1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 *
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.
14 *
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.
19 *
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
23 */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include <stdio.h>
29 #include <string.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34
35 /* pow, mul_high, sub_high, mul_low */
36 const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
37 /* cmp */
38 const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
39
40 static const char * const shader_opcode_names[] =
41 {
42 /* WINED3DSIH_ABS */ "abs",
43 /* WINED3DSIH_ADD */ "add",
44 /* WINED3DSIH_AND */ "and",
45 /* WINED3DSIH_ATOMIC_AND */ "atomic_and",
46 /* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
47 /* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
48 /* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
49 /* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
50 /* WINED3DSIH_ATOMIC_OR */ "atomic_or",
51 /* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
52 /* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
53 /* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
54 /* WINED3DSIH_BEM */ "bem",
55 /* WINED3DSIH_BFI */ "bfi",
56 /* WINED3DSIH_BFREV */ "bfrev",
57 /* WINED3DSIH_BREAK */ "break",
58 /* WINED3DSIH_BREAKC */ "breakc",
59 /* WINED3DSIH_BREAKP */ "breakp",
60 /* WINED3DSIH_BUFINFO */ "bufinfo",
61 /* WINED3DSIH_CALL */ "call",
62 /* WINED3DSIH_CALLNZ */ "callnz",
63 /* WINED3DSIH_CASE */ "case",
64 /* WINED3DSIH_CMP */ "cmp",
65 /* WINED3DSIH_CND */ "cnd",
66 /* WINED3DSIH_CONTINUE */ "continue",
67 /* WINED3DSIH_CONTINUEP */ "continuec",
68 /* WINED3DSIH_COUNTBITS */ "countbits",
69 /* WINED3DSIH_CRS */ "crs",
70 /* WINED3DSIH_CUT */ "cut",
71 /* WINED3DSIH_CUT_STREAM */ "cut_stream",
72 /* WINED3DSIH_DCL */ "dcl",
73 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
74 /* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
75 /* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
76 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
77 /* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
78 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
79 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
80 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
81 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
82 /* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
83 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
84 /* WINED3DSIH_DCL_INPUT */ "dcl_input",
85 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
86 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
87 /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
88 /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
89 /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
90 /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
91 /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
92 /* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
93 /* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
94 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
95 /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
96 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
97 /* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
98 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
99 /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
100 /* WINED3DSIH_DCL_STREAM */ "dcl_stream",
101 /* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
102 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
103 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
104 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
105 /* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
106 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
107 /* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
108 /* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
109 /* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
110 /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
111 /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
112 /* WINED3DSIH_DEF */ "def",
113 /* WINED3DSIH_DEFAULT */ "default",
114 /* WINED3DSIH_DEFB */ "defb",
115 /* WINED3DSIH_DEFI */ "defi",
116 /* WINED3DSIH_DIV */ "div",
117 /* WINED3DSIH_DP2 */ "dp2",
118 /* WINED3DSIH_DP2ADD */ "dp2add",
119 /* WINED3DSIH_DP3 */ "dp3",
120 /* WINED3DSIH_DP4 */ "dp4",
121 /* WINED3DSIH_DST */ "dst",
122 /* WINED3DSIH_DSX */ "dsx",
123 /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
124 /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
125 /* WINED3DSIH_DSY */ "dsy",
126 /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
127 /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
128 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
129 /* WINED3DSIH_ELSE */ "else",
130 /* WINED3DSIH_EMIT */ "emit",
131 /* WINED3DSIH_EMIT_STREAM */ "emit_stream",
132 /* WINED3DSIH_ENDIF */ "endif",
133 /* WINED3DSIH_ENDLOOP */ "endloop",
134 /* WINED3DSIH_ENDREP */ "endrep",
135 /* WINED3DSIH_ENDSWITCH */ "endswitch",
136 /* WINED3DSIH_EQ */ "eq",
137 /* WINED3DSIH_EXP */ "exp",
138 /* WINED3DSIH_EXPP */ "expp",
139 /* WINED3DSIH_F16TOF32 */ "f16tof32",
140 /* WINED3DSIH_F32TOF16 */ "f32tof16",
141 /* WINED3DSIH_FCALL */ "fcall",
142 /* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
143 /* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
144 /* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
145 /* WINED3DSIH_FRC */ "frc",
146 /* WINED3DSIH_FTOI */ "ftoi",
147 /* WINED3DSIH_FTOU */ "ftou",
148 /* WINED3DSIH_GATHER4 */ "gather4",
149 /* WINED3DSIH_GATHER4_C */ "gather4_c",
150 /* WINED3DSIH_GATHER4_PO */ "gather4_po",
151 /* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
152 /* WINED3DSIH_GE */ "ge",
153 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
154 /* WINED3DSIH_HS_DECLS */ "hs_decls",
155 /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
156 /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
157 /* WINED3DSIH_IADD */ "iadd",
158 /* WINED3DSIH_IBFE */ "ibfe",
159 /* WINED3DSIH_IEQ */ "ieq",
160 /* WINED3DSIH_IF */ "if",
161 /* WINED3DSIH_IFC */ "ifc",
162 /* WINED3DSIH_IGE */ "ige",
163 /* WINED3DSIH_ILT */ "ilt",
164 /* WINED3DSIH_IMAD */ "imad",
165 /* WINED3DSIH_IMAX */ "imax",
166 /* WINED3DSIH_IMIN */ "imin",
167 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
168 /* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
169 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
170 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
171 /* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
172 /* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
173 /* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
174 /* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
175 /* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
176 /* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
177 /* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
178 /* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
179 /* WINED3DSIH_IMUL */ "imul",
180 /* WINED3DSIH_INE */ "ine",
181 /* WINED3DSIH_INEG */ "ineg",
182 /* WINED3DSIH_ISHL */ "ishl",
183 /* WINED3DSIH_ISHR */ "ishr",
184 /* WINED3DSIH_ITOF */ "itof",
185 /* WINED3DSIH_LABEL */ "label",
186 /* WINED3DSIH_LD */ "ld",
187 /* WINED3DSIH_LD2DMS */ "ld2dms",
188 /* WINED3DSIH_LD_RAW */ "ld_raw",
189 /* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
190 /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
191 /* WINED3DSIH_LIT */ "lit",
192 /* WINED3DSIH_LOD */ "lod",
193 /* WINED3DSIH_LOG */ "log",
194 /* WINED3DSIH_LOGP */ "logp",
195 /* WINED3DSIH_LOOP */ "loop",
196 /* WINED3DSIH_LRP */ "lrp",
197 /* WINED3DSIH_LT */ "lt",
198 /* WINED3DSIH_M3x2 */ "m3x2",
199 /* WINED3DSIH_M3x3 */ "m3x3",
200 /* WINED3DSIH_M3x4 */ "m3x4",
201 /* WINED3DSIH_M4x3 */ "m4x3",
202 /* WINED3DSIH_M4x4 */ "m4x4",
203 /* WINED3DSIH_MAD */ "mad",
204 /* WINED3DSIH_MAX */ "max",
205 /* WINED3DSIH_MIN */ "min",
206 /* WINED3DSIH_MOV */ "mov",
207 /* WINED3DSIH_MOVA */ "mova",
208 /* WINED3DSIH_MOVC */ "movc",
209 /* WINED3DSIH_MUL */ "mul",
210 /* WINED3DSIH_NE */ "ne",
211 /* WINED3DSIH_NOP */ "nop",
212 /* WINED3DSIH_NOT */ "not",
213 /* WINED3DSIH_NRM */ "nrm",
214 /* WINED3DSIH_OR */ "or",
215 /* WINED3DSIH_PHASE */ "phase",
216 /* WINED3DSIH_POW */ "pow",
217 /* WINED3DSIH_RCP */ "rcp",
218 /* WINED3DSIH_REP */ "rep",
219 /* WINED3DSIH_RESINFO */ "resinfo",
220 /* WINED3DSIH_RET */ "ret",
221 /* WINED3DSIH_RETP */ "retp",
222 /* WINED3DSIH_ROUND_NE */ "round_ne",
223 /* WINED3DSIH_ROUND_NI */ "round_ni",
224 /* WINED3DSIH_ROUND_PI */ "round_pi",
225 /* WINED3DSIH_ROUND_Z */ "round_z",
226 /* WINED3DSIH_RSQ */ "rsq",
227 /* WINED3DSIH_SAMPLE */ "sample",
228 /* WINED3DSIH_SAMPLE_B */ "sample_b",
229 /* WINED3DSIH_SAMPLE_C */ "sample_c",
230 /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
231 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
232 /* WINED3DSIH_SAMPLE_INFO */ "sample_info",
233 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
234 /* WINED3DSIH_SAMPLE_POS */ "sample_pos",
235 /* WINED3DSIH_SETP */ "setp",
236 /* WINED3DSIH_SGE */ "sge",
237 /* WINED3DSIH_SGN */ "sgn",
238 /* WINED3DSIH_SINCOS */ "sincos",
239 /* WINED3DSIH_SLT */ "slt",
240 /* WINED3DSIH_SQRT */ "sqrt",
241 /* WINED3DSIH_STORE_RAW */ "store_raw",
242 /* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
243 /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
244 /* WINED3DSIH_SUB */ "sub",
245 /* WINED3DSIH_SWAPC */ "swapc",
246 /* WINED3DSIH_SWITCH */ "switch",
247 /* WINED3DSIH_SYNC */ "sync",
248 /* WINED3DSIH_TEX */ "texld",
249 /* WINED3DSIH_TEXBEM */ "texbem",
250 /* WINED3DSIH_TEXBEML */ "texbeml",
251 /* WINED3DSIH_TEXCOORD */ "texcrd",
252 /* WINED3DSIH_TEXDEPTH */ "texdepth",
253 /* WINED3DSIH_TEXDP3 */ "texdp3",
254 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
255 /* WINED3DSIH_TEXKILL */ "texkill",
256 /* WINED3DSIH_TEXLDD */ "texldd",
257 /* WINED3DSIH_TEXLDL */ "texldl",
258 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
259 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
260 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
261 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
262 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
263 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
264 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
265 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
266 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
267 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
268 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
269 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
270 /* WINED3DSIH_UBFE */ "ubfe",
271 /* WINED3DSIH_UDIV */ "udiv",
272 /* WINED3DSIH_UGE */ "uge",
273 /* WINED3DSIH_ULT */ "ult",
274 /* WINED3DSIH_UMAX */ "umax",
275 /* WINED3DSIH_UMIN */ "umin",
276 /* WINED3DSIH_UMUL */ "umul",
277 /* WINED3DSIH_USHR */ "ushr",
278 /* WINED3DSIH_UTOF */ "utof",
279 /* WINED3DSIH_XOR */ "xor",
280 };
281
282 static const char * const semantic_names[] =
283 {
284 /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
285 /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
286 /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
287 /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
288 /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
289 /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
290 /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
291 /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
292 /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
293 /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
294 /* WINED3D_DECL_USAGE_COLOR */ "COLOR",
295 /* WINED3D_DECL_USAGE_FOG */ "FOG",
296 /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
297 /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
298 };
299
300 static const struct
301 {
302 enum wined3d_shader_input_sysval_semantic sysval_semantic;
303 const char *sysval_name;
304 }
305 shader_input_sysval_semantic_names[] =
306 {
307 {WINED3D_SIV_POSITION, "position"},
308 {WINED3D_SIV_CLIP_DISTANCE, "clip_distance"},
309 {WINED3D_SIV_CULL_DISTANCE, "cull_distance"},
310 {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX, "render_target_array_index"},
311 {WINED3D_SIV_VIEWPORT_ARRAY_INDEX, "viewport_array_index"},
312 {WINED3D_SIV_VERTEX_ID, "vertex_id"},
313 {WINED3D_SIV_INSTANCE_ID, "instance_id"},
314 {WINED3D_SIV_PRIMITIVE_ID, "primitive_id"},
315 {WINED3D_SIV_IS_FRONT_FACE, "is_front_face"},
316 {WINED3D_SIV_SAMPLE_INDEX, "sample_index"},
317 {WINED3D_SIV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"},
318 {WINED3D_SIV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"},
319 {WINED3D_SIV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"},
320 {WINED3D_SIV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"},
321 {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"},
322 {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"},
323 {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"},
324 {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"},
325 {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"},
326 {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
327 {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"},
328 {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"},
329 };
330
331 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
332 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
333
debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)334 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
335 {
336 if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
337 return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
338
339 return shader_opcode_names[handler_idx];
340 }
341
shader_semantic_name_from_usage(enum wined3d_decl_usage usage)342 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
343 {
344 if (usage >= ARRAY_SIZE(semantic_names))
345 {
346 FIXME("Unrecognized usage %#x.\n", usage);
347 return "UNRECOGNIZED";
348 }
349
350 return semantic_names[usage];
351 }
352
shader_usage_from_semantic_name(const char * name)353 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
354 {
355 unsigned int i;
356
357 for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
358 {
359 if (!strcmp(name, semantic_names[i]))
360 return i;
361 }
362
363 return ~0U;
364 }
365
shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)366 static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
367 {
368 switch (usage)
369 {
370 case WINED3D_DECL_USAGE_POSITION:
371 return WINED3D_SV_POSITION;
372 default:
373 return 0;
374 }
375 }
376
shader_match_semantic(const char * semantic_name,enum wined3d_decl_usage usage)377 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
378 {
379 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
380 }
381
shader_signature_from_semantic(struct wined3d_shader_signature_element * e,const struct wined3d_shader_semantic * s)382 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
383 const struct wined3d_shader_semantic *s)
384 {
385 e->semantic_name = shader_semantic_name_from_usage(s->usage);
386 e->semantic_idx = s->usage_idx;
387 e->stream_idx = 0;
388 e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
389 e->component_type = WINED3D_TYPE_FLOAT;
390 e->register_idx = s->reg.reg.idx[0].offset;
391 e->mask = s->reg.write_mask;
392 }
393
shader_signature_from_usage(struct wined3d_shader_signature_element * e,enum wined3d_decl_usage usage,UINT usage_idx,UINT reg_idx,DWORD write_mask)394 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
395 enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
396 {
397 e->semantic_name = shader_semantic_name_from_usage(usage);
398 e->semantic_idx = usage_idx;
399 e->stream_idx = 0;
400 e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
401 e->component_type = WINED3D_TYPE_FLOAT;
402 e->register_idx = reg_idx;
403 e->mask = write_mask;
404 }
405
shader_select_frontend(enum wined3d_shader_byte_code_format format)406 static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
407 {
408 switch (format)
409 {
410 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
411 return &sm1_shader_frontend;
412
413 case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
414 return &sm4_shader_frontend;
415
416 default:
417 WARN("Invalid byte code format %#x specified.\n", format);
418 return NULL;
419 }
420 }
421
string_buffer_clear(struct wined3d_string_buffer * buffer)422 void string_buffer_clear(struct wined3d_string_buffer *buffer)
423 {
424 buffer->buffer[0] = '\0';
425 buffer->content_size = 0;
426 }
427
string_buffer_init(struct wined3d_string_buffer * buffer)428 BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
429 {
430 buffer->buffer_size = 32;
431 if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
432 {
433 ERR("Failed to allocate shader buffer memory.\n");
434 return FALSE;
435 }
436
437 string_buffer_clear(buffer);
438 return TRUE;
439 }
440
string_buffer_free(struct wined3d_string_buffer * buffer)441 void string_buffer_free(struct wined3d_string_buffer *buffer)
442 {
443 heap_free(buffer->buffer);
444 }
445
string_buffer_resize(struct wined3d_string_buffer * buffer,int rc)446 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
447 {
448 char *new_buffer;
449 unsigned int new_buffer_size = buffer->buffer_size * 2;
450
451 while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
452 new_buffer_size *= 2;
453 if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
454 {
455 ERR("Failed to grow buffer.\n");
456 buffer->buffer[buffer->content_size] = '\0';
457 return FALSE;
458 }
459 buffer->buffer = new_buffer;
460 buffer->buffer_size = new_buffer_size;
461 return TRUE;
462 }
463
shader_vaddline(struct wined3d_string_buffer * buffer,const char * format,va_list args)464 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
465 {
466 unsigned int rem;
467 int rc;
468
469 rem = buffer->buffer_size - buffer->content_size;
470 rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
471 if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
472 return rc;
473
474 buffer->content_size += rc;
475 return 0;
476 }
477
shader_addline(struct wined3d_string_buffer * buffer,const char * format,...)478 int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
479 {
480 va_list args;
481 int ret;
482
483 for (;;)
484 {
485 va_start(args, format);
486 ret = shader_vaddline(buffer, format, args);
487 va_end(args);
488 if (!ret)
489 return ret;
490 if (!string_buffer_resize(buffer, ret))
491 return -1;
492 }
493 }
494
string_buffer_get(struct wined3d_string_buffer_list * list)495 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
496 {
497 struct wined3d_string_buffer *buffer;
498
499 if (list_empty(&list->list))
500 {
501 buffer = heap_alloc(sizeof(*buffer));
502 if (!buffer || !string_buffer_init(buffer))
503 {
504 ERR("Couldn't allocate buffer for temporary string.\n");
505 heap_free(buffer);
506 return NULL;
507 }
508 }
509 else
510 {
511 buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
512 list_remove(&buffer->entry);
513 }
514 string_buffer_clear(buffer);
515 return buffer;
516 }
517
string_buffer_vsprintf(struct wined3d_string_buffer * buffer,const char * format,va_list args)518 static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
519 {
520 if (!buffer)
521 return 0;
522 string_buffer_clear(buffer);
523 return shader_vaddline(buffer, format, args);
524 }
525
string_buffer_sprintf(struct wined3d_string_buffer * buffer,const char * format,...)526 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
527 {
528 va_list args;
529 int ret;
530
531 for (;;)
532 {
533 va_start(args, format);
534 ret = string_buffer_vsprintf(buffer, format, args);
535 va_end(args);
536 if (!ret)
537 return;
538 if (!string_buffer_resize(buffer, ret))
539 return;
540 }
541 }
542
string_buffer_release(struct wined3d_string_buffer_list * list,struct wined3d_string_buffer * buffer)543 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
544 {
545 if (!buffer)
546 return;
547 list_add_head(&list->list, &buffer->entry);
548 }
549
string_buffer_list_init(struct wined3d_string_buffer_list * list)550 void string_buffer_list_init(struct wined3d_string_buffer_list *list)
551 {
552 list_init(&list->list);
553 }
554
string_buffer_list_cleanup(struct wined3d_string_buffer_list * list)555 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
556 {
557 struct wined3d_string_buffer *buffer, *buffer_next;
558
559 LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
560 {
561 string_buffer_free(buffer);
562 heap_free(buffer);
563 }
564 list_init(&list->list);
565 }
566
567 /* Convert floating point offset relative to a register file to an absolute
568 * offset for float constants. */
shader_get_float_offset(enum wined3d_shader_register_type register_type,UINT register_idx)569 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
570 {
571 switch (register_type)
572 {
573 case WINED3DSPR_CONST: return register_idx;
574 case WINED3DSPR_CONST2: return 2048 + register_idx;
575 case WINED3DSPR_CONST3: return 4096 + register_idx;
576 case WINED3DSPR_CONST4: return 6144 + register_idx;
577 default:
578 FIXME("Unsupported register type: %u.\n", register_type);
579 return register_idx;
580 }
581 }
582
shader_delete_constant_list(struct list * clist)583 static void shader_delete_constant_list(struct list *clist)
584 {
585 struct wined3d_shader_lconst *constant, *constant_next;
586
587 LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
588 heap_free(constant);
589 list_init(clist);
590 }
591
shader_set_limits(struct wined3d_shader * shader)592 static void shader_set_limits(struct wined3d_shader *shader)
593 {
594 static const struct limits_entry
595 {
596 unsigned int min_version;
597 unsigned int max_version;
598 struct wined3d_shader_limits limits;
599 }
600 vs_limits[] =
601 {
602 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
603 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
604 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
605 /* DX10 cards on Windows advertise a D3D9 constant limit of 256
606 * even though they are capable of supporting much more (GL
607 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
608 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
609 * shaders to 256. */
610 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
611 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
612 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}},
613 {0}
614 },
615 hs_limits[] =
616 {
617 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
618 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
619 },
620 ds_limits[] =
621 {
622 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
623 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
624 },
625 gs_limits[] =
626 {
627 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
628 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
629 {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}},
630 {0}
631 },
632 ps_limits[] =
633 {
634 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
635 {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
636 {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
637 {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}},
638 {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
639 {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 10}},
640 {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
641 {0}
642 },
643 cs_limits[] =
644 {
645 /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
646 {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
647 };
648 const struct limits_entry *limits_array;
649 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
650 shader->reg_maps.shader_version.minor);
651 int i = 0;
652
653 switch (shader->reg_maps.shader_version.type)
654 {
655 default:
656 FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
657 /* Fall-through. */
658 case WINED3D_SHADER_TYPE_VERTEX:
659 limits_array = vs_limits;
660 break;
661 case WINED3D_SHADER_TYPE_HULL:
662 limits_array = hs_limits;
663 break;
664 case WINED3D_SHADER_TYPE_DOMAIN:
665 limits_array = ds_limits;
666 break;
667 case WINED3D_SHADER_TYPE_GEOMETRY:
668 limits_array = gs_limits;
669 break;
670 case WINED3D_SHADER_TYPE_PIXEL:
671 limits_array = ps_limits;
672 break;
673 case WINED3D_SHADER_TYPE_COMPUTE:
674 limits_array = cs_limits;
675 break;
676 }
677
678 while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
679 {
680 if (shader_version <= limits_array[i].max_version)
681 {
682 shader->limits = &limits_array[i].limits;
683 break;
684 }
685 ++i;
686 }
687 if (!shader->limits)
688 {
689 FIXME("Unexpected shader version \"%u.%u\".\n",
690 shader->reg_maps.shader_version.major,
691 shader->reg_maps.shader_version.minor);
692 shader->limits = &limits_array[max(0, i - 1)].limits;
693 }
694 }
695
shader_record_register_usage(struct wined3d_shader * shader,struct wined3d_shader_reg_maps * reg_maps,const struct wined3d_shader_register * reg,enum wined3d_shader_type shader_type,unsigned int constf_size)696 static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
697 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
698 {
699 switch (reg->type)
700 {
701 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
702 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
703 reg_maps->texcoord |= 1u << reg->idx[0].offset;
704 else
705 reg_maps->address |= 1u << reg->idx[0].offset;
706 break;
707
708 case WINED3DSPR_TEMP:
709 reg_maps->temporary |= 1u << reg->idx[0].offset;
710 break;
711
712 case WINED3DSPR_INPUT:
713 if (reg->idx[0].rel_addr)
714 reg_maps->input_rel_addressing = 1;
715 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
716 {
717 /* If relative addressing is used, we must assume that all
718 * registers are used. Even if it is a construct like v3[aL],
719 * we can't assume that v0, v1 and v2 aren't read because aL
720 * can be negative. */
721 if (reg->idx[0].rel_addr)
722 shader->u.ps.input_reg_used = ~0u;
723 else
724 shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
725 }
726 else
727 {
728 reg_maps->input_registers |= 1u << reg->idx[0].offset;
729 }
730 break;
731
732 case WINED3DSPR_RASTOUT:
733 if (reg->idx[0].offset == 1)
734 reg_maps->fog = 1;
735 if (reg->idx[0].offset == 2)
736 reg_maps->point_size = 1;
737 break;
738
739 case WINED3DSPR_MISCTYPE:
740 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
741 {
742 if (!reg->idx[0].offset)
743 reg_maps->vpos = 1;
744 else if (reg->idx[0].offset == 1)
745 reg_maps->usesfacing = 1;
746 }
747 break;
748
749 case WINED3DSPR_CONST:
750 if (reg->idx[0].rel_addr)
751 {
752 if (reg->idx[0].offset < reg_maps->min_rel_offset)
753 reg_maps->min_rel_offset = reg->idx[0].offset;
754 if (reg->idx[0].offset > reg_maps->max_rel_offset)
755 reg_maps->max_rel_offset = reg->idx[0].offset;
756 reg_maps->usesrelconstF = TRUE;
757 }
758 else
759 {
760 if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
761 {
762 WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
763 return FALSE;
764 }
765 else
766 {
767 wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
768 }
769 }
770 break;
771
772 case WINED3DSPR_CONSTINT:
773 if (reg->idx[0].offset >= shader->limits->constant_int)
774 {
775 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
776 return FALSE;
777 }
778 else
779 {
780 reg_maps->integer_constants |= (1u << reg->idx[0].offset);
781 }
782 break;
783
784 case WINED3DSPR_CONSTBOOL:
785 if (reg->idx[0].offset >= shader->limits->constant_bool)
786 {
787 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
788 return FALSE;
789 }
790 else
791 {
792 reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
793 }
794 break;
795
796 case WINED3DSPR_COLOROUT:
797 reg_maps->rt_mask |= (1u << reg->idx[0].offset);
798 break;
799
800 case WINED3DSPR_OUTCONTROLPOINT:
801 reg_maps->vocp = 1;
802 break;
803
804 default:
805 TRACE("Not recording register of type %#x and [%#x][%#x].\n",
806 reg->type, reg->idx[0].offset, reg->idx[1].offset);
807 break;
808 }
809 return TRUE;
810 }
811
shader_record_sample(struct wined3d_shader_reg_maps * reg_maps,unsigned int resource_idx,unsigned int sampler_idx,unsigned int bind_idx)812 static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
813 unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
814 {
815 struct wined3d_shader_sampler_map_entry *entries, *entry;
816 struct wined3d_shader_sampler_map *map;
817 unsigned int i;
818
819 map = ®_maps->sampler_map;
820 entries = map->entries;
821 for (i = 0; i < map->count; ++i)
822 {
823 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
824 return;
825 }
826
827 if (!map->size)
828 {
829 if (!(entries = heap_calloc(4, sizeof(*entries))))
830 {
831 ERR("Failed to allocate sampler map entries.\n");
832 return;
833 }
834 map->size = 4;
835 map->entries = entries;
836 }
837 else if (map->count == map->size)
838 {
839 size_t new_size = map->size * 2;
840
841 if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
842 || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
843 {
844 ERR("Failed to resize sampler map entries.\n");
845 return;
846 }
847 map->size = new_size;
848 map->entries = entries;
849 }
850
851 entry = &entries[map->count++];
852 entry->resource_idx = resource_idx;
853 entry->sampler_idx = sampler_idx;
854 entry->bind_idx = bind_idx;
855 }
856
get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr,unsigned int param)857 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
858 {
859 switch (instr)
860 {
861 case WINED3DSIH_M4x4:
862 case WINED3DSIH_M3x4:
863 return param == 1 ? 3 : 0;
864
865 case WINED3DSIH_M4x3:
866 case WINED3DSIH_M3x3:
867 return param == 1 ? 2 : 0;
868
869 case WINED3DSIH_M3x2:
870 return param == 1 ? 1 : 0;
871
872 default:
873 return 0;
874 }
875 }
876
shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps * reg_maps,unsigned int register_idx,unsigned int size,unsigned int stride)877 static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
878 unsigned int register_idx, unsigned int size, unsigned int stride)
879 {
880 struct wined3d_shader_tgsm *tgsm;
881
882 if (register_idx >= MAX_TGSM_REGISTERS)
883 {
884 ERR("Invalid TGSM register index %u.\n", register_idx);
885 return S_OK;
886 }
887 if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
888 {
889 FIXME("TGSM declarations are allowed only in compute shaders.\n");
890 return S_OK;
891 }
892
893 if (!wined3d_array_reserve((void **)®_maps->tgsm, ®_maps->tgsm_capacity,
894 register_idx + 1, sizeof(*reg_maps->tgsm)))
895 return E_OUTOFMEMORY;
896
897 reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
898 tgsm = ®_maps->tgsm[register_idx];
899 tgsm->size = size;
900 tgsm->stride = stride;
901 return S_OK;
902 }
903
shader_record_shader_phase(struct wined3d_shader * shader,struct wined3d_shader_phase ** current_phase,const struct wined3d_shader_instruction * ins,const DWORD * current_instruction_ptr,const DWORD * previous_instruction_ptr)904 static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
905 struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
906 const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
907 {
908 struct wined3d_shader_phase *phase;
909
910 if ((phase = *current_phase))
911 {
912 phase->end = previous_instruction_ptr;
913 *current_phase = NULL;
914 }
915
916 if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
917 {
918 ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
919 return E_FAIL;
920 }
921
922 switch (ins->handler_idx)
923 {
924 case WINED3DSIH_HS_CONTROL_POINT_PHASE:
925 if (shader->u.hs.phases.control_point)
926 {
927 FIXME("Multiple control point phases.\n");
928 heap_free(shader->u.hs.phases.control_point);
929 }
930 if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
931 return E_OUTOFMEMORY;
932 phase = shader->u.hs.phases.control_point;
933 break;
934 case WINED3DSIH_HS_FORK_PHASE:
935 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
936 &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
937 sizeof(*shader->u.hs.phases.fork)))
938 return E_OUTOFMEMORY;
939 phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
940 break;
941 case WINED3DSIH_HS_JOIN_PHASE:
942 if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
943 &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
944 sizeof(*shader->u.hs.phases.join)))
945 return E_OUTOFMEMORY;
946 phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
947 break;
948 default:
949 ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
950 return E_FAIL;
951 }
952
953 phase->start = current_instruction_ptr;
954 *current_phase = phase;
955
956 return WINED3D_OK;
957 }
958
shader_calculate_clip_or_cull_distance_mask(const struct wined3d_shader_signature_element * e,unsigned int * mask)959 static HRESULT shader_calculate_clip_or_cull_distance_mask(
960 const struct wined3d_shader_signature_element *e, unsigned int *mask)
961 {
962 /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
963 * the only allowed semantic indices.
964 */
965 if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
966 {
967 *mask = 0;
968 WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
969 return WINED3DERR_INVALIDCALL;
970 }
971
972 *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
973 return WINED3D_OK;
974 }
975
wined3d_insert_interpolation_mode(DWORD * packed_interpolation_mode,unsigned int register_idx,enum wined3d_shader_interpolation_mode mode)976 static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
977 unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
978 {
979 if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
980 FIXME("Unexpected interpolation mode %#x.\n", mode);
981
982 wined3d_insert_bits(packed_interpolation_mode,
983 register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
984 }
985
986 /* Note that this does not count the loop register as an address register. */
shader_get_registers_used(struct wined3d_shader * shader,const struct wined3d_shader_frontend * fe,struct wined3d_shader_reg_maps * reg_maps,struct wined3d_shader_signature * input_signature,struct wined3d_shader_signature * output_signature,DWORD constf_size)987 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
988 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
989 struct wined3d_shader_signature *output_signature, DWORD constf_size)
990 {
991 struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
992 struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
993 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
994 struct wined3d_shader_version shader_version;
995 struct wined3d_shader_phase *phase = NULL;
996 const DWORD *ptr, *prev_ins, *current_ins;
997 void *fe_data = shader->frontend_data;
998 unsigned int i;
999 HRESULT hr;
1000
1001 memset(reg_maps, 0, sizeof(*reg_maps));
1002 memset(input_signature_elements, 0, sizeof(input_signature_elements));
1003 memset(output_signature_elements, 0, sizeof(output_signature_elements));
1004 reg_maps->min_rel_offset = ~0U;
1005 list_init(®_maps->indexable_temps);
1006
1007 fe->shader_read_header(fe_data, &ptr, &shader_version);
1008 prev_ins = current_ins = ptr;
1009 reg_maps->shader_version = shader_version;
1010
1011 shader_set_limits(shader);
1012
1013 if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
1014 sizeof(*reg_maps->constf))))
1015 {
1016 ERR("Failed to allocate constant map memory.\n");
1017 return E_OUTOFMEMORY;
1018 }
1019
1020 while (!fe->shader_is_end(fe_data, &ptr))
1021 {
1022 struct wined3d_shader_instruction ins;
1023
1024 current_ins = ptr;
1025 /* Fetch opcode. */
1026 fe->shader_read_instruction(fe_data, &ptr, &ins);
1027
1028 /* Unhandled opcode, and its parameters. */
1029 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1030 {
1031 WARN("Encountered unrecognised or invalid instruction.\n");
1032 return WINED3DERR_INVALIDCALL;
1033 }
1034
1035 /* Handle declarations. */
1036 if (ins.handler_idx == WINED3DSIH_DCL
1037 || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
1038 {
1039 struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
1040 unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
1041
1042 switch (semantic->reg.reg.type)
1043 {
1044 /* Mark input registers used. */
1045 case WINED3DSPR_INPUT:
1046 if (reg_idx >= MAX_REG_INPUT)
1047 {
1048 ERR("Invalid input register index %u.\n", reg_idx);
1049 break;
1050 }
1051 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
1052 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
1053 return WINED3DERR_INVALIDCALL;
1054 reg_maps->input_registers |= 1u << reg_idx;
1055 shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
1056 break;
1057
1058 /* Vertex shader: mark 3.0 output registers used, save token. */
1059 case WINED3DSPR_OUTPUT:
1060 if (reg_idx >= MAX_REG_OUTPUT)
1061 {
1062 ERR("Invalid output register index %u.\n", reg_idx);
1063 break;
1064 }
1065 reg_maps->output_registers |= 1u << reg_idx;
1066 shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
1067 if (semantic->usage == WINED3D_DECL_USAGE_FOG)
1068 reg_maps->fog = 1;
1069 if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
1070 reg_maps->point_size = 1;
1071 break;
1072
1073 case WINED3DSPR_SAMPLER:
1074 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1075 case WINED3DSPR_RESOURCE:
1076 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1077 {
1078 ERR("Invalid resource index %u.\n", reg_idx);
1079 break;
1080 }
1081 reg_maps->resource_info[reg_idx].type = semantic->resource_type;
1082 reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
1083 break;
1084
1085 case WINED3DSPR_UAV:
1086 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1087 {
1088 ERR("Invalid UAV resource index %u.\n", reg_idx);
1089 break;
1090 }
1091 reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
1092 reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
1093 if (ins.flags)
1094 FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
1095 break;
1096
1097 default:
1098 TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
1099 break;
1100 }
1101 }
1102 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1103 {
1104 struct wined3d_shader_register *reg = &ins.declaration.src.reg;
1105 if (reg->idx[0].offset >= WINED3D_MAX_CBS)
1106 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
1107 else
1108 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
1109 }
1110 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
1111 {
1112 if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1113 {
1114 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1115 shader->u.ps.force_early_depth_stencil = TRUE;
1116 else
1117 FIXME("Invalid instruction %#x for shader type %#x.\n",
1118 ins.handler_idx, shader_version.type);
1119 }
1120 else
1121 {
1122 WARN("Ignoring global flags %#x.\n", ins.flags);
1123 }
1124 }
1125 else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
1126 {
1127 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1128 shader->u.gs.instance_count = ins.declaration.count;
1129 else
1130 FIXME("Invalid instruction %#x for shader type %#x.\n",
1131 ins.handler_idx, shader_version.type);
1132 }
1133 else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
1134 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
1135 {
1136 if (phase)
1137 phase->instance_count = ins.declaration.count;
1138 else
1139 FIXME("Instruction %s outside of shader phase.\n",
1140 debug_d3dshaderinstructionhandler(ins.handler_idx));
1141 }
1142 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
1143 {
1144 if (reg_maps->icb)
1145 FIXME("Multiple immediate constant buffers.\n");
1146 reg_maps->icb = ins.declaration.icb;
1147 }
1148 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
1149 {
1150 if (phase)
1151 {
1152 FIXME("Indexable temporary registers not supported.\n");
1153 }
1154 else
1155 {
1156 struct wined3d_shader_indexable_temp *reg;
1157
1158 if (!(reg = heap_alloc(sizeof(*reg))))
1159 return E_OUTOFMEMORY;
1160
1161 *reg = ins.declaration.indexable_temp;
1162 list_add_tail(®_maps->indexable_temps, ®->entry);
1163 }
1164 }
1165 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
1166 {
1167 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1168 shader->u.gs.input_type = ins.declaration.primitive_type.type;
1169 else
1170 FIXME("Invalid instruction %#x for shader type %#x.\n",
1171 ins.handler_idx, shader_version.type);
1172 }
1173 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
1174 {
1175 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1176 if (reg_idx >= MAX_REG_INPUT)
1177 {
1178 ERR("Invalid register index %u.\n", reg_idx);
1179 break;
1180 }
1181 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1182 wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
1183 else
1184 FIXME("Invalid instruction %#x for shader type %#x.\n",
1185 ins.handler_idx, shader_version.type);
1186 }
1187 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
1188 {
1189 if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
1190 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
1191 || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
1192 {
1193 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1194 shader->u.ps.depth_output = ins.declaration.dst.reg.type;
1195 else
1196 FIXME("Invalid instruction %#x for shader type %#x.\n",
1197 ins.handler_idx, shader_version.type);
1198 }
1199 }
1200 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
1201 {
1202 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1203 shader->u.hs.output_vertex_count = ins.declaration.count;
1204 else
1205 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1206 }
1207 else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1208 {
1209 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1210 shader->u.gs.output_type = ins.declaration.primitive_type.type;
1211 else
1212 FIXME("Invalid instruction %#x for shader type %#x.\n",
1213 ins.handler_idx, shader_version.type);
1214 }
1215 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
1216 {
1217 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1218 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1219 {
1220 ERR("Invalid resource index %u.\n", reg_idx);
1221 break;
1222 }
1223 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1224 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1225 reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1226 }
1227 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
1228 {
1229 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1230 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1231 {
1232 ERR("Invalid resource index %u.\n", reg_idx);
1233 break;
1234 }
1235 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1236 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1237 reg_maps->resource_info[reg_idx].flags = 0;
1238 reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1239 }
1240 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
1241 {
1242 if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
1243 reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
1244 }
1245 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
1246 {
1247 if (phase)
1248 phase->temporary_count = ins.declaration.count;
1249 else
1250 reg_maps->temporary_count = ins.declaration.count;
1251 }
1252 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
1253 {
1254 if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
1255 shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
1256 else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
1257 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1258 }
1259 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
1260 {
1261 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1262 shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
1263 else
1264 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1265 }
1266 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
1267 {
1268 if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
1269 shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
1270 else
1271 FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
1272 }
1273 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
1274 {
1275 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
1276 ins.declaration.tgsm_raw.byte_count / 4, 0)))
1277 return hr;
1278 }
1279 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
1280 {
1281 unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
1282 unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
1283 if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
1284 ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
1285 return hr;
1286 }
1287 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
1288 {
1289 if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1290 {
1291 shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
1292 }
1293 else
1294 {
1295 FIXME("Invalid instruction %#x for shader type %#x.\n",
1296 ins.handler_idx, shader_version.type);
1297 }
1298 }
1299 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
1300 {
1301 unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
1302 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1303 {
1304 ERR("Invalid UAV resource index %u.\n", reg_idx);
1305 break;
1306 }
1307 if (ins.flags)
1308 FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
1309 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1310 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1311 reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
1312 }
1313 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
1314 {
1315 unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
1316 if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
1317 {
1318 ERR("Invalid UAV resource index %u.\n", reg_idx);
1319 break;
1320 }
1321 if (ins.flags)
1322 FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
1323 reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
1324 reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
1325 reg_maps->uav_resource_info[reg_idx].flags = 0;
1326 reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
1327 }
1328 else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1329 {
1330 if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
1331 shader->u.gs.vertices_out = ins.declaration.count;
1332 else
1333 FIXME("Invalid instruction %#x for shader type %#x.\n",
1334 ins.handler_idx, shader_version.type);
1335 }
1336 else if (ins.handler_idx == WINED3DSIH_DEF)
1337 {
1338 struct wined3d_shader_lconst *lconst;
1339 float *value;
1340
1341 if (!(lconst = heap_alloc(sizeof(*lconst))))
1342 return E_OUTOFMEMORY;
1343
1344 lconst->idx = ins.dst[0].reg.idx[0].offset;
1345 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1346 value = (float *)lconst->value;
1347
1348 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
1349 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1350 {
1351 if (value[0] < -1.0f) value[0] = -1.0f;
1352 else if (value[0] > 1.0f) value[0] = 1.0f;
1353 if (value[1] < -1.0f) value[1] = -1.0f;
1354 else if (value[1] > 1.0f) value[1] = 1.0f;
1355 if (value[2] < -1.0f) value[2] = -1.0f;
1356 else if (value[2] > 1.0f) value[2] = 1.0f;
1357 if (value[3] < -1.0f) value[3] = -1.0f;
1358 else if (value[3] > 1.0f) value[3] = 1.0f;
1359 }
1360
1361 list_add_head(&shader->constantsF, &lconst->entry);
1362
1363 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
1364 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
1365 {
1366 shader->lconst_inf_or_nan = TRUE;
1367 }
1368 }
1369 else if (ins.handler_idx == WINED3DSIH_DEFI)
1370 {
1371 struct wined3d_shader_lconst *lconst;
1372
1373 if (!(lconst = heap_alloc(sizeof(*lconst))))
1374 return E_OUTOFMEMORY;
1375
1376 lconst->idx = ins.dst[0].reg.idx[0].offset;
1377 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
1378
1379 list_add_head(&shader->constantsI, &lconst->entry);
1380 reg_maps->local_int_consts |= (1u << lconst->idx);
1381 }
1382 else if (ins.handler_idx == WINED3DSIH_DEFB)
1383 {
1384 struct wined3d_shader_lconst *lconst;
1385
1386 if (!(lconst = heap_alloc(sizeof(*lconst))))
1387 return E_OUTOFMEMORY;
1388
1389 lconst->idx = ins.dst[0].reg.idx[0].offset;
1390 memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
1391
1392 list_add_head(&shader->constantsB, &lconst->entry);
1393 reg_maps->local_bool_consts |= (1u << lconst->idx);
1394 }
1395 /* Handle shader phases. */
1396 else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
1397 || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
1398 || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
1399 {
1400 if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
1401 return hr;
1402 }
1403 /* For subroutine prototypes. */
1404 else if (ins.handler_idx == WINED3DSIH_LABEL)
1405 {
1406 reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
1407 }
1408 /* Set texture, address, temporary registers. */
1409 else
1410 {
1411 BOOL color0_mov = FALSE;
1412 unsigned int i;
1413
1414 /* This will loop over all the registers and try to
1415 * make a bitmask of the ones we're interested in.
1416 *
1417 * Relative addressing tokens are ignored, but that's
1418 * okay, since we'll catch any address registers when
1419 * they are initialized (required by spec). */
1420 for (i = 0; i < ins.dst_count; ++i)
1421 {
1422 if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
1423 shader_version.type, constf_size))
1424 return WINED3DERR_INVALIDCALL;
1425
1426 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1427 {
1428 UINT idx = ins.dst[i].reg.idx[0].offset;
1429
1430 switch (ins.dst[i].reg.type)
1431 {
1432 case WINED3DSPR_RASTOUT:
1433 if (shader_version.major >= 3)
1434 break;
1435 switch (idx)
1436 {
1437 case 0: /* oPos */
1438 reg_maps->output_registers |= 1u << 10;
1439 shader_signature_from_usage(&output_signature_elements[10],
1440 WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
1441 break;
1442
1443 case 1: /* oFog */
1444 reg_maps->output_registers |= 1u << 11;
1445 shader_signature_from_usage(&output_signature_elements[11],
1446 WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
1447 break;
1448
1449 case 2: /* oPts */
1450 reg_maps->output_registers |= 1u << 11;
1451 shader_signature_from_usage(&output_signature_elements[11],
1452 WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
1453 break;
1454 }
1455 break;
1456
1457 case WINED3DSPR_ATTROUT:
1458 if (shader_version.major >= 3)
1459 break;
1460 if (idx < 2)
1461 {
1462 idx += 8;
1463 if (reg_maps->output_registers & (1u << idx))
1464 {
1465 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1466 }
1467 else
1468 {
1469 reg_maps->output_registers |= 1u << idx;
1470 shader_signature_from_usage(&output_signature_elements[idx],
1471 WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
1472 }
1473 }
1474 break;
1475
1476 case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
1477 if (shader_version.major >= 3)
1478 {
1479 if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
1480 {
1481 WARN("Invalid output register index %u.\n", idx);
1482 break;
1483 }
1484 reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
1485 break;
1486 }
1487 if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
1488 {
1489 WARN("Invalid texcoord index %u.\n", idx);
1490 break;
1491 }
1492 reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
1493 if (reg_maps->output_registers & (1u << idx))
1494 {
1495 output_signature_elements[idx].mask |= ins.dst[i].write_mask;
1496 }
1497 else
1498 {
1499 reg_maps->output_registers |= 1u << idx;
1500 shader_signature_from_usage(&output_signature_elements[idx],
1501 WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
1502 }
1503 break;
1504
1505 default:
1506 break;
1507 }
1508 }
1509
1510 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1511 {
1512 if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
1513 {
1514 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
1515 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
1516 * the mov and perform the sRGB write correction from the source register.
1517 *
1518 * However, if the mov is only partial, we can't do this, and if the write
1519 * comes from an instruction other than MOV it is hard to do as well. If
1520 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
1521 shader->u.ps.color0_mov = FALSE;
1522 if (ins.handler_idx == WINED3DSIH_MOV
1523 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
1524 {
1525 /* Used later when the source register is read. */
1526 color0_mov = TRUE;
1527 }
1528 }
1529 /* Also drop the MOV marker if the source register is overwritten prior to the shader
1530 * end
1531 */
1532 else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
1533 && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
1534 {
1535 shader->u.ps.color0_mov = FALSE;
1536 }
1537 }
1538
1539 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
1540 if (shader_version.major == 1
1541 && (ins.handler_idx == WINED3DSIH_TEX
1542 || ins.handler_idx == WINED3DSIH_TEXBEM
1543 || ins.handler_idx == WINED3DSIH_TEXBEML
1544 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
1545 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
1546 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
1547 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
1548 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
1549 || ins.handler_idx == WINED3DSIH_TEXREG2AR
1550 || ins.handler_idx == WINED3DSIH_TEXREG2GB
1551 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
1552 {
1553 unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
1554
1555 if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
1556 {
1557 WARN("Invalid 1.x sampler index %u.\n", reg_idx);
1558 continue;
1559 }
1560
1561 TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
1562 reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
1563 reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
1564 shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
1565
1566 /* texbem is only valid with < 1.4 pixel shaders */
1567 if (ins.handler_idx == WINED3DSIH_TEXBEM
1568 || ins.handler_idx == WINED3DSIH_TEXBEML)
1569 {
1570 reg_maps->bumpmat |= 1u << reg_idx;
1571 if (ins.handler_idx == WINED3DSIH_TEXBEML)
1572 {
1573 reg_maps->luminanceparams |= 1u << reg_idx;
1574 }
1575 }
1576 }
1577 else if (ins.handler_idx == WINED3DSIH_BEM)
1578 {
1579 reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
1580 }
1581 }
1582
1583 if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
1584 {
1585 unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
1586 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1587 {
1588 ERR("Invalid UAV index %u.\n", reg_idx);
1589 break;
1590 }
1591 reg_maps->uav_counter_mask |= (1u << reg_idx);
1592 }
1593 else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1594 || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
1595 || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
1596 || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
1597 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
1598 || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
1599 {
1600 unsigned int reg_idx;
1601 if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
1602 reg_idx = ins.src[1].reg.idx[0].offset;
1603 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
1604 reg_idx = ins.src[2].reg.idx[0].offset;
1605 else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
1606 reg_idx = ins.dst[0].reg.idx[0].offset;
1607 else if (ins.handler_idx == WINED3DSIH_BUFINFO)
1608 reg_idx = ins.src[0].reg.idx[0].offset;
1609 else
1610 reg_idx = ins.dst[1].reg.idx[0].offset;
1611 if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
1612 {
1613 ERR("Invalid UAV index %u.\n", reg_idx);
1614 break;
1615 }
1616 reg_maps->uav_read_mask |= (1u << reg_idx);
1617 }
1618 else if (ins.handler_idx == WINED3DSIH_NRM)
1619 {
1620 reg_maps->usesnrm = 1;
1621 }
1622 else if (ins.handler_idx == WINED3DSIH_DSY
1623 || ins.handler_idx == WINED3DSIH_DSY_COARSE
1624 || ins.handler_idx == WINED3DSIH_DSY_FINE)
1625 {
1626 reg_maps->usesdsy = 1;
1627 }
1628 else if (ins.handler_idx == WINED3DSIH_DSX
1629 || ins.handler_idx == WINED3DSIH_DSX_COARSE
1630 || ins.handler_idx == WINED3DSIH_DSX_FINE)
1631 {
1632 reg_maps->usesdsx = 1;
1633 }
1634 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
1635 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
1636 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
1637 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
1638 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
1639 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
1640 else if (ins.handler_idx == WINED3DSIH_LOOP
1641 || ins.handler_idx == WINED3DSIH_REP)
1642 {
1643 ++cur_loop_depth;
1644 if (cur_loop_depth > max_loop_depth)
1645 max_loop_depth = cur_loop_depth;
1646 }
1647 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
1648 || ins.handler_idx == WINED3DSIH_ENDREP)
1649 {
1650 --cur_loop_depth;
1651 }
1652 else if (ins.handler_idx == WINED3DSIH_GATHER4
1653 || ins.handler_idx == WINED3DSIH_GATHER4_C
1654 || ins.handler_idx == WINED3DSIH_SAMPLE
1655 || ins.handler_idx == WINED3DSIH_SAMPLE_B
1656 || ins.handler_idx == WINED3DSIH_SAMPLE_C
1657 || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
1658 || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
1659 || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
1660 {
1661 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1662 ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
1663 }
1664 else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
1665 || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
1666 {
1667 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1668 ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
1669 }
1670 else if (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
1671 {
1672 shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
1673 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1674 }
1675 else if (ins.handler_idx == WINED3DSIH_LD
1676 || ins.handler_idx == WINED3DSIH_LD2DMS
1677 || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
1678 || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
1679 {
1680 shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
1681 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1682 }
1683 else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
1684 && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
1685 {
1686 shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
1687 WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
1688 }
1689
1690 if (ins.predicate)
1691 if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
1692 shader_version.type, constf_size))
1693 return WINED3DERR_INVALIDCALL;
1694
1695 for (i = 0; i < ins.src_count; ++i)
1696 {
1697 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
1698 struct wined3d_shader_register reg = ins.src[i].reg;
1699
1700 if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
1701 shader_version.type, constf_size))
1702 return WINED3DERR_INVALIDCALL;
1703 while (count)
1704 {
1705 ++reg.idx[0].offset;
1706 if (!shader_record_register_usage(shader, reg_maps, ®,
1707 shader_version.type, constf_size))
1708 return WINED3DERR_INVALIDCALL;
1709 --count;
1710 }
1711
1712 if (color0_mov)
1713 {
1714 if (ins.src[i].reg.type == WINED3DSPR_TEMP
1715 && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
1716 {
1717 shader->u.ps.color0_mov = TRUE;
1718 shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
1719 }
1720 }
1721 }
1722 }
1723
1724 prev_ins = current_ins;
1725 }
1726 reg_maps->loop_depth = max_loop_depth;
1727
1728 if (phase)
1729 {
1730 phase->end = prev_ins;
1731 phase = NULL;
1732 }
1733
1734 /* PS before 2.0 don't have explicit color outputs. Instead the value of
1735 * R0 is written to the render target. */
1736 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1737 reg_maps->rt_mask |= (1u << 0);
1738
1739 if (input_signature->elements)
1740 {
1741 for (i = 0; i < input_signature->element_count; ++i)
1742 {
1743 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1744 {
1745 if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
1746 {
1747 WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
1748 return WINED3DERR_INVALIDCALL;
1749 }
1750 }
1751 else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1752 {
1753 if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
1754 reg_maps->vpos = 1;
1755 else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
1756 reg_maps->usesfacing = 1;
1757 }
1758 reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
1759 }
1760 }
1761 else if (!input_signature->elements && reg_maps->input_registers)
1762 {
1763 unsigned int count = wined3d_popcount(reg_maps->input_registers);
1764 struct wined3d_shader_signature_element *e;
1765 unsigned int i;
1766
1767 if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
1768 return E_OUTOFMEMORY;
1769 input_signature->element_count = count;
1770
1771 e = input_signature->elements;
1772 for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
1773 {
1774 if (!(reg_maps->input_registers & (1u << i)))
1775 continue;
1776 input_signature_elements[i].register_idx = i;
1777 *e++ = input_signature_elements[i];
1778 }
1779 }
1780
1781 if (output_signature->elements)
1782 {
1783 for (i = 0; i < output_signature->element_count; ++i)
1784 {
1785 const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1786 unsigned int mask;
1787
1788 reg_maps->output_registers |= 1u << e->register_idx;
1789 if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
1790 {
1791 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1792 return hr;
1793 reg_maps->clip_distance_mask |= mask;
1794 }
1795 else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
1796 {
1797 if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
1798 return hr;
1799 reg_maps->cull_distance_mask |= mask;
1800 }
1801 }
1802 }
1803 else if (reg_maps->output_registers)
1804 {
1805 unsigned int count = wined3d_popcount(reg_maps->output_registers);
1806 struct wined3d_shader_signature_element *e;
1807
1808 if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
1809 return E_OUTOFMEMORY;
1810 output_signature->element_count = count;
1811
1812 e = output_signature->elements;
1813 for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
1814 {
1815 if (!(reg_maps->output_registers & (1u << i)))
1816 continue;
1817 *e++ = output_signature_elements[i];
1818 }
1819 }
1820
1821 return WINED3D_OK;
1822 }
1823
shader_cleanup_reg_maps(struct wined3d_shader_reg_maps * reg_maps)1824 static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
1825 {
1826 struct wined3d_shader_indexable_temp *reg, *reg_next;
1827
1828 heap_free(reg_maps->constf);
1829 heap_free(reg_maps->sampler_map.entries);
1830
1831 LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, ®_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
1832 heap_free(reg);
1833 list_init(®_maps->indexable_temps);
1834
1835 heap_free(reg_maps->tgsm);
1836 }
1837
shader_find_free_input_register(const struct wined3d_shader_reg_maps * reg_maps,unsigned int max)1838 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
1839 {
1840 DWORD map = 1u << max;
1841 map |= map - 1;
1842 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
1843
1844 return wined3d_log2i(map);
1845 }
1846
shader_dump_global_flags(struct wined3d_string_buffer * buffer,DWORD global_flags)1847 static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
1848 {
1849 if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
1850 {
1851 shader_addline(buffer, "refactoringAllowed");
1852 global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
1853 if (global_flags)
1854 shader_addline(buffer, " | ");
1855 }
1856
1857 if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
1858 {
1859 shader_addline(buffer, "forceEarlyDepthStencil");
1860 global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
1861 if (global_flags)
1862 shader_addline(buffer, " | ");
1863 }
1864
1865 if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
1866 {
1867 shader_addline(buffer, "enableRawAndStructuredBuffers");
1868 global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
1869 }
1870
1871 if (global_flags)
1872 shader_addline(buffer, "unknown_flags(%#x)", global_flags);
1873 }
1874
shader_dump_sync_flags(struct wined3d_string_buffer * buffer,DWORD sync_flags)1875 static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
1876 {
1877 if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
1878 {
1879 shader_addline(buffer, "_g");
1880 sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
1881 }
1882 if (sync_flags & WINED3DSSF_THREAD_GROUP)
1883 {
1884 shader_addline(buffer, "_t");
1885 sync_flags &= ~WINED3DSSF_THREAD_GROUP;
1886 }
1887
1888 if (sync_flags)
1889 shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
1890 }
1891
shader_dump_uav_flags(struct wined3d_string_buffer * buffer,DWORD uav_flags)1892 static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
1893 {
1894 if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
1895 {
1896 shader_addline(buffer, "_glc");
1897 uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
1898 }
1899 if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
1900 {
1901 shader_addline(buffer, "_opc");
1902 uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
1903 }
1904
1905 if (uav_flags)
1906 shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
1907 }
1908
shader_dump_tessellator_domain(struct wined3d_string_buffer * buffer,enum wined3d_tessellator_domain domain)1909 static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
1910 enum wined3d_tessellator_domain domain)
1911 {
1912 switch (domain)
1913 {
1914 case WINED3D_TESSELLATOR_DOMAIN_LINE:
1915 shader_addline(buffer, "line");
1916 break;
1917 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
1918 shader_addline(buffer, "triangle");
1919 break;
1920 case WINED3D_TESSELLATOR_DOMAIN_QUAD:
1921 shader_addline(buffer, "quad");
1922 break;
1923 default:
1924 shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
1925 break;
1926 }
1927 }
1928
shader_dump_tessellator_output_primitive(struct wined3d_string_buffer * buffer,enum wined3d_tessellator_output_primitive output_primitive)1929 static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
1930 enum wined3d_tessellator_output_primitive output_primitive)
1931 {
1932 switch (output_primitive)
1933 {
1934 case WINED3D_TESSELLATOR_OUTPUT_POINT:
1935 shader_addline(buffer, "point");
1936 break;
1937 case WINED3D_TESSELLATOR_OUTPUT_LINE:
1938 shader_addline(buffer, "line");
1939 break;
1940 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
1941 shader_addline(buffer, "triangle_cw");
1942 break;
1943 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
1944 shader_addline(buffer, "triangle_ccw");
1945 break;
1946 default:
1947 shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
1948 break;
1949 }
1950 }
1951
shader_dump_tessellator_partitioning(struct wined3d_string_buffer * buffer,enum wined3d_tessellator_partitioning partitioning)1952 static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
1953 enum wined3d_tessellator_partitioning partitioning)
1954 {
1955 switch (partitioning)
1956 {
1957 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
1958 shader_addline(buffer, "integer");
1959 break;
1960 case WINED3D_TESSELLATOR_PARTITIONING_POW2:
1961 shader_addline(buffer, "pow2");
1962 break;
1963 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
1964 shader_addline(buffer, "fractional_odd");
1965 break;
1966 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
1967 shader_addline(buffer, "fractional_even");
1968 break;
1969 default:
1970 shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
1971 break;
1972 }
1973 }
1974
shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer * buffer,enum wined3d_shader_input_sysval_semantic semantic)1975 static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
1976 enum wined3d_shader_input_sysval_semantic semantic)
1977 {
1978 unsigned int i;
1979
1980 for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
1981 {
1982 if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
1983 {
1984 shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
1985 return;
1986 }
1987 }
1988
1989 shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
1990 }
1991
shader_dump_decl_usage(struct wined3d_string_buffer * buffer,const struct wined3d_shader_semantic * semantic,unsigned int flags,const struct wined3d_shader_version * shader_version)1992 static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
1993 const struct wined3d_shader_semantic *semantic, unsigned int flags,
1994 const struct wined3d_shader_version *shader_version)
1995 {
1996 shader_addline(buffer, "dcl");
1997
1998 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
1999 {
2000 switch (semantic->resource_type)
2001 {
2002 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2003 shader_addline(buffer, "_2d");
2004 break;
2005
2006 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2007 shader_addline(buffer, "_3d");
2008 break;
2009
2010 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2011 shader_addline(buffer, "_cube");
2012 break;
2013
2014 default:
2015 shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
2016 break;
2017 }
2018 }
2019 else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
2020 {
2021 if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
2022 shader_addline(buffer, "_resource_");
2023 else
2024 shader_addline(buffer, "_uav_");
2025 switch (semantic->resource_type)
2026 {
2027 case WINED3D_SHADER_RESOURCE_BUFFER:
2028 shader_addline(buffer, "buffer");
2029 break;
2030
2031 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2032 shader_addline(buffer, "texture1d");
2033 break;
2034
2035 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2036 shader_addline(buffer, "texture2d");
2037 break;
2038
2039 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2040 shader_addline(buffer, "texture2dms");
2041 break;
2042
2043 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2044 shader_addline(buffer, "texture3d");
2045 break;
2046
2047 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2048 shader_addline(buffer, "texturecube");
2049 break;
2050
2051 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2052 shader_addline(buffer, "texture1darray");
2053 break;
2054
2055 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2056 shader_addline(buffer, "texture2darray");
2057 break;
2058
2059 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2060 shader_addline(buffer, "texture2dmsarray");
2061 break;
2062
2063 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2064 shader_addline(buffer, "texturecubearray");
2065 break;
2066
2067 default:
2068 shader_addline(buffer, "unknown");
2069 break;
2070 }
2071 if (semantic->reg.reg.type == WINED3DSPR_UAV)
2072 shader_dump_uav_flags(buffer, flags);
2073 switch (semantic->resource_data_type)
2074 {
2075 case WINED3D_DATA_FLOAT:
2076 shader_addline(buffer, " (float)");
2077 break;
2078
2079 case WINED3D_DATA_INT:
2080 shader_addline(buffer, " (int)");
2081 break;
2082
2083 case WINED3D_DATA_UINT:
2084 shader_addline(buffer, " (uint)");
2085 break;
2086
2087 case WINED3D_DATA_UNORM:
2088 shader_addline(buffer, " (unorm)");
2089 break;
2090
2091 case WINED3D_DATA_SNORM:
2092 shader_addline(buffer, " (snorm)");
2093 break;
2094
2095 default:
2096 shader_addline(buffer, " (unknown)");
2097 break;
2098 }
2099 }
2100 else
2101 {
2102 /* Pixel shaders 3.0 don't have usage semantics. */
2103 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2104 return;
2105 else
2106 shader_addline(buffer, "_");
2107
2108 switch (semantic->usage)
2109 {
2110 case WINED3D_DECL_USAGE_POSITION:
2111 shader_addline(buffer, "position%u", semantic->usage_idx);
2112 break;
2113
2114 case WINED3D_DECL_USAGE_BLEND_INDICES:
2115 shader_addline(buffer, "blend");
2116 break;
2117
2118 case WINED3D_DECL_USAGE_BLEND_WEIGHT:
2119 shader_addline(buffer, "weight");
2120 break;
2121
2122 case WINED3D_DECL_USAGE_NORMAL:
2123 shader_addline(buffer, "normal%u", semantic->usage_idx);
2124 break;
2125
2126 case WINED3D_DECL_USAGE_PSIZE:
2127 shader_addline(buffer, "psize");
2128 break;
2129
2130 case WINED3D_DECL_USAGE_COLOR:
2131 if (!semantic->usage_idx)
2132 shader_addline(buffer, "color");
2133 else
2134 shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
2135 break;
2136
2137 case WINED3D_DECL_USAGE_TEXCOORD:
2138 shader_addline(buffer, "texture%u", semantic->usage_idx);
2139 break;
2140
2141 case WINED3D_DECL_USAGE_TANGENT:
2142 shader_addline(buffer, "tangent");
2143 break;
2144
2145 case WINED3D_DECL_USAGE_BINORMAL:
2146 shader_addline(buffer, "binormal");
2147 break;
2148
2149 case WINED3D_DECL_USAGE_TESS_FACTOR:
2150 shader_addline(buffer, "tessfactor");
2151 break;
2152
2153 case WINED3D_DECL_USAGE_POSITIONT:
2154 shader_addline(buffer, "positionT%u", semantic->usage_idx);
2155 break;
2156
2157 case WINED3D_DECL_USAGE_FOG:
2158 shader_addline(buffer, "fog");
2159 break;
2160
2161 case WINED3D_DECL_USAGE_DEPTH:
2162 shader_addline(buffer, "depth");
2163 break;
2164
2165 case WINED3D_DECL_USAGE_SAMPLE:
2166 shader_addline(buffer, "sample");
2167 break;
2168
2169 default:
2170 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
2171 FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
2172 }
2173 }
2174 }
2175
shader_dump_register(struct wined3d_string_buffer * buffer,const struct wined3d_shader_register * reg,const struct wined3d_shader_version * shader_version)2176 static void shader_dump_register(struct wined3d_string_buffer *buffer,
2177 const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
2178 {
2179 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
2180 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
2181 UINT offset = reg->idx[0].offset;
2182
2183 switch (reg->type)
2184 {
2185 case WINED3DSPR_TEMP:
2186 shader_addline(buffer, "r");
2187 break;
2188
2189 case WINED3DSPR_INPUT:
2190 shader_addline(buffer, "v");
2191 break;
2192
2193 case WINED3DSPR_CONST:
2194 case WINED3DSPR_CONST2:
2195 case WINED3DSPR_CONST3:
2196 case WINED3DSPR_CONST4:
2197 shader_addline(buffer, "c");
2198 offset = shader_get_float_offset(reg->type, offset);
2199 break;
2200
2201 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
2202 shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
2203 break;
2204
2205 case WINED3DSPR_RASTOUT:
2206 shader_addline(buffer, "%s", rastout_reg_names[offset]);
2207 break;
2208
2209 case WINED3DSPR_COLOROUT:
2210 shader_addline(buffer, "oC");
2211 break;
2212
2213 case WINED3DSPR_DEPTHOUT:
2214 shader_addline(buffer, "oDepth");
2215 break;
2216
2217 case WINED3DSPR_DEPTHOUTGE:
2218 shader_addline(buffer, "oDepthGE");
2219 break;
2220
2221 case WINED3DSPR_DEPTHOUTLE:
2222 shader_addline(buffer, "oDepthLE");
2223 break;
2224
2225 case WINED3DSPR_ATTROUT:
2226 shader_addline(buffer, "oD");
2227 break;
2228
2229 case WINED3DSPR_TEXCRDOUT:
2230 /* Vertex shaders >= 3.0 use general purpose output registers
2231 * (WINED3DSPR_OUTPUT), which can include an address token. */
2232 if (shader_version->major >= 3)
2233 shader_addline(buffer, "o");
2234 else
2235 shader_addline(buffer, "oT");
2236 break;
2237
2238 case WINED3DSPR_CONSTINT:
2239 shader_addline(buffer, "i");
2240 break;
2241
2242 case WINED3DSPR_CONSTBOOL:
2243 shader_addline(buffer, "b");
2244 break;
2245
2246 case WINED3DSPR_LABEL:
2247 shader_addline(buffer, "l");
2248 break;
2249
2250 case WINED3DSPR_LOOP:
2251 shader_addline(buffer, "aL");
2252 break;
2253
2254 case WINED3DSPR_SAMPLER:
2255 shader_addline(buffer, "s");
2256 break;
2257
2258 case WINED3DSPR_MISCTYPE:
2259 if (offset > 1)
2260 {
2261 FIXME("Unhandled misctype register %u.\n", offset);
2262 shader_addline(buffer, "<unhandled misctype %#x>", offset);
2263 }
2264 else
2265 {
2266 shader_addline(buffer, "%s", misctype_reg_names[offset]);
2267 }
2268 break;
2269
2270 case WINED3DSPR_PREDICATE:
2271 shader_addline(buffer, "p");
2272 break;
2273
2274 case WINED3DSPR_IMMCONST:
2275 shader_addline(buffer, "l");
2276 break;
2277
2278 case WINED3DSPR_CONSTBUFFER:
2279 shader_addline(buffer, "cb");
2280 break;
2281
2282 case WINED3DSPR_IMMCONSTBUFFER:
2283 shader_addline(buffer, "icb");
2284 break;
2285
2286 case WINED3DSPR_PRIMID:
2287 shader_addline(buffer, "primID");
2288 break;
2289
2290 case WINED3DSPR_NULL:
2291 shader_addline(buffer, "null");
2292 break;
2293
2294 case WINED3DSPR_RESOURCE:
2295 shader_addline(buffer, "t");
2296 break;
2297
2298 case WINED3DSPR_UAV:
2299 shader_addline(buffer, "u");
2300 break;
2301
2302 case WINED3DSPR_OUTPOINTID:
2303 shader_addline(buffer, "vOutputControlPointID");
2304 break;
2305
2306 case WINED3DSPR_FORKINSTID:
2307 shader_addline(buffer, "vForkInstanceId");
2308 break;
2309
2310 case WINED3DSPR_JOININSTID:
2311 shader_addline(buffer, "vJoinInstanceId");
2312 break;
2313
2314 case WINED3DSPR_INCONTROLPOINT:
2315 shader_addline(buffer, "vicp");
2316 break;
2317
2318 case WINED3DSPR_OUTCONTROLPOINT:
2319 shader_addline(buffer, "vocp");
2320 break;
2321
2322 case WINED3DSPR_PATCHCONST:
2323 shader_addline(buffer, "vpc");
2324 break;
2325
2326 case WINED3DSPR_TESSCOORD:
2327 shader_addline(buffer, "vDomainLocation");
2328 break;
2329
2330 case WINED3DSPR_GROUPSHAREDMEM:
2331 shader_addline(buffer, "g");
2332 break;
2333
2334 case WINED3DSPR_THREADID:
2335 shader_addline(buffer, "vThreadID");
2336 break;
2337
2338 case WINED3DSPR_THREADGROUPID:
2339 shader_addline(buffer, "vThreadGroupID");
2340 break;
2341
2342 case WINED3DSPR_LOCALTHREADID:
2343 shader_addline(buffer, "vThreadIDInGroup");
2344 break;
2345
2346 case WINED3DSPR_LOCALTHREADINDEX:
2347 shader_addline(buffer, "vThreadIDInGroupFlattened");
2348 break;
2349
2350 case WINED3DSPR_IDXTEMP:
2351 shader_addline(buffer, "x");
2352 break;
2353
2354 case WINED3DSPR_STREAM:
2355 shader_addline(buffer, "m");
2356 break;
2357
2358 case WINED3DSPR_FUNCTIONBODY:
2359 shader_addline(buffer, "fb");
2360 break;
2361
2362 case WINED3DSPR_FUNCTIONPOINTER:
2363 shader_addline(buffer, "fp");
2364 break;
2365
2366 case WINED3DSPR_COVERAGE:
2367 shader_addline(buffer, "vCoverage");
2368 break;
2369
2370 case WINED3DSPR_SAMPLEMASK:
2371 shader_addline(buffer, "oMask");
2372 break;
2373
2374 case WINED3DSPR_GSINSTID:
2375 shader_addline(buffer, "vGSInstanceID");
2376 break;
2377
2378 default:
2379 shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
2380 break;
2381 }
2382
2383 if (reg->type == WINED3DSPR_IMMCONST)
2384 {
2385 shader_addline(buffer, "(");
2386 switch (reg->immconst_type)
2387 {
2388 case WINED3D_IMMCONST_SCALAR:
2389 switch (reg->data_type)
2390 {
2391 case WINED3D_DATA_FLOAT:
2392 shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
2393 break;
2394 case WINED3D_DATA_INT:
2395 shader_addline(buffer, "%d", reg->u.immconst_data[0]);
2396 break;
2397 case WINED3D_DATA_RESOURCE:
2398 case WINED3D_DATA_SAMPLER:
2399 case WINED3D_DATA_UINT:
2400 shader_addline(buffer, "%u", reg->u.immconst_data[0]);
2401 break;
2402 default:
2403 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2404 break;
2405 }
2406 break;
2407
2408 case WINED3D_IMMCONST_VEC4:
2409 switch (reg->data_type)
2410 {
2411 case WINED3D_DATA_FLOAT:
2412 shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
2413 *(const float *)®->u.immconst_data[0], *(const float *)®->u.immconst_data[1],
2414 *(const float *)®->u.immconst_data[2], *(const float *)®->u.immconst_data[3]);
2415 break;
2416 case WINED3D_DATA_INT:
2417 shader_addline(buffer, "%d, %d, %d, %d",
2418 reg->u.immconst_data[0], reg->u.immconst_data[1],
2419 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2420 break;
2421 case WINED3D_DATA_RESOURCE:
2422 case WINED3D_DATA_SAMPLER:
2423 case WINED3D_DATA_UINT:
2424 shader_addline(buffer, "%u, %u, %u, %u",
2425 reg->u.immconst_data[0], reg->u.immconst_data[1],
2426 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2427 break;
2428 default:
2429 shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
2430 break;
2431 }
2432 break;
2433
2434 default:
2435 shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
2436 break;
2437 }
2438 shader_addline(buffer, ")");
2439 }
2440 else if (reg->type != WINED3DSPR_RASTOUT
2441 && reg->type != WINED3DSPR_MISCTYPE
2442 && reg->type != WINED3DSPR_NULL)
2443 {
2444 if (offset != ~0u)
2445 {
2446 shader_addline(buffer, "[");
2447 if (reg->idx[0].rel_addr)
2448 {
2449 shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
2450 shader_addline(buffer, " + ");
2451 }
2452 shader_addline(buffer, "%u]", offset);
2453
2454 if (reg->idx[1].offset != ~0u)
2455 {
2456 shader_addline(buffer, "[");
2457 if (reg->idx[1].rel_addr)
2458 {
2459 shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
2460 shader_addline(buffer, " + ");
2461 }
2462 shader_addline(buffer, "%u]", reg->idx[1].offset);
2463 }
2464 }
2465
2466 if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
2467 shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
2468 }
2469 }
2470
shader_dump_dst_param(struct wined3d_string_buffer * buffer,const struct wined3d_shader_dst_param * param,const struct wined3d_shader_version * shader_version)2471 static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
2472 const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
2473 {
2474 DWORD write_mask = param->write_mask;
2475
2476 shader_dump_register(buffer, ¶m->reg, shader_version);
2477
2478 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
2479 {
2480 static const char write_mask_chars[] = "xyzw";
2481
2482 shader_addline(buffer, ".");
2483 if (write_mask & WINED3DSP_WRITEMASK_0)
2484 shader_addline(buffer, "%c", write_mask_chars[0]);
2485 if (write_mask & WINED3DSP_WRITEMASK_1)
2486 shader_addline(buffer, "%c", write_mask_chars[1]);
2487 if (write_mask & WINED3DSP_WRITEMASK_2)
2488 shader_addline(buffer, "%c", write_mask_chars[2]);
2489 if (write_mask & WINED3DSP_WRITEMASK_3)
2490 shader_addline(buffer, "%c", write_mask_chars[3]);
2491 }
2492 }
2493
shader_dump_src_param(struct wined3d_string_buffer * buffer,const struct wined3d_shader_src_param * param,const struct wined3d_shader_version * shader_version)2494 static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
2495 const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
2496 {
2497 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
2498 DWORD swizzle = param->swizzle;
2499
2500 if (src_modifier == WINED3DSPSM_NEG
2501 || src_modifier == WINED3DSPSM_BIASNEG
2502 || src_modifier == WINED3DSPSM_SIGNNEG
2503 || src_modifier == WINED3DSPSM_X2NEG
2504 || src_modifier == WINED3DSPSM_ABSNEG)
2505 shader_addline(buffer, "-");
2506 else if (src_modifier == WINED3DSPSM_COMP)
2507 shader_addline(buffer, "1-");
2508 else if (src_modifier == WINED3DSPSM_NOT)
2509 shader_addline(buffer, "!");
2510
2511 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
2512 shader_addline(buffer, "abs(");
2513
2514 shader_dump_register(buffer, ¶m->reg, shader_version);
2515
2516 switch (src_modifier)
2517 {
2518 case WINED3DSPSM_NONE: break;
2519 case WINED3DSPSM_NEG: break;
2520 case WINED3DSPSM_NOT: break;
2521 case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break;
2522 case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
2523 case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break;
2524 case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
2525 case WINED3DSPSM_COMP: break;
2526 case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break;
2527 case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break;
2528 case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break;
2529 case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break;
2530 case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break;
2531 case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break;
2532 default: shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
2533 }
2534
2535 if (swizzle != WINED3DSP_NOSWIZZLE)
2536 {
2537 static const char swizzle_chars[] = "xyzw";
2538 DWORD swizzle_x = swizzle & 0x03;
2539 DWORD swizzle_y = (swizzle >> 2) & 0x03;
2540 DWORD swizzle_z = (swizzle >> 4) & 0x03;
2541 DWORD swizzle_w = (swizzle >> 6) & 0x03;
2542
2543 if (swizzle_x == swizzle_y
2544 && swizzle_x == swizzle_z
2545 && swizzle_x == swizzle_w)
2546 {
2547 shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
2548 }
2549 else
2550 {
2551 shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
2552 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
2553 }
2554 }
2555 }
2556
2557 /* Shared code in order to generate the bulk of the shader string. */
shader_generate_code(const struct wined3d_shader * shader,struct wined3d_string_buffer * buffer,const struct wined3d_shader_reg_maps * reg_maps,void * backend_ctx,const DWORD * start,const DWORD * end)2558 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2559 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
2560 const DWORD *start, const DWORD *end)
2561 {
2562 struct wined3d_device *device = shader->device;
2563 const struct wined3d_shader_frontend *fe = shader->frontend;
2564 void *fe_data = shader->frontend_data;
2565 struct wined3d_shader_version shader_version;
2566 struct wined3d_shader_parser_state state;
2567 struct wined3d_shader_instruction ins;
2568 struct wined3d_shader_tex_mx tex_mx;
2569 struct wined3d_shader_context ctx;
2570 const DWORD *ptr;
2571
2572 /* Initialize current parsing state. */
2573 tex_mx.current_row = 0;
2574 state.current_loop_depth = 0;
2575 state.current_loop_reg = 0;
2576 state.in_subroutine = FALSE;
2577
2578 ctx.shader = shader;
2579 ctx.gl_info = &device->adapter->gl_info;
2580 ctx.reg_maps = reg_maps;
2581 ctx.buffer = buffer;
2582 ctx.tex_mx = &tex_mx;
2583 ctx.state = &state;
2584 ctx.backend_data = backend_ctx;
2585 ins.ctx = &ctx;
2586
2587 fe->shader_read_header(fe_data, &ptr, &shader_version);
2588 if (start)
2589 ptr = start;
2590
2591 while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
2592 {
2593 /* Read opcode. */
2594 fe->shader_read_instruction(fe_data, &ptr, &ins);
2595
2596 /* Unknown opcode and its parameters. */
2597 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2598 {
2599 WARN("Encountered unrecognised or invalid instruction.\n");
2600 return WINED3DERR_INVALIDCALL;
2601 }
2602
2603 if (ins.predicate)
2604 FIXME("Predicates not implemented.\n");
2605
2606 /* Call appropriate function for output target */
2607 device->shader_backend->shader_handle_instruction(&ins);
2608 }
2609
2610 return WINED3D_OK;
2611 }
2612
shader_dump_ins_modifiers(struct wined3d_string_buffer * buffer,const struct wined3d_shader_dst_param * dst)2613 static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
2614 const struct wined3d_shader_dst_param *dst)
2615 {
2616 DWORD mmask = dst->modifiers;
2617
2618 switch (dst->shift)
2619 {
2620 case 0: break;
2621 case 13: shader_addline(buffer, "_d8"); break;
2622 case 14: shader_addline(buffer, "_d4"); break;
2623 case 15: shader_addline(buffer, "_d2"); break;
2624 case 1: shader_addline(buffer, "_x2"); break;
2625 case 2: shader_addline(buffer, "_x4"); break;
2626 case 3: shader_addline(buffer, "_x8"); break;
2627 default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
2628 }
2629
2630 if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat");
2631 if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
2632 if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid");
2633
2634 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
2635 if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
2636 }
2637
shader_dump_primitive_type(struct wined3d_string_buffer * buffer,const struct wined3d_shader_primitive_type * primitive_type)2638 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
2639 const struct wined3d_shader_primitive_type *primitive_type)
2640 {
2641 switch (primitive_type->type)
2642 {
2643 case WINED3D_PT_UNDEFINED:
2644 shader_addline(buffer, "undefined");
2645 break;
2646 case WINED3D_PT_POINTLIST:
2647 shader_addline(buffer, "pointlist");
2648 break;
2649 case WINED3D_PT_LINELIST:
2650 shader_addline(buffer, "linelist");
2651 break;
2652 case WINED3D_PT_LINESTRIP:
2653 shader_addline(buffer, "linestrip");
2654 break;
2655 case WINED3D_PT_TRIANGLELIST:
2656 shader_addline(buffer, "trianglelist");
2657 break;
2658 case WINED3D_PT_TRIANGLESTRIP:
2659 shader_addline(buffer, "trianglestrip");
2660 break;
2661 case WINED3D_PT_TRIANGLEFAN:
2662 shader_addline(buffer, "trianglefan");
2663 break;
2664 case WINED3D_PT_LINELIST_ADJ:
2665 shader_addline(buffer, "linelist_adj");
2666 break;
2667 case WINED3D_PT_LINESTRIP_ADJ:
2668 shader_addline(buffer, "linestrip_adj");
2669 break;
2670 case WINED3D_PT_TRIANGLELIST_ADJ:
2671 shader_addline(buffer, "trianglelist_adj");
2672 break;
2673 case WINED3D_PT_TRIANGLESTRIP_ADJ:
2674 shader_addline(buffer, "trianglestrip_adj");
2675 break;
2676 case WINED3D_PT_PATCH:
2677 shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
2678 break;
2679 default:
2680 shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
2681 break;
2682 }
2683 }
2684
shader_dump_interpolation_mode(struct wined3d_string_buffer * buffer,enum wined3d_shader_interpolation_mode interpolation_mode)2685 static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
2686 enum wined3d_shader_interpolation_mode interpolation_mode)
2687 {
2688 switch (interpolation_mode)
2689 {
2690 case WINED3DSIM_CONSTANT:
2691 shader_addline(buffer, "constant");
2692 break;
2693 case WINED3DSIM_LINEAR:
2694 shader_addline(buffer, "linear");
2695 break;
2696 case WINED3DSIM_LINEAR_CENTROID:
2697 shader_addline(buffer, "linear centroid");
2698 break;
2699 case WINED3DSIM_LINEAR_NOPERSPECTIVE:
2700 shader_addline(buffer, "linear noperspective");
2701 break;
2702 case WINED3DSIM_LINEAR_SAMPLE:
2703 shader_addline(buffer, "linear sample");
2704 break;
2705 case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
2706 shader_addline(buffer, "linear noperspective centroid");
2707 break;
2708 case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
2709 shader_addline(buffer, "linear noperspective sample");
2710 break;
2711 default:
2712 shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
2713 break;
2714 }
2715 }
2716
shader_trace_init(const struct wined3d_shader_frontend * fe,void * fe_data)2717 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
2718 {
2719 struct wined3d_shader_version shader_version;
2720 struct wined3d_string_buffer buffer;
2721 const char *type_prefix;
2722 const char *p, *q;
2723 const DWORD *ptr;
2724 DWORD i;
2725
2726 if (!string_buffer_init(&buffer))
2727 {
2728 ERR("Failed to initialize string buffer.\n");
2729 return;
2730 }
2731
2732 fe->shader_read_header(fe_data, &ptr, &shader_version);
2733
2734 TRACE("Parsing %p.\n", ptr);
2735
2736 switch (shader_version.type)
2737 {
2738 case WINED3D_SHADER_TYPE_VERTEX:
2739 type_prefix = "vs";
2740 break;
2741
2742 case WINED3D_SHADER_TYPE_HULL:
2743 type_prefix = "hs";
2744 break;
2745
2746 case WINED3D_SHADER_TYPE_DOMAIN:
2747 type_prefix = "ds";
2748 break;
2749
2750 case WINED3D_SHADER_TYPE_GEOMETRY:
2751 type_prefix = "gs";
2752 break;
2753
2754 case WINED3D_SHADER_TYPE_PIXEL:
2755 type_prefix = "ps";
2756 break;
2757
2758 case WINED3D_SHADER_TYPE_COMPUTE:
2759 type_prefix = "cs";
2760 break;
2761
2762 default:
2763 FIXME("Unhandled shader type %#x.\n", shader_version.type);
2764 type_prefix = "unknown";
2765 break;
2766 }
2767
2768 shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
2769
2770 while (!fe->shader_is_end(fe_data, &ptr))
2771 {
2772 struct wined3d_shader_instruction ins;
2773
2774 fe->shader_read_instruction(fe_data, &ptr, &ins);
2775 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
2776 {
2777 WARN("Skipping unrecognized instruction.\n");
2778 shader_addline(&buffer, "<unrecognized instruction>\n");
2779 continue;
2780 }
2781
2782 if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
2783 {
2784 shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
2785 shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
2786 shader_addline(&buffer, " ");
2787 shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
2788 }
2789 else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
2790 {
2791 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2792 shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
2793 shader_addline(&buffer, ", %s",
2794 ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
2795 }
2796 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
2797 {
2798 shader_addline(&buffer, "%s fb%u",
2799 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2800 }
2801 else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
2802 {
2803 shader_addline(&buffer, "%s ft%u = {...}",
2804 shader_opcode_names[ins.handler_idx], ins.declaration.index);
2805 }
2806 else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
2807 {
2808 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2809 shader_dump_global_flags(&buffer, ins.flags);
2810 }
2811 else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
2812 {
2813 shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
2814 ins.declaration.max_tessellation_factor);
2815 }
2816 else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
2817 {
2818 shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
2819 for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
2820 {
2821 shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
2822 ins.declaration.icb->data[4 * i + 0],
2823 ins.declaration.icb->data[4 * i + 1],
2824 ins.declaration.icb->data[4 * i + 2],
2825 ins.declaration.icb->data[4 * i + 3]);
2826 }
2827 shader_addline(&buffer, "}");
2828 }
2829 else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
2830 {
2831 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2832 shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
2833 shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
2834 }
2835 else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
2836 {
2837 shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
2838 ins.declaration.indexable_temp.register_idx,
2839 ins.declaration.indexable_temp.register_size,
2840 ins.declaration.indexable_temp.component_count);
2841 }
2842 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
2843 {
2844 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2845 shader_dump_interpolation_mode(&buffer, ins.flags);
2846 shader_addline(&buffer, " ");
2847 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2848 }
2849 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
2850 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
2851 || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
2852 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
2853 {
2854 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2855 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2856 shader_addline(&buffer, ", ");
2857 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2858 }
2859 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
2860 {
2861 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2862 shader_dump_interpolation_mode(&buffer, ins.flags);
2863 shader_addline(&buffer, " ");
2864 shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
2865 shader_addline(&buffer, ", ");
2866 shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
2867 }
2868 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
2869 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
2870 {
2871 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2872 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2873 }
2874 else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
2875 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
2876 {
2877 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2878 shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
2879 }
2880 else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
2881 {
2882 shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
2883 shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
2884 ins.declaration.fp.array_size, ins.declaration.fp.body_count);
2885 }
2886 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
2887 {
2888 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2889 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2890 }
2891 else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
2892 {
2893 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2894 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2895 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2896 }
2897 else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
2898 {
2899 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2900 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2901 if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
2902 shader_addline(&buffer, ", comparisonMode");
2903 }
2904 else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
2905 || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
2906 || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
2907 || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
2908 || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
2909 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
2910 || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
2911 {
2912 shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
2913 }
2914 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
2915 {
2916 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2917 shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
2918 }
2919 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
2920 {
2921 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2922 shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
2923 }
2924 else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
2925 {
2926 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2927 shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
2928 }
2929 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
2930 {
2931 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2932 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
2933 shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
2934 }
2935 else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
2936 {
2937 shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
2938 shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
2939 shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
2940 ins.declaration.tgsm_structured.structure_count);
2941 }
2942 else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
2943 {
2944 shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
2945 ins.declaration.thread_group_size.x,
2946 ins.declaration.thread_group_size.y,
2947 ins.declaration.thread_group_size.z);
2948 }
2949 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
2950 {
2951 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2952 shader_dump_uav_flags(&buffer, ins.flags);
2953 shader_addline(&buffer, " ");
2954 shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
2955 }
2956 else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
2957 {
2958 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
2959 shader_dump_uav_flags(&buffer, ins.flags);
2960 shader_addline(&buffer, " ");
2961 shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
2962 shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
2963 }
2964 else if (ins.handler_idx == WINED3DSIH_DEF)
2965 {
2966 shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
2967 ins.dst[0].reg.idx[0].offset),
2968 *(const float *)&ins.src[0].reg.u.immconst_data[0],
2969 *(const float *)&ins.src[0].reg.u.immconst_data[1],
2970 *(const float *)&ins.src[0].reg.u.immconst_data[2],
2971 *(const float *)&ins.src[0].reg.u.immconst_data[3]);
2972 }
2973 else if (ins.handler_idx == WINED3DSIH_DEFI)
2974 {
2975 shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
2976 ins.src[0].reg.u.immconst_data[0],
2977 ins.src[0].reg.u.immconst_data[1],
2978 ins.src[0].reg.u.immconst_data[2],
2979 ins.src[0].reg.u.immconst_data[3]);
2980 }
2981 else if (ins.handler_idx == WINED3DSIH_DEFB)
2982 {
2983 shader_addline(&buffer, "defb b%u = %s",
2984 ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
2985 }
2986 else
2987 {
2988 if (ins.predicate)
2989 {
2990 shader_addline(&buffer, "(");
2991 shader_dump_src_param(&buffer, ins.predicate, &shader_version);
2992 shader_addline(&buffer, ") ");
2993 }
2994
2995 /* PixWin marks instructions with the coissue flag with a '+' */
2996 if (ins.coissue)
2997 shader_addline(&buffer, "+");
2998
2999 shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
3000
3001 if (ins.handler_idx == WINED3DSIH_BREAKP
3002 || ins.handler_idx == WINED3DSIH_CONTINUEP
3003 || ins.handler_idx == WINED3DSIH_IF
3004 || ins.handler_idx == WINED3DSIH_RETP
3005 || ins.handler_idx == WINED3DSIH_TEXKILL)
3006 {
3007 switch (ins.flags)
3008 {
3009 case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
3010 case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break;
3011 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
3012 }
3013 }
3014 else if (ins.handler_idx == WINED3DSIH_IFC
3015 || ins.handler_idx == WINED3DSIH_BREAKC)
3016 {
3017 switch (ins.flags)
3018 {
3019 case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
3020 case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
3021 case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
3022 case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
3023 case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
3024 case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
3025 default: shader_addline(&buffer, "_(%u)", ins.flags);
3026 }
3027 }
3028 else if (ins.handler_idx == WINED3DSIH_TEX
3029 && shader_version.major >= 2
3030 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
3031 {
3032 shader_addline(&buffer, "p");
3033 }
3034 else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
3035 {
3036 switch (ins.flags)
3037 {
3038 case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
3039 case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
3040 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3041 }
3042 }
3043 else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
3044 {
3045 switch (ins.flags)
3046 {
3047 case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
3048 default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
3049 }
3050 }
3051 else if (ins.handler_idx == WINED3DSIH_SYNC)
3052 {
3053 shader_dump_sync_flags(&buffer, ins.flags);
3054 }
3055
3056 if (wined3d_shader_instruction_has_texel_offset(&ins))
3057 shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
3058
3059 for (i = 0; i < ins.dst_count; ++i)
3060 {
3061 shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
3062 shader_addline(&buffer, !i ? " " : ", ");
3063 shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
3064 }
3065
3066 /* Other source tokens */
3067 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
3068 {
3069 shader_addline(&buffer, !i ? " " : ", ");
3070 shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
3071 }
3072 }
3073 shader_addline(&buffer, "\n");
3074 }
3075
3076 for (p = buffer.buffer; *p; p = q)
3077 {
3078 if (!(q = strstr(p, "\n")))
3079 q = p + strlen(p);
3080 else
3081 ++q;
3082 TRACE(" %.*s", (int)(q - p), p);
3083 }
3084
3085 string_buffer_free(&buffer);
3086 }
3087
shader_cleanup(struct wined3d_shader * shader)3088 static void shader_cleanup(struct wined3d_shader *shader)
3089 {
3090 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
3091 {
3092 heap_free(shader->u.hs.phases.control_point);
3093 heap_free(shader->u.hs.phases.fork);
3094 heap_free(shader->u.hs.phases.join);
3095 }
3096 else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
3097 {
3098 heap_free(shader->u.gs.so_desc.elements);
3099 }
3100
3101 heap_free(shader->patch_constant_signature.elements);
3102 heap_free(shader->output_signature.elements);
3103 heap_free(shader->input_signature.elements);
3104 heap_free(shader->signature_strings);
3105 shader->device->shader_backend->shader_destroy(shader);
3106 shader_cleanup_reg_maps(&shader->reg_maps);
3107 heap_free(shader->function);
3108 shader_delete_constant_list(&shader->constantsF);
3109 shader_delete_constant_list(&shader->constantsB);
3110 shader_delete_constant_list(&shader->constantsI);
3111 list_remove(&shader->shader_list_entry);
3112
3113 if (shader->frontend && shader->frontend_data)
3114 shader->frontend->shader_free(shader->frontend_data);
3115 }
3116
3117 struct shader_none_priv
3118 {
3119 const struct wined3d_vertex_pipe_ops *vertex_pipe;
3120 const struct fragment_pipeline *fragment_pipe;
3121 BOOL ffp_proj_control;
3122 };
3123
shader_none_handle_instruction(const struct wined3d_shader_instruction * ins)3124 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
shader_none_precompile(void * shader_priv,struct wined3d_shader * shader)3125 static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
shader_none_select_compute(void * shader_priv,struct wined3d_context * context,const struct wined3d_state * state)3126 static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
3127 const struct wined3d_state *state) {}
shader_none_update_float_vertex_constants(struct wined3d_device * device,UINT start,UINT count)3128 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
shader_none_update_float_pixel_constants(struct wined3d_device * device,UINT start,UINT count)3129 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
shader_none_load_constants(void * shader_priv,struct wined3d_context * context,const struct wined3d_state * state)3130 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
3131 const struct wined3d_state *state) {}
shader_none_destroy(struct wined3d_shader * shader)3132 static void shader_none_destroy(struct wined3d_shader *shader) {}
shader_none_free_context_data(struct wined3d_context * context)3133 static void shader_none_free_context_data(struct wined3d_context *context) {}
shader_none_init_context_state(struct wined3d_context * context)3134 static void shader_none_init_context_state(struct wined3d_context *context) {}
3135
3136 /* Context activation is done by the caller. */
shader_none_select(void * shader_priv,struct wined3d_context * context,const struct wined3d_state * state)3137 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
3138 const struct wined3d_state *state)
3139 {
3140 const struct wined3d_gl_info *gl_info = context->gl_info;
3141 struct shader_none_priv *priv = shader_priv;
3142
3143 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
3144 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
3145 }
3146
3147 /* Context activation is done by the caller. */
shader_none_disable(void * shader_priv,struct wined3d_context * context)3148 static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
3149 {
3150 struct shader_none_priv *priv = shader_priv;
3151 const struct wined3d_gl_info *gl_info = context->gl_info;
3152
3153 priv->vertex_pipe->vp_enable(gl_info, FALSE);
3154 priv->fragment_pipe->enable_extension(gl_info, FALSE);
3155
3156 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
3157 | (1u << WINED3D_SHADER_TYPE_VERTEX)
3158 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
3159 | (1u << WINED3D_SHADER_TYPE_HULL)
3160 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
3161 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
3162 }
3163
shader_none_alloc(struct wined3d_device * device,const struct wined3d_vertex_pipe_ops * vertex_pipe,const struct fragment_pipeline * fragment_pipe)3164 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
3165 const struct fragment_pipeline *fragment_pipe)
3166 {
3167 struct fragment_caps fragment_caps;
3168 void *vertex_priv, *fragment_priv;
3169 struct shader_none_priv *priv;
3170
3171 if (!(priv = heap_alloc(sizeof(*priv))))
3172 return E_OUTOFMEMORY;
3173
3174 if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
3175 {
3176 ERR("Failed to initialize vertex pipe.\n");
3177 heap_free(priv);
3178 return E_FAIL;
3179 }
3180
3181 if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
3182 {
3183 ERR("Failed to initialize fragment pipe.\n");
3184 vertex_pipe->vp_free(device);
3185 heap_free(priv);
3186 return E_FAIL;
3187 }
3188
3189 priv->vertex_pipe = vertex_pipe;
3190 priv->fragment_pipe = fragment_pipe;
3191 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
3192 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
3193
3194 device->vertex_priv = vertex_priv;
3195 device->fragment_priv = fragment_priv;
3196 device->shader_priv = priv;
3197
3198 return WINED3D_OK;
3199 }
3200
shader_none_free(struct wined3d_device * device)3201 static void shader_none_free(struct wined3d_device *device)
3202 {
3203 struct shader_none_priv *priv = device->shader_priv;
3204
3205 priv->fragment_pipe->free_private(device);
3206 priv->vertex_pipe->vp_free(device);
3207 heap_free(priv);
3208 }
3209
shader_none_allocate_context_data(struct wined3d_context * context)3210 static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
3211 {
3212 return TRUE;
3213 }
3214
shader_none_get_caps(const struct wined3d_gl_info * gl_info,struct shader_caps * caps)3215 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
3216 {
3217 /* Set the shader caps to 0 for the none shader backend */
3218 caps->vs_version = 0;
3219 caps->hs_version = 0;
3220 caps->ds_version = 0;
3221 caps->gs_version = 0;
3222 caps->ps_version = 0;
3223 caps->cs_version = 0;
3224 caps->vs_uniform_count = 0;
3225 caps->ps_uniform_count = 0;
3226 caps->ps_1x_max_value = 0.0f;
3227 caps->varying_count = 0;
3228 caps->wined3d_caps = 0;
3229 }
3230
shader_none_color_fixup_supported(struct color_fixup_desc fixup)3231 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
3232 {
3233 /* We "support" every possible fixup, since we don't support any shader
3234 * model, and will never have to actually sample a texture. */
3235 return TRUE;
3236 }
3237
shader_none_has_ffp_proj_control(void * shader_priv)3238 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
3239 {
3240 struct shader_none_priv *priv = shader_priv;
3241
3242 return priv->ffp_proj_control;
3243 }
3244
3245 const struct wined3d_shader_backend_ops none_shader_backend =
3246 {
3247 shader_none_handle_instruction,
3248 shader_none_precompile,
3249 shader_none_select,
3250 shader_none_select_compute,
3251 shader_none_disable,
3252 shader_none_update_float_vertex_constants,
3253 shader_none_update_float_pixel_constants,
3254 shader_none_load_constants,
3255 shader_none_destroy,
3256 shader_none_alloc,
3257 shader_none_free,
3258 shader_none_allocate_context_data,
3259 shader_none_free_context_data,
3260 shader_none_init_context_state,
3261 shader_none_get_caps,
3262 shader_none_color_fixup_supported,
3263 shader_none_has_ffp_proj_control,
3264 };
3265
shader_set_function(struct wined3d_shader * shader,DWORD float_const_count,enum wined3d_shader_type type,unsigned int max_version)3266 static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
3267 enum wined3d_shader_type type, unsigned int max_version)
3268 {
3269 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3270 const struct wined3d_shader_frontend *fe;
3271 HRESULT hr;
3272 unsigned int backend_version;
3273 const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
3274
3275 TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
3276 shader, float_const_count, type, max_version);
3277
3278 fe = shader->frontend;
3279 if (!(shader->frontend_data = fe->shader_init(shader->function,
3280 shader->functionLength, &shader->output_signature)))
3281 {
3282 FIXME("Failed to initialize frontend.\n");
3283 return WINED3DERR_INVALIDCALL;
3284 }
3285
3286 /* First pass: trace shader. */
3287 if (TRACE_ON(d3d_shader))
3288 shader_trace_init(fe, shader->frontend_data);
3289
3290 /* Second pass: figure out which registers are used, what the semantics are, etc. */
3291 if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
3292 &shader->output_signature, float_const_count)))
3293 return hr;
3294
3295 if (reg_maps->shader_version.type != type)
3296 {
3297 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
3298 return WINED3DERR_INVALIDCALL;
3299 }
3300 if (reg_maps->shader_version.major > max_version)
3301 {
3302 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
3303 return WINED3DERR_INVALIDCALL;
3304 }
3305 switch (type)
3306 {
3307 case WINED3D_SHADER_TYPE_VERTEX:
3308 backend_version = d3d_info->limits.vs_version;
3309 break;
3310 case WINED3D_SHADER_TYPE_HULL:
3311 backend_version = d3d_info->limits.hs_version;
3312 break;
3313 case WINED3D_SHADER_TYPE_DOMAIN:
3314 backend_version = d3d_info->limits.ds_version;
3315 break;
3316 case WINED3D_SHADER_TYPE_GEOMETRY:
3317 backend_version = d3d_info->limits.gs_version;
3318 break;
3319 case WINED3D_SHADER_TYPE_PIXEL:
3320 backend_version = d3d_info->limits.ps_version;
3321 break;
3322 case WINED3D_SHADER_TYPE_COMPUTE:
3323 backend_version = d3d_info->limits.cs_version;
3324 break;
3325 default:
3326 FIXME("No backend version-checking for this shader type.\n");
3327 backend_version = 0;
3328 }
3329 if (reg_maps->shader_version.major > backend_version)
3330 {
3331 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
3332 reg_maps->shader_version.major, reg_maps->shader_version.minor);
3333 return WINED3DERR_INVALIDCALL;
3334 }
3335
3336 return WINED3D_OK;
3337 }
3338
wined3d_shader_incref(struct wined3d_shader * shader)3339 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
3340 {
3341 ULONG refcount = InterlockedIncrement(&shader->ref);
3342
3343 TRACE("%p increasing refcount to %u.\n", shader, refcount);
3344
3345 return refcount;
3346 }
3347
wined3d_shader_init_object(void * object)3348 static void wined3d_shader_init_object(void *object)
3349 {
3350 struct wined3d_shader *shader = object;
3351 struct wined3d_device *device = shader->device;
3352
3353 list_add_head(&device->shaders, &shader->shader_list_entry);
3354
3355 device->shader_backend->shader_precompile(device->shader_priv, shader);
3356 }
3357
wined3d_shader_destroy_object(void * object)3358 static void wined3d_shader_destroy_object(void *object)
3359 {
3360 shader_cleanup(object);
3361 heap_free(object);
3362 }
3363
wined3d_shader_decref(struct wined3d_shader * shader)3364 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
3365 {
3366 ULONG refcount = InterlockedDecrement(&shader->ref);
3367
3368 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
3369
3370 if (!refcount)
3371 {
3372 shader->parent_ops->wined3d_object_destroyed(shader->parent);
3373 wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
3374 }
3375
3376 return refcount;
3377 }
3378
wined3d_shader_get_parent(const struct wined3d_shader * shader)3379 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
3380 {
3381 TRACE("shader %p.\n", shader);
3382
3383 return shader->parent;
3384 }
3385
wined3d_shader_get_byte_code(const struct wined3d_shader * shader,void * byte_code,UINT * byte_code_size)3386 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
3387 void *byte_code, UINT *byte_code_size)
3388 {
3389 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
3390
3391 if (!byte_code)
3392 {
3393 *byte_code_size = shader->functionLength;
3394 return WINED3D_OK;
3395 }
3396
3397 if (*byte_code_size < shader->functionLength)
3398 {
3399 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
3400 * than the required size we should write the required size and
3401 * return D3DERR_MOREDATA. That's not actually true. */
3402 return WINED3DERR_INVALIDCALL;
3403 }
3404
3405 memcpy(byte_code, shader->function, shader->functionLength);
3406
3407 return WINED3D_OK;
3408 }
3409
3410 /* Set local constants for d3d8 shaders. */
wined3d_shader_set_local_constants_float(struct wined3d_shader * shader,UINT start_idx,const float * src_data,UINT count)3411 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
3412 UINT start_idx, const float *src_data, UINT count)
3413 {
3414 UINT end_idx = start_idx + count;
3415 UINT i;
3416
3417 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
3418
3419 if (end_idx > shader->limits->constant_float)
3420 {
3421 WARN("end_idx %u > float constants limit %u.\n",
3422 end_idx, shader->limits->constant_float);
3423 end_idx = shader->limits->constant_float;
3424 }
3425
3426 for (i = start_idx; i < end_idx; ++i)
3427 {
3428 struct wined3d_shader_lconst *lconst;
3429 float *value;
3430
3431 if (!(lconst = heap_alloc(sizeof(*lconst))))
3432 return E_OUTOFMEMORY;
3433
3434 lconst->idx = i;
3435 value = (float *)lconst->value;
3436 memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
3437 list_add_head(&shader->constantsF, &lconst->entry);
3438
3439 if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
3440 || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
3441 {
3442 shader->lconst_inf_or_nan = TRUE;
3443 }
3444 }
3445
3446 return WINED3D_OK;
3447 }
3448
init_interpolation_compile_args(DWORD * interpolation_args,const struct wined3d_shader * pixel_shader,const struct wined3d_gl_info * gl_info)3449 static void init_interpolation_compile_args(DWORD *interpolation_args,
3450 const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
3451 {
3452 if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
3453 || !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
3454 {
3455 memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
3456 return;
3457 }
3458
3459 memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
3460 sizeof(pixel_shader->u.ps.interpolation_mode));
3461 }
3462
find_vs_compile_args(const struct wined3d_state * state,const struct wined3d_shader * shader,WORD swizzle_map,struct vs_compile_args * args,const struct wined3d_context * context)3463 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3464 WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
3465 {
3466 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3467 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3468 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3469 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3470 const struct wined3d_gl_info *gl_info = context->gl_info;
3471
3472 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
3473 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
3474 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
3475 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
3476 args->point_size = state->gl_primitive_type == GL_POINTS;
3477 args->per_vertex_point_size = shader->reg_maps.point_size;
3478 args->next_shader_type = hull_shader? WINED3D_SHADER_TYPE_HULL
3479 : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3480 if (shader->reg_maps.shader_version.major >= 4)
3481 args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
3482 : geometry_shader ? geometry_shader->limits->packed_input
3483 : pixel_shader ? pixel_shader->limits->packed_input : 0;
3484 else
3485 args->next_shader_input_count = 0;
3486 args->swizzle_map = swizzle_map;
3487 if (d3d_info->emulated_flatshading)
3488 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
3489 else
3490 args->flatshading = 0;
3491
3492 init_interpolation_compile_args(args->interpolation_mode,
3493 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3494 }
3495
match_usage(BYTE usage1,BYTE usage_idx1,BYTE usage2,BYTE usage_idx2)3496 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
3497 {
3498 if (usage_idx1 != usage_idx2)
3499 return FALSE;
3500 if (usage1 == usage2)
3501 return TRUE;
3502 if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
3503 return TRUE;
3504 if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
3505 return TRUE;
3506
3507 return FALSE;
3508 }
3509
vshader_get_input(const struct wined3d_shader * shader,BYTE usage_req,BYTE usage_idx_req,unsigned int * regnum)3510 BOOL vshader_get_input(const struct wined3d_shader *shader,
3511 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
3512 {
3513 WORD map = shader->reg_maps.input_registers;
3514 unsigned int i;
3515
3516 for (i = 0; map; map >>= 1, ++i)
3517 {
3518 if (!(map & 1)) continue;
3519
3520 if (match_usage(shader->u.vs.attributes[i].usage,
3521 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
3522 {
3523 *regnum = i;
3524 return TRUE;
3525 }
3526 }
3527 return FALSE;
3528 }
3529
shader_signature_calculate_strings_length(const struct wined3d_shader_signature * signature,SIZE_T * total)3530 static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
3531 SIZE_T *total)
3532 {
3533 struct wined3d_shader_signature_element *e;
3534 unsigned int i;
3535 SIZE_T len;
3536
3537 for (i = 0; i < signature->element_count; ++i)
3538 {
3539 e = &signature->elements[i];
3540 len = strlen(e->semantic_name);
3541 if (len >= ~(SIZE_T)0 - *total)
3542 return E_OUTOFMEMORY;
3543
3544 *total += len + 1;
3545 }
3546 return WINED3D_OK;
3547 }
3548
shader_signature_copy(struct wined3d_shader_signature * dst,const struct wined3d_shader_signature * src,char ** signature_strings)3549 static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
3550 const struct wined3d_shader_signature *src, char **signature_strings)
3551 {
3552 struct wined3d_shader_signature_element *e;
3553 unsigned int i;
3554 SIZE_T len;
3555 char *ptr;
3556
3557 if (!src->element_count)
3558 return WINED3D_OK;
3559
3560 ptr = *signature_strings;
3561
3562 dst->element_count = src->element_count;
3563 if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
3564 return E_OUTOFMEMORY;
3565
3566 for (i = 0; i < src->element_count; ++i)
3567 {
3568 e = &src->elements[i];
3569 dst->elements[i] = *e;
3570
3571 len = strlen(e->semantic_name);
3572 memcpy(ptr, e->semantic_name, len + 1);
3573 dst->elements[i].semantic_name = ptr;
3574 ptr += len + 1;
3575 }
3576
3577 *signature_strings = ptr;
3578
3579 return WINED3D_OK;
3580 }
3581
shader_init(struct wined3d_shader * shader,struct wined3d_device * device,const struct wined3d_shader_desc * desc,DWORD float_const_count,enum wined3d_shader_type type,void * parent,const struct wined3d_parent_ops * parent_ops)3582 static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3583 const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
3584 void *parent, const struct wined3d_parent_ops *parent_ops)
3585 {
3586 size_t byte_code_size;
3587 SIZE_T total;
3588 HRESULT hr;
3589 char *ptr;
3590
3591 TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
3592 desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
3593
3594 if (!desc->byte_code)
3595 return WINED3DERR_INVALIDCALL;
3596
3597 if (!(shader->frontend = shader_select_frontend(desc->format)))
3598 {
3599 FIXME("Unable to find frontend for shader.\n");
3600 return WINED3DERR_INVALIDCALL;
3601 }
3602
3603 shader->ref = 1;
3604 shader->device = device;
3605 shader->parent = parent;
3606 shader->parent_ops = parent_ops;
3607
3608 total = 0;
3609 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
3610 return hr;
3611 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
3612 return hr;
3613 if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
3614 return hr;
3615 if (total && !(shader->signature_strings = heap_alloc(total)))
3616 return E_OUTOFMEMORY;
3617 ptr = shader->signature_strings;
3618
3619 if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
3620 {
3621 heap_free(shader->signature_strings);
3622 return hr;
3623 }
3624 if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
3625 {
3626 heap_free(shader->input_signature.elements);
3627 heap_free(shader->signature_strings);
3628 return hr;
3629 }
3630 if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
3631 {
3632 heap_free(shader->output_signature.elements);
3633 heap_free(shader->input_signature.elements);
3634 heap_free(shader->signature_strings);
3635 return hr;
3636 }
3637
3638 list_init(&shader->linked_programs);
3639 list_init(&shader->constantsF);
3640 list_init(&shader->constantsB);
3641 list_init(&shader->constantsI);
3642 shader->lconst_inf_or_nan = FALSE;
3643 list_init(&shader->reg_maps.indexable_temps);
3644 list_init(&shader->shader_list_entry);
3645
3646 byte_code_size = desc->byte_code_size;
3647 if (byte_code_size == ~(size_t)0)
3648 {
3649 const struct wined3d_shader_frontend *fe = shader->frontend;
3650 struct wined3d_shader_version shader_version;
3651 struct wined3d_shader_instruction ins;
3652 const DWORD *ptr;
3653 void *fe_data;
3654
3655 if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
3656 {
3657 WARN("Failed to initialise frontend data.\n");
3658 shader_cleanup(shader);
3659 return WINED3DERR_INVALIDCALL;
3660 }
3661
3662 fe->shader_read_header(fe_data, &ptr, &shader_version);
3663 while (!fe->shader_is_end(fe_data, &ptr))
3664 fe->shader_read_instruction(fe_data, &ptr, &ins);
3665
3666 fe->shader_free(fe_data);
3667
3668 byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
3669 }
3670
3671 if (!(shader->function = heap_alloc(byte_code_size)))
3672 {
3673 shader_cleanup(shader);
3674 return E_OUTOFMEMORY;
3675 }
3676 memcpy(shader->function, desc->byte_code, byte_code_size);
3677 shader->functionLength = byte_code_size;
3678
3679 if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
3680 {
3681 WARN("Failed to set function, hr %#x.\n", hr);
3682 shader_cleanup(shader);
3683 return hr;
3684 }
3685
3686 shader->load_local_constsF = shader->lconst_inf_or_nan;
3687
3688 wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader);
3689
3690 return hr;
3691 }
3692
vertex_shader_init(struct wined3d_shader * shader,struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops)3693 static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3694 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
3695 {
3696 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3697 unsigned int i;
3698 HRESULT hr;
3699
3700 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
3701 WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
3702 return hr;
3703
3704 for (i = 0; i < shader->input_signature.element_count; ++i)
3705 {
3706 const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
3707
3708 if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
3709 continue;
3710
3711 shader->u.vs.attributes[input->register_idx].usage =
3712 shader_usage_from_semantic_name(input->semantic_name);
3713 shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
3714 }
3715
3716 if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
3717 shader->load_local_constsF = TRUE;
3718
3719 return WINED3D_OK;
3720 }
3721
geometry_shader_init(struct wined3d_shader * shader,struct wined3d_device * device,const struct wined3d_shader_desc * desc,const struct wined3d_stream_output_desc * so_desc,void * parent,const struct wined3d_parent_ops * parent_ops)3722 static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
3723 const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
3724 void *parent, const struct wined3d_parent_ops *parent_ops)
3725 {
3726 struct wined3d_stream_output_element *elements = NULL;
3727 HRESULT hr;
3728
3729 if (so_desc && !(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
3730 return E_OUTOFMEMORY;
3731
3732 if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
3733 {
3734 heap_free(elements);
3735 return hr;
3736 }
3737
3738 if (so_desc)
3739 {
3740 shader->u.gs.so_desc = *so_desc;
3741 shader->u.gs.so_desc.elements = elements;
3742 memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
3743 }
3744
3745 return WINED3D_OK;
3746 }
3747
find_ds_compile_args(const struct wined3d_state * state,const struct wined3d_shader * shader,struct ds_compile_args * args,const struct wined3d_context * context)3748 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3749 struct ds_compile_args *args, const struct wined3d_context *context)
3750 {
3751 const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
3752 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3753 const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
3754 const struct wined3d_gl_info *gl_info = context->gl_info;
3755
3756 args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
3757 args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
3758
3759 args->output_count = geometry_shader ? geometry_shader->limits->packed_input
3760 : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3761 args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
3762
3763 args->render_offscreen = context->render_offscreen;
3764
3765 init_interpolation_compile_args(args->interpolation_mode,
3766 args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
3767
3768 args->padding = 0;
3769 }
3770
find_gs_compile_args(const struct wined3d_state * state,const struct wined3d_shader * shader,struct gs_compile_args * args,const struct wined3d_context * context)3771 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3772 struct gs_compile_args *args, const struct wined3d_context *context)
3773 {
3774 const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3775 const struct wined3d_gl_info *gl_info = context->gl_info;
3776
3777 args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
3778
3779 init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
3780 }
3781
find_ps_compile_args(const struct wined3d_state * state,const struct wined3d_shader * shader,BOOL position_transformed,struct ps_compile_args * args,const struct wined3d_context * context)3782 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3783 BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
3784 {
3785 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3786 const struct wined3d_gl_info *gl_info = context->gl_info;
3787 const struct wined3d_texture *texture;
3788 unsigned int i;
3789
3790 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
3791 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
3792 {
3793 static unsigned int warned = 0;
3794
3795 args->srgb_correction = 1;
3796 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
3797 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
3798 "support, expect rendering artifacts.\n");
3799 }
3800
3801 if (shader->reg_maps.shader_version.major == 1
3802 && shader->reg_maps.shader_version.minor <= 3)
3803 {
3804 for (i = 0; i < shader->limits->sampler; ++i)
3805 {
3806 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3807
3808 if (flags & WINED3D_TTFF_PROJECTED)
3809 {
3810 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
3811
3812 if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
3813 {
3814 enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
3815 unsigned int j;
3816 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3817 DWORD max_valid = WINED3D_TTFF_COUNT4;
3818
3819 for (j = 0; j < state->vertex_declaration->element_count; ++j)
3820 {
3821 struct wined3d_vertex_declaration_element *element =
3822 &state->vertex_declaration->elements[j];
3823
3824 if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
3825 && element->usage_idx == index)
3826 {
3827 max_valid = element->format->component_count;
3828 break;
3829 }
3830 }
3831 if (!tex_transform || tex_transform > max_valid)
3832 {
3833 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
3834 tex_transform, max_valid);
3835 tex_transform = max_valid;
3836 }
3837 if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
3838 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
3839 && tex_transform > WINED3D_TTFF_COUNT2)
3840 || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
3841 && tex_transform > WINED3D_TTFF_COUNT3))
3842 tex_transform |= WINED3D_PSARGS_PROJECTED;
3843 else
3844 {
3845 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
3846 WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
3847 i, tex_transform, resource_type);
3848 }
3849 }
3850 else
3851 tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
3852
3853 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
3854 }
3855 }
3856 }
3857 if (shader->reg_maps.shader_version.major == 1
3858 && shader->reg_maps.shader_version.minor <= 4)
3859 {
3860 for (i = 0; i < shader->limits->sampler; ++i)
3861 {
3862 const struct wined3d_texture *texture = state->textures[i];
3863
3864 if (!shader->reg_maps.resource_info[i].type)
3865 continue;
3866
3867 /* Treat unbound textures as 2D. The dummy texture will provide
3868 * the proper sample value. The tex_types bitmap defaults to
3869 * 2D because of the memset. */
3870 if (!texture)
3871 continue;
3872
3873 switch (texture->target)
3874 {
3875 /* RECT textures are distinguished from 2D textures via np2_fixup */
3876 case GL_TEXTURE_RECTANGLE_ARB:
3877 case GL_TEXTURE_2D:
3878 break;
3879
3880 case GL_TEXTURE_3D:
3881 args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3882 break;
3883
3884 case GL_TEXTURE_CUBE_MAP_ARB:
3885 args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
3886 break;
3887 }
3888 }
3889 }
3890
3891 if (shader->reg_maps.shader_version.major >= 4)
3892 {
3893 /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
3894 args->shadow = 0;
3895 for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
3896 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3897 args->np2_fixup = 0;
3898 }
3899 else
3900 {
3901 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3902 {
3903 if (!shader->reg_maps.resource_info[i].type)
3904 continue;
3905
3906 texture = state->textures[i];
3907 if (!texture)
3908 {
3909 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3910 continue;
3911 }
3912 if (can_use_texture_swizzle(gl_info, texture->resource.format))
3913 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
3914 else
3915 args->color_fixup[i] = texture->resource.format->color_fixup;
3916
3917 if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
3918 args->shadow |= 1u << i;
3919
3920 /* Flag samplers that need NP2 texcoord fixup. */
3921 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3922 args->np2_fixup |= (1u << i);
3923 }
3924 }
3925
3926 if (shader->reg_maps.shader_version.major >= 3)
3927 {
3928 if (position_transformed)
3929 args->vp_mode = pretransformed;
3930 else if (use_vs(state))
3931 args->vp_mode = vertexshader;
3932 else
3933 args->vp_mode = fixedfunction;
3934 args->fog = WINED3D_FFP_PS_FOG_OFF;
3935 }
3936 else
3937 {
3938 args->vp_mode = vertexshader;
3939 if (state->render_states[WINED3D_RS_FOGENABLE])
3940 {
3941 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3942 {
3943 case WINED3D_FOG_NONE:
3944 if (position_transformed || use_vs(state))
3945 {
3946 args->fog = WINED3D_FFP_PS_FOG_LINEAR;
3947 break;
3948 }
3949
3950 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3951 {
3952 case WINED3D_FOG_NONE: /* Fall through. */
3953 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3954 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3955 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3956 }
3957 break;
3958
3959 case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
3960 case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break;
3961 case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break;
3962 }
3963 }
3964 else
3965 {
3966 args->fog = WINED3D_FFP_PS_FOG_OFF;
3967 }
3968 }
3969
3970 if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
3971 {
3972 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3973
3974 args->texcoords_initialized = 0;
3975 for (i = 0; i < MAX_TEXTURES; ++i)
3976 {
3977 if (vs)
3978 {
3979 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
3980 args->texcoords_initialized |= 1u << i;
3981 }
3982 else
3983 {
3984 const struct wined3d_stream_info *si = &context->stream_info;
3985 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
3986
3987 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
3988 & WINED3D_FFP_TCI_MASK
3989 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
3990 args->texcoords_initialized |= 1u << i;
3991 }
3992 }
3993 }
3994 else
3995 {
3996 args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
3997 }
3998
3999 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
4000 && state->gl_primitive_type == GL_POINTS;
4001
4002 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
4003 args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
4004 else
4005 args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
4006 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
4007 : WINED3D_CMP_ALWAYS) - 1;
4008
4009 if (d3d_info->emulated_flatshading)
4010 args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
4011
4012 args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
4013 ? context->render_offscreen : 0;
4014
4015 args->dual_source_blend = wined3d_dualblend_enabled(state, gl_info);
4016 }
4017
pixel_shader_init(struct wined3d_shader * shader,struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops)4018 static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
4019 const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
4020 {
4021 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4022 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
4023 HRESULT hr;
4024
4025 if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
4026 WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
4027 return hr;
4028
4029 for (i = 0; i < MAX_REG_INPUT; ++i)
4030 {
4031 if (shader->u.ps.input_reg_used & (1u << i))
4032 {
4033 ++num_regs_used;
4034 highest_reg_used = i;
4035 }
4036 }
4037
4038 /* Don't do any register mapping magic if it is not needed, or if we can't
4039 * achieve anything anyway */
4040 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
4041 || num_regs_used > (gl_info->limits.glsl_varyings / 4)
4042 || shader->reg_maps.shader_version.major >= 4)
4043 {
4044 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
4045 {
4046 /* This happens with relative addressing. The input mapper function
4047 * warns about this if the higher registers are declared too, so
4048 * don't write a FIXME here */
4049 WARN("More varying registers used than supported\n");
4050 }
4051
4052 for (i = 0; i < MAX_REG_INPUT; ++i)
4053 {
4054 shader->u.ps.input_reg_map[i] = i;
4055 }
4056
4057 shader->u.ps.declared_in_count = highest_reg_used + 1;
4058 }
4059 else
4060 {
4061 shader->u.ps.declared_in_count = 0;
4062 for (i = 0; i < MAX_REG_INPUT; ++i)
4063 {
4064 if (shader->u.ps.input_reg_used & (1u << i))
4065 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
4066 else shader->u.ps.input_reg_map[i] = ~0U;
4067 }
4068 }
4069
4070 return WINED3D_OK;
4071 }
4072
pixelshader_update_resource_types(struct wined3d_shader * shader,WORD tex_types)4073 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
4074 {
4075 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4076 struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
4077 unsigned int i;
4078
4079 if (reg_maps->shader_version.major != 1) return;
4080
4081 for (i = 0; i < shader->limits->sampler; ++i)
4082 {
4083 /* We don't sample from this sampler. */
4084 if (!resource_info[i].type)
4085 continue;
4086
4087 switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
4088 {
4089 case WINED3D_SHADER_TEX_2D:
4090 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4091 break;
4092
4093 case WINED3D_SHADER_TEX_3D:
4094 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
4095 break;
4096
4097 case WINED3D_SHADER_TEX_CUBE:
4098 resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
4099 break;
4100 }
4101 }
4102 }
4103
wined3d_shader_create_cs(struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4104 HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4105 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4106 {
4107 struct wined3d_shader *object;
4108 HRESULT hr;
4109
4110 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4111 device, desc, parent, parent_ops, shader);
4112
4113 if (!(object = heap_alloc_zero(sizeof(*object))))
4114 return E_OUTOFMEMORY;
4115
4116 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops)))
4117 {
4118 WARN("Failed to initialize compute shader, hr %#x.\n", hr);
4119 heap_free(object);
4120 return hr;
4121 }
4122
4123 TRACE("Created compute shader %p.\n", object);
4124 *shader = object;
4125
4126 return WINED3D_OK;
4127 }
4128
wined3d_shader_create_ds(struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4129 HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4130 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4131 {
4132 struct wined3d_shader *object;
4133 HRESULT hr;
4134
4135 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4136 device, desc, parent, parent_ops, shader);
4137
4138 if (!(object = heap_alloc_zero(sizeof(*object))))
4139 return E_OUTOFMEMORY;
4140
4141 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops)))
4142 {
4143 WARN("Failed to initialize domain shader, hr %#x.\n", hr);
4144 heap_free(object);
4145 return hr;
4146 }
4147
4148 TRACE("Created domain shader %p.\n", object);
4149 *shader = object;
4150
4151 return WINED3D_OK;
4152 }
4153
wined3d_shader_create_gs(struct wined3d_device * device,const struct wined3d_shader_desc * desc,const struct wined3d_stream_output_desc * so_desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4154 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4155 const struct wined3d_stream_output_desc *so_desc, void *parent,
4156 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4157 {
4158 struct wined3d_shader *object;
4159 HRESULT hr;
4160
4161 TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
4162 device, desc, so_desc, parent, parent_ops, shader);
4163
4164 if (!(object = heap_alloc_zero(sizeof(*object))))
4165 return E_OUTOFMEMORY;
4166
4167 if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
4168 {
4169 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
4170 heap_free(object);
4171 return hr;
4172 }
4173
4174 TRACE("Created geometry shader %p.\n", object);
4175 *shader = object;
4176
4177 return WINED3D_OK;
4178 }
4179
wined3d_shader_create_hs(struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4180 HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4181 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4182 {
4183 struct wined3d_shader *object;
4184 HRESULT hr;
4185
4186 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4187 device, desc, parent, parent_ops, shader);
4188
4189 if (!(object = heap_alloc_zero(sizeof(*object))))
4190 return E_OUTOFMEMORY;
4191
4192 if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops)))
4193 {
4194 WARN("Failed to initialize hull shader, hr %#x.\n", hr);
4195 heap_free(object);
4196 return hr;
4197 }
4198
4199 TRACE("Created hull shader %p.\n", object);
4200 *shader = object;
4201
4202 return WINED3D_OK;
4203 }
4204
wined3d_shader_create_ps(struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4205 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4206 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4207 {
4208 struct wined3d_shader *object;
4209 HRESULT hr;
4210
4211 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4212 device, desc, parent, parent_ops, shader);
4213
4214 if (!(object = heap_alloc_zero(sizeof(*object))))
4215 return E_OUTOFMEMORY;
4216
4217 if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
4218 {
4219 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
4220 heap_free(object);
4221 return hr;
4222 }
4223
4224 TRACE("Created pixel shader %p.\n", object);
4225 *shader = object;
4226
4227 return WINED3D_OK;
4228 }
4229
wined3d_shader_create_vs(struct wined3d_device * device,const struct wined3d_shader_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_shader ** shader)4230 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
4231 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
4232 {
4233 struct wined3d_shader *object;
4234 HRESULT hr;
4235
4236 TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
4237 device, desc, parent, parent_ops, shader);
4238
4239 if (!(object = heap_alloc_zero(sizeof(*object))))
4240 return E_OUTOFMEMORY;
4241
4242 if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
4243 {
4244 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
4245 heap_free(object);
4246 return hr;
4247 }
4248
4249 TRACE("Created vertex shader %p.\n", object);
4250 *shader = object;
4251
4252 return WINED3D_OK;
4253 }
4254