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, 2013 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"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 const struct wined3d_vec4 wined3d_srgb_const
[] =
37 /* pow, mul_high, sub_high, mul_low */
38 {0.41666f
, 1.055f
, 0.055f
, 12.92f
},
40 {0.0031308f
, 0.0f
, 0.0f
, 0.0f
},
43 static const char * const shader_opcode_names
[] =
45 /* WINED3DSIH_ABS */ "abs",
46 /* WINED3DSIH_ADD */ "add",
47 /* WINED3DSIH_AND */ "and",
48 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
49 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
50 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
51 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
52 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
53 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
54 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
55 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
56 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
57 /* WINED3DSIH_BEM */ "bem",
58 /* WINED3DSIH_BFI */ "bfi",
59 /* WINED3DSIH_BFREV */ "bfrev",
60 /* WINED3DSIH_BREAK */ "break",
61 /* WINED3DSIH_BREAKC */ "breakc",
62 /* WINED3DSIH_BREAKP */ "breakp",
63 /* WINED3DSIH_BUFINFO */ "bufinfo",
64 /* WINED3DSIH_CALL */ "call",
65 /* WINED3DSIH_CALLNZ */ "callnz",
66 /* WINED3DSIH_CASE */ "case",
67 /* WINED3DSIH_CMP */ "cmp",
68 /* WINED3DSIH_CND */ "cnd",
69 /* WINED3DSIH_CONTINUE */ "continue",
70 /* WINED3DSIH_CONTINUEP */ "continuec",
71 /* WINED3DSIH_COUNTBITS */ "countbits",
72 /* WINED3DSIH_CRS */ "crs",
73 /* WINED3DSIH_CUT */ "cut",
74 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
75 /* WINED3DSIH_DCL */ "dcl",
76 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
77 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
78 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
79 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
80 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
81 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
82 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
83 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
84 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
85 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
86 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
87 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
88 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
89 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
90 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
91 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
92 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
93 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
94 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
95 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
96 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
97 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
98 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
99 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
100 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
101 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
102 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
103 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
104 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
105 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
106 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
107 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
108 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
109 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
110 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
111 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
112 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
113 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
114 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
115 /* WINED3DSIH_DEF */ "def",
116 /* WINED3DSIH_DEFAULT */ "default",
117 /* WINED3DSIH_DEFB */ "defb",
118 /* WINED3DSIH_DEFI */ "defi",
119 /* WINED3DSIH_DIV */ "div",
120 /* WINED3DSIH_DP2 */ "dp2",
121 /* WINED3DSIH_DP2ADD */ "dp2add",
122 /* WINED3DSIH_DP3 */ "dp3",
123 /* WINED3DSIH_DP4 */ "dp4",
124 /* WINED3DSIH_DST */ "dst",
125 /* WINED3DSIH_DSX */ "dsx",
126 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
127 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
128 /* WINED3DSIH_DSY */ "dsy",
129 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
130 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
131 /* WINED3DSIH_ELSE */ "else",
132 /* WINED3DSIH_EMIT */ "emit",
133 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
134 /* WINED3DSIH_ENDIF */ "endif",
135 /* WINED3DSIH_ENDLOOP */ "endloop",
136 /* WINED3DSIH_ENDREP */ "endrep",
137 /* WINED3DSIH_ENDSWITCH */ "endswitch",
138 /* WINED3DSIH_EQ */ "eq",
139 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
140 /* WINED3DSIH_EXP */ "exp",
141 /* WINED3DSIH_EXPP */ "expp",
142 /* WINED3DSIH_F16TOF32 */ "f16tof32",
143 /* WINED3DSIH_F32TOF16 */ "f32tof16",
144 /* WINED3DSIH_FCALL */ "fcall",
145 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
146 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
147 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
148 /* WINED3DSIH_FRC */ "frc",
149 /* WINED3DSIH_FTOI */ "ftoi",
150 /* WINED3DSIH_FTOU */ "ftou",
151 /* WINED3DSIH_GATHER4 */ "gather4",
152 /* WINED3DSIH_GATHER4_C */ "gather4_c",
153 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
154 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
155 /* WINED3DSIH_GE */ "ge",
156 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
157 /* WINED3DSIH_HS_DECLS */ "hs_decls",
158 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
159 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
160 /* WINED3DSIH_IADD */ "iadd",
161 /* WINED3DSIH_IBFE */ "ibfe",
162 /* WINED3DSIH_IEQ */ "ieq",
163 /* WINED3DSIH_IF */ "if",
164 /* WINED3DSIH_IFC */ "ifc",
165 /* WINED3DSIH_IGE */ "ige",
166 /* WINED3DSIH_ILT */ "ilt",
167 /* WINED3DSIH_IMAD */ "imad",
168 /* WINED3DSIH_IMAX */ "imax",
169 /* WINED3DSIH_IMIN */ "imin",
170 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
171 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
172 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
173 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
174 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
175 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
176 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
177 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
178 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
179 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
180 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
181 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
182 /* WINED3DSIH_IMUL */ "imul",
183 /* WINED3DSIH_INE */ "ine",
184 /* WINED3DSIH_INEG */ "ineg",
185 /* WINED3DSIH_ISHL */ "ishl",
186 /* WINED3DSIH_ISHR */ "ishr",
187 /* WINED3DSIH_ITOF */ "itof",
188 /* WINED3DSIH_LABEL */ "label",
189 /* WINED3DSIH_LD */ "ld",
190 /* WINED3DSIH_LD2DMS */ "ld2dms",
191 /* WINED3DSIH_LD_RAW */ "ld_raw",
192 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
193 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
194 /* WINED3DSIH_LIT */ "lit",
195 /* WINED3DSIH_LOD */ "lod",
196 /* WINED3DSIH_LOG */ "log",
197 /* WINED3DSIH_LOGP */ "logp",
198 /* WINED3DSIH_LOOP */ "loop",
199 /* WINED3DSIH_LRP */ "lrp",
200 /* WINED3DSIH_LT */ "lt",
201 /* WINED3DSIH_M3x2 */ "m3x2",
202 /* WINED3DSIH_M3x3 */ "m3x3",
203 /* WINED3DSIH_M3x4 */ "m3x4",
204 /* WINED3DSIH_M4x3 */ "m4x3",
205 /* WINED3DSIH_M4x4 */ "m4x4",
206 /* WINED3DSIH_MAD */ "mad",
207 /* WINED3DSIH_MAX */ "max",
208 /* WINED3DSIH_MIN */ "min",
209 /* WINED3DSIH_MOV */ "mov",
210 /* WINED3DSIH_MOVA */ "mova",
211 /* WINED3DSIH_MOVC */ "movc",
212 /* WINED3DSIH_MUL */ "mul",
213 /* WINED3DSIH_NE */ "ne",
214 /* WINED3DSIH_NOP */ "nop",
215 /* WINED3DSIH_NOT */ "not",
216 /* WINED3DSIH_NRM */ "nrm",
217 /* WINED3DSIH_OR */ "or",
218 /* WINED3DSIH_PHASE */ "phase",
219 /* WINED3DSIH_POW */ "pow",
220 /* WINED3DSIH_RCP */ "rcp",
221 /* WINED3DSIH_REP */ "rep",
222 /* WINED3DSIH_RESINFO */ "resinfo",
223 /* WINED3DSIH_RET */ "ret",
224 /* WINED3DSIH_RETP */ "retp",
225 /* WINED3DSIH_ROUND_NE */ "round_ne",
226 /* WINED3DSIH_ROUND_NI */ "round_ni",
227 /* WINED3DSIH_ROUND_PI */ "round_pi",
228 /* WINED3DSIH_ROUND_Z */ "round_z",
229 /* WINED3DSIH_RSQ */ "rsq",
230 /* WINED3DSIH_SAMPLE */ "sample",
231 /* WINED3DSIH_SAMPLE_B */ "sample_b",
232 /* WINED3DSIH_SAMPLE_C */ "sample_c",
233 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
234 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
235 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
236 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
237 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
238 /* WINED3DSIH_SETP */ "setp",
239 /* WINED3DSIH_SGE */ "sge",
240 /* WINED3DSIH_SGN */ "sgn",
241 /* WINED3DSIH_SINCOS */ "sincos",
242 /* WINED3DSIH_SLT */ "slt",
243 /* WINED3DSIH_SQRT */ "sqrt",
244 /* WINED3DSIH_STORE_RAW */ "store_raw",
245 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
246 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
247 /* WINED3DSIH_SUB */ "sub",
248 /* WINED3DSIH_SWAPC */ "swapc",
249 /* WINED3DSIH_SWITCH */ "switch",
250 /* WINED3DSIH_SYNC */ "sync",
251 /* WINED3DSIH_TEX */ "texld",
252 /* WINED3DSIH_TEXBEM */ "texbem",
253 /* WINED3DSIH_TEXBEML */ "texbeml",
254 /* WINED3DSIH_TEXCOORD */ "texcrd",
255 /* WINED3DSIH_TEXDEPTH */ "texdepth",
256 /* WINED3DSIH_TEXDP3 */ "texdp3",
257 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
258 /* WINED3DSIH_TEXKILL */ "texkill",
259 /* WINED3DSIH_TEXLDD */ "texldd",
260 /* WINED3DSIH_TEXLDL */ "texldl",
261 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
262 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
263 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
264 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
265 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
266 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
267 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
268 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
269 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
270 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
271 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
272 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
273 /* WINED3DSIH_UBFE */ "ubfe",
274 /* WINED3DSIH_UDIV */ "udiv",
275 /* WINED3DSIH_UGE */ "uge",
276 /* WINED3DSIH_ULT */ "ult",
277 /* WINED3DSIH_UMAX */ "umax",
278 /* WINED3DSIH_UMIN */ "umin",
279 /* WINED3DSIH_UMUL */ "umul",
280 /* WINED3DSIH_USHR */ "ushr",
281 /* WINED3DSIH_UTOF */ "utof",
282 /* WINED3DSIH_XOR */ "xor",
285 static const char * const semantic_names
[] =
287 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
288 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
289 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
290 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
291 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
292 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
293 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
294 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
295 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
296 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
297 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
298 /* WINED3D_DECL_USAGE_FOG */ "FOG",
299 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
300 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
305 enum wined3d_shader_input_sysval_semantic sysval_semantic
;
306 const char *sysval_name
;
308 shader_input_sysval_semantic_names
[] =
310 {WINED3D_SIV_POSITION
, "position"},
311 {WINED3D_SIV_CLIP_DISTANCE
, "clip_distance"},
312 {WINED3D_SIV_CULL_DISTANCE
, "cull_distance"},
313 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
, "render_target_array_index"},
314 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX
, "viewport_array_index"},
315 {WINED3D_SIV_VERTEX_ID
, "vertex_id"},
316 {WINED3D_SIV_INSTANCE_ID
, "instance_id"},
317 {WINED3D_SIV_PRIMITIVE_ID
, "primitive_id"},
318 {WINED3D_SIV_IS_FRONT_FACE
, "is_front_face"},
319 {WINED3D_SIV_SAMPLE_INDEX
, "sample_index"},
320 {WINED3D_SIV_QUAD_U0_TESS_FACTOR
, "finalQuadUeq0EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_V0_TESS_FACTOR
, "finalQuadVeq0EdgeTessFactor"},
322 {WINED3D_SIV_QUAD_U1_TESS_FACTOR
, "finalQuadUeq1EdgeTessFactor"},
323 {WINED3D_SIV_QUAD_V1_TESS_FACTOR
, "finalQuadVeq1EdgeTessFactor"},
324 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
, "finalQuadUInsideTessFactor"},
325 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
, "finalQuadVInsideTessFactor"},
326 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
, "finalTriUeq0EdgeTessFactor"},
327 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
, "finalTriVeq0EdgeTessFactor"},
328 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
, "finalTriWeq0EdgeTessFactor"},
329 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
, "finalTriInsideTessFactor"},
330 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
, "finalLineDetailTessFactor"},
331 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
, "finalLineDensityTessFactor"},
334 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
335 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
);
337 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
)
339 if (handler_idx
>= ARRAY_SIZE(shader_opcode_names
))
340 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx
);
342 return shader_opcode_names
[handler_idx
];
345 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage
)
347 if (usage
>= ARRAY_SIZE(semantic_names
))
349 FIXME("Unrecognized usage %#x.\n", usage
);
350 return "UNRECOGNIZED";
353 return semantic_names
[usage
];
356 static enum wined3d_decl_usage
shader_usage_from_semantic_name(const char *name
)
360 for (i
= 0; i
< ARRAY_SIZE(semantic_names
); ++i
)
362 if (!strcmp(name
, semantic_names
[i
]))
369 static enum wined3d_sysval_semantic
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage
)
373 case WINED3D_DECL_USAGE_POSITION
:
374 return WINED3D_SV_POSITION
;
380 BOOL
shader_match_semantic(const char *semantic_name
, enum wined3d_decl_usage usage
)
382 return !strcmp(semantic_name
, shader_semantic_name_from_usage(usage
));
385 static void shader_signature_from_semantic(struct wined3d_shader_signature_element
*e
,
386 const struct wined3d_shader_semantic
*s
)
388 e
->semantic_name
= shader_semantic_name_from_usage(s
->usage
);
389 e
->semantic_idx
= s
->usage_idx
;
391 e
->sysval_semantic
= shader_sysval_semantic_from_usage(s
->usage
);
392 e
->component_type
= WINED3D_TYPE_FLOAT
;
393 e
->register_idx
= s
->reg
.reg
.idx
[0].offset
;
394 e
->mask
= s
->reg
.write_mask
;
397 static void shader_signature_from_usage(struct wined3d_shader_signature_element
*e
,
398 enum wined3d_decl_usage usage
, UINT usage_idx
, UINT reg_idx
, DWORD write_mask
)
400 e
->semantic_name
= shader_semantic_name_from_usage(usage
);
401 e
->semantic_idx
= usage_idx
;
403 e
->sysval_semantic
= shader_sysval_semantic_from_usage(usage
);
404 e
->component_type
= WINED3D_TYPE_FLOAT
;
405 e
->register_idx
= reg_idx
;
406 e
->mask
= write_mask
;
409 static const struct wined3d_shader_frontend
*shader_select_frontend(enum wined3d_shader_byte_code_format format
)
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
:
414 return &sm1_shader_frontend
;
416 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4
:
417 return &sm4_shader_frontend
;
420 WARN("Invalid byte code format %#x specified.\n", format
);
425 void string_buffer_clear(struct wined3d_string_buffer
*buffer
)
427 buffer
->buffer
[0] = '\0';
428 buffer
->content_size
= 0;
431 BOOL
string_buffer_init(struct wined3d_string_buffer
*buffer
)
433 buffer
->buffer_size
= 32;
434 if (!(buffer
->buffer
= heap_alloc(buffer
->buffer_size
)))
436 ERR("Failed to allocate shader buffer memory.\n");
440 string_buffer_clear(buffer
);
444 void string_buffer_free(struct wined3d_string_buffer
*buffer
)
446 heap_free(buffer
->buffer
);
449 BOOL
string_buffer_resize(struct wined3d_string_buffer
*buffer
, int rc
)
452 unsigned int new_buffer_size
= buffer
->buffer_size
* 2;
454 while (rc
> 0 && (unsigned int)rc
>= new_buffer_size
- buffer
->content_size
)
455 new_buffer_size
*= 2;
456 if (!(new_buffer
= heap_realloc(buffer
->buffer
, new_buffer_size
)))
458 ERR("Failed to grow buffer.\n");
459 buffer
->buffer
[buffer
->content_size
] = '\0';
462 buffer
->buffer
= new_buffer
;
463 buffer
->buffer_size
= new_buffer_size
;
467 int shader_vaddline(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
472 rem
= buffer
->buffer_size
- buffer
->content_size
;
473 rc
= vsnprintf(&buffer
->buffer
[buffer
->content_size
], rem
, format
, args
);
474 if (rc
< 0 /* C89 */ || (unsigned int)rc
>= rem
/* C99 */)
477 buffer
->content_size
+= rc
;
481 int shader_addline(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
488 va_start(args
, format
);
489 ret
= shader_vaddline(buffer
, format
, args
);
493 if (!string_buffer_resize(buffer
, ret
))
498 struct wined3d_string_buffer
*string_buffer_get(struct wined3d_string_buffer_list
*list
)
500 struct wined3d_string_buffer
*buffer
;
502 if (list_empty(&list
->list
))
504 buffer
= heap_alloc(sizeof(*buffer
));
505 if (!buffer
|| !string_buffer_init(buffer
))
507 ERR("Couldn't allocate buffer for temporary string.\n");
514 buffer
= LIST_ENTRY(list_head(&list
->list
), struct wined3d_string_buffer
, entry
);
515 list_remove(&buffer
->entry
);
517 string_buffer_clear(buffer
);
521 static int string_buffer_vsprintf(struct wined3d_string_buffer
*buffer
, const char *format
, va_list args
)
525 string_buffer_clear(buffer
);
526 return shader_vaddline(buffer
, format
, args
);
529 void string_buffer_sprintf(struct wined3d_string_buffer
*buffer
, const char *format
, ...)
536 va_start(args
, format
);
537 ret
= string_buffer_vsprintf(buffer
, format
, args
);
541 if (!string_buffer_resize(buffer
, ret
))
546 void string_buffer_release(struct wined3d_string_buffer_list
*list
, struct wined3d_string_buffer
*buffer
)
550 list_add_head(&list
->list
, &buffer
->entry
);
553 void string_buffer_list_init(struct wined3d_string_buffer_list
*list
)
555 list_init(&list
->list
);
558 void string_buffer_list_cleanup(struct wined3d_string_buffer_list
*list
)
560 struct wined3d_string_buffer
*buffer
, *buffer_next
;
562 LIST_FOR_EACH_ENTRY_SAFE(buffer
, buffer_next
, &list
->list
, struct wined3d_string_buffer
, entry
)
564 string_buffer_free(buffer
);
567 list_init(&list
->list
);
570 /* Convert floating point offset relative to a register file to an absolute
571 * offset for float constants. */
572 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type
, UINT register_idx
)
574 switch (register_type
)
576 case WINED3DSPR_CONST
: return register_idx
;
577 case WINED3DSPR_CONST2
: return 2048 + register_idx
;
578 case WINED3DSPR_CONST3
: return 4096 + register_idx
;
579 case WINED3DSPR_CONST4
: return 6144 + register_idx
;
581 FIXME("Unsupported register type: %u.\n", register_type
);
586 static void shader_delete_constant_list(struct list
*clist
)
588 struct wined3d_shader_lconst
*constant
, *constant_next
;
590 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant_next
, clist
, struct wined3d_shader_lconst
, entry
)
595 static void shader_set_limits(struct wined3d_shader
*shader
)
597 static const struct limits_entry
599 unsigned int min_version
;
600 unsigned int max_version
;
601 struct wined3d_shader_limits limits
;
605 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
606 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
607 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
608 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
609 * even though they are capable of supporting much more (GL
610 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
611 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
613 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
614 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
615 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
620 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
621 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
625 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
626 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
630 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
631 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
632 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
637 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
638 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
639 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
640 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
641 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
642 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
643 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
648 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
649 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
651 const struct limits_entry
*limits_array
;
652 DWORD shader_version
= WINED3D_SHADER_VERSION(shader
->reg_maps
.shader_version
.major
,
653 shader
->reg_maps
.shader_version
.minor
);
656 switch (shader
->reg_maps
.shader_version
.type
)
659 FIXME("Unexpected shader type %u found.\n", shader
->reg_maps
.shader_version
.type
);
661 case WINED3D_SHADER_TYPE_VERTEX
:
662 limits_array
= vs_limits
;
664 case WINED3D_SHADER_TYPE_HULL
:
665 limits_array
= hs_limits
;
667 case WINED3D_SHADER_TYPE_DOMAIN
:
668 limits_array
= ds_limits
;
670 case WINED3D_SHADER_TYPE_GEOMETRY
:
671 limits_array
= gs_limits
;
673 case WINED3D_SHADER_TYPE_PIXEL
:
674 limits_array
= ps_limits
;
676 case WINED3D_SHADER_TYPE_COMPUTE
:
677 limits_array
= cs_limits
;
681 while (limits_array
[i
].min_version
&& limits_array
[i
].min_version
<= shader_version
)
683 if (shader_version
<= limits_array
[i
].max_version
)
685 shader
->limits
= &limits_array
[i
].limits
;
692 FIXME("Unexpected shader version \"%u.%u\".\n",
693 shader
->reg_maps
.shader_version
.major
,
694 shader
->reg_maps
.shader_version
.minor
);
695 shader
->limits
= &limits_array
[max(0, i
- 1)].limits
;
699 static BOOL
shader_record_register_usage(struct wined3d_shader
*shader
, struct wined3d_shader_reg_maps
*reg_maps
,
700 const struct wined3d_shader_register
*reg
, enum wined3d_shader_type shader_type
, unsigned int constf_size
)
704 case WINED3DSPR_TEXTURE
: /* WINED3DSPR_ADDR */
705 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
706 reg_maps
->texcoord
|= 1u << reg
->idx
[0].offset
;
708 reg_maps
->address
|= 1u << reg
->idx
[0].offset
;
711 case WINED3DSPR_TEMP
:
712 reg_maps
->temporary
|= 1u << reg
->idx
[0].offset
;
715 case WINED3DSPR_INPUT
:
716 if (reg
->idx
[0].rel_addr
)
717 reg_maps
->input_rel_addressing
= 1;
718 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
720 /* If relative addressing is used, we must assume that all
721 * registers are used. Even if it is a construct like v3[aL],
722 * we can't assume that v0, v1 and v2 aren't read because aL
723 * can be negative. */
724 if (reg
->idx
[0].rel_addr
)
725 shader
->u
.ps
.input_reg_used
= ~0u;
727 shader
->u
.ps
.input_reg_used
|= 1u << reg
->idx
[0].offset
;
731 reg_maps
->input_registers
|= 1u << reg
->idx
[0].offset
;
735 case WINED3DSPR_RASTOUT
:
736 if (reg
->idx
[0].offset
== 1)
738 if (reg
->idx
[0].offset
== 2)
739 reg_maps
->point_size
= 1;
742 case WINED3DSPR_MISCTYPE
:
743 if (shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
745 if (!reg
->idx
[0].offset
)
747 else if (reg
->idx
[0].offset
== 1)
748 reg_maps
->usesfacing
= 1;
752 case WINED3DSPR_CONST
:
753 if (reg
->idx
[0].rel_addr
)
755 if (reg
->idx
[0].offset
< reg_maps
->min_rel_offset
)
756 reg_maps
->min_rel_offset
= reg
->idx
[0].offset
;
757 if (reg
->idx
[0].offset
> reg_maps
->max_rel_offset
)
758 reg_maps
->max_rel_offset
= reg
->idx
[0].offset
;
759 reg_maps
->usesrelconstF
= TRUE
;
763 if (reg
->idx
[0].offset
>= min(shader
->limits
->constant_float
, constf_size
))
765 WARN("Shader using float constant %u which is not supported.\n", reg
->idx
[0].offset
);
770 wined3d_insert_bits(reg_maps
->constf
, reg
->idx
[0].offset
, 1, 0x1);
775 case WINED3DSPR_CONSTINT
:
776 if (reg
->idx
[0].offset
>= shader
->limits
->constant_int
)
778 WARN("Shader using integer constant %u which is not supported.\n", reg
->idx
[0].offset
);
783 reg_maps
->integer_constants
|= (1u << reg
->idx
[0].offset
);
787 case WINED3DSPR_CONSTBOOL
:
788 if (reg
->idx
[0].offset
>= shader
->limits
->constant_bool
)
790 WARN("Shader using bool constant %u which is not supported.\n", reg
->idx
[0].offset
);
795 reg_maps
->boolean_constants
|= (1u << reg
->idx
[0].offset
);
799 case WINED3DSPR_COLOROUT
:
800 reg_maps
->rt_mask
|= (1u << reg
->idx
[0].offset
);
803 case WINED3DSPR_OUTCONTROLPOINT
:
807 case WINED3DSPR_SAMPLEMASK
:
808 reg_maps
->sample_mask
= 1;
812 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
813 reg
->type
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
819 static void shader_record_sample(struct wined3d_shader_reg_maps
*reg_maps
,
820 unsigned int resource_idx
, unsigned int sampler_idx
, unsigned int bind_idx
)
822 struct wined3d_shader_sampler_map_entry
*entries
, *entry
;
823 struct wined3d_shader_sampler_map
*map
;
826 map
= ®_maps
->sampler_map
;
827 entries
= map
->entries
;
828 for (i
= 0; i
< map
->count
; ++i
)
830 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
836 if (!(entries
= heap_calloc(4, sizeof(*entries
))))
838 ERR("Failed to allocate sampler map entries.\n");
842 map
->entries
= entries
;
844 else if (map
->count
== map
->size
)
846 size_t new_size
= map
->size
* 2;
848 if (sizeof(*entries
) * new_size
<= sizeof(*entries
) * map
->size
849 || !(entries
= heap_realloc(entries
, sizeof(*entries
) * new_size
)))
851 ERR("Failed to resize sampler map entries.\n");
854 map
->size
= new_size
;
855 map
->entries
= entries
;
858 entry
= &entries
[map
->count
++];
859 entry
->resource_idx
= resource_idx
;
860 entry
->sampler_idx
= sampler_idx
;
861 entry
->bind_idx
= bind_idx
;
864 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr
, unsigned int param
)
868 case WINED3DSIH_M4x4
:
869 case WINED3DSIH_M3x4
:
870 return param
== 1 ? 3 : 0;
872 case WINED3DSIH_M4x3
:
873 case WINED3DSIH_M3x3
:
874 return param
== 1 ? 2 : 0;
876 case WINED3DSIH_M3x2
:
877 return param
== 1 ? 1 : 0;
884 static HRESULT
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps
*reg_maps
,
885 unsigned int register_idx
, unsigned int size
, unsigned int stride
)
887 struct wined3d_shader_tgsm
*tgsm
;
889 if (register_idx
>= MAX_TGSM_REGISTERS
)
891 ERR("Invalid TGSM register index %u.\n", register_idx
);
894 if (reg_maps
->shader_version
.type
!= WINED3D_SHADER_TYPE_COMPUTE
)
896 FIXME("TGSM declarations are allowed only in compute shaders.\n");
900 if (!wined3d_array_reserve((void **)®_maps
->tgsm
, ®_maps
->tgsm_capacity
,
901 register_idx
+ 1, sizeof(*reg_maps
->tgsm
)))
902 return E_OUTOFMEMORY
;
904 reg_maps
->tgsm_count
= max(register_idx
+ 1, reg_maps
->tgsm_count
);
905 tgsm
= ®_maps
->tgsm
[register_idx
];
907 tgsm
->stride
= stride
;
911 static HRESULT
shader_record_shader_phase(struct wined3d_shader
*shader
,
912 struct wined3d_shader_phase
**current_phase
, const struct wined3d_shader_instruction
*ins
,
913 const DWORD
*current_instruction_ptr
, const DWORD
*previous_instruction_ptr
)
915 struct wined3d_shader_phase
*phase
;
917 if ((phase
= *current_phase
))
919 phase
->end
= previous_instruction_ptr
;
920 *current_phase
= NULL
;
923 if (shader
->reg_maps
.shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
925 ERR("Unexpected shader type %s.\n", debug_shader_type(shader
->reg_maps
.shader_version
.type
));
929 switch (ins
->handler_idx
)
931 case WINED3DSIH_HS_CONTROL_POINT_PHASE
:
932 if (shader
->u
.hs
.phases
.control_point
)
934 FIXME("Multiple control point phases.\n");
935 heap_free(shader
->u
.hs
.phases
.control_point
);
937 if (!(shader
->u
.hs
.phases
.control_point
= heap_alloc_zero(sizeof(*shader
->u
.hs
.phases
.control_point
))))
938 return E_OUTOFMEMORY
;
939 phase
= shader
->u
.hs
.phases
.control_point
;
941 case WINED3DSIH_HS_FORK_PHASE
:
942 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.fork
,
943 &shader
->u
.hs
.phases
.fork_size
, shader
->u
.hs
.phases
.fork_count
+ 1,
944 sizeof(*shader
->u
.hs
.phases
.fork
)))
945 return E_OUTOFMEMORY
;
946 phase
= &shader
->u
.hs
.phases
.fork
[shader
->u
.hs
.phases
.fork_count
++];
948 case WINED3DSIH_HS_JOIN_PHASE
:
949 if (!wined3d_array_reserve((void **)&shader
->u
.hs
.phases
.join
,
950 &shader
->u
.hs
.phases
.join_size
, shader
->u
.hs
.phases
.join_count
+ 1,
951 sizeof(*shader
->u
.hs
.phases
.join
)))
952 return E_OUTOFMEMORY
;
953 phase
= &shader
->u
.hs
.phases
.join
[shader
->u
.hs
.phases
.join_count
++];
956 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
960 phase
->start
= current_instruction_ptr
;
961 *current_phase
= phase
;
966 static HRESULT
shader_calculate_clip_or_cull_distance_mask(
967 const struct wined3d_shader_signature_element
*e
, unsigned int *mask
)
969 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
970 * the only allowed semantic indices.
972 if (e
->semantic_idx
>= WINED3D_MAX_CLIP_DISTANCES
/ 4)
975 WARN("Invalid clip/cull distance index %u.\n", e
->semantic_idx
);
976 return WINED3DERR_INVALIDCALL
;
979 *mask
= (e
->mask
& WINED3DSP_WRITEMASK_ALL
) << (4 * e
->semantic_idx
);
983 static void wined3d_insert_interpolation_mode(DWORD
*packed_interpolation_mode
,
984 unsigned int register_idx
, enum wined3d_shader_interpolation_mode mode
)
986 if (mode
> WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
)
987 FIXME("Unexpected interpolation mode %#x.\n", mode
);
989 wined3d_insert_bits(packed_interpolation_mode
,
990 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, mode
);
993 static HRESULT
shader_scan_output_signature(struct wined3d_shader
*shader
)
995 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
996 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1000 for (i
= 0; i
< output_signature
->element_count
; ++i
)
1002 const struct wined3d_shader_signature_element
*e
= &output_signature
->elements
[i
];
1005 reg_maps
->output_registers
|= 1u << e
->register_idx
;
1006 if (e
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
1008 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1010 reg_maps
->clip_distance_mask
|= mask
;
1012 else if (e
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
1014 if (FAILED(hr
= shader_calculate_clip_or_cull_distance_mask(e
, &mask
)))
1016 reg_maps
->cull_distance_mask
|= mask
;
1018 else if (e
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
)
1020 reg_maps
->viewport_array
= 1;
1027 /* Note that this does not count the loop register as an address register. */
1028 static HRESULT
shader_get_registers_used(struct wined3d_shader
*shader
, DWORD constf_size
)
1030 struct wined3d_shader_signature_element input_signature_elements
[max(MAX_ATTRIBS
, MAX_REG_INPUT
)];
1031 struct wined3d_shader_signature_element output_signature_elements
[MAX_REG_OUTPUT
];
1032 struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
1033 struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1034 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1035 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
1036 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
1037 struct wined3d_shader_version shader_version
;
1038 struct wined3d_shader_phase
*phase
= NULL
;
1039 const DWORD
*ptr
, *prev_ins
, *current_ins
;
1040 void *fe_data
= shader
->frontend_data
;
1044 memset(reg_maps
, 0, sizeof(*reg_maps
));
1045 memset(input_signature_elements
, 0, sizeof(input_signature_elements
));
1046 memset(output_signature_elements
, 0, sizeof(output_signature_elements
));
1047 reg_maps
->min_rel_offset
= ~0U;
1048 list_init(®_maps
->indexable_temps
);
1050 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
1051 prev_ins
= current_ins
= ptr
;
1052 reg_maps
->shader_version
= shader_version
;
1054 shader_set_limits(shader
);
1056 if (!(reg_maps
->constf
= heap_calloc(((min(shader
->limits
->constant_float
, constf_size
) + 31) / 32),
1057 sizeof(*reg_maps
->constf
))))
1059 ERR("Failed to allocate constant map memory.\n");
1060 return E_OUTOFMEMORY
;
1063 while (!fe
->shader_is_end(fe_data
, &ptr
))
1065 struct wined3d_shader_instruction ins
;
1069 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
1071 /* Unhandled opcode, and its parameters. */
1072 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
1074 WARN("Encountered unrecognised or invalid instruction.\n");
1075 return WINED3DERR_INVALIDCALL
;
1078 /* Handle declarations. */
1079 if (ins
.handler_idx
== WINED3DSIH_DCL
1080 || ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
1082 struct wined3d_shader_semantic
*semantic
= &ins
.declaration
.semantic
;
1083 unsigned int reg_idx
= semantic
->reg
.reg
.idx
[0].offset
;
1085 switch (semantic
->reg
.reg
.type
)
1087 /* Mark input registers used. */
1088 case WINED3DSPR_INPUT
:
1089 if (reg_idx
>= MAX_REG_INPUT
)
1091 ERR("Invalid input register index %u.\n", reg_idx
);
1094 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
&& shader_version
.major
== 3
1095 && semantic
->usage
== WINED3D_DECL_USAGE_POSITION
&& !semantic
->usage_idx
)
1096 return WINED3DERR_INVALIDCALL
;
1097 reg_maps
->input_registers
|= 1u << reg_idx
;
1098 shader_signature_from_semantic(&input_signature_elements
[reg_idx
], semantic
);
1101 /* Vertex shader: mark 3.0 output registers used, save token. */
1102 case WINED3DSPR_OUTPUT
:
1103 if (reg_idx
>= MAX_REG_OUTPUT
)
1105 ERR("Invalid output register index %u.\n", reg_idx
);
1108 reg_maps
->output_registers
|= 1u << reg_idx
;
1109 shader_signature_from_semantic(&output_signature_elements
[reg_idx
], semantic
);
1110 if (semantic
->usage
== WINED3D_DECL_USAGE_FOG
)
1112 if (semantic
->usage
== WINED3D_DECL_USAGE_PSIZE
)
1113 reg_maps
->point_size
= 1;
1116 case WINED3DSPR_SAMPLER
:
1117 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1118 case WINED3DSPR_RESOURCE
:
1119 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1121 ERR("Invalid resource index %u.\n", reg_idx
);
1124 reg_maps
->resource_info
[reg_idx
].type
= semantic
->resource_type
;
1125 reg_maps
->resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1126 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1129 case WINED3DSPR_UAV
:
1130 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1132 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1135 reg_maps
->uav_resource_info
[reg_idx
].type
= semantic
->resource_type
;
1136 reg_maps
->uav_resource_info
[reg_idx
].data_type
= semantic
->resource_data_type
;
1138 FIXME("Ignoring typed UAV flags %#x.\n", ins
.flags
);
1142 TRACE("Not recording DCL register type %#x.\n", semantic
->reg
.reg
.type
);
1146 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
1148 struct wined3d_shader_register
*reg
= &ins
.declaration
.src
.reg
;
1149 if (reg
->idx
[0].offset
>= WINED3D_MAX_CBS
)
1151 ERR("Invalid CB index %u.\n", reg
->idx
[0].offset
);
1155 reg_maps
->cb_sizes
[reg
->idx
[0].offset
] = reg
->idx
[1].offset
;
1156 wined3d_bitmap_set(®_maps
->cb_map
, reg
->idx
[0].offset
);
1159 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
1161 if (ins
.flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1163 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1164 shader
->u
.ps
.force_early_depth_stencil
= TRUE
;
1166 FIXME("Invalid instruction %#x for shader type %#x.\n",
1167 ins
.handler_idx
, shader_version
.type
);
1171 WARN("Ignoring global flags %#x.\n", ins
.flags
);
1174 else if (ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
)
1176 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1177 shader
->u
.gs
.instance_count
= ins
.declaration
.count
;
1179 FIXME("Invalid instruction %#x for shader type %#x.\n",
1180 ins
.handler_idx
, shader_version
.type
);
1182 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1183 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
)
1186 phase
->instance_count
= ins
.declaration
.count
;
1188 FIXME("Instruction %s outside of shader phase.\n",
1189 debug_d3dshaderinstructionhandler(ins
.handler_idx
));
1191 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
1194 FIXME("Multiple immediate constant buffers.\n");
1195 reg_maps
->icb
= ins
.declaration
.icb
;
1197 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
1201 FIXME("Indexable temporary registers not supported.\n");
1205 struct wined3d_shader_indexable_temp
*reg
;
1207 if (!(reg
= heap_alloc(sizeof(*reg
))))
1208 return E_OUTOFMEMORY
;
1210 *reg
= ins
.declaration
.indexable_temp
;
1211 list_add_tail(®_maps
->indexable_temps
, ®
->entry
);
1214 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
)
1216 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1217 shader
->u
.gs
.input_type
= ins
.declaration
.primitive_type
.type
;
1219 FIXME("Invalid instruction %#x for shader type %#x.\n",
1220 ins
.handler_idx
, shader_version
.type
);
1222 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
1224 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1225 if (reg_idx
>= MAX_REG_INPUT
)
1227 ERR("Invalid register index %u.\n", reg_idx
);
1230 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1231 wined3d_insert_interpolation_mode(shader
->u
.ps
.interpolation_mode
, reg_idx
, ins
.flags
);
1233 FIXME("Invalid instruction %#x for shader type %#x.\n",
1234 ins
.handler_idx
, shader_version
.type
);
1236 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
1238 if (ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUT
1239 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTGE
1240 || ins
.declaration
.dst
.reg
.type
== WINED3DSPR_DEPTHOUTLE
)
1242 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1243 shader
->u
.ps
.depth_output
= ins
.declaration
.dst
.reg
.type
;
1245 FIXME("Invalid instruction %#x for shader type %#x.\n",
1246 ins
.handler_idx
, shader_version
.type
);
1249 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
)
1251 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1252 shader
->u
.hs
.output_vertex_count
= ins
.declaration
.count
;
1254 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1256 else if (ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
1258 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1259 shader
->u
.gs
.output_type
= ins
.declaration
.primitive_type
.type
;
1261 FIXME("Invalid instruction %#x for shader type %#x.\n",
1262 ins
.handler_idx
, shader_version
.type
);
1264 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
1266 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1267 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1269 ERR("Invalid resource index %u.\n", reg_idx
);
1272 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1273 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1274 reg_maps
->resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1275 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1277 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
1279 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1280 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1282 ERR("Invalid resource index %u.\n", reg_idx
);
1285 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1286 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1287 reg_maps
->resource_info
[reg_idx
].flags
= 0;
1288 reg_maps
->resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1289 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1291 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
1293 if (ins
.flags
& WINED3DSI_SAMPLER_COMPARISON_MODE
)
1294 reg_maps
->sampler_comparison_mode
|= (1u << ins
.declaration
.dst
.reg
.idx
[0].offset
);
1296 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
)
1299 phase
->temporary_count
= ins
.declaration
.count
;
1301 reg_maps
->temporary_count
= ins
.declaration
.count
;
1303 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
1305 if (shader_version
.type
== WINED3D_SHADER_TYPE_DOMAIN
)
1306 shader
->u
.ds
.tessellator_domain
= ins
.declaration
.tessellator_domain
;
1307 else if (shader_version
.type
!= WINED3D_SHADER_TYPE_HULL
)
1308 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1310 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
1312 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1313 shader
->u
.hs
.tessellator_output_primitive
= ins
.declaration
.tessellator_output_primitive
;
1315 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1317 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
1319 if (shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
1320 shader
->u
.hs
.tessellator_partitioning
= ins
.declaration
.tessellator_partitioning
;
1322 FIXME("Invalid instruction %#x for shader type %#x.\n", ins
.handler_idx
, shader_version
.type
);
1324 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
1326 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
, ins
.declaration
.tgsm_raw
.reg
.reg
.idx
[0].offset
,
1327 ins
.declaration
.tgsm_raw
.byte_count
/ 4, 0)))
1330 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
1332 unsigned int stride
= ins
.declaration
.tgsm_structured
.byte_stride
/ 4;
1333 unsigned int size
= stride
* ins
.declaration
.tgsm_structured
.structure_count
;
1334 if (FAILED(hr
= shader_reg_maps_add_tgsm(reg_maps
,
1335 ins
.declaration
.tgsm_structured
.reg
.reg
.idx
[0].offset
, size
, stride
)))
1338 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
1340 if (shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
1342 shader
->u
.cs
.thread_group_size
= ins
.declaration
.thread_group_size
;
1346 FIXME("Invalid instruction %#x for shader type %#x.\n",
1347 ins
.handler_idx
, shader_version
.type
);
1350 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
1352 unsigned int reg_idx
= ins
.declaration
.dst
.reg
.idx
[0].offset
;
1353 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1355 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1359 FIXME("Ignoring raw UAV flags %#x.\n", ins
.flags
);
1360 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1361 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1362 reg_maps
->uav_resource_info
[reg_idx
].flags
= WINED3D_VIEW_BUFFER_RAW
;
1364 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
1366 unsigned int reg_idx
= ins
.declaration
.structured_resource
.reg
.reg
.idx
[0].offset
;
1367 if (reg_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
1369 ERR("Invalid UAV resource index %u.\n", reg_idx
);
1373 FIXME("Ignoring structured UAV flags %#x.\n", ins
.flags
);
1374 reg_maps
->uav_resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_BUFFER
;
1375 reg_maps
->uav_resource_info
[reg_idx
].data_type
= WINED3D_DATA_UINT
;
1376 reg_maps
->uav_resource_info
[reg_idx
].flags
= 0;
1377 reg_maps
->uav_resource_info
[reg_idx
].stride
= ins
.declaration
.structured_resource
.byte_stride
/ 4;
1379 else if (ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
1381 if (shader_version
.type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1382 shader
->u
.gs
.vertices_out
= ins
.declaration
.count
;
1384 FIXME("Invalid instruction %#x for shader type %#x.\n",
1385 ins
.handler_idx
, shader_version
.type
);
1387 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
1389 struct wined3d_shader_lconst
*lconst
;
1392 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1393 return E_OUTOFMEMORY
;
1395 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1396 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1397 value
= (float *)lconst
->value
;
1399 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1400 if (shader_version
.major
== 1 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1402 if (value
[0] < -1.0f
) value
[0] = -1.0f
;
1403 else if (value
[0] > 1.0f
) value
[0] = 1.0f
;
1404 if (value
[1] < -1.0f
) value
[1] = -1.0f
;
1405 else if (value
[1] > 1.0f
) value
[1] = 1.0f
;
1406 if (value
[2] < -1.0f
) value
[2] = -1.0f
;
1407 else if (value
[2] > 1.0f
) value
[2] = 1.0f
;
1408 if (value
[3] < -1.0f
) value
[3] = -1.0f
;
1409 else if (value
[3] > 1.0f
) value
[3] = 1.0f
;
1412 list_add_head(&shader
->constantsF
, &lconst
->entry
);
1414 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
1415 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
1417 shader
->lconst_inf_or_nan
= TRUE
;
1420 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
1422 struct wined3d_shader_lconst
*lconst
;
1424 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1425 return E_OUTOFMEMORY
;
1427 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1428 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, 4 * sizeof(DWORD
));
1430 list_add_head(&shader
->constantsI
, &lconst
->entry
);
1431 reg_maps
->local_int_consts
|= (1u << lconst
->idx
);
1433 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
1435 struct wined3d_shader_lconst
*lconst
;
1437 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
1438 return E_OUTOFMEMORY
;
1440 lconst
->idx
= ins
.dst
[0].reg
.idx
[0].offset
;
1441 memcpy(lconst
->value
, ins
.src
[0].reg
.u
.immconst_data
, sizeof(DWORD
));
1443 list_add_head(&shader
->constantsB
, &lconst
->entry
);
1444 reg_maps
->local_bool_consts
|= (1u << lconst
->idx
);
1446 /* Handle shader phases. */
1447 else if (ins
.handler_idx
== WINED3DSIH_HS_CONTROL_POINT_PHASE
1448 || ins
.handler_idx
== WINED3DSIH_HS_FORK_PHASE
1449 || ins
.handler_idx
== WINED3DSIH_HS_JOIN_PHASE
)
1451 if (FAILED(hr
= shader_record_shader_phase(shader
, &phase
, &ins
, current_ins
, prev_ins
)))
1454 /* For subroutine prototypes. */
1455 else if (ins
.handler_idx
== WINED3DSIH_LABEL
)
1457 reg_maps
->labels
|= 1u << ins
.src
[0].reg
.idx
[0].offset
;
1459 /* Set texture, address, temporary registers. */
1462 BOOL color0_mov
= FALSE
;
1465 /* This will loop over all the registers and try to
1466 * make a bitmask of the ones we're interested in.
1468 * Relative addressing tokens are ignored, but that's
1469 * okay, since we'll catch any address registers when
1470 * they are initialized (required by spec). */
1471 for (i
= 0; i
< ins
.dst_count
; ++i
)
1473 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.dst
[i
].reg
,
1474 shader_version
.type
, constf_size
))
1475 return WINED3DERR_INVALIDCALL
;
1477 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1479 UINT idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1481 switch (ins
.dst
[i
].reg
.type
)
1483 case WINED3DSPR_RASTOUT
:
1484 if (shader_version
.major
>= 3)
1489 reg_maps
->output_registers
|= 1u << 10;
1490 shader_signature_from_usage(&output_signature_elements
[10],
1491 WINED3D_DECL_USAGE_POSITION
, 0, 10, WINED3DSP_WRITEMASK_ALL
);
1495 reg_maps
->output_registers
|= 1u << 11;
1496 shader_signature_from_usage(&output_signature_elements
[11],
1497 WINED3D_DECL_USAGE_FOG
, 0, 11, WINED3DSP_WRITEMASK_0
);
1501 reg_maps
->output_registers
|= 1u << 11;
1502 shader_signature_from_usage(&output_signature_elements
[11],
1503 WINED3D_DECL_USAGE_PSIZE
, 0, 11, WINED3DSP_WRITEMASK_1
);
1508 case WINED3DSPR_ATTROUT
:
1509 if (shader_version
.major
>= 3)
1514 if (reg_maps
->output_registers
& (1u << idx
))
1516 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1520 reg_maps
->output_registers
|= 1u << idx
;
1521 shader_signature_from_usage(&output_signature_elements
[idx
],
1522 WINED3D_DECL_USAGE_COLOR
, idx
- 8, idx
, ins
.dst
[i
].write_mask
);
1527 case WINED3DSPR_TEXCRDOUT
: /* WINED3DSPR_OUTPUT */
1528 if (shader_version
.major
>= 3)
1530 if (idx
>= ARRAY_SIZE(reg_maps
->u
.output_registers_mask
))
1532 WARN("Invalid output register index %u.\n", idx
);
1535 reg_maps
->u
.output_registers_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1538 if (idx
>= ARRAY_SIZE(reg_maps
->u
.texcoord_mask
))
1540 WARN("Invalid texcoord index %u.\n", idx
);
1543 reg_maps
->u
.texcoord_mask
[idx
] |= ins
.dst
[i
].write_mask
;
1544 if (reg_maps
->output_registers
& (1u << idx
))
1546 output_signature_elements
[idx
].mask
|= ins
.dst
[i
].write_mask
;
1550 reg_maps
->output_registers
|= 1u << idx
;
1551 shader_signature_from_usage(&output_signature_elements
[idx
],
1552 WINED3D_DECL_USAGE_TEXCOORD
, idx
, idx
, ins
.dst
[i
].write_mask
);
1561 if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1563 if (ins
.dst
[i
].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
.dst
[i
].reg
.idx
[0].offset
)
1565 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1566 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1567 * the mov and perform the sRGB write correction from the source register.
1569 * However, if the mov is only partial, we can't do this, and if the write
1570 * comes from an instruction other than MOV it is hard to do as well. If
1571 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1572 shader
->u
.ps
.color0_mov
= FALSE
;
1573 if (ins
.handler_idx
== WINED3DSIH_MOV
1574 && ins
.dst
[i
].write_mask
== WINED3DSP_WRITEMASK_ALL
)
1576 /* Used later when the source register is read. */
1580 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1583 else if (ins
.dst
[i
].reg
.type
== WINED3DSPR_TEMP
1584 && ins
.dst
[i
].reg
.idx
[0].offset
== shader
->u
.ps
.color0_reg
)
1586 shader
->u
.ps
.color0_mov
= FALSE
;
1590 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1591 if (shader_version
.major
== 1
1592 && (ins
.handler_idx
== WINED3DSIH_TEX
1593 || ins
.handler_idx
== WINED3DSIH_TEXBEM
1594 || ins
.handler_idx
== WINED3DSIH_TEXBEML
1595 || ins
.handler_idx
== WINED3DSIH_TEXDP3TEX
1596 || ins
.handler_idx
== WINED3DSIH_TEXM3x2TEX
1597 || ins
.handler_idx
== WINED3DSIH_TEXM3x3SPEC
1598 || ins
.handler_idx
== WINED3DSIH_TEXM3x3TEX
1599 || ins
.handler_idx
== WINED3DSIH_TEXM3x3VSPEC
1600 || ins
.handler_idx
== WINED3DSIH_TEXREG2AR
1601 || ins
.handler_idx
== WINED3DSIH_TEXREG2GB
1602 || ins
.handler_idx
== WINED3DSIH_TEXREG2RGB
))
1604 unsigned int reg_idx
= ins
.dst
[i
].reg
.idx
[0].offset
;
1606 if (reg_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1608 WARN("Invalid 1.x sampler index %u.\n", reg_idx
);
1612 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1613 reg_maps
->resource_info
[reg_idx
].type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
1614 reg_maps
->resource_info
[reg_idx
].data_type
= WINED3D_DATA_FLOAT
;
1615 shader_record_sample(reg_maps
, reg_idx
, reg_idx
, reg_idx
);
1616 wined3d_bitmap_set(reg_maps
->resource_map
, reg_idx
);
1618 /* texbem is only valid with < 1.4 pixel shaders */
1619 if (ins
.handler_idx
== WINED3DSIH_TEXBEM
1620 || ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1622 reg_maps
->bumpmat
|= 1u << reg_idx
;
1623 if (ins
.handler_idx
== WINED3DSIH_TEXBEML
)
1625 reg_maps
->luminanceparams
|= 1u << reg_idx
;
1629 else if (ins
.handler_idx
== WINED3DSIH_BEM
)
1631 reg_maps
->bumpmat
|= 1u << ins
.dst
[i
].reg
.idx
[0].offset
;
1635 if (ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
|| ins
.handler_idx
== WINED3DSIH_IMM_ATOMIC_CONSUME
)
1637 unsigned int reg_idx
= ins
.src
[0].reg
.idx
[0].offset
;
1638 if (reg_idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
1640 ERR("Invalid UAV index %u.\n", reg_idx
);
1643 reg_maps
->uav_counter_mask
|= (1u << reg_idx
);
1645 else if ((WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1646 || (WINED3DSIH_IMM_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
)
1647 || (ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_UAV
)
1648 || ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
1649 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_UAV
)
1650 || (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
&& ins
.src
[2].reg
.type
== WINED3DSPR_UAV
))
1652 const struct wined3d_shader_register
*reg
;
1654 if (ins
.handler_idx
== WINED3DSIH_LD_UAV_TYPED
|| ins
.handler_idx
== WINED3DSIH_LD_RAW
)
1655 reg
= &ins
.src
[1].reg
;
1656 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
)
1657 reg
= &ins
.src
[2].reg
;
1658 else if (WINED3DSIH_ATOMIC_AND
<= ins
.handler_idx
&& ins
.handler_idx
<= WINED3DSIH_ATOMIC_XOR
)
1659 reg
= &ins
.dst
[0].reg
;
1660 else if (ins
.handler_idx
== WINED3DSIH_BUFINFO
)
1661 reg
= &ins
.src
[0].reg
;
1663 reg
= &ins
.dst
[1].reg
;
1665 if (reg
->type
== WINED3DSPR_UAV
)
1667 if (reg
->idx
[0].offset
>= MAX_UNORDERED_ACCESS_VIEWS
)
1669 ERR("Invalid UAV index %u.\n", reg
->idx
[0].offset
);
1672 reg_maps
->uav_read_mask
|= (1u << reg
->idx
[0].offset
);
1675 else if (ins
.handler_idx
== WINED3DSIH_NRM
)
1677 reg_maps
->usesnrm
= 1;
1679 else if (ins
.handler_idx
== WINED3DSIH_DSY
1680 || ins
.handler_idx
== WINED3DSIH_DSY_COARSE
1681 || ins
.handler_idx
== WINED3DSIH_DSY_FINE
)
1683 reg_maps
->usesdsy
= 1;
1685 else if (ins
.handler_idx
== WINED3DSIH_DSX
1686 || ins
.handler_idx
== WINED3DSIH_DSX_COARSE
1687 || ins
.handler_idx
== WINED3DSIH_DSX_FINE
)
1689 reg_maps
->usesdsx
= 1;
1691 else if (ins
.handler_idx
== WINED3DSIH_TEXLDD
) reg_maps
->usestexldd
= 1;
1692 else if (ins
.handler_idx
== WINED3DSIH_TEXLDL
) reg_maps
->usestexldl
= 1;
1693 else if (ins
.handler_idx
== WINED3DSIH_MOVA
) reg_maps
->usesmova
= 1;
1694 else if (ins
.handler_idx
== WINED3DSIH_IFC
) reg_maps
->usesifc
= 1;
1695 else if (ins
.handler_idx
== WINED3DSIH_CALL
) reg_maps
->usescall
= 1;
1696 else if (ins
.handler_idx
== WINED3DSIH_POW
) reg_maps
->usespow
= 1;
1697 else if (ins
.handler_idx
== WINED3DSIH_LOOP
1698 || ins
.handler_idx
== WINED3DSIH_REP
)
1701 if (cur_loop_depth
> max_loop_depth
)
1702 max_loop_depth
= cur_loop_depth
;
1704 else if (ins
.handler_idx
== WINED3DSIH_ENDLOOP
1705 || ins
.handler_idx
== WINED3DSIH_ENDREP
)
1709 else if (ins
.handler_idx
== WINED3DSIH_GATHER4
1710 || ins
.handler_idx
== WINED3DSIH_GATHER4_C
1711 || ins
.handler_idx
== WINED3DSIH_SAMPLE
1712 || ins
.handler_idx
== WINED3DSIH_SAMPLE_B
1713 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C
1714 || ins
.handler_idx
== WINED3DSIH_SAMPLE_C_LZ
1715 || ins
.handler_idx
== WINED3DSIH_SAMPLE_GRAD
1716 || ins
.handler_idx
== WINED3DSIH_SAMPLE_LOD
)
1718 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1719 ins
.src
[2].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1721 else if (ins
.handler_idx
== WINED3DSIH_GATHER4_PO
1722 || ins
.handler_idx
== WINED3DSIH_GATHER4_PO_C
)
1724 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1725 ins
.src
[3].reg
.idx
[0].offset
, reg_maps
->sampler_map
.count
);
1727 else if ((ins
.handler_idx
== WINED3DSIH_BUFINFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
1728 || (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.src
[0].reg
.type
== WINED3DSPR_RESOURCE
))
1730 shader_record_sample(reg_maps
, ins
.src
[0].reg
.idx
[0].offset
,
1731 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1733 else if (ins
.handler_idx
== WINED3DSIH_LD
1734 || ins
.handler_idx
== WINED3DSIH_LD2DMS
1735 || (ins
.handler_idx
== WINED3DSIH_LD_RAW
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
)
1736 || (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.src
[1].reg
.type
== WINED3DSPR_RESOURCE
))
1738 shader_record_sample(reg_maps
, ins
.src
[1].reg
.idx
[0].offset
,
1739 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1741 else if (ins
.handler_idx
== WINED3DSIH_LD_STRUCTURED
1742 && ins
.src
[2].reg
.type
== WINED3DSPR_RESOURCE
)
1744 shader_record_sample(reg_maps
, ins
.src
[2].reg
.idx
[0].offset
,
1745 WINED3D_SAMPLER_DEFAULT
, reg_maps
->sampler_map
.count
);
1749 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.predicate
->reg
,
1750 shader_version
.type
, constf_size
))
1751 return WINED3DERR_INVALIDCALL
;
1753 for (i
= 0; i
< ins
.src_count
; ++i
)
1755 unsigned int count
= get_instr_extra_regcount(ins
.handler_idx
, i
);
1756 struct wined3d_shader_register reg
= ins
.src
[i
].reg
;
1758 if (!shader_record_register_usage(shader
, reg_maps
, &ins
.src
[i
].reg
,
1759 shader_version
.type
, constf_size
))
1760 return WINED3DERR_INVALIDCALL
;
1763 ++reg
.idx
[0].offset
;
1764 if (!shader_record_register_usage(shader
, reg_maps
, ®
,
1765 shader_version
.type
, constf_size
))
1766 return WINED3DERR_INVALIDCALL
;
1772 if (ins
.src
[i
].reg
.type
== WINED3DSPR_TEMP
1773 && ins
.src
[i
].swizzle
== WINED3DSP_NOSWIZZLE
)
1775 shader
->u
.ps
.color0_mov
= TRUE
;
1776 shader
->u
.ps
.color0_reg
= ins
.src
[i
].reg
.idx
[0].offset
;
1782 prev_ins
= current_ins
;
1784 reg_maps
->loop_depth
= max_loop_depth
;
1788 phase
->end
= prev_ins
;
1792 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1793 * R0 is written to the render target. */
1794 if (shader_version
.major
< 2 && shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1795 reg_maps
->rt_mask
|= (1u << 0);
1797 if (input_signature
->elements
)
1799 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1801 if (shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1803 if (input_signature
->elements
[i
].register_idx
>= ARRAY_SIZE(shader
->u
.vs
.attributes
))
1805 WARN("Invalid input signature register index %u.\n", input_signature
->elements
[i
].register_idx
);
1806 return WINED3DERR_INVALIDCALL
;
1809 else if (shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1811 if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_POSITION
)
1813 else if (input_signature
->elements
[i
].sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
1814 reg_maps
->usesfacing
= 1;
1816 reg_maps
->input_registers
|= 1u << input_signature
->elements
[i
].register_idx
;
1819 else if (!input_signature
->elements
&& reg_maps
->input_registers
)
1821 unsigned int count
= wined3d_popcount(reg_maps
->input_registers
);
1822 struct wined3d_shader_signature_element
*e
;
1825 if (!(input_signature
->elements
= heap_calloc(count
, sizeof(*input_signature
->elements
))))
1826 return E_OUTOFMEMORY
;
1827 input_signature
->element_count
= count
;
1829 e
= input_signature
->elements
;
1830 for (i
= 0; i
< ARRAY_SIZE(input_signature_elements
); ++i
)
1832 if (!(reg_maps
->input_registers
& (1u << i
)))
1834 input_signature_elements
[i
].register_idx
= i
;
1835 *e
++ = input_signature_elements
[i
];
1839 if (output_signature
->elements
)
1841 if (FAILED(hr
= shader_scan_output_signature(shader
)))
1844 else if (reg_maps
->output_registers
)
1846 unsigned int count
= wined3d_popcount(reg_maps
->output_registers
);
1847 struct wined3d_shader_signature_element
*e
;
1849 if (!(output_signature
->elements
= heap_calloc(count
, sizeof(*output_signature
->elements
))))
1850 return E_OUTOFMEMORY
;
1851 output_signature
->element_count
= count
;
1853 e
= output_signature
->elements
;
1854 for (i
= 0; i
< ARRAY_SIZE(output_signature_elements
); ++i
)
1856 if (!(reg_maps
->output_registers
& (1u << i
)))
1858 *e
++ = output_signature_elements
[i
];
1865 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps
*reg_maps
)
1867 struct wined3d_shader_indexable_temp
*reg
, *reg_next
;
1869 heap_free(reg_maps
->constf
);
1870 heap_free(reg_maps
->sampler_map
.entries
);
1872 LIST_FOR_EACH_ENTRY_SAFE(reg
, reg_next
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
1874 list_init(®_maps
->indexable_temps
);
1876 heap_free(reg_maps
->tgsm
);
1879 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int max
)
1881 DWORD map
= 1u << max
;
1883 map
&= reg_maps
->shader_version
.major
< 3 ? ~reg_maps
->texcoord
: ~reg_maps
->input_registers
;
1885 return wined3d_log2i(map
);
1888 static void shader_dump_global_flags(struct wined3d_string_buffer
*buffer
, DWORD global_flags
)
1890 if (global_flags
& WINED3DSGF_REFACTORING_ALLOWED
)
1892 shader_addline(buffer
, "refactoringAllowed");
1893 global_flags
&= ~WINED3DSGF_REFACTORING_ALLOWED
;
1895 shader_addline(buffer
, " | ");
1898 if (global_flags
& WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
)
1900 shader_addline(buffer
, "forceEarlyDepthStencil");
1901 global_flags
&= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
;
1903 shader_addline(buffer
, " | ");
1906 if (global_flags
& WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
)
1908 shader_addline(buffer
, "enableRawAndStructuredBuffers");
1909 global_flags
&= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
;
1913 shader_addline(buffer
, "unknown_flags(%#x)", global_flags
);
1916 static void shader_dump_sync_flags(struct wined3d_string_buffer
*buffer
, DWORD sync_flags
)
1918 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
1920 shader_addline(buffer
, "_uglobal");
1921 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
1923 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
1925 shader_addline(buffer
, "_g");
1926 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
1928 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
1930 shader_addline(buffer
, "_t");
1931 sync_flags
&= ~WINED3DSSF_THREAD_GROUP
;
1935 shader_addline(buffer
, "_unknown_flags(%#x)", sync_flags
);
1938 static void shader_dump_precise_flags(struct wined3d_string_buffer
*buffer
, DWORD flags
)
1940 if (!(flags
& WINED3DSI_PRECISE_XYZW
))
1943 shader_addline(buffer
, " [precise");
1944 if (flags
!= WINED3DSI_PRECISE_XYZW
)
1946 shader_addline(buffer
, "(%s%s%s%s)",
1947 flags
& WINED3DSI_PRECISE_X
? "x" : "",
1948 flags
& WINED3DSI_PRECISE_Y
? "y" : "",
1949 flags
& WINED3DSI_PRECISE_Z
? "z" : "",
1950 flags
& WINED3DSI_PRECISE_W
? "w" : "");
1952 shader_addline(buffer
, "]");
1955 static void shader_dump_uav_flags(struct wined3d_string_buffer
*buffer
, DWORD uav_flags
)
1957 if (uav_flags
& WINED3DSUF_GLOBALLY_COHERENT
)
1959 shader_addline(buffer
, "_glc");
1960 uav_flags
&= ~WINED3DSUF_GLOBALLY_COHERENT
;
1962 if (uav_flags
& WINED3DSUF_ORDER_PRESERVING_COUNTER
)
1964 shader_addline(buffer
, "_opc");
1965 uav_flags
&= ~WINED3DSUF_ORDER_PRESERVING_COUNTER
;
1969 shader_addline(buffer
, "_unknown_flags(%#x)", uav_flags
);
1972 static void shader_dump_tessellator_domain(struct wined3d_string_buffer
*buffer
,
1973 enum wined3d_tessellator_domain domain
)
1977 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
1978 shader_addline(buffer
, "line");
1980 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
1981 shader_addline(buffer
, "triangle");
1983 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
1984 shader_addline(buffer
, "quad");
1987 shader_addline(buffer
, "unknown_tessellator_domain(%#x)", domain
);
1992 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer
*buffer
,
1993 enum wined3d_tessellator_output_primitive output_primitive
)
1995 switch (output_primitive
)
1997 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
1998 shader_addline(buffer
, "point");
2000 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
2001 shader_addline(buffer
, "line");
2003 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
2004 shader_addline(buffer
, "triangle_cw");
2006 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
2007 shader_addline(buffer
, "triangle_ccw");
2010 shader_addline(buffer
, "unknown_tessellator_output_primitive(%#x)", output_primitive
);
2015 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer
*buffer
,
2016 enum wined3d_tessellator_partitioning partitioning
)
2018 switch (partitioning
)
2020 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
2021 shader_addline(buffer
, "integer");
2023 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
2024 shader_addline(buffer
, "pow2");
2026 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
2027 shader_addline(buffer
, "fractional_odd");
2029 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
2030 shader_addline(buffer
, "fractional_even");
2033 shader_addline(buffer
, "unknown_tessellator_partitioning(%#x)", partitioning
);
2038 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer
*buffer
,
2039 enum wined3d_shader_input_sysval_semantic semantic
)
2043 for (i
= 0; i
< ARRAY_SIZE(shader_input_sysval_semantic_names
); ++i
)
2045 if (shader_input_sysval_semantic_names
[i
].sysval_semantic
== semantic
)
2047 shader_addline(buffer
, "%s", shader_input_sysval_semantic_names
[i
].sysval_name
);
2052 shader_addline(buffer
, "unknown_shader_input_sysval_semantic(%#x)", semantic
);
2055 static void shader_dump_resource_type(struct wined3d_string_buffer
*buffer
, enum wined3d_shader_resource_type type
)
2057 static const char *const resource_type_names
[] =
2059 /* WINED3D_SHADER_RESOURCE_NONE */ "none",
2060 /* WINED3D_SHADER_RESOURCE_BUFFER */ "buffer",
2061 /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ "texture1d",
2062 /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ "texture2d",
2063 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ "texture2dms",
2064 /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ "texture3d",
2065 /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ "texturecube",
2066 /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ "texture1darray",
2067 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ "texture2darray",
2068 /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ "texture2dmsarray",
2069 /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */ "texturecubearray",
2072 if (type
< ARRAY_SIZE(resource_type_names
))
2073 shader_addline(buffer
, "%s", resource_type_names
[type
]);
2075 shader_addline(buffer
, "unknown");
2078 static void shader_dump_data_type(struct wined3d_string_buffer
*buffer
, enum wined3d_data_type type
)
2080 static const char *const data_type_names
[] =
2082 /* WINED3D_DATA_FLOAT */ "(float)",
2083 /* WINED3D_DATA_INT */ "(int)",
2084 /* WINED3D_DATA_RESOURCE */ "(resource)",
2085 /* WINED3D_DATA_SAMPLER */ "(sampler)",
2086 /* WINED3D_DATA_UAV */ "(uav)",
2087 /* WINED3D_DATA_UINT */ "(uint)",
2088 /* WINED3D_DATA_UNORM */ "(unorm)",
2089 /* WINED3D_DATA_SNORM */ "(snorm)",
2090 /* WINED3D_DATA_OPAQUE */ "(opaque)",
2093 if (type
< ARRAY_SIZE(data_type_names
))
2094 shader_addline(buffer
, "%s", data_type_names
[type
]);
2096 shader_addline(buffer
, "(unknown)");
2099 static void shader_dump_decl_usage(struct wined3d_string_buffer
*buffer
,
2100 const struct wined3d_shader_semantic
*semantic
, unsigned int flags
,
2101 const struct wined3d_shader_version
*shader_version
)
2103 shader_addline(buffer
, "dcl");
2105 if (semantic
->reg
.reg
.type
== WINED3DSPR_SAMPLER
)
2107 switch (semantic
->resource_type
)
2109 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2110 shader_addline(buffer
, "_2d");
2113 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2114 shader_addline(buffer
, "_3d");
2117 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2118 shader_addline(buffer
, "_cube");
2122 shader_addline(buffer
, "_unknown_resource_type(%#x)", semantic
->resource_type
);
2126 else if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
|| semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2128 if (semantic
->reg
.reg
.type
== WINED3DSPR_RESOURCE
)
2129 shader_addline(buffer
, "_resource_");
2131 shader_addline(buffer
, "_uav_");
2132 shader_dump_resource_type(buffer
, semantic
->resource_type
);
2133 if (semantic
->reg
.reg
.type
== WINED3DSPR_UAV
)
2134 shader_dump_uav_flags(buffer
, flags
);
2135 shader_dump_data_type(buffer
, semantic
->resource_data_type
);
2139 /* Pixel shaders 3.0 don't have usage semantics. */
2140 if (shader_version
->major
< 3 && shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2143 shader_addline(buffer
, "_");
2145 switch (semantic
->usage
)
2147 case WINED3D_DECL_USAGE_POSITION
:
2148 shader_addline(buffer
, "position%u", semantic
->usage_idx
);
2151 case WINED3D_DECL_USAGE_BLEND_INDICES
:
2152 shader_addline(buffer
, "blend");
2155 case WINED3D_DECL_USAGE_BLEND_WEIGHT
:
2156 shader_addline(buffer
, "weight");
2159 case WINED3D_DECL_USAGE_NORMAL
:
2160 shader_addline(buffer
, "normal%u", semantic
->usage_idx
);
2163 case WINED3D_DECL_USAGE_PSIZE
:
2164 shader_addline(buffer
, "psize");
2167 case WINED3D_DECL_USAGE_COLOR
:
2168 if (!semantic
->usage_idx
)
2169 shader_addline(buffer
, "color");
2171 shader_addline(buffer
, "specular%u", (semantic
->usage_idx
- 1));
2174 case WINED3D_DECL_USAGE_TEXCOORD
:
2175 shader_addline(buffer
, "texture%u", semantic
->usage_idx
);
2178 case WINED3D_DECL_USAGE_TANGENT
:
2179 shader_addline(buffer
, "tangent");
2182 case WINED3D_DECL_USAGE_BINORMAL
:
2183 shader_addline(buffer
, "binormal");
2186 case WINED3D_DECL_USAGE_TESS_FACTOR
:
2187 shader_addline(buffer
, "tessfactor");
2190 case WINED3D_DECL_USAGE_POSITIONT
:
2191 shader_addline(buffer
, "positionT%u", semantic
->usage_idx
);
2194 case WINED3D_DECL_USAGE_FOG
:
2195 shader_addline(buffer
, "fog");
2198 case WINED3D_DECL_USAGE_DEPTH
:
2199 shader_addline(buffer
, "depth");
2202 case WINED3D_DECL_USAGE_SAMPLE
:
2203 shader_addline(buffer
, "sample");
2207 shader_addline(buffer
, "<unknown_semantic(%#x)>", semantic
->usage
);
2208 FIXME("Unrecognised semantic usage %#x.\n", semantic
->usage
);
2213 static void shader_dump_register(struct wined3d_string_buffer
*buffer
,
2214 const struct wined3d_shader_register
*reg
, const struct wined3d_shader_version
*shader_version
)
2216 static const char * const rastout_reg_names
[] = {"oPos", "oFog", "oPts"};
2217 static const char * const misctype_reg_names
[] = {"vPos", "vFace"};
2218 UINT offset
= reg
->idx
[0].offset
;
2222 case WINED3DSPR_TEMP
:
2223 shader_addline(buffer
, "r");
2226 case WINED3DSPR_INPUT
:
2227 shader_addline(buffer
, "v");
2230 case WINED3DSPR_CONST
:
2231 case WINED3DSPR_CONST2
:
2232 case WINED3DSPR_CONST3
:
2233 case WINED3DSPR_CONST4
:
2234 shader_addline(buffer
, "c");
2235 offset
= shader_get_float_offset(reg
->type
, offset
);
2238 case WINED3DSPR_TEXTURE
: /* vs: case WINED3DSPR_ADDR */
2239 shader_addline(buffer
, "%c", shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
? 't' : 'a');
2242 case WINED3DSPR_RASTOUT
:
2243 shader_addline(buffer
, "%s", rastout_reg_names
[offset
]);
2246 case WINED3DSPR_COLOROUT
:
2247 shader_addline(buffer
, "oC");
2250 case WINED3DSPR_DEPTHOUT
:
2251 shader_addline(buffer
, "oDepth");
2254 case WINED3DSPR_DEPTHOUTGE
:
2255 shader_addline(buffer
, "oDepthGE");
2258 case WINED3DSPR_DEPTHOUTLE
:
2259 shader_addline(buffer
, "oDepthLE");
2262 case WINED3DSPR_ATTROUT
:
2263 shader_addline(buffer
, "oD");
2266 case WINED3DSPR_TEXCRDOUT
:
2267 /* Vertex shaders >= 3.0 use general purpose output registers
2268 * (WINED3DSPR_OUTPUT), which can include an address token. */
2269 if (shader_version
->major
>= 3)
2270 shader_addline(buffer
, "o");
2272 shader_addline(buffer
, "oT");
2275 case WINED3DSPR_CONSTINT
:
2276 shader_addline(buffer
, "i");
2279 case WINED3DSPR_CONSTBOOL
:
2280 shader_addline(buffer
, "b");
2283 case WINED3DSPR_LABEL
:
2284 shader_addline(buffer
, "l");
2287 case WINED3DSPR_LOOP
:
2288 shader_addline(buffer
, "aL");
2291 case WINED3DSPR_SAMPLER
:
2292 shader_addline(buffer
, "s");
2295 case WINED3DSPR_MISCTYPE
:
2298 FIXME("Unhandled misctype register %u.\n", offset
);
2299 shader_addline(buffer
, "<unhandled misctype %#x>", offset
);
2303 shader_addline(buffer
, "%s", misctype_reg_names
[offset
]);
2307 case WINED3DSPR_PREDICATE
:
2308 shader_addline(buffer
, "p");
2311 case WINED3DSPR_IMMCONST
:
2312 shader_addline(buffer
, "l");
2315 case WINED3DSPR_CONSTBUFFER
:
2316 shader_addline(buffer
, "cb");
2319 case WINED3DSPR_IMMCONSTBUFFER
:
2320 shader_addline(buffer
, "icb");
2323 case WINED3DSPR_PRIMID
:
2324 shader_addline(buffer
, "primID");
2327 case WINED3DSPR_NULL
:
2328 shader_addline(buffer
, "null");
2331 case WINED3DSPR_RASTERIZER
:
2332 shader_addline(buffer
, "rasterizer");
2335 case WINED3DSPR_RESOURCE
:
2336 shader_addline(buffer
, "t");
2339 case WINED3DSPR_UAV
:
2340 shader_addline(buffer
, "u");
2343 case WINED3DSPR_OUTPOINTID
:
2344 shader_addline(buffer
, "vOutputControlPointID");
2347 case WINED3DSPR_FORKINSTID
:
2348 shader_addline(buffer
, "vForkInstanceId");
2351 case WINED3DSPR_JOININSTID
:
2352 shader_addline(buffer
, "vJoinInstanceId");
2355 case WINED3DSPR_INCONTROLPOINT
:
2356 shader_addline(buffer
, "vicp");
2359 case WINED3DSPR_OUTCONTROLPOINT
:
2360 shader_addline(buffer
, "vocp");
2363 case WINED3DSPR_PATCHCONST
:
2364 shader_addline(buffer
, "vpc");
2367 case WINED3DSPR_TESSCOORD
:
2368 shader_addline(buffer
, "vDomainLocation");
2371 case WINED3DSPR_GROUPSHAREDMEM
:
2372 shader_addline(buffer
, "g");
2375 case WINED3DSPR_THREADID
:
2376 shader_addline(buffer
, "vThreadID");
2379 case WINED3DSPR_THREADGROUPID
:
2380 shader_addline(buffer
, "vThreadGroupID");
2383 case WINED3DSPR_LOCALTHREADID
:
2384 shader_addline(buffer
, "vThreadIDInGroup");
2387 case WINED3DSPR_LOCALTHREADINDEX
:
2388 shader_addline(buffer
, "vThreadIDInGroupFlattened");
2391 case WINED3DSPR_IDXTEMP
:
2392 shader_addline(buffer
, "x");
2395 case WINED3DSPR_STREAM
:
2396 shader_addline(buffer
, "m");
2399 case WINED3DSPR_FUNCTIONBODY
:
2400 shader_addline(buffer
, "fb");
2403 case WINED3DSPR_FUNCTIONPOINTER
:
2404 shader_addline(buffer
, "fp");
2407 case WINED3DSPR_COVERAGE
:
2408 shader_addline(buffer
, "vCoverage");
2411 case WINED3DSPR_SAMPLEMASK
:
2412 shader_addline(buffer
, "oMask");
2415 case WINED3DSPR_GSINSTID
:
2416 shader_addline(buffer
, "vGSInstanceID");
2420 shader_addline(buffer
, "<unhandled_rtype(%#x)>", reg
->type
);
2424 if (reg
->type
== WINED3DSPR_IMMCONST
)
2426 shader_addline(buffer
, "(");
2427 switch (reg
->immconst_type
)
2429 case WINED3D_IMMCONST_SCALAR
:
2430 switch (reg
->data_type
)
2432 case WINED3D_DATA_FLOAT
:
2433 shader_addline(buffer
, "%.8e", *(const float *)reg
->u
.immconst_data
);
2435 case WINED3D_DATA_INT
:
2436 shader_addline(buffer
, "%d", reg
->u
.immconst_data
[0]);
2438 case WINED3D_DATA_RESOURCE
:
2439 case WINED3D_DATA_SAMPLER
:
2440 case WINED3D_DATA_UINT
:
2441 shader_addline(buffer
, "%u", reg
->u
.immconst_data
[0]);
2444 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2449 case WINED3D_IMMCONST_VEC4
:
2450 switch (reg
->data_type
)
2452 case WINED3D_DATA_FLOAT
:
2453 shader_addline(buffer
, "%.8e, %.8e, %.8e, %.8e",
2454 *(const float *)®
->u
.immconst_data
[0], *(const float *)®
->u
.immconst_data
[1],
2455 *(const float *)®
->u
.immconst_data
[2], *(const float *)®
->u
.immconst_data
[3]);
2457 case WINED3D_DATA_INT
:
2458 shader_addline(buffer
, "%d, %d, %d, %d",
2459 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2460 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2462 case WINED3D_DATA_RESOURCE
:
2463 case WINED3D_DATA_SAMPLER
:
2464 case WINED3D_DATA_UINT
:
2465 shader_addline(buffer
, "%u, %u, %u, %u",
2466 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2467 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2470 shader_addline(buffer
, "<unhandled data type %#x>", reg
->data_type
);
2476 shader_addline(buffer
, "<unhandled immconst_type %#x>", reg
->immconst_type
);
2479 shader_addline(buffer
, ")");
2481 else if (reg
->type
!= WINED3DSPR_RASTOUT
2482 && reg
->type
!= WINED3DSPR_MISCTYPE
2483 && reg
->type
!= WINED3DSPR_NULL
)
2487 shader_addline(buffer
, "[");
2488 if (reg
->idx
[0].rel_addr
)
2490 shader_dump_src_param(buffer
, reg
->idx
[0].rel_addr
, shader_version
);
2491 shader_addline(buffer
, " + ");
2493 shader_addline(buffer
, "%u]", offset
);
2495 if (reg
->idx
[1].offset
!= ~0u)
2497 shader_addline(buffer
, "[");
2498 if (reg
->idx
[1].rel_addr
)
2500 shader_dump_src_param(buffer
, reg
->idx
[1].rel_addr
, shader_version
);
2501 shader_addline(buffer
, " + ");
2503 shader_addline(buffer
, "%u]", reg
->idx
[1].offset
);
2507 if (reg
->type
== WINED3DSPR_FUNCTIONPOINTER
)
2508 shader_addline(buffer
, "[%u]", reg
->u
.fp_body_idx
);
2512 static void shader_dump_dst_param(struct wined3d_string_buffer
*buffer
,
2513 const struct wined3d_shader_dst_param
*param
, const struct wined3d_shader_version
*shader_version
)
2515 DWORD write_mask
= param
->write_mask
;
2517 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2519 if (write_mask
&& write_mask
!= WINED3DSP_WRITEMASK_ALL
)
2521 static const char write_mask_chars
[] = "xyzw";
2523 shader_addline(buffer
, ".");
2524 if (write_mask
& WINED3DSP_WRITEMASK_0
)
2525 shader_addline(buffer
, "%c", write_mask_chars
[0]);
2526 if (write_mask
& WINED3DSP_WRITEMASK_1
)
2527 shader_addline(buffer
, "%c", write_mask_chars
[1]);
2528 if (write_mask
& WINED3DSP_WRITEMASK_2
)
2529 shader_addline(buffer
, "%c", write_mask_chars
[2]);
2530 if (write_mask
& WINED3DSP_WRITEMASK_3
)
2531 shader_addline(buffer
, "%c", write_mask_chars
[3]);
2535 static void shader_dump_src_param(struct wined3d_string_buffer
*buffer
,
2536 const struct wined3d_shader_src_param
*param
, const struct wined3d_shader_version
*shader_version
)
2538 enum wined3d_shader_src_modifier src_modifier
= param
->modifiers
;
2539 DWORD swizzle
= param
->swizzle
;
2541 if (src_modifier
== WINED3DSPSM_NEG
2542 || src_modifier
== WINED3DSPSM_BIASNEG
2543 || src_modifier
== WINED3DSPSM_SIGNNEG
2544 || src_modifier
== WINED3DSPSM_X2NEG
2545 || src_modifier
== WINED3DSPSM_ABSNEG
)
2546 shader_addline(buffer
, "-");
2547 else if (src_modifier
== WINED3DSPSM_COMP
)
2548 shader_addline(buffer
, "1-");
2549 else if (src_modifier
== WINED3DSPSM_NOT
)
2550 shader_addline(buffer
, "!");
2552 if (src_modifier
== WINED3DSPSM_ABS
|| src_modifier
== WINED3DSPSM_ABSNEG
)
2553 shader_addline(buffer
, "abs(");
2555 shader_dump_register(buffer
, ¶m
->reg
, shader_version
);
2557 switch (src_modifier
)
2559 case WINED3DSPSM_NONE
: break;
2560 case WINED3DSPSM_NEG
: break;
2561 case WINED3DSPSM_NOT
: break;
2562 case WINED3DSPSM_BIAS
: shader_addline(buffer
, "_bias"); break;
2563 case WINED3DSPSM_BIASNEG
: shader_addline(buffer
, "_bias"); break;
2564 case WINED3DSPSM_SIGN
: shader_addline(buffer
, "_bx2"); break;
2565 case WINED3DSPSM_SIGNNEG
: shader_addline(buffer
, "_bx2"); break;
2566 case WINED3DSPSM_COMP
: break;
2567 case WINED3DSPSM_X2
: shader_addline(buffer
, "_x2"); break;
2568 case WINED3DSPSM_X2NEG
: shader_addline(buffer
, "_x2"); break;
2569 case WINED3DSPSM_DZ
: shader_addline(buffer
, "_dz"); break;
2570 case WINED3DSPSM_DW
: shader_addline(buffer
, "_dw"); break;
2571 case WINED3DSPSM_ABSNEG
: shader_addline(buffer
, ")"); break;
2572 case WINED3DSPSM_ABS
: shader_addline(buffer
, ")"); break;
2573 default: shader_addline(buffer
, "_unknown_modifier(%#x)", src_modifier
);
2576 if (swizzle
!= WINED3DSP_NOSWIZZLE
)
2578 static const char swizzle_chars
[] = "xyzw";
2579 DWORD swizzle_x
= swizzle
& 0x03;
2580 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
2581 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
2582 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
2584 if (swizzle_x
== swizzle_y
2585 && swizzle_x
== swizzle_z
2586 && swizzle_x
== swizzle_w
)
2588 shader_addline(buffer
, ".%c", swizzle_chars
[swizzle_x
]);
2592 shader_addline(buffer
, ".%c%c%c%c", swizzle_chars
[swizzle_x
], swizzle_chars
[swizzle_y
],
2593 swizzle_chars
[swizzle_z
], swizzle_chars
[swizzle_w
]);
2598 /* Shared code in order to generate the bulk of the shader string. */
2599 HRESULT
shader_generate_code(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
2600 const struct wined3d_shader_reg_maps
*reg_maps
, void *backend_ctx
,
2601 const DWORD
*start
, const DWORD
*end
)
2603 struct wined3d_device
*device
= shader
->device
;
2604 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
2605 void *fe_data
= shader
->frontend_data
;
2606 struct wined3d_shader_version shader_version
;
2607 struct wined3d_shader_parser_state state
;
2608 struct wined3d_shader_instruction ins
;
2609 struct wined3d_shader_tex_mx tex_mx
;
2610 struct wined3d_shader_context ctx
;
2613 /* Initialize current parsing state. */
2614 tex_mx
.current_row
= 0;
2615 state
.current_loop_depth
= 0;
2616 state
.current_loop_reg
= 0;
2617 state
.in_subroutine
= FALSE
;
2619 ctx
.shader
= shader
;
2620 ctx
.reg_maps
= reg_maps
;
2621 ctx
.buffer
= buffer
;
2622 ctx
.tex_mx
= &tex_mx
;
2624 ctx
.backend_data
= backend_ctx
;
2627 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2631 while (!fe
->shader_is_end(fe_data
, &ptr
) && ptr
!= end
)
2634 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2636 /* Unknown opcode and its parameters. */
2637 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2639 WARN("Encountered unrecognised or invalid instruction.\n");
2640 return WINED3DERR_INVALIDCALL
;
2644 FIXME("Predicates not implemented.\n");
2646 /* Call appropriate function for output target */
2647 device
->shader_backend
->shader_handle_instruction(&ins
);
2653 static void shader_dump_ins_modifiers(struct wined3d_string_buffer
*buffer
,
2654 const struct wined3d_shader_dst_param
*dst
)
2656 DWORD mmask
= dst
->modifiers
;
2661 case 13: shader_addline(buffer
, "_d8"); break;
2662 case 14: shader_addline(buffer
, "_d4"); break;
2663 case 15: shader_addline(buffer
, "_d2"); break;
2664 case 1: shader_addline(buffer
, "_x2"); break;
2665 case 2: shader_addline(buffer
, "_x4"); break;
2666 case 3: shader_addline(buffer
, "_x8"); break;
2667 default: shader_addline(buffer
, "_unhandled_shift(%d)", dst
->shift
); break;
2670 if (mmask
& WINED3DSPDM_SATURATE
) shader_addline(buffer
, "_sat");
2671 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) shader_addline(buffer
, "_pp");
2672 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) shader_addline(buffer
, "_centroid");
2674 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
2675 if (mmask
) FIXME("Unrecognised modifier %#x.\n", mmask
);
2678 static void shader_dump_primitive_type(struct wined3d_string_buffer
*buffer
,
2679 const struct wined3d_shader_primitive_type
*primitive_type
)
2681 switch (primitive_type
->type
)
2683 case WINED3D_PT_UNDEFINED
:
2684 shader_addline(buffer
, "undefined");
2686 case WINED3D_PT_POINTLIST
:
2687 shader_addline(buffer
, "pointlist");
2689 case WINED3D_PT_LINELIST
:
2690 shader_addline(buffer
, "linelist");
2692 case WINED3D_PT_LINESTRIP
:
2693 shader_addline(buffer
, "linestrip");
2695 case WINED3D_PT_TRIANGLELIST
:
2696 shader_addline(buffer
, "trianglelist");
2698 case WINED3D_PT_TRIANGLESTRIP
:
2699 shader_addline(buffer
, "trianglestrip");
2701 case WINED3D_PT_TRIANGLEFAN
:
2702 shader_addline(buffer
, "trianglefan");
2704 case WINED3D_PT_LINELIST_ADJ
:
2705 shader_addline(buffer
, "linelist_adj");
2707 case WINED3D_PT_LINESTRIP_ADJ
:
2708 shader_addline(buffer
, "linestrip_adj");
2710 case WINED3D_PT_TRIANGLELIST_ADJ
:
2711 shader_addline(buffer
, "trianglelist_adj");
2713 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
2714 shader_addline(buffer
, "trianglestrip_adj");
2716 case WINED3D_PT_PATCH
:
2717 shader_addline(buffer
, "patch%u", primitive_type
->patch_vertex_count
);
2720 shader_addline(buffer
, "<unrecognized_primitive_type %#x>", primitive_type
->type
);
2725 static void shader_dump_interpolation_mode(struct wined3d_string_buffer
*buffer
,
2726 enum wined3d_shader_interpolation_mode interpolation_mode
)
2728 switch (interpolation_mode
)
2730 case WINED3DSIM_CONSTANT
:
2731 shader_addline(buffer
, "constant");
2733 case WINED3DSIM_LINEAR
:
2734 shader_addline(buffer
, "linear");
2736 case WINED3DSIM_LINEAR_CENTROID
:
2737 shader_addline(buffer
, "linear centroid");
2739 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2740 shader_addline(buffer
, "linear noperspective");
2742 case WINED3DSIM_LINEAR_SAMPLE
:
2743 shader_addline(buffer
, "linear sample");
2745 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
:
2746 shader_addline(buffer
, "linear noperspective centroid");
2748 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
:
2749 shader_addline(buffer
, "linear noperspective sample");
2752 shader_addline(buffer
, "<unrecognized_interpolation_mode %#x>", interpolation_mode
);
2757 static void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
)
2759 struct wined3d_shader_version shader_version
;
2760 struct wined3d_string_buffer buffer
;
2761 const char *type_prefix
;
2766 if (!string_buffer_init(&buffer
))
2768 ERR("Failed to initialize string buffer.\n");
2772 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
2774 TRACE("Parsing %p.\n", ptr
);
2776 switch (shader_version
.type
)
2778 case WINED3D_SHADER_TYPE_VERTEX
:
2782 case WINED3D_SHADER_TYPE_HULL
:
2786 case WINED3D_SHADER_TYPE_DOMAIN
:
2790 case WINED3D_SHADER_TYPE_GEOMETRY
:
2794 case WINED3D_SHADER_TYPE_PIXEL
:
2798 case WINED3D_SHADER_TYPE_COMPUTE
:
2803 FIXME("Unhandled shader type %#x.\n", shader_version
.type
);
2804 type_prefix
= "unknown";
2808 shader_addline(&buffer
, "%s_%u_%u\n", type_prefix
, shader_version
.major
, shader_version
.minor
);
2810 while (!fe
->shader_is_end(fe_data
, &ptr
))
2812 struct wined3d_shader_instruction ins
;
2814 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
2815 if (ins
.handler_idx
== WINED3DSIH_TABLE_SIZE
)
2817 WARN("Skipping unrecognized instruction.\n");
2818 shader_addline(&buffer
, "<unrecognized instruction>\n");
2822 if (ins
.handler_idx
== WINED3DSIH_DCL
|| ins
.handler_idx
== WINED3DSIH_DCL_UAV_TYPED
)
2824 shader_dump_decl_usage(&buffer
, &ins
.declaration
.semantic
, ins
.flags
, &shader_version
);
2825 shader_dump_ins_modifiers(&buffer
, &ins
.declaration
.semantic
.reg
);
2826 shader_addline(&buffer
, " ");
2827 shader_dump_dst_param(&buffer
, &ins
.declaration
.semantic
.reg
, &shader_version
);
2829 else if (ins
.handler_idx
== WINED3DSIH_DCL_CONSTANT_BUFFER
)
2831 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2832 shader_dump_src_param(&buffer
, &ins
.declaration
.src
, &shader_version
);
2833 shader_addline(&buffer
, ", %s",
2834 ins
.flags
& WINED3DSI_INDEXED_DYNAMIC
? "dynamicIndexed" : "immediateIndexed");
2836 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_BODY
)
2838 shader_addline(&buffer
, "%s fb%u",
2839 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2841 else if (ins
.handler_idx
== WINED3DSIH_DCL_FUNCTION_TABLE
)
2843 shader_addline(&buffer
, "%s ft%u = {...}",
2844 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.index
);
2846 else if (ins
.handler_idx
== WINED3DSIH_DCL_GLOBAL_FLAGS
)
2848 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2849 shader_dump_global_flags(&buffer
, ins
.flags
);
2851 else if (ins
.handler_idx
== WINED3DSIH_DCL_HS_MAX_TESSFACTOR
)
2853 shader_addline(&buffer
, "%s %.8e", shader_opcode_names
[ins
.handler_idx
],
2854 ins
.declaration
.max_tessellation_factor
);
2856 else if (ins
.handler_idx
== WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
)
2858 shader_addline(&buffer
, "%s {\n", shader_opcode_names
[ins
.handler_idx
]);
2859 for (i
= 0; i
< ins
.declaration
.icb
->vec4_count
; ++i
)
2861 shader_addline(&buffer
, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2862 ins
.declaration
.icb
->data
[4 * i
+ 0],
2863 ins
.declaration
.icb
->data
[4 * i
+ 1],
2864 ins
.declaration
.icb
->data
[4 * i
+ 2],
2865 ins
.declaration
.icb
->data
[4 * i
+ 3]);
2867 shader_addline(&buffer
, "}");
2869 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEX_RANGE
)
2871 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2872 shader_dump_dst_param(&buffer
, &ins
.declaration
.index_range
.first_register
, &shader_version
);
2873 shader_addline(&buffer
, " %u", ins
.declaration
.index_range
.last_register
);
2875 else if (ins
.handler_idx
== WINED3DSIH_DCL_INDEXABLE_TEMP
)
2877 shader_addline(&buffer
, "%s x[%u][%u], %u", shader_opcode_names
[ins
.handler_idx
],
2878 ins
.declaration
.indexable_temp
.register_idx
,
2879 ins
.declaration
.indexable_temp
.register_size
,
2880 ins
.declaration
.indexable_temp
.component_count
);
2882 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS
)
2884 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2885 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2886 shader_addline(&buffer
, " ");
2887 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2889 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SGV
2890 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SGV
2891 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_SIV
2892 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_SIV
)
2894 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2895 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2896 shader_addline(&buffer
, ", ");
2897 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2899 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PS_SIV
)
2901 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2902 shader_dump_interpolation_mode(&buffer
, ins
.flags
);
2903 shader_addline(&buffer
, " ");
2904 shader_dump_dst_param(&buffer
, &ins
.declaration
.register_semantic
.reg
, &shader_version
);
2905 shader_addline(&buffer
, ", ");
2906 shader_dump_shader_input_sysval_semantic(&buffer
, ins
.declaration
.register_semantic
.sysval_semantic
);
2908 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT
2909 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT
)
2911 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2912 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2914 else if (ins
.handler_idx
== WINED3DSIH_DCL_INPUT_PRIMITIVE
2915 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_TOPOLOGY
)
2917 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2918 shader_dump_primitive_type(&buffer
, &ins
.declaration
.primitive_type
);
2920 else if (ins
.handler_idx
== WINED3DSIH_DCL_INTERFACE
)
2922 shader_addline(&buffer
, "%s fp[%u][%u][%u] = {...}",
2923 shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.fp
.index
,
2924 ins
.declaration
.fp
.array_size
, ins
.declaration
.fp
.body_count
);
2926 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_RAW
)
2928 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2929 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2931 else if (ins
.handler_idx
== WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
2933 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2934 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
2935 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
2937 else if (ins
.handler_idx
== WINED3DSIH_DCL_SAMPLER
)
2939 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2940 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2941 if (ins
.flags
== WINED3DSI_SAMPLER_COMPARISON_MODE
)
2942 shader_addline(&buffer
, ", comparisonMode");
2944 else if (ins
.handler_idx
== WINED3DSIH_DCL_TEMPS
2945 || ins
.handler_idx
== WINED3DSIH_DCL_GS_INSTANCES
2946 || ins
.handler_idx
== WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2947 || ins
.handler_idx
== WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2948 || ins
.handler_idx
== WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2949 || ins
.handler_idx
== WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2950 || ins
.handler_idx
== WINED3DSIH_DCL_VERTICES_OUT
)
2952 shader_addline(&buffer
, "%s %u", shader_opcode_names
[ins
.handler_idx
], ins
.declaration
.count
);
2954 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_DOMAIN
)
2956 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2957 shader_dump_tessellator_domain(&buffer
, ins
.declaration
.tessellator_domain
);
2959 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
)
2961 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2962 shader_dump_tessellator_output_primitive(&buffer
, ins
.declaration
.tessellator_output_primitive
);
2964 else if (ins
.handler_idx
== WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
)
2966 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2967 shader_dump_tessellator_partitioning(&buffer
, ins
.declaration
.tessellator_partitioning
);
2969 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_RAW
)
2971 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2972 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_raw
.reg
, &shader_version
);
2973 shader_addline(&buffer
, ", %u", ins
.declaration
.tgsm_raw
.byte_count
);
2975 else if (ins
.handler_idx
== WINED3DSIH_DCL_TGSM_STRUCTURED
)
2977 shader_addline(&buffer
, "%s ", shader_opcode_names
[ins
.handler_idx
]);
2978 shader_dump_dst_param(&buffer
, &ins
.declaration
.tgsm_structured
.reg
, &shader_version
);
2979 shader_addline(&buffer
, ", %u, %u", ins
.declaration
.tgsm_structured
.byte_stride
,
2980 ins
.declaration
.tgsm_structured
.structure_count
);
2982 else if (ins
.handler_idx
== WINED3DSIH_DCL_THREAD_GROUP
)
2984 shader_addline(&buffer
, "%s %u, %u, %u", shader_opcode_names
[ins
.handler_idx
],
2985 ins
.declaration
.thread_group_size
.x
,
2986 ins
.declaration
.thread_group_size
.y
,
2987 ins
.declaration
.thread_group_size
.z
);
2989 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_RAW
)
2991 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2992 shader_dump_uav_flags(&buffer
, ins
.flags
);
2993 shader_addline(&buffer
, " ");
2994 shader_dump_dst_param(&buffer
, &ins
.declaration
.dst
, &shader_version
);
2996 else if (ins
.handler_idx
== WINED3DSIH_DCL_UAV_STRUCTURED
)
2998 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
2999 shader_dump_uav_flags(&buffer
, ins
.flags
);
3000 shader_addline(&buffer
, " ");
3001 shader_dump_dst_param(&buffer
, &ins
.declaration
.structured_resource
.reg
, &shader_version
);
3002 shader_addline(&buffer
, ", %u", ins
.declaration
.structured_resource
.byte_stride
);
3004 else if (ins
.handler_idx
== WINED3DSIH_DEF
)
3006 shader_addline(&buffer
, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins
.dst
[0].reg
.type
,
3007 ins
.dst
[0].reg
.idx
[0].offset
),
3008 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[0],
3009 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[1],
3010 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[2],
3011 *(const float *)&ins
.src
[0].reg
.u
.immconst_data
[3]);
3013 else if (ins
.handler_idx
== WINED3DSIH_DEFI
)
3015 shader_addline(&buffer
, "defi i%u = %d, %d, %d, %d", ins
.dst
[0].reg
.idx
[0].offset
,
3016 ins
.src
[0].reg
.u
.immconst_data
[0],
3017 ins
.src
[0].reg
.u
.immconst_data
[1],
3018 ins
.src
[0].reg
.u
.immconst_data
[2],
3019 ins
.src
[0].reg
.u
.immconst_data
[3]);
3021 else if (ins
.handler_idx
== WINED3DSIH_DEFB
)
3023 shader_addline(&buffer
, "defb b%u = %s",
3024 ins
.dst
[0].reg
.idx
[0].offset
, ins
.src
[0].reg
.u
.immconst_data
[0] ? "true" : "false");
3030 shader_addline(&buffer
, "(");
3031 shader_dump_src_param(&buffer
, ins
.predicate
, &shader_version
);
3032 shader_addline(&buffer
, ") ");
3035 /* PixWin marks instructions with the coissue flag with a '+' */
3037 shader_addline(&buffer
, "+");
3039 shader_addline(&buffer
, "%s", shader_opcode_names
[ins
.handler_idx
]);
3041 if (ins
.handler_idx
== WINED3DSIH_BREAKP
3042 || ins
.handler_idx
== WINED3DSIH_CONTINUEP
3043 || ins
.handler_idx
== WINED3DSIH_IF
3044 || ins
.handler_idx
== WINED3DSIH_RETP
3045 || ins
.handler_idx
== WINED3DSIH_TEXKILL
)
3049 case WINED3D_SHADER_CONDITIONAL_OP_NZ
: shader_addline(&buffer
, "_nz"); break;
3050 case WINED3D_SHADER_CONDITIONAL_OP_Z
: shader_addline(&buffer
, "_z"); break;
3051 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
); break;
3054 else if (ins
.handler_idx
== WINED3DSIH_IFC
3055 || ins
.handler_idx
== WINED3DSIH_BREAKC
)
3059 case WINED3D_SHADER_REL_OP_GT
: shader_addline(&buffer
, "_gt"); break;
3060 case WINED3D_SHADER_REL_OP_EQ
: shader_addline(&buffer
, "_eq"); break;
3061 case WINED3D_SHADER_REL_OP_GE
: shader_addline(&buffer
, "_ge"); break;
3062 case WINED3D_SHADER_REL_OP_LT
: shader_addline(&buffer
, "_lt"); break;
3063 case WINED3D_SHADER_REL_OP_NE
: shader_addline(&buffer
, "_ne"); break;
3064 case WINED3D_SHADER_REL_OP_LE
: shader_addline(&buffer
, "_le"); break;
3065 default: shader_addline(&buffer
, "_(%u)", ins
.flags
);
3068 else if (ins
.handler_idx
== WINED3DSIH_TEX
3069 && shader_version
.major
>= 2
3070 && (ins
.flags
& WINED3DSI_TEXLD_PROJECT
))
3072 shader_addline(&buffer
, "p");
3074 else if (ins
.handler_idx
== WINED3DSIH_RESINFO
&& ins
.flags
)
3078 case WINED3DSI_RESINFO_RCP_FLOAT
: shader_addline(&buffer
, "_rcpFloat"); break;
3079 case WINED3DSI_RESINFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3080 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3083 else if (ins
.handler_idx
== WINED3DSIH_SAMPLE_INFO
&& ins
.flags
)
3087 case WINED3DSI_SAMPLE_INFO_UINT
: shader_addline(&buffer
, "_uint"); break;
3088 default: shader_addline(&buffer
, "_unrecognized(%#x)", ins
.flags
);
3091 else if (ins
.handler_idx
== WINED3DSIH_SYNC
)
3093 shader_dump_sync_flags(&buffer
, ins
.flags
);
3097 shader_dump_precise_flags(&buffer
, ins
.flags
);
3100 if (wined3d_shader_instruction_has_texel_offset(&ins
))
3101 shader_addline(&buffer
, "(%d,%d,%d)", ins
.texel_offset
.u
, ins
.texel_offset
.v
, ins
.texel_offset
.w
);
3103 if (ins
.resource_type
!= WINED3D_SHADER_RESOURCE_NONE
)
3105 shader_addline(&buffer
, "(");
3106 shader_dump_resource_type(&buffer
, ins
.resource_type
);
3107 shader_addline(&buffer
, ")");
3110 if (ins
.resource_data_type
!= WINED3D_DATA_FLOAT
)
3111 shader_dump_data_type(&buffer
, ins
.resource_data_type
);
3113 for (i
= 0; i
< ins
.dst_count
; ++i
)
3115 shader_dump_ins_modifiers(&buffer
, &ins
.dst
[i
]);
3116 shader_addline(&buffer
, !i
? " " : ", ");
3117 shader_dump_dst_param(&buffer
, &ins
.dst
[i
], &shader_version
);
3120 /* Other source tokens */
3121 for (i
= ins
.dst_count
; i
< (ins
.dst_count
+ ins
.src_count
); ++i
)
3123 shader_addline(&buffer
, !i
? " " : ", ");
3124 shader_dump_src_param(&buffer
, &ins
.src
[i
- ins
.dst_count
], &shader_version
);
3127 shader_addline(&buffer
, "\n");
3130 for (p
= buffer
.buffer
; *p
; p
= q
)
3132 if (!(q
= strstr(p
, "\n")))
3136 TRACE(" %.*s", (int)(q
- p
), p
);
3139 string_buffer_free(&buffer
);
3142 static void shader_cleanup(struct wined3d_shader
*shader
)
3144 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_HULL
)
3146 heap_free(shader
->u
.hs
.phases
.control_point
);
3147 heap_free(shader
->u
.hs
.phases
.fork
);
3148 heap_free(shader
->u
.hs
.phases
.join
);
3151 heap_free(shader
->patch_constant_signature
.elements
);
3152 heap_free(shader
->output_signature
.elements
);
3153 heap_free(shader
->input_signature
.elements
);
3154 shader
->device
->shader_backend
->shader_destroy(shader
);
3155 shader_cleanup_reg_maps(&shader
->reg_maps
);
3156 heap_free(shader
->byte_code
);
3157 shader_delete_constant_list(&shader
->constantsF
);
3158 shader_delete_constant_list(&shader
->constantsB
);
3159 shader_delete_constant_list(&shader
->constantsI
);
3160 list_remove(&shader
->shader_list_entry
);
3162 if (shader
->frontend
&& shader
->frontend_data
)
3163 shader
->frontend
->shader_free(shader
->frontend_data
);
3166 struct shader_none_priv
3168 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
3169 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
3170 BOOL ffp_proj_control
;
3173 static void shader_none_handle_instruction(const struct wined3d_shader_instruction
*ins
) {}
3174 static void shader_none_precompile(void *shader_priv
, struct wined3d_shader
*shader
) {}
3175 static void shader_none_select_compute(void *shader_priv
, struct wined3d_context
*context
,
3176 const struct wined3d_state
*state
) {}
3177 static void shader_none_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3178 static void shader_none_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
) {}
3179 static void shader_none_load_constants(void *shader_priv
, struct wined3d_context
*context
,
3180 const struct wined3d_state
*state
) {}
3181 static void shader_none_destroy(struct wined3d_shader
*shader
) {}
3182 static void shader_none_free_context_data(struct wined3d_context
*context
) {}
3183 static void shader_none_init_context_state(struct wined3d_context
*context
) {}
3185 /* Context activation is done by the caller. */
3186 static void shader_none_select(void *shader_priv
, struct wined3d_context
*context
,
3187 const struct wined3d_state
*state
)
3189 struct shader_none_priv
*priv
= shader_priv
;
3191 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
3192 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
3195 /* Context activation is done by the caller. */
3196 static void shader_none_disable(void *shader_priv
, struct wined3d_context
*context
)
3198 struct shader_none_priv
*priv
= shader_priv
;
3200 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
3201 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
3203 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
3204 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
3205 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
3206 | (1u << WINED3D_SHADER_TYPE_HULL
)
3207 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
3208 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
3211 static HRESULT
shader_none_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
3212 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
3214 struct fragment_caps fragment_caps
;
3215 void *vertex_priv
, *fragment_priv
;
3216 struct shader_none_priv
*priv
;
3218 if (!(priv
= heap_alloc(sizeof(*priv
))))
3219 return E_OUTOFMEMORY
;
3221 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&none_shader_backend
, priv
)))
3223 ERR("Failed to initialize vertex pipe.\n");
3228 if (!(fragment_priv
= fragment_pipe
->alloc_private(&none_shader_backend
, priv
)))
3230 ERR("Failed to initialize fragment pipe.\n");
3231 vertex_pipe
->vp_free(device
, NULL
);
3236 priv
->vertex_pipe
= vertex_pipe
;
3237 priv
->fragment_pipe
= fragment_pipe
;
3238 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
3239 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
3241 device
->vertex_priv
= vertex_priv
;
3242 device
->fragment_priv
= fragment_priv
;
3243 device
->shader_priv
= priv
;
3248 static void shader_none_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
3250 struct shader_none_priv
*priv
= device
->shader_priv
;
3252 priv
->fragment_pipe
->free_private(device
, context
);
3253 priv
->vertex_pipe
->vp_free(device
, context
);
3257 static BOOL
shader_none_allocate_context_data(struct wined3d_context
*context
)
3262 static void shader_none_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
3264 /* Set the shader caps to 0 for the none shader backend */
3265 memset(caps
, 0, sizeof(*caps
));
3268 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
3270 /* We "support" every possible fixup, since we don't support any shader
3271 * model, and will never have to actually sample a texture. */
3275 static BOOL
shader_none_has_ffp_proj_control(void *shader_priv
)
3277 struct shader_none_priv
*priv
= shader_priv
;
3279 return priv
->ffp_proj_control
;
3282 const struct wined3d_shader_backend_ops none_shader_backend
=
3284 shader_none_handle_instruction
,
3285 shader_none_precompile
,
3287 shader_none_select_compute
,
3288 shader_none_disable
,
3289 shader_none_update_float_vertex_constants
,
3290 shader_none_update_float_pixel_constants
,
3291 shader_none_load_constants
,
3292 shader_none_destroy
,
3295 shader_none_allocate_context_data
,
3296 shader_none_free_context_data
,
3297 shader_none_init_context_state
,
3298 shader_none_get_caps
,
3299 shader_none_color_fixup_supported
,
3300 shader_none_has_ffp_proj_control
,
3303 static unsigned int shader_max_version_from_feature_level(enum wined3d_feature_level level
)
3307 case WINED3D_FEATURE_LEVEL_11_1
:
3308 case WINED3D_FEATURE_LEVEL_11
:
3310 case WINED3D_FEATURE_LEVEL_10_1
:
3311 case WINED3D_FEATURE_LEVEL_10
:
3313 case WINED3D_FEATURE_LEVEL_9_3
:
3315 case WINED3D_FEATURE_LEVEL_9_2
:
3316 case WINED3D_FEATURE_LEVEL_9_1
:
3323 static HRESULT
shader_set_function(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3324 enum wined3d_shader_type type
, unsigned int float_const_count
)
3326 const struct wined3d_d3d_info
*d3d_info
= &shader
->device
->adapter
->d3d_info
;
3327 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3328 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
3329 const struct wined3d_shader_frontend
*fe
;
3330 unsigned int backend_version
;
3333 TRACE("shader %p, device %p, type %s, float_const_count %u.\n",
3334 shader
, device
, debug_shader_type(type
), float_const_count
);
3336 fe
= shader
->frontend
;
3337 if (!(shader
->frontend_data
= fe
->shader_init(shader
->function
,
3338 shader
->functionLength
, &shader
->output_signature
)))
3340 FIXME("Failed to initialize frontend.\n");
3341 return WINED3DERR_INVALIDCALL
;
3344 /* First pass: trace shader. */
3345 if (TRACE_ON(d3d_shader
))
3346 shader_trace_init(fe
, shader
->frontend_data
);
3348 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3349 if (FAILED(hr
= shader_get_registers_used(shader
, float_const_count
)))
3352 if (version
->type
!= type
)
3354 WARN("Wrong shader type %s.\n", debug_shader_type(reg_maps
->shader_version
.type
));
3355 return WINED3DERR_INVALIDCALL
;
3357 if (version
->major
> shader_max_version_from_feature_level(device
->cs
->c
.state
->feature_level
))
3359 WARN("Shader version %u not supported by this device.\n", version
->major
);
3360 return WINED3DERR_INVALIDCALL
;
3364 case WINED3D_SHADER_TYPE_VERTEX
:
3365 backend_version
= d3d_info
->limits
.vs_version
;
3367 case WINED3D_SHADER_TYPE_HULL
:
3368 backend_version
= d3d_info
->limits
.hs_version
;
3370 case WINED3D_SHADER_TYPE_DOMAIN
:
3371 backend_version
= d3d_info
->limits
.ds_version
;
3373 case WINED3D_SHADER_TYPE_GEOMETRY
:
3374 backend_version
= d3d_info
->limits
.gs_version
;
3376 case WINED3D_SHADER_TYPE_PIXEL
:
3377 backend_version
= d3d_info
->limits
.ps_version
;
3379 case WINED3D_SHADER_TYPE_COMPUTE
:
3380 backend_version
= d3d_info
->limits
.cs_version
;
3383 FIXME("No backend version-checking for this shader type.\n");
3384 backend_version
= 0;
3386 if (version
->major
> backend_version
)
3388 WARN("Shader version %u.%u not supported by the current shader backend.\n",
3389 version
->major
, version
->minor
);
3390 return WINED3DERR_INVALIDCALL
;
3393 shader
->load_local_constsF
= shader
->lconst_inf_or_nan
;
3398 ULONG CDECL
wined3d_shader_incref(struct wined3d_shader
*shader
)
3400 ULONG refcount
= InterlockedIncrement(&shader
->ref
);
3402 TRACE("%p increasing refcount to %u.\n", shader
, refcount
);
3407 static void wined3d_shader_init_object(void *object
)
3409 struct wined3d_shader
*shader
= object
;
3410 struct wined3d_device
*device
= shader
->device
;
3412 TRACE("shader %p.\n", shader
);
3414 list_add_head(&device
->shaders
, &shader
->shader_list_entry
);
3416 device
->shader_backend
->shader_precompile(device
->shader_priv
, shader
);
3419 static void wined3d_shader_destroy_object(void *object
)
3421 TRACE("object %p.\n", object
);
3423 shader_cleanup(object
);
3427 ULONG CDECL
wined3d_shader_decref(struct wined3d_shader
*shader
)
3429 ULONG refcount
= InterlockedDecrement(&shader
->ref
);
3431 TRACE("%p decreasing refcount to %u.\n", shader
, refcount
);
3435 shader
->parent_ops
->wined3d_object_destroyed(shader
->parent
);
3436 wined3d_cs_destroy_object(shader
->device
->cs
, wined3d_shader_destroy_object
, shader
);
3442 void * CDECL
wined3d_shader_get_parent(const struct wined3d_shader
*shader
)
3444 TRACE("shader %p.\n", shader
);
3446 return shader
->parent
;
3449 HRESULT CDECL
wined3d_shader_get_byte_code(const struct wined3d_shader
*shader
,
3450 void *byte_code
, UINT
*byte_code_size
)
3452 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader
, byte_code
, byte_code_size
);
3456 *byte_code_size
= shader
->byte_code_size
;
3460 if (*byte_code_size
< shader
->byte_code_size
)
3462 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3463 * than the required size we should write the required size and
3464 * return D3DERR_MOREDATA. That's not actually true. */
3465 return WINED3DERR_INVALIDCALL
;
3468 memcpy(byte_code
, shader
->byte_code
, shader
->byte_code_size
);
3473 /* Set local constants for d3d8 shaders. */
3474 HRESULT CDECL
wined3d_shader_set_local_constants_float(struct wined3d_shader
*shader
,
3475 UINT start_idx
, const float *src_data
, UINT count
)
3477 UINT end_idx
= start_idx
+ count
;
3480 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader
, start_idx
, src_data
, count
);
3482 if (end_idx
> shader
->limits
->constant_float
)
3484 WARN("end_idx %u > float constants limit %u.\n",
3485 end_idx
, shader
->limits
->constant_float
);
3486 end_idx
= shader
->limits
->constant_float
;
3489 for (i
= start_idx
; i
< end_idx
; ++i
)
3491 struct wined3d_shader_lconst
*lconst
;
3494 if (!(lconst
= heap_alloc(sizeof(*lconst
))))
3495 return E_OUTOFMEMORY
;
3498 value
= (float *)lconst
->value
;
3499 memcpy(value
, src_data
+ (i
- start_idx
) * 4 /* 4 components */, 4 * sizeof(float));
3500 list_add_head(&shader
->constantsF
, &lconst
->entry
);
3502 if (isinf(value
[0]) || isnan(value
[0]) || isinf(value
[1]) || isnan(value
[1])
3503 || isinf(value
[2]) || isnan(value
[2]) || isinf(value
[3]) || isnan(value
[3]))
3505 shader
->lconst_inf_or_nan
= TRUE
;
3512 static void init_interpolation_compile_args(DWORD
*interpolation_args
,
3513 const struct wined3d_shader
*pixel_shader
, const struct wined3d_d3d_info
*d3d_info
)
3515 if (!d3d_info
->shader_output_interpolation
|| !pixel_shader
3516 || pixel_shader
->reg_maps
.shader_version
.major
< 4)
3518 memset(interpolation_args
, 0, sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3522 memcpy(interpolation_args
, pixel_shader
->u
.ps
.interpolation_mode
,
3523 sizeof(pixel_shader
->u
.ps
.interpolation_mode
));
3526 void find_vs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3527 WORD swizzle_map
, struct vs_compile_args
*args
, const struct wined3d_context
*context
)
3529 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3530 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3531 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3532 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3534 args
->fog_src
= state
->render_states
[WINED3D_RS_FOGTABLEMODE
]
3535 == WINED3D_FOG_NONE
? VS_FOG_COORD
: VS_FOG_Z
;
3536 args
->clip_enabled
= state
->render_states
[WINED3D_RS_CLIPPING
]
3537 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
3538 args
->point_size
= state
->primitive_type
== WINED3D_PT_POINTLIST
;
3539 args
->per_vertex_point_size
= shader
->reg_maps
.point_size
;
3540 args
->next_shader_type
= hull_shader
? WINED3D_SHADER_TYPE_HULL
3541 : geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3542 if (shader
->reg_maps
.shader_version
.major
>= 4)
3543 args
->next_shader_input_count
= hull_shader
? hull_shader
->limits
->packed_input
3544 : geometry_shader
? geometry_shader
->limits
->packed_input
3545 : pixel_shader
? pixel_shader
->limits
->packed_input
: 0;
3547 args
->next_shader_input_count
= 0;
3548 args
->swizzle_map
= swizzle_map
;
3549 if (d3d_info
->emulated_flatshading
)
3550 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
3552 args
->flatshading
= 0;
3554 init_interpolation_compile_args(args
->interpolation_mode
,
3555 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, d3d_info
);
3558 static BOOL
match_usage(BYTE usage1
, BYTE usage_idx1
, BYTE usage2
, BYTE usage_idx2
)
3560 if (usage_idx1
!= usage_idx2
)
3562 if (usage1
== usage2
)
3564 if (usage1
== WINED3D_DECL_USAGE_POSITION
&& usage2
== WINED3D_DECL_USAGE_POSITIONT
)
3566 if (usage2
== WINED3D_DECL_USAGE_POSITION
&& usage1
== WINED3D_DECL_USAGE_POSITIONT
)
3572 BOOL
vshader_get_input(const struct wined3d_shader
*shader
,
3573 BYTE usage_req
, BYTE usage_idx_req
, unsigned int *regnum
)
3575 WORD map
= shader
->reg_maps
.input_registers
;
3578 for (i
= 0; map
; map
>>= 1, ++i
)
3580 if (!(map
& 1)) continue;
3582 if (match_usage(shader
->u
.vs
.attributes
[i
].usage
,
3583 shader
->u
.vs
.attributes
[i
].usage_idx
, usage_req
, usage_idx_req
))
3592 static HRESULT
shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3593 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3597 TRACE("byte_code %p, byte_code_size %#lx.\n", desc
->byte_code
, (long)desc
->byte_code_size
);
3599 if (!desc
->byte_code
)
3600 return WINED3DERR_INVALIDCALL
;
3603 shader
->device
= device
;
3604 shader
->parent
= parent
;
3605 shader
->parent_ops
= parent_ops
;
3607 list_init(&shader
->linked_programs
);
3608 list_init(&shader
->constantsF
);
3609 list_init(&shader
->constantsB
);
3610 list_init(&shader
->constantsI
);
3611 shader
->lconst_inf_or_nan
= FALSE
;
3612 list_init(&shader
->reg_maps
.indexable_temps
);
3613 list_init(&shader
->shader_list_entry
);
3615 if (desc
->byte_code_size
== ~(size_t)0)
3617 struct wined3d_shader_version shader_version
;
3618 const struct wined3d_shader_frontend
*fe
;
3619 struct wined3d_shader_instruction ins
;
3623 if (!(shader
->frontend
= shader_select_frontend(WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
)))
3625 FIXME("Unable to find frontend for shader.\n");
3626 hr
= WINED3DERR_INVALIDCALL
;
3630 fe
= shader
->frontend
;
3631 if (!(fe_data
= fe
->shader_init(desc
->byte_code
, desc
->byte_code_size
, &shader
->output_signature
)))
3633 WARN("Failed to initialise frontend data.\n");
3634 hr
= WINED3DERR_INVALIDCALL
;
3638 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3639 while (!fe
->shader_is_end(fe_data
, &ptr
))
3640 fe
->shader_read_instruction(fe_data
, &ptr
, &ins
);
3642 fe
->shader_free(fe_data
);
3644 shader
->byte_code_size
= (ptr
- desc
->byte_code
) * sizeof(*ptr
);
3646 if (!(shader
->byte_code
= heap_alloc(shader
->byte_code_size
)))
3651 memcpy(shader
->byte_code
, desc
->byte_code
, shader
->byte_code_size
);
3653 shader
->function
= shader
->byte_code
;
3654 shader
->functionLength
= shader
->byte_code_size
;
3658 enum wined3d_shader_byte_code_format format
;
3659 unsigned int max_version
;
3661 if (!(shader
->byte_code
= heap_alloc(desc
->byte_code_size
)))
3666 memcpy(shader
->byte_code
, desc
->byte_code
, desc
->byte_code_size
);
3667 shader
->byte_code_size
= desc
->byte_code_size
;
3669 max_version
= shader_max_version_from_feature_level(device
->cs
->c
.state
->feature_level
);
3670 if (FAILED(hr
= shader_extract_from_dxbc(shader
, max_version
, &format
)))
3673 if (!(shader
->frontend
= shader_select_frontend(format
)))
3675 FIXME("Unable to find frontend for shader.\n");
3676 hr
= WINED3DERR_INVALIDCALL
;
3684 shader_cleanup(shader
);
3688 static HRESULT
vertex_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3689 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3691 struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3695 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
3698 if (FAILED(hr
= shader_set_function(shader
, device
,
3699 WINED3D_SHADER_TYPE_VERTEX
, device
->adapter
->d3d_info
.limits
.vs_uniform_count
)))
3701 shader_cleanup(shader
);
3705 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3707 const struct wined3d_shader_signature_element
*input
= &shader
->input_signature
.elements
[i
];
3709 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)) || !input
->semantic_name
)
3712 shader
->u
.vs
.attributes
[input
->register_idx
].usage
=
3713 shader_usage_from_semantic_name(input
->semantic_name
);
3714 shader
->u
.vs
.attributes
[input
->register_idx
].usage_idx
= input
->semantic_idx
;
3717 if (reg_maps
->usesrelconstF
&& !list_empty(&shader
->constantsF
))
3718 shader
->load_local_constsF
= TRUE
;
3723 static struct wined3d_shader_signature_element
*shader_find_signature_element(const struct wined3d_shader_signature
*s
,
3724 unsigned int stream_idx
, const char *semantic_name
, unsigned int semantic_idx
)
3726 struct wined3d_shader_signature_element
*e
= s
->elements
;
3729 for (i
= 0; i
< s
->element_count
; ++i
)
3731 if (e
[i
].stream_idx
== stream_idx
3732 && !_strnicmp(e
[i
].semantic_name
, semantic_name
, -1)
3733 && e
[i
].semantic_idx
== semantic_idx
)
3740 BOOL
shader_get_stream_output_register_info(const struct wined3d_shader
*shader
,
3741 const struct wined3d_stream_output_element
*so_element
, unsigned int *register_idx
, unsigned int *component_idx
)
3743 const struct wined3d_shader_signature_element
*output
;
3746 if (!(output
= shader_find_signature_element(&shader
->output_signature
,
3747 so_element
->stream_idx
, so_element
->semantic_name
, so_element
->semantic_idx
)))
3750 for (idx
= 0; idx
< 4; ++idx
)
3752 if (output
->mask
& (1u << idx
))
3755 idx
+= so_element
->component_idx
;
3757 *register_idx
= output
->register_idx
;
3758 *component_idx
= idx
;
3762 static HRESULT
geometry_shader_init_so_desc(struct wined3d_geometry_shader
*gs
, struct wined3d_device
*device
,
3763 const struct wined3d_stream_output_desc
*so_desc
)
3765 struct wined3d_so_desc_entry
*s
;
3766 struct wine_rb_entry
*entry
;
3771 if ((entry
= wine_rb_get(&device
->so_descs
, so_desc
)))
3773 gs
->so_desc
= &WINE_RB_ENTRY_VALUE(entry
, struct wined3d_so_desc_entry
, entry
)->desc
;
3777 size
= FIELD_OFFSET(struct wined3d_so_desc_entry
, elements
[so_desc
->element_count
]);
3778 for (i
= 0; i
< so_desc
->element_count
; ++i
)
3780 const char *n
= so_desc
->elements
[i
].semantic_name
;
3783 size
+= strlen(n
) + 1;
3785 if (!(s
= heap_alloc(size
)))
3786 return E_OUTOFMEMORY
;
3790 memcpy(s
->elements
, so_desc
->elements
, so_desc
->element_count
* sizeof(*s
->elements
));
3791 s
->desc
.elements
= s
->elements
;
3793 name
= (char *)&s
->elements
[s
->desc
.element_count
];
3794 for (i
= 0; i
< so_desc
->element_count
; ++i
)
3796 struct wined3d_stream_output_element
*e
= &s
->elements
[i
];
3798 if (!e
->semantic_name
)
3801 size
= strlen(e
->semantic_name
) + 1;
3802 memcpy(name
, e
->semantic_name
, size
);
3803 e
->semantic_name
= name
;
3807 if (wine_rb_put(&device
->so_descs
, &s
->desc
, &s
->entry
) == -1)
3812 gs
->so_desc
= &s
->desc
;
3817 static HRESULT
geometry_shader_init_stream_output(struct wined3d_shader
*shader
,
3818 const struct wined3d_stream_output_desc
*so_desc
)
3820 const struct wined3d_shader_frontend
*fe
= shader
->frontend
;
3821 const struct wined3d_shader_signature_element
*output
;
3822 unsigned int i
, component_idx
, register_idx
, mask
;
3823 struct wined3d_shader_version shader_version
;
3831 if (!(fe_data
= fe
->shader_init(shader
->function
, shader
->functionLength
, &shader
->output_signature
)))
3833 WARN("Failed to initialise frontend data.\n");
3834 return WINED3DERR_INVALIDCALL
;
3836 fe
->shader_read_header(fe_data
, &ptr
, &shader_version
);
3837 fe
->shader_free(fe_data
);
3839 switch (shader_version
.type
)
3841 case WINED3D_SHADER_TYPE_VERTEX
:
3842 case WINED3D_SHADER_TYPE_DOMAIN
:
3843 shader
->function
= NULL
;
3844 shader
->functionLength
= 0;
3846 case WINED3D_SHADER_TYPE_GEOMETRY
:
3849 WARN("Wrong shader type %s.\n", debug_shader_type(shader_version
.type
));
3850 return E_INVALIDARG
;
3853 if (!shader
->function
)
3855 shader
->reg_maps
.shader_version
= shader_version
;
3856 shader
->reg_maps
.shader_version
.type
= WINED3D_SHADER_TYPE_GEOMETRY
;
3857 shader_set_limits(shader
);
3858 if (FAILED(hr
= shader_scan_output_signature(shader
)))
3862 for (i
= 0; i
< so_desc
->element_count
; ++i
)
3864 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
3866 if (!e
->semantic_name
)
3868 if (!(output
= shader_find_signature_element(&shader
->output_signature
,
3869 e
->stream_idx
, e
->semantic_name
, e
->semantic_idx
))
3870 || !shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
3872 WARN("Failed to find output signature element for stream output entry.\n");
3873 return E_INVALIDARG
;
3876 mask
= ((1u << e
->component_count
) - 1) << component_idx
;
3877 if ((output
->mask
& 0xff & mask
) != mask
)
3879 WARN("Invalid component range %u-%u (mask %#x), output mask %#x.\n",
3880 component_idx
, e
->component_count
, mask
, output
->mask
& 0xff);
3881 return E_INVALIDARG
;
3885 if (FAILED(hr
= geometry_shader_init_so_desc(&shader
->u
.gs
, shader
->device
, so_desc
)))
3887 WARN("Failed to initialise stream output description, hr %#x.\n", hr
);
3894 static HRESULT
geometry_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
3895 const struct wined3d_shader_desc
*desc
, const struct wined3d_stream_output_desc
*so_desc
,
3896 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
3900 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
3903 if (FAILED(hr
= geometry_shader_init_stream_output(shader
, so_desc
)))
3906 if (shader
->function
3907 && FAILED(hr
= shader_set_function(shader
, device
, WINED3D_SHADER_TYPE_GEOMETRY
, 0)))
3913 shader_cleanup(shader
);
3917 void find_ds_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3918 struct ds_compile_args
*args
, const struct wined3d_context
*context
)
3920 const struct wined3d_shader
*geometry_shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
3921 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3922 const struct wined3d_shader
*hull_shader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
3924 args
->tessellator_output_primitive
= hull_shader
->u
.hs
.tessellator_output_primitive
;
3925 args
->tessellator_partitioning
= hull_shader
->u
.hs
.tessellator_partitioning
;
3927 args
->output_count
= geometry_shader
? geometry_shader
->limits
->packed_input
3928 : pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3929 args
->next_shader_type
= geometry_shader
? WINED3D_SHADER_TYPE_GEOMETRY
: WINED3D_SHADER_TYPE_PIXEL
;
3931 args
->render_offscreen
= context
->render_offscreen
;
3933 init_interpolation_compile_args(args
->interpolation_mode
,
3934 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
? pixel_shader
: NULL
, context
->d3d_info
);
3939 void find_gs_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3940 struct gs_compile_args
*args
, const struct wined3d_context
*context
)
3942 const struct wined3d_shader
*pixel_shader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3944 args
->output_count
= pixel_shader
? pixel_shader
->limits
->packed_input
: shader
->limits
->packed_output
;
3946 if (!(args
->primitive_type
= shader
->u
.gs
.input_type
))
3947 args
->primitive_type
= state
->primitive_type
;
3949 init_interpolation_compile_args(args
->interpolation_mode
, pixel_shader
, context
->d3d_info
);
3952 void find_ps_compile_args(const struct wined3d_state
*state
, const struct wined3d_shader
*shader
,
3953 BOOL position_transformed
, struct ps_compile_args
*args
, const struct wined3d_context
*context
)
3955 const struct wined3d_gl_info
*gl_info
= &context
->device
->adapter
->gl_info
;
3956 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3957 struct wined3d_texture
*texture
;
3960 memset(args
, 0, sizeof(*args
)); /* FIXME: Make sure all bits are set. */
3961 if (!d3d_info
->srgb_write_control
&& needs_srgb_write(d3d_info
, state
, &state
->fb
))
3963 static unsigned int warned
= 0;
3965 args
->srgb_correction
= 1;
3966 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
&& !warned
++)
3967 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3968 "support, expect rendering artifacts.\n");
3971 if (shader
->reg_maps
.shader_version
.major
== 1
3972 && shader
->reg_maps
.shader_version
.minor
<= 3)
3974 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
3976 DWORD flags
= state
->texture_states
[i
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
];
3978 if (flags
& WINED3D_TTFF_PROJECTED
)
3980 DWORD tex_transform
= flags
& ~WINED3D_TTFF_PROJECTED
;
3982 if (!state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
3984 enum wined3d_shader_resource_type resource_type
= shader
->reg_maps
.resource_info
[i
].type
;
3986 unsigned int index
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
3987 DWORD max_valid
= WINED3D_TTFF_COUNT4
;
3989 for (j
= 0; j
< state
->vertex_declaration
->element_count
; ++j
)
3991 struct wined3d_vertex_declaration_element
*element
=
3992 &state
->vertex_declaration
->elements
[j
];
3994 if (element
->usage
== WINED3D_DECL_USAGE_TEXCOORD
3995 && element
->usage_idx
== index
)
3997 max_valid
= element
->format
->component_count
;
4001 if (!tex_transform
|| tex_transform
> max_valid
)
4003 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
4004 tex_transform
, max_valid
);
4005 tex_transform
= max_valid
;
4007 if ((resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1D
&& tex_transform
> WINED3D_TTFF_COUNT1
)
4008 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
4009 && tex_transform
> WINED3D_TTFF_COUNT2
)
4010 || (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
4011 && tex_transform
> WINED3D_TTFF_COUNT3
))
4012 tex_transform
|= WINED3D_PSARGS_PROJECTED
;
4015 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
4016 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
4017 i
, tex_transform
, resource_type
);
4021 tex_transform
= WINED3D_TTFF_COUNT4
| WINED3D_PSARGS_PROJECTED
;
4023 args
->tex_transform
|= tex_transform
<< i
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
4027 if (shader
->reg_maps
.shader_version
.major
== 1
4028 && shader
->reg_maps
.shader_version
.minor
<= 4)
4030 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
4032 if (!shader
->reg_maps
.resource_info
[i
].type
)
4035 /* Treat unbound textures as 2D. The dummy texture will provide
4036 * the proper sample value. The tex_types bitmap defaults to
4037 * 2D because of the memset. */
4038 if (!(texture
= state
->textures
[i
]))
4041 switch (wined3d_texture_gl(texture
)->target
)
4043 /* RECT textures are distinguished from 2D textures via np2_fixup */
4048 args
->tex_types
|= WINED3D_SHADER_TEX_3D
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
4051 case GL_TEXTURE_CUBE_MAP_ARB
:
4052 args
->tex_types
|= WINED3D_SHADER_TEX_CUBE
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
4057 else if (shader
->reg_maps
.shader_version
.major
<= 3)
4059 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
4061 enum wined3d_shader_resource_type resource_type
;
4062 enum wined3d_shader_tex_types tex_type
;
4064 if (!(resource_type
= shader
->reg_maps
.resource_info
[i
].type
))
4067 switch (resource_type
)
4069 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
4070 tex_type
= WINED3D_SHADER_TEX_3D
;
4072 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
4073 tex_type
= WINED3D_SHADER_TEX_CUBE
;
4076 tex_type
= WINED3D_SHADER_TEX_2D
;
4080 if ((texture
= state
->textures
[i
]))
4082 if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_2D
4083 && resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_3D
4084 && !(texture
->resource
.usage
& WINED3DUSAGE_LEGACY_CUBEMAP
))
4085 tex_type
= WINED3D_SHADER_TEX_2D
;
4086 else if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_3D
4087 && resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
4088 tex_type
= WINED3D_SHADER_TEX_3D
;
4090 args
->tex_types
|= tex_type
<< i
* WINED3D_PSARGS_TEXTYPE_SHIFT
;
4094 if (shader
->reg_maps
.shader_version
.major
>= 4)
4096 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
4098 for (i
= 0 ; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
4099 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4100 args
->np2_fixup
= 0;
4104 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
4106 if (!shader
->reg_maps
.resource_info
[i
].type
)
4109 texture
= state
->textures
[i
];
4112 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4115 if (can_use_texture_swizzle(d3d_info
, texture
->resource
.format
))
4116 args
->color_fixup
[i
] = COLOR_FIXUP_IDENTITY
;
4118 args
->color_fixup
[i
] = texture
->resource
.format
->color_fixup
;
4120 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
)
4121 args
->shadow
|= 1u << i
;
4123 /* Flag samplers that need NP2 texcoord fixup. */
4124 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
4125 args
->np2_fixup
|= (1u << i
);
4129 if (shader
->reg_maps
.shader_version
.major
>= 3)
4131 if (position_transformed
)
4132 args
->vp_mode
= WINED3D_VP_MODE_NONE
;
4133 else if (use_vs(state
))
4134 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
4136 args
->vp_mode
= WINED3D_VP_MODE_FF
;
4137 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4141 args
->vp_mode
= WINED3D_VP_MODE_SHADER
;
4142 if (state
->render_states
[WINED3D_RS_FOGENABLE
])
4144 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
4146 case WINED3D_FOG_NONE
:
4147 if (position_transformed
|| use_vs(state
))
4149 args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
;
4153 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
4155 case WINED3D_FOG_NONE
: /* Fall through. */
4156 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
4157 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
4158 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
4162 case WINED3D_FOG_LINEAR
: args
->fog
= WINED3D_FFP_PS_FOG_LINEAR
; break;
4163 case WINED3D_FOG_EXP
: args
->fog
= WINED3D_FFP_PS_FOG_EXP
; break;
4164 case WINED3D_FOG_EXP2
: args
->fog
= WINED3D_FFP_PS_FOG_EXP2
; break;
4169 args
->fog
= WINED3D_FFP_PS_FOG_OFF
;
4173 if (!d3d_info
->full_ffp_varyings
)
4175 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4177 args
->texcoords_initialized
= 0;
4178 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
4182 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.output_registers
& (1u << i
))
4183 args
->texcoords_initialized
|= 1u << i
;
4187 const struct wined3d_stream_info
*si
= &context
->stream_info
;
4188 unsigned int coord_idx
= state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
];
4190 if ((state
->texture_states
[i
][WINED3D_TSS_TEXCOORD_INDEX
] >> WINED3D_FFP_TCI_SHIFT
)
4191 & WINED3D_FFP_TCI_MASK
4192 || (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))))
4193 args
->texcoords_initialized
|= 1u << i
;
4199 args
->texcoords_initialized
= (1u << WINED3D_MAX_TEXTURES
) - 1;
4202 args
->pointsprite
= state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
]
4203 && state
->primitive_type
== WINED3D_PT_POINTLIST
;
4205 if (d3d_info
->ffp_alpha_test
)
4206 args
->alpha_test_func
= WINED3D_CMP_ALWAYS
- 1;
4208 args
->alpha_test_func
= (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
4209 ? wined3d_sanitize_cmp_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
])
4210 : WINED3D_CMP_ALWAYS
) - 1;
4212 if (d3d_info
->emulated_flatshading
)
4213 args
->flatshading
= state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
;
4215 args
->render_offscreen
= shader
->reg_maps
.vpos
&& gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
4216 ? context
->render_offscreen
: 0;
4218 for (i
= 0; i
< ARRAY_SIZE(state
->fb
.render_targets
); ++i
)
4220 struct wined3d_rendertarget_view
*rtv
= state
->fb
.render_targets
[i
];
4221 if (rtv
&& rtv
->format
->id
== WINED3DFMT_A8_UNORM
&& !is_identity_fixup(rtv
->format
->color_fixup
))
4222 args
->rt_alpha_swizzle
|= 1u << i
;
4225 args
->dual_source_blend
= state
->blend_state
&& state
->blend_state
->dual_source
;
4228 static HRESULT
pixel_shader_init(struct wined3d_shader
*shader
, struct wined3d_device
*device
,
4229 const struct wined3d_shader_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
4231 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4232 unsigned int i
, highest_reg_used
= 0, num_regs_used
= 0;
4235 if (FAILED(hr
= shader_init(shader
, device
, desc
, parent
, parent_ops
)))
4238 if (FAILED(hr
= shader_set_function(shader
, device
,
4239 WINED3D_SHADER_TYPE_PIXEL
, device
->adapter
->d3d_info
.limits
.ps_uniform_count
)))
4241 shader_cleanup(shader
);
4245 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4247 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4250 highest_reg_used
= i
;
4254 /* Don't do any register mapping magic if it is not needed, or if we can't
4255 * achieve anything anyway */
4256 if (highest_reg_used
< (gl_info
->limits
.glsl_varyings
/ 4)
4257 || num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4)
4258 || shader
->reg_maps
.shader_version
.major
>= 4)
4260 if (num_regs_used
> (gl_info
->limits
.glsl_varyings
/ 4))
4262 /* This happens with relative addressing. The input mapper function
4263 * warns about this if the higher registers are declared too, so
4264 * don't write a FIXME here */
4265 WARN("More varying registers used than supported\n");
4268 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4270 shader
->u
.ps
.input_reg_map
[i
] = i
;
4273 shader
->u
.ps
.declared_in_count
= highest_reg_used
+ 1;
4277 shader
->u
.ps
.declared_in_count
= 0;
4278 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
4280 if (shader
->u
.ps
.input_reg_used
& (1u << i
))
4281 shader
->u
.ps
.input_reg_map
[i
] = shader
->u
.ps
.declared_in_count
++;
4282 else shader
->u
.ps
.input_reg_map
[i
] = ~0U;
4289 enum wined3d_shader_resource_type
pixelshader_get_resource_type(const struct wined3d_shader_reg_maps
*reg_maps
,
4290 unsigned int resource_idx
, DWORD tex_types
)
4292 static enum wined3d_shader_resource_type shader_resource_type_from_shader_tex_types
[] =
4294 WINED3D_SHADER_RESOURCE_TEXTURE_2D
, /* WINED3D_SHADER_TEX_2D */
4295 WINED3D_SHADER_RESOURCE_TEXTURE_3D
, /* WINED3D_SHADER_TEX_3D */
4296 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
, /* WINED3D_SHADER_TEX_CUBE */
4301 if (reg_maps
->shader_version
.major
> 3)
4302 return reg_maps
->resource_info
[resource_idx
].type
;
4304 if (!reg_maps
->resource_info
[resource_idx
].type
)
4307 idx
= (tex_types
>> resource_idx
* WINED3D_PSARGS_TEXTYPE_SHIFT
) & WINED3D_PSARGS_TEXTYPE_MASK
;
4308 assert(idx
< ARRAY_SIZE(shader_resource_type_from_shader_tex_types
));
4309 return shader_resource_type_from_shader_tex_types
[idx
];
4312 HRESULT CDECL
wined3d_shader_create_cs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4313 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4315 struct wined3d_shader
*object
;
4318 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4319 device
, desc
, parent
, parent_ops
, shader
);
4321 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4322 return E_OUTOFMEMORY
;
4324 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
4326 WARN("Failed to initialize compute shader, hr %#x.\n", hr
);
4331 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_COMPUTE
, 0)))
4333 shader_cleanup(object
);
4338 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4340 TRACE("Created compute shader %p.\n", object
);
4346 HRESULT CDECL
wined3d_shader_create_ds(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4347 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4349 struct wined3d_shader
*object
;
4352 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4353 device
, desc
, parent
, parent_ops
, shader
);
4355 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4356 return E_OUTOFMEMORY
;
4358 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
4360 WARN("Failed to initialize domain shader, hr %#x.\n", hr
);
4365 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_DOMAIN
, 0)))
4367 shader_cleanup(object
);
4372 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4374 TRACE("Created domain shader %p.\n", object
);
4380 HRESULT CDECL
wined3d_shader_create_gs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4381 const struct wined3d_stream_output_desc
*so_desc
, void *parent
,
4382 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4384 struct wined3d_shader
*object
;
4387 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4388 device
, desc
, so_desc
, parent
, parent_ops
, shader
);
4390 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4391 return E_OUTOFMEMORY
;
4393 if (FAILED(hr
= geometry_shader_init(object
, device
, desc
, so_desc
, parent
, parent_ops
)))
4395 WARN("Failed to initialize geometry shader, hr %#x.\n", hr
);
4400 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4402 TRACE("Created geometry shader %p.\n", object
);
4408 HRESULT CDECL
wined3d_shader_create_hs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4409 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4411 struct wined3d_shader
*object
;
4414 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4415 device
, desc
, parent
, parent_ops
, shader
);
4417 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4418 return E_OUTOFMEMORY
;
4420 if (FAILED(hr
= shader_init(object
, device
, desc
, parent
, parent_ops
)))
4422 WARN("Failed to initialize hull shader, hr %#x.\n", hr
);
4427 if (FAILED(hr
= shader_set_function(object
, device
, WINED3D_SHADER_TYPE_HULL
, 0)))
4429 shader_cleanup(object
);
4434 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4436 TRACE("Created hull shader %p.\n", object
);
4442 HRESULT CDECL
wined3d_shader_create_ps(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4443 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4445 struct wined3d_shader
*object
;
4448 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4449 device
, desc
, parent
, parent_ops
, shader
);
4451 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4452 return E_OUTOFMEMORY
;
4454 if (FAILED(hr
= pixel_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4456 WARN("Failed to initialize pixel shader, hr %#x.\n", hr
);
4461 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4463 TRACE("Created pixel shader %p.\n", object
);
4469 HRESULT CDECL
wined3d_shader_create_vs(struct wined3d_device
*device
, const struct wined3d_shader_desc
*desc
,
4470 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_shader
**shader
)
4472 struct wined3d_shader
*object
;
4475 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4476 device
, desc
, parent
, parent_ops
, shader
);
4478 if (!(object
= heap_alloc_zero(sizeof(*object
))))
4479 return E_OUTOFMEMORY
;
4481 if (FAILED(hr
= vertex_shader_init(object
, device
, desc
, parent
, parent_ops
)))
4483 WARN("Failed to initialize vertex shader, hr %#x.\n", hr
);
4488 wined3d_cs_init_object(device
->cs
, wined3d_shader_init_object
, object
);
4490 TRACE("Created vertex shader %p.\n", object
);