2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static const char * const shader_opcode_names
[] =
39 /* WINED3DSIH_ABS */ "abs",
40 /* WINED3DSIH_ADD */ "add",
41 /* WINED3DSIH_AND */ "and",
42 /* WINED3DSIH_BEM */ "bem",
43 /* WINED3DSIH_BREAK */ "break",
44 /* WINED3DSIH_BREAKC */ "breakc",
45 /* WINED3DSIH_BREAKP */ "breakp",
46 /* WINED3DSIH_CALL */ "call",
47 /* WINED3DSIH_CALLNZ */ "callnz",
48 /* WINED3DSIH_CMP */ "cmp",
49 /* WINED3DSIH_CND */ "cnd",
50 /* WINED3DSIH_CRS */ "crs",
51 /* WINED3DSIH_CUT */ "cut",
52 /* WINED3DSIH_DCL */ "dcl",
53 /* WINED3DSIH_DEF */ "def",
54 /* WINED3DSIH_DEFB */ "defb",
55 /* WINED3DSIH_DEFI */ "defi",
56 /* WINED3DSIH_DIV */ "div",
57 /* WINED3DSIH_DP2ADD */ "dp2add",
58 /* WINED3DSIH_DP3 */ "dp3",
59 /* WINED3DSIH_DP4 */ "dp4",
60 /* WINED3DSIH_DST */ "dst",
61 /* WINED3DSIH_DSX */ "dsx",
62 /* WINED3DSIH_DSY */ "dsy",
63 /* WINED3DSIH_ELSE */ "else",
64 /* WINED3DSIH_EMIT */ "emit",
65 /* WINED3DSIH_ENDIF */ "endif",
66 /* WINED3DSIH_ENDLOOP */ "endloop",
67 /* WINED3DSIH_ENDREP */ "endrep",
68 /* WINED3DSIH_EQ */ "eq",
69 /* WINED3DSIH_EXP */ "exp",
70 /* WINED3DSIH_EXPP */ "expp",
71 /* WINED3DSIH_FRC */ "frc",
72 /* WINED3DSIH_FTOI */ "ftoi",
73 /* WINED3DSIH_GE */ "ge",
74 /* WINED3DSIH_IADD */ "iadd",
75 /* WINED3DSIH_IEQ */ "ieq",
76 /* WINED3DSIH_IF */ "if",
77 /* WINED3DSIH_IFC */ "ifc",
78 /* WINED3DSIH_IGE */ "ige",
79 /* WINED3DSIH_IMUL */ "imul",
80 /* WINED3DSIH_ITOF */ "itof",
81 /* WINED3DSIH_LABEL */ "label",
82 /* WINED3DSIH_LD */ "ld",
83 /* WINED3DSIH_LIT */ "lit",
84 /* WINED3DSIH_LOG */ "log",
85 /* WINED3DSIH_LOGP */ "logp",
86 /* WINED3DSIH_LOOP */ "loop",
87 /* WINED3DSIH_LRP */ "lrp",
88 /* WINED3DSIH_LT */ "lt",
89 /* WINED3DSIH_M3x2 */ "m3x2",
90 /* WINED3DSIH_M3x3 */ "m3x3",
91 /* WINED3DSIH_M3x4 */ "m3x4",
92 /* WINED3DSIH_M4x3 */ "m4x3",
93 /* WINED3DSIH_M4x4 */ "m4x4",
94 /* WINED3DSIH_MAD */ "mad",
95 /* WINED3DSIH_MAX */ "max",
96 /* WINED3DSIH_MIN */ "min",
97 /* WINED3DSIH_MOV */ "mov",
98 /* WINED3DSIH_MOVA */ "mova",
99 /* WINED3DSIH_MOVC */ "movc",
100 /* WINED3DSIH_MUL */ "mul",
101 /* WINED3DSIH_NOP */ "nop",
102 /* WINED3DSIH_NRM */ "nrm",
103 /* WINED3DSIH_PHASE */ "phase",
104 /* WINED3DSIH_POW */ "pow",
105 /* WINED3DSIH_RCP */ "rcp",
106 /* WINED3DSIH_REP */ "rep",
107 /* WINED3DSIH_RET */ "ret",
108 /* WINED3DSIH_ROUND_NI */ "round_ni",
109 /* WINED3DSIH_RSQ */ "rsq",
110 /* WINED3DSIH_SAMPLE */ "sample",
111 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
112 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
113 /* WINED3DSIH_SETP */ "setp",
114 /* WINED3DSIH_SGE */ "sge",
115 /* WINED3DSIH_SGN */ "sgn",
116 /* WINED3DSIH_SINCOS */ "sincos",
117 /* WINED3DSIH_SLT */ "slt",
118 /* WINED3DSIH_SQRT */ "sqrt",
119 /* WINED3DSIH_SUB */ "sub",
120 /* WINED3DSIH_TEX */ "texld",
121 /* WINED3DSIH_TEXBEM */ "texbem",
122 /* WINED3DSIH_TEXBEML */ "texbeml",
123 /* WINED3DSIH_TEXCOORD */ "texcrd",
124 /* WINED3DSIH_TEXDEPTH */ "texdepth",
125 /* WINED3DSIH_TEXDP3 */ "texdp3",
126 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
127 /* WINED3DSIH_TEXKILL */ "texkill",
128 /* WINED3DSIH_TEXLDD */ "texldd",
129 /* WINED3DSIH_TEXLDL */ "texldl",
130 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
131 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
132 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
133 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
134 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
135 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
136 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
137 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
138 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
139 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
140 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
141 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
142 /* WINED3DSIH_UDIV */ "udiv",
143 /* WINED3DSIH_USHR */ "ushr",
144 /* WINED3DSIH_UTOF */ "utof",
145 /* WINED3DSIH_XOR */ "xor",
148 static const char * const semantic_names
[] =
150 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
151 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
152 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
153 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
154 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
155 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
156 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
157 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
158 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
159 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
160 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
161 /* WINED3D_DECL_USAGE_FOG */ "FOG",
162 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
163 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
166 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
168 if (usage
>= sizeof(semantic_names
) / sizeof(*semantic_names
))
170 FIXME("Unrecognized usage %#x.\n", usage
);
171 return "UNRECOGNIZED";
174 return semantic_names
[usage
];
177 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
181 for (i
= 0; i
< sizeof(semantic_names
) / sizeof(*semantic_names
); ++i
)
183 if (!strcmp(name
, semantic_names
[i
])) return i
;
189 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
191 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
194 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
195 const struct wined3d_shader_semantic
*s
)
197 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
198 e
->semantic_idx
= s
->usage_idx
;
199 e
->sysval_semantic
= 0;
200 e
->component_type
= 0;
201 e
->register_idx
= s
->reg
.reg
.idx
;
202 e
->mask
= s
->reg
.write_mask
;
205 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
206 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
208 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
209 e
->semantic_idx
= usage_idx
;
210 e
->sysval_semantic
= 0;
211 e
->component_type
= 0;
212 e
->register_idx
= reg_idx
;
213 e
->mask
= write_mask
;
216 static const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
)
218 switch (version_token
>> 16)
222 return &sm1_shader_frontend
;
227 return &sm4_shader_frontend
;
230 FIXME("Unrecognised version token %#x\n", version_token
);
235 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
)
237 buffer
->buffer
[0] = '\0';
240 buffer
->newline
= TRUE
;
243 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
)
245 buffer
->buffer
= HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE
);
248 ERR("Failed to allocate shader buffer memory.\n");
252 shader_buffer_clear(buffer
);
256 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
)
258 HeapFree(GetProcessHeap(), 0, buffer
->buffer
);
261 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *format
, va_list args
)
263 char *base
= buffer
->buffer
+ buffer
->bsize
;
266 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
268 if (rc
< 0 /* C89 */ || (unsigned int)rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
/* C99 */)
270 ERR("The buffer allocated for the shader program string "
271 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
272 buffer
->bsize
= SHADER_PGMSIZE
- 1;
278 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
279 buffer
->newline
= FALSE
;
287 if (buffer
->buffer
[buffer
->bsize
-1] == '\n')
290 buffer
->newline
= TRUE
;
296 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *format
, ...)
301 va_start(args
, format
);
302 ret
= shader_vaddline(buffer
, format
, args
);
308 static void shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
309 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
312 shader
->device
= device
;
313 shader
->parent
= parent
;
314 shader
->parent_ops
= parent_ops
;
315 list_init(&shader
->linked_programs
);
316 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
319 /* Convert floating point offset relative to a register file to an absolute
320 * offset for float constants. */
321 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
323 switch (register_type
)
325 case WINED3DSPR_CONST
: return register_idx
;
326 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
327 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
328 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
330 FIXME("Unsupported register type: %u.\n", register_type
);
335 static void shader_delete_constant_list(struct list
*clist
)
337 struct wined3d_shader_lconst
*constant
;
340 ptr
= list_head(clist
);
343 constant
= LIST_ENTRY(ptr
, struct wined3d_shader_lconst
, entry
);
344 ptr
= list_next(clist
, ptr
);
345 HeapFree(GetProcessHeap(), 0, constant
);
350 static inline void set_bitmap_bit(DWORD
*bitmap
, DWORD bit
)
355 bitmap
[idx
] |= (1 << shift
);
358 static void shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
359 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
)
363 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
364 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
) reg_maps
->texcoord
|= 1 << reg
->idx
;
365 else reg_maps
->address
|= 1 << reg
->idx
;
368 case WINED3DSPR_TEMP
:
369 reg_maps
->temporary
|= 1 << reg
->idx
;
372 case WINED3DSPR_INPUT
:
373 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
377 /* If relative addressing is used, we must assume that all registers
378 * are used. Even if it is a construct like v3[aL], we can't assume
379 * that v0, v1 and v2 aren't read because aL can be negative */
381 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
383 shader
->u
.ps
.input_reg_used
[i
] = TRUE
;
388 shader
->u
.ps
.input_reg_used
[reg
->idx
] = TRUE
;
391 else reg_maps
->input_registers
|= 1 << reg
->idx
;
394 case WINED3DSPR_RASTOUT
:
395 if (reg
->idx
== 1) reg_maps
->fog
= 1;
398 case WINED3DSPR_MISCTYPE
:
399 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
401 if (!reg
->idx
) reg_maps
->vpos
= 1;
402 else if (reg
->idx
== 1) reg_maps
->usesfacing
= 1;
406 case WINED3DSPR_CONST
:
409 if (reg
->idx
< reg_maps
->min_rel_offset
) reg_maps
->min_rel_offset
= reg
->idx
;
410 if (reg
->idx
> reg_maps
->max_rel_offset
) reg_maps
->max_rel_offset
= reg
->idx
;
411 reg_maps
->usesrelconstF
= TRUE
;
415 set_bitmap_bit(reg_maps
->constf
, reg
->idx
);
419 case WINED3DSPR_CONSTINT
:
420 reg_maps
->integer_constants
|= (1 << reg
->idx
);
423 case WINED3DSPR_CONSTBOOL
:
424 reg_maps
->boolean_constants
|= (1 << reg
->idx
);
427 case WINED3DSPR_COLOROUT
:
428 reg_maps
->rt_mask
|= (1 << reg
->idx
);
432 TRACE("Not recording register of type %#x and idx %u\n", reg
->type
, reg
->idx
);
437 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
441 case WINED3DSIH_M4x4
:
442 case WINED3DSIH_M3x4
:
443 return param
== 1 ? 3 : 0;
445 case WINED3DSIH_M4x3
:
446 case WINED3DSIH_M3x3
:
447 return param
== 1 ? 2 : 0;
449 case WINED3DSIH_M3x2
:
450 return param
== 1 ? 1 : 0;
457 /* Note that this does not count the loop register as an address register. */
458 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, const struct wined3d_shader_frontend
*fe
,
459 struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_signature_element
*input_signature
,
460 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
)
462 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
463 void *fe_data
= shader
->frontend_data
;
464 struct wined3d_shader_version shader_version
;
465 const DWORD
*ptr
= byte_code
;
467 memset(reg_maps
, 0, sizeof(*reg_maps
));
468 reg_maps
->min_rel_offset
= ~0U;
470 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
471 reg_maps
->shader_version
= shader_version
;
473 reg_maps
->constf
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
474 sizeof(*reg_maps
->constf
) * ((constf_size
+ 31) / 32));
475 if (!reg_maps
->constf
)
477 ERR("Failed to allocate constant map memory.\n");
478 return E_OUTOFMEMORY
;
481 while (!fe
->shader_is_end(fe_data
, &ptr
))
483 struct wined3d_shader_instruction ins
;
489 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
490 if (comment
) continue;
493 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
495 /* Unhandled opcode, and its parameters. */
496 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
498 TRACE("Skipping unrecognized instruction.\n");
503 /* Handle declarations. */
504 if (ins
.handler_idx
== WINED3DSIH_DCL
)
506 struct wined3d_shader_semantic semantic
;
508 fe
->shader_read_semantic(&ptr
, &semantic
);
510 switch (semantic
.reg
.reg
.type
)
512 /* Mark input registers used. */
513 case WINED3DSPR_INPUT
:
514 reg_maps
->input_registers
|= 1 << semantic
.reg
.reg
.idx
;
515 shader_signature_from_semantic(&input_signature
[semantic
.reg
.reg
.idx
], &semantic
);
518 /* Vertex shader: mark 3.0 output registers used, save token. */
519 case WINED3DSPR_OUTPUT
:
520 reg_maps
->output_registers
|= 1 << semantic
.reg
.reg
.idx
;
521 shader_signature_from_semantic(&output_signature
[semantic
.reg
.reg
.idx
], &semantic
);
522 if (semantic
.usage
== WINED3D_DECL_USAGE_FOG
)
526 /* Save sampler usage token. */
527 case WINED3DSPR_SAMPLER
:
528 reg_maps
->sampler_type
[semantic
.reg
.reg
.idx
] = semantic
.sampler_type
;
532 TRACE("Not recording DCL register type %#x.\n", semantic
.reg
.reg
.type
);
536 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
538 struct wined3d_shader_src_param rel_addr
;
539 struct wined3d_shader_dst_param dst
;
541 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
542 if (!lconst
) return E_OUTOFMEMORY
;
544 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
545 lconst
->idx
= dst
.reg
.idx
;
547 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
550 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
551 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
553 float *value
= (float *)lconst
->value
;
554 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
555 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
556 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
557 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
558 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
559 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
560 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
561 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
564 list_add_head(&shader
->constantsF
, &lconst
->entry
);
566 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
568 struct wined3d_shader_src_param rel_addr
;
569 struct wined3d_shader_dst_param dst
;
571 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
572 if (!lconst
) return E_OUTOFMEMORY
;
574 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
575 lconst
->idx
= dst
.reg
.idx
;
577 memcpy(lconst
->value
, ptr
, 4 * sizeof(DWORD
));
580 list_add_head(&shader
->constantsI
, &lconst
->entry
);
581 reg_maps
->local_int_consts
|= (1 << dst
.reg
.idx
);
583 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
585 struct wined3d_shader_src_param rel_addr
;
586 struct wined3d_shader_dst_param dst
;
588 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
589 if (!lconst
) return E_OUTOFMEMORY
;
591 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
592 lconst
->idx
= dst
.reg
.idx
;
594 memcpy(lconst
->value
, ptr
, sizeof(DWORD
));
597 list_add_head(&shader
->constantsB
, &lconst
->entry
);
598 reg_maps
->local_bool_consts
|= (1 << dst
.reg
.idx
);
600 /* For subroutine prototypes. */
601 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
603 struct wined3d_shader_src_param src
, rel_addr
;
605 fe
->shader_read_src_param(fe_data
, &ptr
, &src
, &rel_addr
);
606 reg_maps
->labels
|= 1 << src
.reg
.idx
;
608 /* Set texture, address, temporary registers. */
611 BOOL color0_mov
= FALSE
;
612 unsigned int i
, limit
;
614 /* This will loop over all the registers and try to
615 * make a bitmask of the ones we're interested in.
617 * Relative addressing tokens are ignored, but that's
618 * okay, since we'll catch any address registers when
619 * they are initialized (required by spec). */
620 for (i
= 0; i
< ins
.dst_count
; ++i
)
622 struct wined3d_shader_src_param dst_rel_addr
;
623 struct wined3d_shader_dst_param dst_param
;
625 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
, &dst_rel_addr
);
627 shader_record_register_usage(shader
, reg_maps
, &dst_param
.reg
, shader_version
.type
);
629 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
630 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
631 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
632 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
&& shader_version
.major
< 3)
634 UINT idx
= dst_param
.reg
.idx
;
636 switch (dst_param
.reg
.type
)
638 case WINED3DSPR_RASTOUT
:
642 reg_maps
->output_registers
|= 1 << 10;
643 shader_signature_from_usage(&output_signature
[10],
644 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
648 reg_maps
->output_registers
|= 1 << 11;
649 shader_signature_from_usage(&output_signature
[11],
650 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
654 reg_maps
->output_registers
|= 1 << 11;
655 shader_signature_from_usage(&output_signature
[11],
656 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
661 case WINED3DSPR_ATTROUT
:
665 if (reg_maps
->output_registers
& (1 << idx
))
667 output_signature
[idx
].mask
|= dst_param
.write_mask
;
671 reg_maps
->output_registers
|= 1 << idx
;
672 shader_signature_from_usage(&output_signature
[idx
],
673 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, dst_param
.write_mask
);
678 case WINED3DSPR_TEXCRDOUT
:
680 reg_maps
->texcoord_mask
[idx
] |= dst_param
.write_mask
;
681 if (reg_maps
->output_registers
& (1 << idx
))
683 output_signature
[idx
].mask
|= dst_param
.write_mask
;
687 reg_maps
->output_registers
|= 1 << idx
;
688 shader_signature_from_usage(&output_signature
[idx
],
689 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, dst_param
.write_mask
);
698 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
700 if (dst_param
.reg
.type
== WINED3DSPR_COLOROUT
&& !dst_param
.reg
.idx
)
702 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
703 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
704 * the mov and perform the sRGB write correction from the source register.
706 * However, if the mov is only partial, we can't do this, and if the write
707 * comes from an instruction other than MOV it is hard to do as well. If
708 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
709 shader
->u
.ps
.color0_mov
= FALSE
;
710 if (ins
.handler_idx
== WINED3DSIH_MOV
711 && dst_param
.write_mask
== WINED3DSP_WRITEMASK_ALL
)
713 /* Used later when the source register is read. */
717 /* Also drop the MOV marker if the source register is overwritten prior to the shader
720 else if (dst_param
.reg
.type
== WINED3DSPR_TEMP
721 && dst_param
.reg
.idx
== shader
->u
.ps
.color0_reg
)
723 shader
->u
.ps
.color0_mov
= FALSE
;
727 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
728 if (shader_version
.major
== 1
729 && (ins
.handler_idx
== WINED3DSIH_TEX
730 || ins
.handler_idx
== WINED3DSIH_TEXBEM
731 || ins
.handler_idx
== WINED3DSIH_TEXBEML
732 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
733 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
734 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
735 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
736 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
737 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
738 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
739 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
741 /* Fake sampler usage, only set reserved bit and type. */
742 DWORD sampler_code
= dst_param
.reg
.idx
;
744 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
745 reg_maps
->sampler_type
[sampler_code
] = WINED3DSTT_2D
;
747 /* texbem is only valid with < 1.4 pixel shaders */
748 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
749 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
751 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
752 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
754 reg_maps
->luminanceparams
|= 1 << dst_param
.reg
.idx
;
758 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
760 reg_maps
->bumpmat
|= 1 << dst_param
.reg
.idx
;
764 if (ins
.handler_idx
== WINED3DSIH_NRM
) reg_maps
->usesnrm
= 1;
765 else if (ins
.handler_idx
== WINED3DSIH_DSY
) reg_maps
->usesdsy
= 1;
766 else if (ins
.handler_idx
== WINED3DSIH_DSX
) reg_maps
->usesdsx
= 1;
767 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
768 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
769 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
770 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
771 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
772 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
773 else if (ins
.handler_idx
== WINED3DSIH_LOOP
774 || ins
.handler_idx
== WINED3DSIH_REP
)
777 if (cur_loop_depth
> max_loop_depth
)
778 max_loop_depth
= cur_loop_depth
;
780 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
781 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
784 limit
= ins
.src_count
+ (ins
.predicate
? 1 : 0);
785 for (i
= 0; i
< limit
; ++i
)
787 struct wined3d_shader_src_param src_param
, src_rel_addr
;
790 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
791 count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
793 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
797 shader_record_register_usage(shader
, reg_maps
, &src_param
.reg
, shader_version
.type
);
803 if (src_param
.reg
.type
== WINED3DSPR_TEMP
804 && src_param
.swizzle
== WINED3DSP_NOSWIZZLE
)
806 shader
->u
.ps
.color0_mov
= TRUE
;
807 shader
->u
.ps
.color0_reg
= src_param
.reg
.idx
;
813 reg_maps
->loop_depth
= max_loop_depth
;
815 /* PS before 2.0 don't have explicit color outputs. Instead the value of
816 * R0 is written to the render target. */
817 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
818 reg_maps
->rt_mask
|= (1 << 0);
820 shader
->functionLength
= ((const char *)ptr
- (const char *)byte_code
);
825 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
827 DWORD map
= 1 << max
;
829 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
831 return wined3d_log2i(map
);
834 static void shader_dump_decl_usage(const struct wined3d_shader_semantic
*semantic
,
835 const struct wined3d_shader_version
*shader_version
)
839 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
841 switch (semantic
->sampler_type
)
843 case WINED3DSTT_2D
: TRACE("_2d"); break;
844 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
845 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
846 default: TRACE("_unknown_ttype(0x%08x)", semantic
->sampler_type
);
851 /* Pixel shaders 3.0 don't have usage semantics. */
852 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
) return;
855 switch (semantic
->usage
)
857 case WINED3D_DECL_USAGE_POSITION
:
858 TRACE("position%u", semantic
->usage_idx
);
861 case WINED3D_DECL_USAGE_BLEND_INDICES
:
865 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
869 case WINED3D_DECL_USAGE_NORMAL
:
870 TRACE("normal%u", semantic
->usage_idx
);
873 case WINED3D_DECL_USAGE_PSIZE
:
877 case WINED3D_DECL_USAGE_COLOR
:
878 if (!semantic
->usage_idx
) TRACE("color");
879 else TRACE("specular%u", (semantic
->usage_idx
- 1));
882 case WINED3D_DECL_USAGE_TEXCOORD
:
883 TRACE("texture%u", semantic
->usage_idx
);
886 case WINED3D_DECL_USAGE_TANGENT
:
890 case WINED3D_DECL_USAGE_BINORMAL
:
894 case WINED3D_DECL_USAGE_TESS_FACTOR
:
898 case WINED3D_DECL_USAGE_POSITIONT
:
899 TRACE("positionT%u", semantic
->usage_idx
);
902 case WINED3D_DECL_USAGE_FOG
:
906 case WINED3D_DECL_USAGE_DEPTH
:
910 case WINED3D_DECL_USAGE_SAMPLE
:
915 FIXME("unknown_semantics(0x%08x)", semantic
->usage
);
920 static void shader_dump_register(const struct wined3d_shader_register
*reg
,
921 const struct wined3d_shader_version
*shader_version
)
923 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
924 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
925 UINT offset
= reg
->idx
;
929 case WINED3DSPR_TEMP
:
933 case WINED3DSPR_INPUT
:
937 case WINED3DSPR_CONST
:
938 case WINED3DSPR_CONST2
:
939 case WINED3DSPR_CONST3
:
940 case WINED3DSPR_CONST4
:
942 offset
= shader_get_float_offset(reg
->type
, reg
->idx
);
945 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
946 TRACE("%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
949 case WINED3DSPR_RASTOUT
:
950 TRACE("%s", rastout_reg_names
[reg
->idx
]);
953 case WINED3DSPR_COLOROUT
:
957 case WINED3DSPR_DEPTHOUT
:
961 case WINED3DSPR_ATTROUT
:
965 case WINED3DSPR_TEXCRDOUT
:
966 /* Vertex shaders >= 3.0 use general purpose output registers
967 * (WINED3DSPR_OUTPUT), which can include an address token. */
968 if (shader_version
->major
>= 3) TRACE("o");
972 case WINED3DSPR_CONSTINT
:
976 case WINED3DSPR_CONSTBOOL
:
980 case WINED3DSPR_LABEL
:
984 case WINED3DSPR_LOOP
:
988 case WINED3DSPR_SAMPLER
:
992 case WINED3DSPR_MISCTYPE
:
993 if (reg
->idx
> 1) FIXME("Unhandled misctype register %u.\n", reg
->idx
);
994 else TRACE("%s", misctype_reg_names
[reg
->idx
]);
997 case WINED3DSPR_PREDICATE
:
1001 case WINED3DSPR_IMMCONST
:
1005 case WINED3DSPR_CONSTBUFFER
:
1009 case WINED3DSPR_NULL
:
1013 case WINED3DSPR_RESOURCE
:
1018 TRACE("unhandled_rtype(%#x)", reg
->type
);
1022 if (reg
->type
== WINED3DSPR_IMMCONST
)
1025 switch (reg
->immconst_type
)
1027 case WINED3D_IMMCONST_SCALAR
:
1028 TRACE("%.8e", *(const float *)reg
->immconst_data
);
1031 case WINED3D_IMMCONST_VEC4
:
1032 TRACE("%.8e, %.8e, %.8e, %.8e",
1033 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1034 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1038 TRACE("<unhandled immconst_type %#x>", reg
->immconst_type
);
1043 else if (reg
->type
!= WINED3DSPR_RASTOUT
1044 && reg
->type
!= WINED3DSPR_MISCTYPE
1045 && reg
->type
!= WINED3DSPR_NULL
)
1047 if (reg
->array_idx
!= ~0U)
1049 TRACE("%u[%u", offset
, reg
->array_idx
);
1053 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1062 shader_dump_src_param(reg
->rel_addr
, shader_version
);
1065 TRACE("%u", offset
);
1066 if (reg
->rel_addr
) TRACE("]");
1071 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
1072 const struct wined3d_shader_version
*shader_version
)
1074 DWORD write_mask
= param
->write_mask
;
1076 shader_dump_register(¶m
->reg
, shader_version
);
1078 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
1080 static const char *write_mask_chars
= "xyzw";
1083 if (write_mask
& WINED3DSP_WRITEMASK_0
) TRACE("%c", write_mask_chars
[0]);
1084 if (write_mask
& WINED3DSP_WRITEMASK_1
) TRACE("%c", write_mask_chars
[1]);
1085 if (write_mask
& WINED3DSP_WRITEMASK_2
) TRACE("%c", write_mask_chars
[2]);
1086 if (write_mask
& WINED3DSP_WRITEMASK_3
) TRACE("%c", write_mask_chars
[3]);
1090 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
1091 const struct wined3d_shader_version
*shader_version
)
1093 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
1094 DWORD swizzle
= param
->swizzle
;
1096 if (src_modifier
== WINED3DSPSM_NEG
1097 || src_modifier
== WINED3DSPSM_BIASNEG
1098 || src_modifier
== WINED3DSPSM_SIGNNEG
1099 || src_modifier
== WINED3DSPSM_X2NEG
1100 || src_modifier
== WINED3DSPSM_ABSNEG
)
1102 else if (src_modifier
== WINED3DSPSM_COMP
)
1104 else if (src_modifier
== WINED3DSPSM_NOT
)
1107 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
1110 shader_dump_register(¶m
->reg
, shader_version
);
1114 switch (src_modifier
)
1116 case WINED3DSPSM_NONE
: break;
1117 case WINED3DSPSM_NEG
: break;
1118 case WINED3DSPSM_NOT
: break;
1119 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
1120 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
1121 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
1122 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
1123 case WINED3DSPSM_COMP
: break;
1124 case WINED3DSPSM_X2
: TRACE("_x2"); break;
1125 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
1126 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
1127 case WINED3DSPSM_DW
: TRACE("_dw"); break;
1128 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
1129 case WINED3DSPSM_ABS
: TRACE(")"); break;
1130 default: TRACE("_unknown_modifier(%#x)", src_modifier
);
1134 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
1136 static const char *swizzle_chars
= "xyzw";
1137 DWORD swizzle_x
= swizzle
& 0x03;
1138 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
1139 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
1140 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
1142 if (swizzle_x
== swizzle_y
1143 && swizzle_x
== swizzle_z
1144 && swizzle_x
== swizzle_w
)
1146 TRACE(".%c", swizzle_chars
[swizzle_x
]);
1150 TRACE(".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
1151 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
1156 /* Shared code in order to generate the bulk of the shader string.
1157 * NOTE: A description of how to parse tokens can be found on MSDN. */
1158 void shader_generate_main(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
1159 const struct wined3d_shader_reg_maps
*reg_maps
, const DWORD
*byte_code
, void *backend_ctx
)
1161 struct wined3d_device
*device
= shader
->device
;
1162 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1163 void *fe_data
= shader
->frontend_data
;
1164 struct wined3d_shader_src_param dst_rel_addr
[2];
1165 struct wined3d_shader_src_param src_rel_addr
[4];
1166 struct wined3d_shader_dst_param dst_param
[2];
1167 struct wined3d_shader_src_param src_param
[4];
1168 struct wined3d_shader_version shader_version
;
1169 struct wined3d_shader_loop_state loop_state
;
1170 struct wined3d_shader_instruction ins
;
1171 struct wined3d_shader_tex_mx tex_mx
;
1172 struct wined3d_shader_context ctx
;
1173 const DWORD
*ptr
= byte_code
;
1176 /* Initialize current parsing state. */
1177 tex_mx
.current_row
= 0;
1178 loop_state
.current_depth
= 0;
1179 loop_state
.current_reg
= 0;
1181 ctx
.shader
= shader
;
1182 ctx
.gl_info
= &device
->adapter
->gl_info
;
1183 ctx
.reg_maps
= reg_maps
;
1184 ctx
.buffer
= buffer
;
1185 ctx
.tex_mx
= &tex_mx
;
1186 ctx
.loop_state
= &loop_state
;
1187 ctx
.backend_data
= backend_ctx
;
1190 ins
.dst
= dst_param
;
1191 ins
.src
= src_param
;
1193 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1195 while (!fe
->shader_is_end(fe_data
, &ptr
))
1197 const char *comment
;
1201 /* Skip comment tokens. */
1202 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1203 if (comment
) continue;
1206 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1208 /* Unknown opcode and its parameters. */
1209 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1211 TRACE("Skipping unrecognized instruction.\n");
1216 /* Nothing to do. */
1217 if (ins
.handler_idx
== WINED3DSIH_DCL
1218 || ins
.handler_idx
== WINED3DSIH_NOP
1219 || ins
.handler_idx
== WINED3DSIH_DEF
1220 || ins
.handler_idx
== WINED3DSIH_DEFI
1221 || ins
.handler_idx
== WINED3DSIH_DEFB
1222 || ins
.handler_idx
== WINED3DSIH_PHASE
)
1228 /* Destination tokens */
1229 for (i
= 0; i
< ins
.dst_count
; ++i
)
1231 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1234 /* Predication token */
1237 FIXME("Predicates not implemented.\n");
1238 ins
.predicate
= *ptr
++;
1241 /* Other source tokens */
1242 for (i
= 0; i
< ins
.src_count
; ++i
)
1244 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
[i
], &src_rel_addr
[i
]);
1247 /* Call appropriate function for output target */
1248 device
->shader_backend
->shader_handle_instruction(&ins
);
1252 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param
*dst
)
1254 DWORD mmask
= dst
->modifiers
;
1259 case 13: TRACE("_d8"); break;
1260 case 14: TRACE("_d4"); break;
1261 case 15: TRACE("_d2"); break;
1262 case 1: TRACE("_x2"); break;
1263 case 2: TRACE("_x4"); break;
1264 case 3: TRACE("_x8"); break;
1265 default: TRACE("_unhandled_shift(%d)", dst
->shift
); break;
1268 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
1269 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
1270 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
1272 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
1273 if (mmask
) FIXME("_unrecognized_modifier(%#x)", mmask
);
1276 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*byte_code
)
1278 struct wined3d_shader_version shader_version
;
1279 const DWORD
*ptr
= byte_code
;
1280 const char *type_prefix
;
1283 TRACE("Parsing %p.\n", byte_code
);
1285 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1287 switch (shader_version
.type
)
1289 case WINED3D_SHADER_TYPE_VERTEX
:
1293 case WINED3D_SHADER_TYPE_GEOMETRY
:
1297 case WINED3D_SHADER_TYPE_PIXEL
:
1302 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
1303 type_prefix
= "unknown";
1307 TRACE("%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
1309 while (!fe
->shader_is_end(fe_data
, &ptr
))
1311 struct wined3d_shader_instruction ins
;
1312 const char *comment
;
1317 fe
->shader_read_comment(&ptr
, &comment
, &comment_size
);
1320 if (comment_size
> 4 && *(const DWORD
*)comment
== WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1322 const char *end
= comment
+ comment_size
;
1323 const char *ptr
= comment
+ 4;
1324 const char *line
= ptr
;
1331 UINT len
= ptr
- line
;
1332 if (len
&& *(ptr
- 1) == '\r') --len
;
1333 TRACE("// %s\n", debugstr_an(line
, len
));
1338 if (line
!= ptr
) TRACE("// %s\n", debugstr_an(line
, ptr
- line
));
1340 else TRACE("// %s\n", debugstr_an(comment
, comment_size
));
1344 fe
->shader_read_opcode(fe_data
, &ptr
, &ins
, ¶m_size
);
1345 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1347 TRACE("Skipping unrecognized instruction.\n");
1352 if (ins
.handler_idx
== WINED3DSIH_DCL
)
1354 struct wined3d_shader_semantic semantic
;
1356 fe
->shader_read_semantic(&ptr
, &semantic
);
1358 shader_dump_decl_usage(&semantic
, &shader_version
);
1359 shader_dump_ins_modifiers(&semantic
.reg
);
1361 shader_dump_dst_param(&semantic
.reg
, &shader_version
);
1363 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1365 struct wined3d_shader_src_param rel_addr
;
1366 struct wined3d_shader_dst_param dst
;
1368 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1370 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst
.reg
.type
, dst
.reg
.idx
),
1371 *(const float *)(ptr
),
1372 *(const float *)(ptr
+ 1),
1373 *(const float *)(ptr
+ 2),
1374 *(const float *)(ptr
+ 3));
1377 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1379 struct wined3d_shader_src_param rel_addr
;
1380 struct wined3d_shader_dst_param dst
;
1382 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1384 TRACE("defi i%u = %d, %d, %d, %d", dst
.reg
.idx
,
1391 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1393 struct wined3d_shader_src_param rel_addr
;
1394 struct wined3d_shader_dst_param dst
;
1396 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst
, &rel_addr
);
1398 TRACE("defb b%u = %s", dst
.reg
.idx
, *ptr
? "true" : "false");
1403 struct wined3d_shader_src_param dst_rel_addr
[2];
1404 struct wined3d_shader_src_param src_rel_addr
;
1405 struct wined3d_shader_dst_param dst_param
[2];
1406 struct wined3d_shader_src_param src_param
;
1408 for (i
= 0; i
< ins
.dst_count
; ++i
)
1410 fe
->shader_read_dst_param(fe_data
, &ptr
, &dst_param
[i
], &dst_rel_addr
[i
]);
1413 /* Print out predication source token first - it follows
1414 * the destination token. */
1417 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1419 shader_dump_src_param(&src_param
, &shader_version
);
1423 /* PixWin marks instructions with the coissue flag with a '+' */
1424 if (ins
.coissue
) TRACE("+");
1426 TRACE("%s", shader_opcode_names
[ins
.handler_idx
]);
1428 if (ins
.handler_idx
== WINED3DSIH_IFC
1429 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
1433 case WINED3D_SHADER_REL_OP_GT
: TRACE("_gt"); break;
1434 case WINED3D_SHADER_REL_OP_EQ
: TRACE("_eq"); break;
1435 case WINED3D_SHADER_REL_OP_GE
: TRACE("_ge"); break;
1436 case WINED3D_SHADER_REL_OP_LT
: TRACE("_lt"); break;
1437 case WINED3D_SHADER_REL_OP_NE
: TRACE("_ne"); break;
1438 case WINED3D_SHADER_REL_OP_LE
: TRACE("_le"); break;
1439 default: TRACE("_(%u)", ins
.flags
);
1442 else if (ins
.handler_idx
== WINED3DSIH_TEX
1443 && shader_version
.major
>= 2
1444 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
1449 /* We already read the destination tokens, print them. */
1450 for (i
= 0; i
< ins
.dst_count
; ++i
)
1452 shader_dump_ins_modifiers(&dst_param
[i
]);
1453 TRACE(!i
? " " : ", ");
1454 shader_dump_dst_param(&dst_param
[i
], &shader_version
);
1457 /* Other source tokens */
1458 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
1460 fe
->shader_read_src_param(fe_data
, &ptr
, &src_param
, &src_rel_addr
);
1461 TRACE(!i
? " " : ", ");
1462 shader_dump_src_param(&src_param
, &shader_version
);
1469 static void shader_cleanup(struct wined3d_shader
*shader
)
1471 shader
->device
->shader_backend
->shader_destroy(shader
);
1472 HeapFree(GetProcessHeap(), 0, shader
->reg_maps
.constf
);
1473 HeapFree(GetProcessHeap(), 0, shader
->function
);
1474 shader_delete_constant_list(&shader
->constantsF
);
1475 shader_delete_constant_list(&shader
->constantsB
);
1476 shader_delete_constant_list(&shader
->constantsI
);
1477 list_remove(&shader
->shader_list_entry
);
1479 if (shader
->frontend
&& shader
->frontend_data
)
1480 shader
->frontend
->shader_free(shader
->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(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
1486 enum tex_types tex_type
, const SIZE
*ds_mask_size
) {}
1487 static void shader_none_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
) {}
1488 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1489 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
1490 static void shader_none_load_constants(const struct wined3d_context
*context
, char usePS
, char useVS
) {}
1491 static void shader_none_load_np2fixup_constants(void *shader_priv
,
1492 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
) {}
1493 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
1494 static HRESULT
shader_none_alloc(struct wined3d_device
*device
) {return WINED3D_OK
;}
1495 static void shader_none_free(struct wined3d_device
*device
) {}
1496 static void shader_none_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
1498 static void shader_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
1500 /* Set the shader caps to 0 for the none shader backend */
1501 caps
->VertexShaderVersion
= 0;
1502 caps
->MaxVertexShaderConst
= 0;
1503 caps
->PixelShaderVersion
= 0;
1504 caps
->PixelShader1xMaxValue
= 0.0f
;
1505 caps
->MaxPixelShaderConst
= 0;
1506 caps
->VSClipping
= FALSE
;
1509 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1511 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1513 TRACE("Checking support for fixup:\n");
1514 dump_color_fixup_desc(fixup
);
1517 /* Faked to make some apps happy. */
1518 if (!is_complex_fixup(fixup
))
1524 TRACE("[FAILED]\n");
1528 const struct wined3d_shader_backend_ops none_shader_backend
=
1530 shader_none_handle_instruction
,
1532 shader_none_select_depth_blt
,
1533 shader_none_deselect_depth_blt
,
1534 shader_none_update_float_vertex_constants
,
1535 shader_none_update_float_pixel_constants
,
1536 shader_none_load_constants
,
1537 shader_none_load_np2fixup_constants
,
1538 shader_none_destroy
,
1541 shader_none_context_destroyed
,
1542 shader_none_get_caps
,
1543 shader_none_color_fixup_supported
,
1546 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, const DWORD
*byte_code
,
1547 const struct wined3d_shader_signature
*output_signature
, DWORD float_const_count
,
1548 enum wined3d_shader_type type
, unsigned int max_version
)
1550 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1551 const struct wined3d_shader_frontend
*fe
;
1553 unsigned int backend_version
;
1555 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1556 shader
, byte_code
, output_signature
, float_const_count
);
1558 fe
= shader_select_frontend(*byte_code
);
1561 FIXME("Unable to find frontend for shader.\n");
1562 return WINED3DERR_INVALIDCALL
;
1564 shader
->frontend
= fe
;
1565 shader
->frontend_data
= fe
->shader_init(byte_code
, output_signature
);
1566 if (!shader
->frontend_data
)
1568 FIXME("Failed to initialize frontend.\n");
1569 return WINED3DERR_INVALIDCALL
;
1572 /* First pass: trace shader. */
1573 if (TRACE_ON(d3d_shader
))
1574 shader_trace_init(fe
, shader
->frontend_data
, byte_code
);
1576 /* Initialize immediate constant lists. */
1577 list_init(&shader
->constantsF
);
1578 list_init(&shader
->constantsB
);
1579 list_init(&shader
->constantsI
);
1581 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1582 hr
= shader_get_registers_used(shader
, fe
,
1583 reg_maps
, shader
->input_signature
, shader
->output_signature
,
1584 byte_code
, float_const_count
);
1585 if (FAILED(hr
)) return hr
;
1587 if (reg_maps
->shader_version
.type
!= type
)
1589 WARN("Wrong shader type %d.\n", reg_maps
->shader_version
.type
);
1590 return WINED3DERR_INVALIDCALL
;
1592 if (reg_maps
->shader_version
.major
> max_version
)
1594 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps
->shader_version
.major
);
1595 return WINED3DERR_INVALIDCALL
;
1599 case WINED3D_SHADER_TYPE_VERTEX
:
1600 backend_version
= shader
->device
->vshader_version
;
1602 case WINED3D_SHADER_TYPE_PIXEL
:
1603 backend_version
= shader
->device
->pshader_version
;
1606 FIXME("No backend version-checking for this shader type\n");
1607 backend_version
= 0;
1609 if (reg_maps
->shader_version
.major
> backend_version
)
1611 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1612 reg_maps
->shader_version
.major
, reg_maps
->shader_version
.minor
);
1613 return WINED3DERR_INVALIDCALL
;
1616 shader
->function
= HeapAlloc(GetProcessHeap(), 0, shader
->functionLength
);
1617 if (!shader
->function
)
1618 return E_OUTOFMEMORY
;
1619 memcpy(shader
->function
, byte_code
, shader
->functionLength
);
1624 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
1626 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
1628 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
1633 /* Do not call while under the GL lock. */
1634 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
1636 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
1638 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
1642 shader_cleanup(shader
);
1643 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
1644 HeapFree(GetProcessHeap(), 0, shader
);
1650 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
1652 TRACE("shader %p.\n", shader
);
1654 return shader
->parent
;
1657 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
1658 void *byte_code
, UINT
*byte_code_size
)
1660 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
1664 *byte_code_size
= shader
->functionLength
;
1668 if (*byte_code_size
< shader
->functionLength
)
1670 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1671 * than the required size we should write the required size and
1672 * return D3DERR_MOREDATA. That's not actually true. */
1673 return WINED3DERR_INVALIDCALL
;
1676 memcpy(byte_code
, shader
->function
, shader
->functionLength
);
1681 /* Set local constants for d3d8 shaders. */
1682 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
1683 UINT start_idx
, const float *src_data
, UINT count
)
1685 UINT end_idx
= start_idx
+ count
;
1688 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
1690 if (end_idx
> shader
->limits
.constant_float
)
1692 WARN("end_idx %u > float constants limit %u.\n",
1693 end_idx
, shader
->limits
.constant_float
);
1694 end_idx
= shader
->limits
.constant_float
;
1697 for (i
= start_idx
; i
< end_idx
; ++i
)
1699 struct wined3d_shader_lconst
*lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst
));
1701 return E_OUTOFMEMORY
;
1704 memcpy(lconst
->value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
1705 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1711 void find_vs_compile_args(const struct wined3d_state
*state
,
1712 const struct wined3d_shader
*shader
, struct vs_compile_args
*args
)
1714 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
1715 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
1716 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
1717 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
1718 args
->swizzle_map
= shader
->device
->strided_streams
.swizzle_map
;
1721 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
1723 if (usage_idx1
!= usage_idx2
)
1725 if (usage1
== usage2
)
1727 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
1729 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
1735 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
1736 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
1738 WORD map
= shader
->reg_maps
.input_registers
;
1741 for (i
= 0; map
; map
>>= 1, ++i
)
1743 if (!(map
& 1)) continue;
1745 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
1746 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
1755 static void vertexshader_set_limits(struct wined3d_shader
*shader
)
1757 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
1758 shader
->reg_maps
.shader_version
.minor
);
1759 struct wined3d_device
*device
= shader
->device
;
1761 shader
->limits
.texcoord
= 0;
1762 shader
->limits
.attributes
= 16;
1763 shader
->limits
.packed_input
= 0;
1765 switch (shader_version
)
1767 case WINED3D_SHADER_VERSION(1, 0):
1768 case WINED3D_SHADER_VERSION(1, 1):
1769 shader
->limits
.temporary
= 12;
1770 shader
->limits
.constant_bool
= 0;
1771 shader
->limits
.constant_int
= 0;
1772 shader
->limits
.address
= 1;
1773 shader
->limits
.packed_output
= 12;
1774 shader
->limits
.sampler
= 0;
1775 shader
->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
1779 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1782 case WINED3D_SHADER_VERSION(2, 0):
1783 case WINED3D_SHADER_VERSION(2, 1):
1784 shader
->limits
.temporary
= 12;
1785 shader
->limits
.constant_bool
= 16;
1786 shader
->limits
.constant_int
= 16;
1787 shader
->limits
.address
= 1;
1788 shader
->limits
.packed_output
= 12;
1789 shader
->limits
.sampler
= 0;
1790 shader
->limits
.label
= 16;
1791 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1794 case WINED3D_SHADER_VERSION(4, 0):
1795 FIXME("Using 3.0 limits for 4.0 shader.\n");
1798 case WINED3D_SHADER_VERSION(3, 0):
1799 shader
->limits
.temporary
= 32;
1800 shader
->limits
.constant_bool
= 32;
1801 shader
->limits
.constant_int
= 32;
1802 shader
->limits
.address
= 1;
1803 shader
->limits
.packed_output
= 12;
1804 shader
->limits
.sampler
= 4;
1805 shader
->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
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1815 shader
->limits
.temporary
= 12;
1816 shader
->limits
.constant_bool
= 16;
1817 shader
->limits
.constant_int
= 16;
1818 shader
->limits
.address
= 1;
1819 shader
->limits
.packed_output
= 12;
1820 shader
->limits
.sampler
= 0;
1821 shader
->limits
.label
= 16;
1822 shader
->limits
.constant_float
= min(256, device
->d3d_vshader_constantF
);
1823 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1824 shader
->reg_maps
.shader_version
.major
,
1825 shader
->reg_maps
.shader_version
.minor
);
1829 static HRESULT
vertexshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1830 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1831 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1833 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1838 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
1840 shader_init(shader
, device
, parent
, parent_ops
);
1841 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_vshader_constantF
,
1842 WINED3D_SHADER_TYPE_VERTEX
, max_version
);
1845 WARN("Failed to set function, hr %#x.\n", hr
);
1846 shader_cleanup(shader
);
1850 map
= reg_maps
->input_registers
;
1851 for (i
= 0; map
; map
>>= 1, ++i
)
1853 if (!(map
& 1) || !shader
->input_signature
[i
].semantic_name
)
1856 shader
->u
.vs
.attributes
[i
].usage
=
1857 shader_usage_from_semantic_name(shader
->input_signature
[i
].semantic_name
);
1858 shader
->u
.vs
.attributes
[i
].usage_idx
= shader
->input_signature
[i
].semantic_idx
;
1861 if (output_signature
)
1863 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1865 struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1866 reg_maps
->output_registers
|= 1 << e
->register_idx
;
1867 shader
->output_signature
[e
->register_idx
] = *e
;
1871 vertexshader_set_limits(shader
);
1873 shader
->load_local_constsF
= reg_maps
->usesrelconstF
1874 && !list_empty(&shader
->constantsF
);
1879 static HRESULT
geometryshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
1880 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
1881 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
1885 shader_init(shader
, device
, parent
, parent_ops
);
1886 hr
= shader_set_function(shader
, byte_code
, output_signature
, 0,
1887 WINED3D_SHADER_TYPE_GEOMETRY
, max_version
);
1890 WARN("Failed to set function, hr %#x.\n", hr
);
1891 shader_cleanup(shader
);
1895 shader
->load_local_constsF
= FALSE
;
1900 void find_ps_compile_args(const struct wined3d_state
*state
,
1901 const struct wined3d_shader
*shader
, struct ps_compile_args
*args
)
1903 struct wined3d_device
*device
= shader
->device
;
1904 const struct wined3d_texture
*texture
;
1907 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
1908 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1910 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
1911 if (rt
->resource
.format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) args
->srgb_correction
= 1;
1914 if (shader
->reg_maps
.shader_version
.major
== 1
1915 && shader
->reg_maps
.shader_version
.minor
<= 3)
1917 for (i
= 0; i
< 4; ++i
)
1919 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
1921 if (flags
& WINED3D_TTFF_PROJECTED
)
1923 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
1925 if (!state
->vertex_shader
)
1928 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
1929 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
1930 enum wined3d_sampler_texture_type sampler_type
= shader
->reg_maps
.sampler_type
[i
];
1932 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
1934 struct wined3d_vertex_declaration_element
*element
=
1935 &state
->vertex_declaration
->elements
[j
];
1937 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
1938 && element
->usage_idx
== index
)
1940 max_valid
= element
->format
->component_count
;
1944 if (!tex_transform
|| tex_transform
> max_valid
)
1946 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
1947 tex_transform
, max_valid
);
1948 tex_transform
= max_valid
;
1950 if ((sampler_type
== WINED3DSTT_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
1951 || (sampler_type
== WINED3DSTT_2D
&& tex_transform
> WINED3D_TTFF_COUNT2
)
1952 || (sampler_type
== WINED3DSTT_VOLUME
&& tex_transform
> WINED3D_TTFF_COUNT3
))
1953 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
1956 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
1957 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
1958 i
, tex_transform
, sampler_type
);
1962 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
1964 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1969 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
1971 if (!shader
->reg_maps
.sampler_type
[i
])
1974 texture
= state
->textures
[i
];
1977 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
1980 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
1982 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
1983 args
->shadow
|= 1 << i
;
1985 /* Flag samplers that need NP2 texcoord fixup. */
1986 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
1987 args
->np2_fixup
|= (1 << i
);
1989 if (shader
->reg_maps
.shader_version
.major
>= 3)
1991 if (device
->strided_streams
.position_transformed
)
1993 args
->vp_mode
= pretransformed
;
1995 else if (use_vs(state
))
1997 args
->vp_mode
= vertexshader
;
2001 args
->vp_mode
= fixedfunction
;
2003 args
->fog
= FOG_OFF
;
2007 args
->vp_mode
= vertexshader
;
2008 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
2010 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
2012 case WINED3D_FOG_NONE
:
2013 if (device
->strided_streams
.position_transformed
|| use_vs(state
))
2015 args
->fog
= FOG_LINEAR
;
2019 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
2021 case WINED3D_FOG_NONE
: /* Fall through. */
2022 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2023 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2024 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2028 case WINED3D_FOG_LINEAR
: args
->fog
= FOG_LINEAR
; break;
2029 case WINED3D_FOG_EXP
: args
->fog
= FOG_EXP
; break;
2030 case WINED3D_FOG_EXP2
: args
->fog
= FOG_EXP2
; break;
2035 args
->fog
= FOG_OFF
;
2040 static void pixelshader_set_limits(struct wined3d_shader
*shader
)
2042 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
2043 shader
->reg_maps
.shader_version
.minor
);
2045 shader
->limits
.attributes
= 0;
2046 shader
->limits
.address
= 0;
2047 shader
->limits
.packed_output
= 0;
2049 switch (shader_version
)
2051 case WINED3D_SHADER_VERSION(1, 0):
2052 case WINED3D_SHADER_VERSION(1, 1):
2053 case WINED3D_SHADER_VERSION(1, 2):
2054 case WINED3D_SHADER_VERSION(1, 3):
2055 shader
->limits
.temporary
= 2;
2056 shader
->limits
.constant_float
= 8;
2057 shader
->limits
.constant_int
= 0;
2058 shader
->limits
.constant_bool
= 0;
2059 shader
->limits
.texcoord
= 4;
2060 shader
->limits
.sampler
= 4;
2061 shader
->limits
.packed_input
= 0;
2062 shader
->limits
.label
= 0;
2065 case WINED3D_SHADER_VERSION(1, 4):
2066 shader
->limits
.temporary
= 6;
2067 shader
->limits
.constant_float
= 8;
2068 shader
->limits
.constant_int
= 0;
2069 shader
->limits
.constant_bool
= 0;
2070 shader
->limits
.texcoord
= 6;
2071 shader
->limits
.sampler
= 6;
2072 shader
->limits
.packed_input
= 0;
2073 shader
->limits
.label
= 0;
2076 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2077 case WINED3D_SHADER_VERSION(2, 0):
2078 shader
->limits
.temporary
= 32;
2079 shader
->limits
.constant_float
= 32;
2080 shader
->limits
.constant_int
= 16;
2081 shader
->limits
.constant_bool
= 16;
2082 shader
->limits
.texcoord
= 8;
2083 shader
->limits
.sampler
= 16;
2084 shader
->limits
.packed_input
= 0;
2087 case WINED3D_SHADER_VERSION(2, 1):
2088 shader
->limits
.temporary
= 32;
2089 shader
->limits
.constant_float
= 32;
2090 shader
->limits
.constant_int
= 16;
2091 shader
->limits
.constant_bool
= 16;
2092 shader
->limits
.texcoord
= 8;
2093 shader
->limits
.sampler
= 16;
2094 shader
->limits
.packed_input
= 0;
2095 shader
->limits
.label
= 16;
2098 case WINED3D_SHADER_VERSION(4, 0):
2099 FIXME("Using 3.0 limits for 4.0 shader.\n");
2102 case WINED3D_SHADER_VERSION(3, 0):
2103 shader
->limits
.temporary
= 32;
2104 shader
->limits
.constant_float
= 224;
2105 shader
->limits
.constant_int
= 16;
2106 shader
->limits
.constant_bool
= 16;
2107 shader
->limits
.texcoord
= 0;
2108 shader
->limits
.sampler
= 16;
2109 shader
->limits
.packed_input
= 12;
2110 shader
->limits
.label
= 16; /* FIXME: 2048 */
2114 shader
->limits
.temporary
= 32;
2115 shader
->limits
.constant_float
= 32;
2116 shader
->limits
.constant_int
= 16;
2117 shader
->limits
.constant_bool
= 16;
2118 shader
->limits
.texcoord
= 8;
2119 shader
->limits
.sampler
= 16;
2120 shader
->limits
.packed_input
= 0;
2121 shader
->limits
.label
= 0;
2122 FIXME("Unrecognized pixel shader version %u.%u\n",
2123 shader
->reg_maps
.shader_version
.major
,
2124 shader
->reg_maps
.shader_version
.minor
);
2128 static HRESULT
pixelshader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
2129 const DWORD
*byte_code
, const struct wined3d_shader_signature
*output_signature
,
2130 void *parent
, const struct wined3d_parent_ops
*parent_ops
, unsigned int max_version
)
2132 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2133 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
2136 if (!byte_code
) return WINED3DERR_INVALIDCALL
;
2138 shader_init(shader
, device
, parent
, parent_ops
);
2139 hr
= shader_set_function(shader
, byte_code
, output_signature
, device
->d3d_pshader_constantF
,
2140 WINED3D_SHADER_TYPE_PIXEL
, max_version
);
2143 WARN("Failed to set function, hr %#x.\n", hr
);
2144 shader_cleanup(shader
);
2148 pixelshader_set_limits(shader
);
2150 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2152 if (shader
->u
.ps
.input_reg_used
[i
])
2155 highest_reg_used
= i
;
2159 /* Don't do any register mapping magic if it is not needed, or if we can't
2160 * achieve anything anyway */
2161 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
2162 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2164 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
2166 /* This happens with relative addressing. The input mapper function
2167 * warns about this if the higher registers are declared too, so
2168 * don't write a FIXME here */
2169 WARN("More varying registers used than supported\n");
2172 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2174 shader
->u
.ps
.input_reg_map
[i
] = i
;
2177 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
2181 shader
->u
.ps
.declared_in_count
= 0;
2182 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
2184 if (shader
->u
.ps
.input_reg_used
[i
])
2185 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
2186 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
2190 shader
->load_local_constsF
= FALSE
;
2195 void pixelshader_update_samplers(struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_texture
* const *textures
)
2197 enum wined3d_sampler_texture_type
*sampler_type
= reg_maps
->sampler_type
;
2200 if (reg_maps
->shader_version
.major
!= 1) return;
2202 for (i
= 0; i
< max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
); ++i
)
2204 /* We don't sample from this sampler. */
2205 if (!sampler_type
[i
]) continue;
2209 WARN("No texture bound to sampler %u, using 2D.\n", i
);
2210 sampler_type
[i
] = WINED3DSTT_2D
;
2214 switch (textures
[i
]->target
)
2216 case GL_TEXTURE_RECTANGLE_ARB
:
2218 /* We have to select between texture rectangles and 2D
2219 * textures later because 2.0 and 3.0 shaders only have
2220 * WINED3DSTT_2D as well. */
2221 sampler_type
[i
] = WINED3DSTT_2D
;
2225 sampler_type
[i
] = WINED3DSTT_VOLUME
;
2228 case GL_TEXTURE_CUBE_MAP_ARB
:
2229 sampler_type
[i
] = WINED3DSTT_CUBE
;
2233 FIXME("Unrecognized texture type %#x, using 2D.\n", textures
[i
]->target
);
2234 sampler_type
[i
] = WINED3DSTT_2D
;
2239 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2240 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2241 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2243 struct wined3d_shader
*object
;
2246 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2247 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2249 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2252 ERR("Failed to allocate shader memory.\n");
2253 return E_OUTOFMEMORY
;
2256 hr
= geometryshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2259 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
2260 HeapFree(GetProcessHeap(), 0, object
);
2264 TRACE("Created geometry shader %p.\n", object
);
2270 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const DWORD
*byte_code
,
2271 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2272 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2274 struct wined3d_shader
*object
;
2277 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2278 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2280 if (device
->ps_selected_mode
== SHADER_NONE
)
2281 return WINED3DERR_INVALIDCALL
;
2283 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2286 ERR("Failed to allocate shader memory.\n");
2287 return E_OUTOFMEMORY
;
2290 hr
= pixelshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2293 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
2294 HeapFree(GetProcessHeap(), 0, object
);
2298 TRACE("Created pixel shader %p.\n", object
);
2304 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const DWORD
*byte_code
,
2305 const struct wined3d_shader_signature
*output_signature
, void *parent
,
2306 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
, unsigned int max_version
)
2308 struct wined3d_shader
*object
;
2311 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2312 device
, byte_code
, output_signature
, parent
, parent_ops
, shader
);
2314 if (device
->vs_selected_mode
== SHADER_NONE
)
2315 return WINED3DERR_INVALIDCALL
;
2317 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
2320 ERR("Failed to allocate shader memory.\n");
2321 return E_OUTOFMEMORY
;
2324 hr
= vertexshader_init(object
, device
, byte_code
, output_signature
, parent
, parent_ops
, max_version
);
2327 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
2328 HeapFree(GetProcessHeap(), 0, object
);
2332 TRACE("Created vertex shader %p.\n", object
);