WINED3DERR_INVALIDCALL;
1580 shader->baseShader.frontend = fe;
1581 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1582 if (!shader->baseShader.frontend_data)
1584 FIXME("Failed to initialize frontend.\n");
1585 return WINED3DERR_INVALIDCALL;
1588 /* First pass: trace shader. */
1589 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1591 /* Initialize immediate constant lists. */
1592 list_init(&shader->baseShader.constantsF);
1593 list_init(&shader->baseShader.constantsB);
1594 list_init(&shader->baseShader.constantsI);
1596 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1597 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1598 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1599 byte_code, float_const_count);
1600 if (FAILED(hr)) return hr;
1602 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1603 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1604 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1606 return WINED3D_OK;
1609 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1611 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1613 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1614 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1615 || IsEqualGUID(riid, &IID_IWineD3DBase)
1616 || IsEqualGUID(riid, &IID_IUnknown))
1618 IUnknown_AddRef(iface);
1619 *object = iface;
1620 return S_OK;
1623 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1625 *object = NULL;
1626 return E_NOINTERFACE;
1629 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1631 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1632 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1634 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1636 return refcount;
1639 /* Do not call while under the GL lock. */
1640 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1642 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1643 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1645 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1647 if (!refcount)
1649 shader_cleanup((IWineD3DBaseShader *)iface);
1650 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1651 HeapFree(GetProcessHeap(), 0, shader);
1654 return refcount;
1657 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1659 TRACE("iface %p.\n", iface);
1661 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1664 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1666 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1668 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1671 /* Set local constants for d3d8 shaders. */
1672 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1673 UINT start_idx, const float *src_data, UINT count)
1675 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1676 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1677 UINT i, end_idx;
1679 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1681 end_idx = start_idx + count;
1682 if (end_idx > device->d3d_vshader_constantF)
1684 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1685 end_idx = device->d3d_vshader_constantF;
1688 for (i = start_idx; i < end_idx; ++i)
1690 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1691 if (!lconst) return E_OUTOFMEMORY;
1693 lconst->idx = i;
1694 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1695 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1698 return WINED3D_OK;
1701 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1703 /* IUnknown methods */
1704 vertexshader_QueryInterface,
1705 vertexshader_AddRef,
1706 vertexshader_Release,
1707 /* IWineD3DBase methods */
1708 vertexshader_GetParent,
1709 /* IWineD3DBaseShader methods */
1710 vertexshader_GetFunction,
1711 /* IWineD3DVertexShader methods */
1712 vertexshader_SetLocalConstantsF,
1715 void find_vs_compile_args(const struct wined3d_state *state,
1716 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1718 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1719 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1720 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1721 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1722 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1725 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1727 if (usage_idx1 != usage_idx2) return FALSE;
1728 if (usage1 == usage2) return TRUE;
1729 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1730 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1732 return FALSE;
1735 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1736 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1738 WORD map = shader->baseShader.reg_maps.input_registers;
1739 unsigned int i;
1741 for (i = 0; map; map >>= 1, ++i)
1743 if (!(map & 1)) continue;
1745 if (match_usage(shader->attributes[i].usage,
1746 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1748 *regnum = i;
1749 return TRUE;
1752 return FALSE;
1755 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1757 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1758 shader->baseShader.reg_maps.shader_version.minor);
1759 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1761 shader->baseShader.limits.texcoord = 0;
1762 shader->baseShader.limits.attributes = 16;
1763 shader->baseShader.limits.packed_input = 0;
1765 switch (shader_version)
1767 case WINED3D_SHADER_VERSION(1, 0):
1768 case WINED3D_SHADER_VERSION(1, 1):
1769 shader->baseShader.limits.temporary = 12;
1770 shader->baseShader.limits.constant_bool = 0;
1771 shader->baseShader.limits.constant_int = 0;
1772 shader->baseShader.limits.address = 1;
1773 shader->baseShader.limits.packed_output = 12;
1774 shader->baseShader.limits.sampler = 0;
1775 shader->baseShader.limits.label = 0;
1776 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1777 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1778 * constants? */
1779 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1780 break;
1782 case WINED3D_SHADER_VERSION(2, 0):
1783 case WINED3D_SHADER_VERSION(2, 1):
1784 shader->baseShader.limits.temporary = 12;
1785 shader->baseShader.limits.constant_bool = 16;
1786 shader->baseShader.limits.constant_int = 16;
1787 shader->baseShader.limits.address = 1;
1788 shader->baseShader.limits.packed_output = 12;
1789 shader->baseShader.limits.sampler = 0;
1790 shader->baseShader.limits.label = 16;
1791 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1792 break;
1794 case WINED3D_SHADER_VERSION(4, 0):
1795 FIXME("Using 3.0 limits for 4.0 shader.\n");
1796 /* Fall through. */
1798 case WINED3D_SHADER_VERSION(3, 0):
1799 shader->baseShader.limits.temporary = 32;
1800 shader->baseShader.limits.constant_bool = 32;
1801 shader->baseShader.limits.constant_int = 32;
1802 shader->baseShader.limits.address = 1;
1803 shader->baseShader.limits.packed_output = 12;
1804 shader->baseShader.limits.sampler = 4;
1805 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1806 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1807 * even though they are capable of supporting much more (GL
1808 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1809 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1810 * shaders to 256. */
1811 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1812 break;
1814 default:
1815 shader->baseShader.limits.temporary = 12;
1816 shader->baseShader.limits.constant_bool = 16;
1817 shader->baseShader.limits.constant_int = 16;
1818 shader->baseShader.limits.address = 1;
1819 shader->baseShader.limits.packed_output = 12;
1820 shader->baseShader.limits.sampler = 0;
1821 shader->baseShader.limits.label = 16;
1822 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1823 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1824 shader->baseShader.reg_maps.shader_version.major,
1825 shader->baseShader.reg_maps.shader_version.minor);
1829 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1830 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1831 void *parent, const struct wined3d_parent_ops *parent_ops)
1833 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1834 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1835 unsigned int i;
1836 HRESULT hr;
1837 WORD map;
1839 if (!byte_code) return WINED3DERR_INVALIDCALL;
1841 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1842 shader_init(&shader->baseShader, device, parent, parent_ops);
1844 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1845 output_signature, device->d3d_vshader_constantF);
1846 if (FAILED(hr))
1848 WARN("Failed to set function, hr %#x.\n", hr);
1849 shader_cleanup((IWineD3DBaseShader *)shader);
1850 return hr;
1853 map = shader->baseShader.reg_maps.input_registers;
1854 for (i = 0; map; map >>= 1, ++i)
1856 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1858 shader->attributes[i].usage =
1859 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1860 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1863 if (output_signature)
1865 for (i = 0; i < output_signature->element_count; ++i)
1867 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1868 reg_maps->output_registers |= 1 << e->register_idx;
1869 shader->baseShader.output_signature[e->register_idx] = *e;
1873 vertexshader_set_limits(shader);
1875 if (device->vs_selected_mode == SHADER_ARB
1876 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1877 && shader->min_rel_offset <= shader->max_rel_offset)
1879 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1881 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1882 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1883 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1885 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1887 shader->rel_offset = shader->min_rel_offset + 63;
1889 else if (shader->max_rel_offset > 63)
1891 shader->rel_offset = shader->min_rel_offset;
1893 else
1895 shader->rel_offset = 0;
1899 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1900 && !list_empty(&shader->baseShader.constantsF);
1902 return WINED3D_OK;
1905 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1906 REFIID riid, void **object)
1908 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1910 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1911 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1912 || IsEqualGUID(riid, &IID_IWineD3DBase)
1913 || IsEqualGUID(riid, &IID_IUnknown))
1915 IUnknown_AddRef(iface);
1916 *object = iface;
1917 return S_OK;
1920 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1922 *object = NULL;
1923 return E_NOINTERFACE;
1926 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1928 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1929 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1931 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1933 return refcount;
1936 /* Do not call while under the GL lock. */
1937 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1939 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1940 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1942 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1944 if (!refcount)
1946 shader_cleanup((IWineD3DBaseShader *)iface);
1947 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1948 HeapFree(GetProcessHeap(), 0, shader);
1951 return refcount;
1954 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1956 TRACE("iface %p.\n", iface);
1958 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1961 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1963 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1965 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1968 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1970 /* IUnknown methods */
1971 geometryshader_QueryInterface,
1972 geometryshader_AddRef,
1973 geometryshader_Release,
1974 /* IWineD3DBase methods */
1975 geometryshader_GetParent,
1976 /* IWineD3DBaseShader methods */
1977 geometryshader_GetFunction,
1980 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1981 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1982 void *parent, const struct wined3d_parent_ops *parent_ops)
1984 HRESULT hr;
1986 shader->vtbl = &wined3d_geometryshader_vtbl;
1987 shader_init(&shader->base_shader, device, parent, parent_ops);
1989 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1990 if (FAILED(hr))
1992 WARN("Failed to set function, hr %#x.\n", hr);
1993 shader_cleanup((IWineD3DBaseShader *)shader);
1994 return hr;
1997 shader->base_shader.load_local_constsF = FALSE;
1999 return WINED3D_OK;
2002 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
2004 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2006 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2007 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2008 || IsEqualGUID(riid, &IID_IWineD3DBase)
2009 || IsEqualGUID(riid, &IID_IUnknown))
2011 IUnknown_AddRef(iface);
2012 *object = iface;
2013 return S_OK;
2016 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2018 *object = NULL;
2019 return E_NOINTERFACE;
2022 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2024 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2025 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2027 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2029 return refcount;
2032 /* Do not call while under the GL lock. */
2033 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2035 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2036 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2038 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2040 if (!refcount)
2042 shader_cleanup((IWineD3DBaseShader *)iface);
2043 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2044 HeapFree(GetProcessHeap(), 0, shader);
2047 return refcount;
2050 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2052 TRACE("iface %p.\n", iface);
2054 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2057 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2059 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2061 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2064 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2066 /* IUnknown methods */
2067 pixelshader_QueryInterface,
2068 pixelshader_AddRef,
2069 pixelshader_Release,
2070 /* IWineD3DBase methods */
2071 pixelshader_GetParent,
2072 /* IWineD3DBaseShader methods */
2073 pixelshader_GetFunction
2076 void find_ps_compile_args(const struct wined3d_state *state,
2077 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2079 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2080 IWineD3DBaseTextureImpl *texture;
2081 UINT i;
2083 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2084 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2086 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2087 if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2090 if (shader->baseShader.reg_maps.shader_version.major == 1
2091 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2093 for (i = 0; i < 4; ++i)
2095 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2096 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2097 if (flags & WINED3DTTFF_PROJECTED)
2098 tex_transform |= WINED3D_PSARGS_PROJECTED;
2099 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2103 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2105 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2106 texture = state->textures[i];
2107 if (!texture)
2109 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2110 continue;
2112 args->color_fixup[i] = texture->resource.format->color_fixup;
2114 if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2115 args->shadow |= 1 << i;
2117 /* Flag samplers that need NP2 texcoord fixup. */
2118 if (!texture->baseTexture.pow2Matrix_identity)
2120 args->np2_fixup |= (1 << i);
2123 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2125 if (device->strided_streams.position_transformed)
2127 args->vp_mode = pretransformed;
2129 else if (use_vs(state))
2131 args->vp_mode = vertexshader;
2133 else
2135 args->vp_mode = fixedfunction;
2137 args->fog = FOG_OFF;
2139 else
2141 args->vp_mode = vertexshader;
2142 if (state->render_states[WINED3DRS_FOGENABLE])
2144 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2146 case WINED3DFOG_NONE:
2147 if (device->strided_streams.position_transformed || use_vs(state))
2149 args->fog = FOG_LINEAR;
2150 break;
2153 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2155 case WINED3DFOG_NONE: /* Fall through. */
2156 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2157 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2158 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2160 break;
2162 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2163 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2164 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2167 else
2169 args->fog = FOG_OFF;
2174 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2176 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2177 shader->baseShader.reg_maps.shader_version.minor);
2179 shader->baseShader.limits.attributes = 0;
2180 shader->baseShader.limits.address = 0;
2181 shader->baseShader.limits.packed_output = 0;
2183 switch (shader_version)
2185 case WINED3D_SHADER_VERSION(1, 0):
2186 case WINED3D_SHADER_VERSION(1, 1):
2187 case WINED3D_SHADER_VERSION(1, 2):
2188 case WINED3D_SHADER_VERSION(1, 3):
2189 shader->baseShader.limits.temporary = 2;
2190 shader->baseShader.limits.constant_float = 8;
2191 shader->baseShader.limits.constant_int = 0;
2192 shader->baseShader.limits.constant_bool = 0;
2193 shader->baseShader.limits.texcoord = 4;
2194 shader->baseShader.limits.sampler = 4;
2195 shader->baseShader.limits.packed_input = 0;
2196 shader->baseShader.limits.label = 0;
2197 break;
2199 case WINED3D_SHADER_VERSION(1, 4):
2200 shader->baseShader.limits.temporary = 6;
2201 shader->baseShader.limits.constant_float = 8;
2202 shader->baseShader.limits.constant_int = 0;
2203 shader->baseShader.limits.constant_bool = 0;
2204 shader->baseShader.limits.texcoord = 6;
2205 shader->baseShader.limits.sampler = 6;
2206 shader->baseShader.limits.packed_input = 0;
2207 shader->baseShader.limits.label = 0;
2208 break;
2210 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2211 case WINED3D_SHADER_VERSION(2, 0):
2212 shader->baseShader.limits.temporary = 32;
2213 shader->baseShader.limits.constant_float = 32;
2214 shader->baseShader.limits.constant_int = 16;
2215 shader->baseShader.limits.constant_bool = 16;
2216 shader->baseShader.limits.texcoord = 8;
2217 shader->baseShader.limits.sampler = 16;
2218 shader->baseShader.limits.packed_input = 0;
2219 break;
2221 case WINED3D_SHADER_VERSION(2, 1):
2222 shader->baseShader.limits.temporary = 32;
2223 shader->baseShader.limits.constant_float = 32;
2224 shader->baseShader.limits.constant_int = 16;
2225 shader->baseShader.limits.constant_bool = 16;
2226 shader->baseShader.limits.texcoord = 8;
2227 shader->baseShader.limits.sampler = 16;
2228 shader->baseShader.limits.packed_input = 0;
2229 shader->baseShader.limits.label = 16;
2230 break;
2232 case WINED3D_SHADER_VERSION(4, 0):
2233 FIXME("Using 3.0 limits for 4.0 shader.\n");
2234 /* Fall through. */
2236 case WINED3D_SHADER_VERSION(3, 0):
2237 shader->baseShader.limits.temporary = 32;
2238 shader->baseShader.limits.constant_float = 224;
2239 shader->baseShader.limits.constant_int = 16;
2240 shader->baseShader.limits.constant_bool = 16;
2241 shader->baseShader.limits.texcoord = 0;
2242 shader->baseShader.limits.sampler = 16;
2243 shader->baseShader.limits.packed_input = 12;
2244 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2245 break;
2247 default:
2248 shader->baseShader.limits.temporary = 32;
2249 shader->baseShader.limits.constant_float = 32;
2250 shader->baseShader.limits.constant_int = 16;
2251 shader->baseShader.limits.constant_bool = 16;
2252 shader->baseShader.limits.texcoord = 8;
2253 shader->baseShader.limits.sampler = 16;
2254 shader->baseShader.limits.packed_input = 0;
2255 shader->baseShader.limits.label = 0;
2256 FIXME("Unrecognized pixel shader version %u.%u\n",
2257 shader->baseShader.reg_maps.shader_version.major,
2258 shader->baseShader.reg_maps.shader_version.minor);
2262 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2263 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2264 void *parent, const struct wined3d_parent_ops *parent_ops)
2266 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2267 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2268 HRESULT hr;
2270 if (!byte_code) return WINED3DERR_INVALIDCALL;
2272 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2273 shader_init(&shader->baseShader, device, parent, parent_ops);
2275 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2276 output_signature, device->d3d_pshader_constantF);
2277 if (FAILED(hr))
2279 WARN("Failed to set function, hr %#x.\n", hr);
2280 shader_cleanup((IWineD3DBaseShader *)shader);
2281 return hr;
2284 pixelshader_set_limits(shader);
2286 for (i = 0; i < MAX_REG_INPUT; ++i)
2288 if (shader->input_reg_used[i])
2290 ++num_regs_used;
2291 highest_reg_used = i;
2295 /* Don't do any register mapping magic if it is not needed, or if we can't
2296 * achieve anything anyway */
2297 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2298 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2300 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2302 /* This happens with relative addressing. The input mapper function
2303 * warns about this if the higher registers are declared too, so
2304 * don't write a FIXME here */
2305 WARN("More varying registers used than supported\n");
2308 for (i = 0; i < MAX_REG_INPUT; ++i)
2310 shader->input_reg_map[i] = i;
2313 shader->declared_in_count = highest_reg_used + 1;
2315 else
2317 shader->declared_in_count = 0;
2318 for (i = 0; i < MAX_REG_INPUT; ++i)
2320 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2321 else shader->input_reg_map[i] = ~0U;
2325 shader->baseShader.load_local_constsF = FALSE;
2327 return WINED3D_OK;
2330 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2332 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2333 unsigned int i;
2335 if (reg_maps->shader_version.major != 1) return;
2337 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2339 /* We don't sample from this sampler. */
2340 if (!sampler_type[i]) continue;
2342 if (!textures[i])
2344 WARN("No texture bound to sampler %u, using 2D.\n", i);
2345 sampler_type[i] = WINED3DSTT_2D;
2346 continue;
2349 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2351 case GL_TEXTURE_RECTANGLE_ARB:
2352 case GL_TEXTURE_2D:
2353 /* We have to select between texture rectangles and 2D
2354 * textures later because 2.0 and 3.0 shaders only have
2355 * WINED3DSTT_2D as well. */
2356 sampler_type[i] = WINED3DSTT_2D;
2357 break;
2359 case GL_TEXTURE_3D:
2360 sampler_type[i] = WINED3DSTT_VOLUME;
2361 break;
2363 case GL_TEXTURE_CUBE_MAP_ARB:
2364 sampler_type[i] = WINED3DSTT_CUBE;
2365 break;
2367 default:
2368 FIXME("Unrecognized texture type %#x, using 2D.\n",
2369 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2370 sampler_type[i] = WINED3DSTT_2D;