1 /* 2 * Copyright 2009 Henri Verbeet for CodeWeavers 3 * 4 * This library is free software; you can redistribute it and/or 5 * modify it under the terms of the GNU Lesser General Public 6 * License as published by the Free Software Foundation; either 7 * version 2.1 of the License, or (at your option) any later version. 8 * 9 * This library is distributed in the hope that it will be useful, 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 12 * Lesser General Public License for more details. 13 * 14 * You should have received a copy of the GNU Lesser General Public 15 * License along with this library; if not, write to the Free Software 16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 17 */ 18 19 #include "config.h" 20 #include "wine/port.h" 21 22 #include "wined3d_private.h" 23 24 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); 25 WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode); 26 27 #define WINED3D_SM4_INSTRUCTION_MODIFIER (0x1u << 31) 28 29 #define WINED3D_SM4_MODIFIER_AOFFIMMI 0x1 30 #define WINED3D_SM4_AOFFIMMI_U_SHIFT 9 31 #define WINED3D_SM4_AOFFIMMI_U_MASK (0xfu << WINED3D_SM4_AOFFIMMI_U_SHIFT) 32 #define WINED3D_SM4_AOFFIMMI_V_SHIFT 13 33 #define WINED3D_SM4_AOFFIMMI_V_MASK (0xfu << WINED3D_SM4_AOFFIMMI_V_SHIFT) 34 #define WINED3D_SM4_AOFFIMMI_W_SHIFT 17 35 #define WINED3D_SM4_AOFFIMMI_W_MASK (0xfu << WINED3D_SM4_AOFFIMMI_W_SHIFT) 36 37 #define WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT 24 38 #define WINED3D_SM4_INSTRUCTION_LENGTH_MASK (0x1fu << WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT) 39 40 #define WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT 11 41 #define WINED3D_SM4_INSTRUCTION_FLAGS_MASK (0x7u << WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT) 42 43 #define WINED3D_SM4_RESOURCE_TYPE_SHIFT 11 44 #define WINED3D_SM4_RESOURCE_TYPE_MASK (0xfu << WINED3D_SM4_RESOURCE_TYPE_SHIFT) 45 46 #define WINED3D_SM4_PRIMITIVE_TYPE_SHIFT 11 47 #define WINED3D_SM4_PRIMITIVE_TYPE_MASK (0x3fu << WINED3D_SM4_PRIMITIVE_TYPE_SHIFT) 48 49 #define WINED3D_SM4_INDEX_TYPE_SHIFT 11 50 #define WINED3D_SM4_INDEX_TYPE_MASK (0x1u << WINED3D_SM4_INDEX_TYPE_SHIFT) 51 52 #define WINED3D_SM4_SAMPLER_MODE_SHIFT 11 53 #define WINED3D_SM4_SAMPLER_MODE_MASK (0xfu << WINED3D_SM4_SAMPLER_MODE_SHIFT) 54 55 #define WINED3D_SM4_SHADER_DATA_TYPE_SHIFT 11 56 #define WINED3D_SM4_SHADER_DATA_TYPE_MASK (0xfu << WINED3D_SM4_SHADER_DATA_TYPE_SHIFT) 57 58 #define WINED3D_SM4_INTERPOLATION_MODE_SHIFT 11 59 #define WINED3D_SM4_INTERPOLATION_MODE_MASK (0xfu << WINED3D_SM4_INTERPOLATION_MODE_SHIFT) 60 61 #define WINED3D_SM4_GLOBAL_FLAGS_SHIFT 11 62 #define WINED3D_SM4_GLOBAL_FLAGS_MASK (0xffu << WINED3D_SM4_GLOBAL_FLAGS_SHIFT) 63 64 #define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11 65 #define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT) 66 67 #define WINED3D_SM5_FP_ARRAY_SIZE_SHIFT 16 68 #define WINED3D_SM5_FP_TABLE_COUNT_MASK 0xffffu 69 70 #define WINED3D_SM5_UAV_FLAGS_SHIFT 15 71 #define WINED3D_SM5_UAV_FLAGS_MASK (0x1ffu << WINED3D_SM5_UAV_FLAGS_SHIFT) 72 73 #define WINED3D_SM5_SYNC_FLAGS_SHIFT 11 74 #define WINED3D_SM5_SYNC_FLAGS_MASK (0xffu << WINED3D_SM5_SYNC_FLAGS_SHIFT) 75 76 #define WINED3D_SM5_TESSELLATOR_SHIFT 11 77 #define WINED3D_SM5_TESSELLATOR_MASK (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT) 78 79 #define WINED3D_SM4_OPCODE_MASK 0xff 80 81 #define WINED3D_SM4_REGISTER_MODIFIER (0x1u << 31) 82 83 #define WINED3D_SM4_ADDRESSING_SHIFT1 25 84 #define WINED3D_SM4_ADDRESSING_MASK1 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT1) 85 86 #define WINED3D_SM4_ADDRESSING_SHIFT0 22 87 #define WINED3D_SM4_ADDRESSING_MASK0 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT0) 88 89 #define WINED3D_SM4_REGISTER_ORDER_SHIFT 20 90 #define WINED3D_SM4_REGISTER_ORDER_MASK (0x3u << WINED3D_SM4_REGISTER_ORDER_SHIFT) 91 92 #define WINED3D_SM4_REGISTER_TYPE_SHIFT 12 93 #define WINED3D_SM4_REGISTER_TYPE_MASK (0xffu << WINED3D_SM4_REGISTER_TYPE_SHIFT) 94 95 #define WINED3D_SM4_SWIZZLE_TYPE_SHIFT 2 96 #define WINED3D_SM4_SWIZZLE_TYPE_MASK (0x3u << WINED3D_SM4_SWIZZLE_TYPE_SHIFT) 97 98 #define WINED3D_SM4_IMMCONST_TYPE_SHIFT 0 99 #define WINED3D_SM4_IMMCONST_TYPE_MASK (0x3u << WINED3D_SM4_IMMCONST_TYPE_SHIFT) 100 101 #define WINED3D_SM4_WRITEMASK_SHIFT 4 102 #define WINED3D_SM4_WRITEMASK_MASK (0xfu << WINED3D_SM4_WRITEMASK_SHIFT) 103 104 #define WINED3D_SM4_SWIZZLE_SHIFT 4 105 #define WINED3D_SM4_SWIZZLE_MASK (0xffu << WINED3D_SM4_SWIZZLE_SHIFT) 106 107 #define WINED3D_SM4_VERSION_MAJOR(version) (((version) >> 4) & 0xf) 108 #define WINED3D_SM4_VERSION_MINOR(version) (((version) >> 0) & 0xf) 109 110 #define WINED3D_SM4_ADDRESSING_RELATIVE 0x2 111 #define WINED3D_SM4_ADDRESSING_OFFSET 0x1 112 113 #define WINED3D_SM4_INSTRUCTION_FLAG_SATURATE 0x4 114 115 #define WINED3D_SM4_CONDITIONAL_NZ (0x1u << 18) 116 117 enum wined3d_sm4_opcode 118 { 119 WINED3D_SM4_OP_ADD = 0x00, 120 WINED3D_SM4_OP_AND = 0x01, 121 WINED3D_SM4_OP_BREAK = 0x02, 122 WINED3D_SM4_OP_BREAKC = 0x03, 123 WINED3D_SM4_OP_CASE = 0x06, 124 WINED3D_SM4_OP_CONTINUE = 0x07, 125 WINED3D_SM4_OP_CONTINUEC = 0x08, 126 WINED3D_SM4_OP_CUT = 0x09, 127 WINED3D_SM4_OP_DEFAULT = 0x0a, 128 WINED3D_SM4_OP_DERIV_RTX = 0x0b, 129 WINED3D_SM4_OP_DERIV_RTY = 0x0c, 130 WINED3D_SM4_OP_DISCARD = 0x0d, 131 WINED3D_SM4_OP_DIV = 0x0e, 132 WINED3D_SM4_OP_DP2 = 0x0f, 133 WINED3D_SM4_OP_DP3 = 0x10, 134 WINED3D_SM4_OP_DP4 = 0x11, 135 WINED3D_SM4_OP_ELSE = 0x12, 136 WINED3D_SM4_OP_EMIT = 0x13, 137 WINED3D_SM4_OP_ENDIF = 0x15, 138 WINED3D_SM4_OP_ENDLOOP = 0x16, 139 WINED3D_SM4_OP_ENDSWITCH = 0x17, 140 WINED3D_SM4_OP_EQ = 0x18, 141 WINED3D_SM4_OP_EXP = 0x19, 142 WINED3D_SM4_OP_FRC = 0x1a, 143 WINED3D_SM4_OP_FTOI = 0x1b, 144 WINED3D_SM4_OP_FTOU = 0x1c, 145 WINED3D_SM4_OP_GE = 0x1d, 146 WINED3D_SM4_OP_IADD = 0x1e, 147 WINED3D_SM4_OP_IF = 0x1f, 148 WINED3D_SM4_OP_IEQ = 0x20, 149 WINED3D_SM4_OP_IGE = 0x21, 150 WINED3D_SM4_OP_ILT = 0x22, 151 WINED3D_SM4_OP_IMAD = 0x23, 152 WINED3D_SM4_OP_IMAX = 0x24, 153 WINED3D_SM4_OP_IMIN = 0x25, 154 WINED3D_SM4_OP_IMUL = 0x26, 155 WINED3D_SM4_OP_INE = 0x27, 156 WINED3D_SM4_OP_INEG = 0x28, 157 WINED3D_SM4_OP_ISHL = 0x29, 158 WINED3D_SM4_OP_ISHR = 0x2a, 159 WINED3D_SM4_OP_ITOF = 0x2b, 160 WINED3D_SM4_OP_LABEL = 0x2c, 161 WINED3D_SM4_OP_LD = 0x2d, 162 WINED3D_SM4_OP_LD2DMS = 0x2e, 163 WINED3D_SM4_OP_LOG = 0x2f, 164 WINED3D_SM4_OP_LOOP = 0x30, 165 WINED3D_SM4_OP_LT = 0x31, 166 WINED3D_SM4_OP_MAD = 0x32, 167 WINED3D_SM4_OP_MIN = 0x33, 168 WINED3D_SM4_OP_MAX = 0x34, 169 WINED3D_SM4_OP_SHADER_DATA = 0x35, 170 WINED3D_SM4_OP_MOV = 0x36, 171 WINED3D_SM4_OP_MOVC = 0x37, 172 WINED3D_SM4_OP_MUL = 0x38, 173 WINED3D_SM4_OP_NE = 0x39, 174 WINED3D_SM4_OP_NOP = 0x3a, 175 WINED3D_SM4_OP_NOT = 0x3b, 176 WINED3D_SM4_OP_OR = 0x3c, 177 WINED3D_SM4_OP_RESINFO = 0x3d, 178 WINED3D_SM4_OP_RET = 0x3e, 179 WINED3D_SM4_OP_RETC = 0x3f, 180 WINED3D_SM4_OP_ROUND_NE = 0x40, 181 WINED3D_SM4_OP_ROUND_NI = 0x41, 182 WINED3D_SM4_OP_ROUND_PI = 0x42, 183 WINED3D_SM4_OP_ROUND_Z = 0x43, 184 WINED3D_SM4_OP_RSQ = 0x44, 185 WINED3D_SM4_OP_SAMPLE = 0x45, 186 WINED3D_SM4_OP_SAMPLE_C = 0x46, 187 WINED3D_SM4_OP_SAMPLE_C_LZ = 0x47, 188 WINED3D_SM4_OP_SAMPLE_LOD = 0x48, 189 WINED3D_SM4_OP_SAMPLE_GRAD = 0x49, 190 WINED3D_SM4_OP_SAMPLE_B = 0x4a, 191 WINED3D_SM4_OP_SQRT = 0x4b, 192 WINED3D_SM4_OP_SWITCH = 0x4c, 193 WINED3D_SM4_OP_SINCOS = 0x4d, 194 WINED3D_SM4_OP_UDIV = 0x4e, 195 WINED3D_SM4_OP_ULT = 0x4f, 196 WINED3D_SM4_OP_UGE = 0x50, 197 WINED3D_SM4_OP_UMUL = 0x51, 198 WINED3D_SM4_OP_UMAX = 0x53, 199 WINED3D_SM4_OP_UMIN = 0x54, 200 WINED3D_SM4_OP_USHR = 0x55, 201 WINED3D_SM4_OP_UTOF = 0x56, 202 WINED3D_SM4_OP_XOR = 0x57, 203 WINED3D_SM4_OP_DCL_RESOURCE = 0x58, 204 WINED3D_SM4_OP_DCL_CONSTANT_BUFFER = 0x59, 205 WINED3D_SM4_OP_DCL_SAMPLER = 0x5a, 206 WINED3D_SM4_OP_DCL_INDEX_RANGE = 0x5b, 207 WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c, 208 WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d, 209 WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e, 210 WINED3D_SM4_OP_DCL_INPUT = 0x5f, 211 WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60, 212 WINED3D_SM4_OP_DCL_INPUT_SIV = 0x61, 213 WINED3D_SM4_OP_DCL_INPUT_PS = 0x62, 214 WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63, 215 WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64, 216 WINED3D_SM4_OP_DCL_OUTPUT = 0x65, 217 WINED3D_SM4_OP_DCL_OUTPUT_SIV = 0x67, 218 WINED3D_SM4_OP_DCL_TEMPS = 0x68, 219 WINED3D_SM4_OP_DCL_INDEXABLE_TEMP = 0x69, 220 WINED3D_SM4_OP_DCL_GLOBAL_FLAGS = 0x6a, 221 WINED3D_SM4_OP_LOD = 0x6c, 222 WINED3D_SM4_OP_GATHER4 = 0x6d, 223 WINED3D_SM4_OP_SAMPLE_POS = 0x6e, 224 WINED3D_SM4_OP_SAMPLE_INFO = 0x6f, 225 WINED3D_SM5_OP_HS_DECLS = 0x71, 226 WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE = 0x72, 227 WINED3D_SM5_OP_HS_FORK_PHASE = 0x73, 228 WINED3D_SM5_OP_HS_JOIN_PHASE = 0x74, 229 WINED3D_SM5_OP_EMIT_STREAM = 0x75, 230 WINED3D_SM5_OP_CUT_STREAM = 0x76, 231 WINED3D_SM5_OP_FCALL = 0x78, 232 WINED3D_SM5_OP_BUFINFO = 0x79, 233 WINED3D_SM5_OP_DERIV_RTX_COARSE = 0x7a, 234 WINED3D_SM5_OP_DERIV_RTX_FINE = 0x7b, 235 WINED3D_SM5_OP_DERIV_RTY_COARSE = 0x7c, 236 WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d, 237 WINED3D_SM5_OP_GATHER4_C = 0x7e, 238 WINED3D_SM5_OP_GATHER4_PO = 0x7f, 239 WINED3D_SM5_OP_GATHER4_PO_C = 0x80, 240 WINED3D_SM5_OP_RCP = 0x81, 241 WINED3D_SM5_OP_F32TOF16 = 0x82, 242 WINED3D_SM5_OP_F16TOF32 = 0x83, 243 WINED3D_SM5_OP_COUNTBITS = 0x86, 244 WINED3D_SM5_OP_FIRSTBIT_HI = 0x87, 245 WINED3D_SM5_OP_FIRSTBIT_LO = 0x88, 246 WINED3D_SM5_OP_FIRSTBIT_SHI = 0x89, 247 WINED3D_SM5_OP_UBFE = 0x8a, 248 WINED3D_SM5_OP_IBFE = 0x8b, 249 WINED3D_SM5_OP_BFI = 0x8c, 250 WINED3D_SM5_OP_BFREV = 0x8d, 251 WINED3D_SM5_OP_SWAPC = 0x8e, 252 WINED3D_SM5_OP_DCL_STREAM = 0x8f, 253 WINED3D_SM5_OP_DCL_FUNCTION_BODY = 0x90, 254 WINED3D_SM5_OP_DCL_FUNCTION_TABLE = 0x91, 255 WINED3D_SM5_OP_DCL_INTERFACE = 0x92, 256 WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93, 257 WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94, 258 WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95, 259 WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96, 260 WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97, 261 WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98, 262 WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99, 263 WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT = 0x9a, 264 WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b, 265 WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c, 266 WINED3D_SM5_OP_DCL_UAV_RAW = 0x9d, 267 WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e, 268 WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f, 269 WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0, 270 WINED3D_SM5_OP_DCL_RESOURCE_RAW = 0xa1, 271 WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2, 272 WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3, 273 WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4, 274 WINED3D_SM5_OP_LD_RAW = 0xa5, 275 WINED3D_SM5_OP_STORE_RAW = 0xa6, 276 WINED3D_SM5_OP_LD_STRUCTURED = 0xa7, 277 WINED3D_SM5_OP_STORE_STRUCTURED = 0xa8, 278 WINED3D_SM5_OP_ATOMIC_AND = 0xa9, 279 WINED3D_SM5_OP_ATOMIC_OR = 0xaa, 280 WINED3D_SM5_OP_ATOMIC_XOR = 0xab, 281 WINED3D_SM5_OP_ATOMIC_CMP_STORE = 0xac, 282 WINED3D_SM5_OP_ATOMIC_IADD = 0xad, 283 WINED3D_SM5_OP_ATOMIC_IMAX = 0xae, 284 WINED3D_SM5_OP_ATOMIC_IMIN = 0xaf, 285 WINED3D_SM5_OP_ATOMIC_UMAX = 0xb0, 286 WINED3D_SM5_OP_ATOMIC_UMIN = 0xb1, 287 WINED3D_SM5_OP_IMM_ATOMIC_ALLOC = 0xb2, 288 WINED3D_SM5_OP_IMM_ATOMIC_CONSUME = 0xb3, 289 WINED3D_SM5_OP_IMM_ATOMIC_IADD = 0xb4, 290 WINED3D_SM5_OP_IMM_ATOMIC_AND = 0xb5, 291 WINED3D_SM5_OP_IMM_ATOMIC_OR = 0xb6, 292 WINED3D_SM5_OP_IMM_ATOMIC_XOR = 0xb7, 293 WINED3D_SM5_OP_IMM_ATOMIC_EXCH = 0xb8, 294 WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH = 0xb9, 295 WINED3D_SM5_OP_IMM_ATOMIC_IMAX = 0xba, 296 WINED3D_SM5_OP_IMM_ATOMIC_IMIN = 0xbb, 297 WINED3D_SM5_OP_IMM_ATOMIC_UMAX = 0xbc, 298 WINED3D_SM5_OP_IMM_ATOMIC_UMIN = 0xbd, 299 WINED3D_SM5_OP_SYNC = 0xbe, 300 WINED3D_SM5_OP_EVAL_SAMPLE_INDEX = 0xcc, 301 WINED3D_SM5_OP_DCL_GS_INSTANCES = 0xce, 302 }; 303 304 enum wined3d_sm4_register_type 305 { 306 WINED3D_SM4_RT_TEMP = 0x00, 307 WINED3D_SM4_RT_INPUT = 0x01, 308 WINED3D_SM4_RT_OUTPUT = 0x02, 309 WINED3D_SM4_RT_INDEXABLE_TEMP = 0x03, 310 WINED3D_SM4_RT_IMMCONST = 0x04, 311 WINED3D_SM4_RT_SAMPLER = 0x06, 312 WINED3D_SM4_RT_RESOURCE = 0x07, 313 WINED3D_SM4_RT_CONSTBUFFER = 0x08, 314 WINED3D_SM4_RT_IMMCONSTBUFFER = 0x09, 315 WINED3D_SM4_RT_PRIMID = 0x0b, 316 WINED3D_SM4_RT_DEPTHOUT = 0x0c, 317 WINED3D_SM4_RT_NULL = 0x0d, 318 WINED3D_SM4_RT_OMASK = 0x0f, 319 WINED3D_SM5_RT_STREAM = 0x10, 320 WINED3D_SM5_RT_FUNCTION_BODY = 0x11, 321 WINED3D_SM5_RT_FUNCTION_POINTER = 0x13, 322 WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID = 0x16, 323 WINED3D_SM5_RT_FORK_INSTANCE_ID = 0x17, 324 WINED3D_SM5_RT_JOIN_INSTANCE_ID = 0x18, 325 WINED3D_SM5_RT_INPUT_CONTROL_POINT = 0x19, 326 WINED3D_SM5_RT_OUTPUT_CONTROL_POINT = 0x1a, 327 WINED3D_SM5_RT_PATCH_CONSTANT_DATA = 0x1b, 328 WINED3D_SM5_RT_DOMAIN_LOCATION = 0x1c, 329 WINED3D_SM5_RT_UAV = 0x1e, 330 WINED3D_SM5_RT_SHARED_MEMORY = 0x1f, 331 WINED3D_SM5_RT_THREAD_ID = 0x20, 332 WINED3D_SM5_RT_THREAD_GROUP_ID = 0x21, 333 WINED3D_SM5_RT_LOCAL_THREAD_ID = 0x22, 334 WINED3D_SM5_RT_COVERAGE = 0x23, 335 WINED3D_SM5_RT_LOCAL_THREAD_INDEX = 0x24, 336 WINED3D_SM5_RT_GS_INSTANCE_ID = 0x25, 337 WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL = 0x26, 338 WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL = 0x27, 339 }; 340 341 enum wined3d_sm4_output_primitive_type 342 { 343 WINED3D_SM4_OUTPUT_PT_POINTLIST = 0x1, 344 WINED3D_SM4_OUTPUT_PT_LINESTRIP = 0x3, 345 WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP = 0x5, 346 }; 347 348 enum wined3d_sm4_input_primitive_type 349 { 350 WINED3D_SM4_INPUT_PT_POINT = 0x01, 351 WINED3D_SM4_INPUT_PT_LINE = 0x02, 352 WINED3D_SM4_INPUT_PT_TRIANGLE = 0x03, 353 WINED3D_SM4_INPUT_PT_LINEADJ = 0x06, 354 WINED3D_SM4_INPUT_PT_TRIANGLEADJ = 0x07, 355 WINED3D_SM5_INPUT_PT_PATCH1 = 0x08, 356 WINED3D_SM5_INPUT_PT_PATCH2 = 0x09, 357 WINED3D_SM5_INPUT_PT_PATCH3 = 0x0a, 358 WINED3D_SM5_INPUT_PT_PATCH4 = 0x0b, 359 WINED3D_SM5_INPUT_PT_PATCH5 = 0x0c, 360 WINED3D_SM5_INPUT_PT_PATCH6 = 0x0d, 361 WINED3D_SM5_INPUT_PT_PATCH7 = 0x0e, 362 WINED3D_SM5_INPUT_PT_PATCH8 = 0x0f, 363 WINED3D_SM5_INPUT_PT_PATCH9 = 0x10, 364 WINED3D_SM5_INPUT_PT_PATCH10 = 0x11, 365 WINED3D_SM5_INPUT_PT_PATCH11 = 0x12, 366 WINED3D_SM5_INPUT_PT_PATCH12 = 0x13, 367 WINED3D_SM5_INPUT_PT_PATCH13 = 0x14, 368 WINED3D_SM5_INPUT_PT_PATCH14 = 0x15, 369 WINED3D_SM5_INPUT_PT_PATCH15 = 0x16, 370 WINED3D_SM5_INPUT_PT_PATCH16 = 0x17, 371 WINED3D_SM5_INPUT_PT_PATCH17 = 0x18, 372 WINED3D_SM5_INPUT_PT_PATCH18 = 0x19, 373 WINED3D_SM5_INPUT_PT_PATCH19 = 0x1a, 374 WINED3D_SM5_INPUT_PT_PATCH20 = 0x1b, 375 WINED3D_SM5_INPUT_PT_PATCH21 = 0x1c, 376 WINED3D_SM5_INPUT_PT_PATCH22 = 0x1d, 377 WINED3D_SM5_INPUT_PT_PATCH23 = 0x1e, 378 WINED3D_SM5_INPUT_PT_PATCH24 = 0x1f, 379 WINED3D_SM5_INPUT_PT_PATCH25 = 0x20, 380 WINED3D_SM5_INPUT_PT_PATCH26 = 0x21, 381 WINED3D_SM5_INPUT_PT_PATCH27 = 0x22, 382 WINED3D_SM5_INPUT_PT_PATCH28 = 0x23, 383 WINED3D_SM5_INPUT_PT_PATCH29 = 0x24, 384 WINED3D_SM5_INPUT_PT_PATCH30 = 0x25, 385 WINED3D_SM5_INPUT_PT_PATCH31 = 0x26, 386 WINED3D_SM5_INPUT_PT_PATCH32 = 0x27, 387 }; 388 389 enum wined3d_sm4_swizzle_type 390 { 391 WINED3D_SM4_SWIZZLE_NONE = 0x0, 392 WINED3D_SM4_SWIZZLE_VEC4 = 0x1, 393 WINED3D_SM4_SWIZZLE_SCALAR = 0x2, 394 }; 395 396 enum wined3d_sm4_immconst_type 397 { 398 WINED3D_SM4_IMMCONST_SCALAR = 0x1, 399 WINED3D_SM4_IMMCONST_VEC4 = 0x2, 400 }; 401 402 enum wined3d_sm4_resource_type 403 { 404 WINED3D_SM4_RESOURCE_BUFFER = 0x1, 405 WINED3D_SM4_RESOURCE_TEXTURE_1D = 0x2, 406 WINED3D_SM4_RESOURCE_TEXTURE_2D = 0x3, 407 WINED3D_SM4_RESOURCE_TEXTURE_2DMS = 0x4, 408 WINED3D_SM4_RESOURCE_TEXTURE_3D = 0x5, 409 WINED3D_SM4_RESOURCE_TEXTURE_CUBE = 0x6, 410 WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY = 0x7, 411 WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY = 0x8, 412 WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY = 0x9, 413 WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY = 0xa, 414 }; 415 416 enum wined3d_sm4_data_type 417 { 418 WINED3D_SM4_DATA_UNORM = 0x1, 419 WINED3D_SM4_DATA_SNORM = 0x2, 420 WINED3D_SM4_DATA_INT = 0x3, 421 WINED3D_SM4_DATA_UINT = 0x4, 422 WINED3D_SM4_DATA_FLOAT = 0x5, 423 }; 424 425 enum wined3d_sm4_sampler_mode 426 { 427 WINED3D_SM4_SAMPLER_DEFAULT = 0x0, 428 WINED3D_SM4_SAMPLER_COMPARISON = 0x1, 429 }; 430 431 enum wined3d_sm4_shader_data_type 432 { 433 WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER = 0x3, 434 WINED3D_SM4_SHADER_DATA_MESSAGE = 0x4, 435 }; 436 437 struct wined3d_shader_src_param_entry 438 { 439 struct list entry; 440 struct wined3d_shader_src_param param; 441 }; 442 443 struct wined3d_sm4_data 444 { 445 struct wined3d_shader_version shader_version; 446 const DWORD *start, *end; 447 448 unsigned int output_map[MAX_REG_OUTPUT]; 449 450 struct wined3d_shader_src_param src_param[5]; 451 struct wined3d_shader_dst_param dst_param[2]; 452 struct list src_free; 453 struct list src; 454 struct wined3d_shader_immediate_constant_buffer icb; 455 }; 456 457 struct wined3d_sm4_opcode_info 458 { 459 enum wined3d_sm4_opcode opcode; 460 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 461 const char *dst_info; 462 const char *src_info; 463 void (*read_opcode_func)(struct wined3d_shader_instruction *ins, 464 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 465 struct wined3d_sm4_data *priv); 466 }; 467 468 static const enum wined3d_primitive_type output_primitive_type_table[] = 469 { 470 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 471 /* WINED3D_SM4_OUTPUT_PT_POINTLIST */ WINED3D_PT_POINTLIST, 472 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 473 /* WINED3D_SM4_OUTPUT_PT_LINESTRIP */ WINED3D_PT_LINESTRIP, 474 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 475 /* WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP */ WINED3D_PT_TRIANGLESTRIP, 476 }; 477 478 static const enum wined3d_primitive_type input_primitive_type_table[] = 479 { 480 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 481 /* WINED3D_SM4_INPUT_PT_POINT */ WINED3D_PT_POINTLIST, 482 /* WINED3D_SM4_INPUT_PT_LINE */ WINED3D_PT_LINELIST, 483 /* WINED3D_SM4_INPUT_PT_TRIANGLE */ WINED3D_PT_TRIANGLELIST, 484 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 485 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 486 /* WINED3D_SM4_INPUT_PT_LINEADJ */ WINED3D_PT_LINELIST_ADJ, 487 /* WINED3D_SM4_INPUT_PT_TRIANGLEADJ */ WINED3D_PT_TRIANGLELIST_ADJ, 488 }; 489 490 static const enum wined3d_shader_resource_type resource_type_table[] = 491 { 492 /* 0 */ WINED3D_SHADER_RESOURCE_NONE, 493 /* WINED3D_SM4_RESOURCE_BUFFER */ WINED3D_SHADER_RESOURCE_BUFFER, 494 /* WINED3D_SM4_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D, 495 /* WINED3D_SM4_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D, 496 /* WINED3D_SM4_RESOURCE_TEXTURE_2DMS */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 497 /* WINED3D_SM4_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D, 498 /* WINED3D_SM4_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 499 /* WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 500 /* WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 501 /* WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 502 /* WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 503 }; 504 505 static const enum wined3d_data_type data_type_table[] = 506 { 507 /* 0 */ WINED3D_DATA_FLOAT, 508 /* WINED3D_SM4_DATA_UNORM */ WINED3D_DATA_UNORM, 509 /* WINED3D_SM4_DATA_SNORM */ WINED3D_DATA_SNORM, 510 /* WINED3D_SM4_DATA_INT */ WINED3D_DATA_INT, 511 /* WINED3D_SM4_DATA_UINT */ WINED3D_DATA_UINT, 512 /* WINED3D_SM4_DATA_FLOAT */ WINED3D_DATA_FLOAT, 513 }; 514 515 static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 516 enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param); 517 static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 518 enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param); 519 520 static void shader_sm4_read_conditional_op(struct wined3d_shader_instruction *ins, 521 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 522 struct wined3d_sm4_data *priv) 523 { 524 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UINT, &priv->src_param[0]); 525 ins->flags = (opcode_token & WINED3D_SM4_CONDITIONAL_NZ) ? 526 WINED3D_SHADER_CONDITIONAL_OP_NZ : WINED3D_SHADER_CONDITIONAL_OP_Z; 527 } 528 529 static void shader_sm4_read_shader_data(struct wined3d_shader_instruction *ins, 530 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 531 struct wined3d_sm4_data *priv) 532 { 533 enum wined3d_sm4_shader_data_type type; 534 unsigned int icb_size; 535 536 type = (opcode_token & WINED3D_SM4_SHADER_DATA_TYPE_MASK) >> WINED3D_SM4_SHADER_DATA_TYPE_SHIFT; 537 if (type != WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER) 538 { 539 FIXME("Ignoring shader data type %#x.\n", type); 540 ins->handler_idx = WINED3DSIH_NOP; 541 return; 542 } 543 544 ++tokens; 545 icb_size = token_count - 1; 546 if (icb_size % 4 || icb_size > MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE) 547 { 548 FIXME("Unexpected immediate constant buffer size %u.\n", icb_size); 549 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 550 return; 551 } 552 553 priv->icb.vec4_count = icb_size / 4; 554 memcpy(priv->icb.data, tokens, sizeof(*tokens) * icb_size); 555 ins->declaration.icb = &priv->icb; 556 } 557 558 static void shader_sm4_read_dcl_resource(struct wined3d_shader_instruction *ins, 559 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 560 struct wined3d_sm4_data *priv) 561 { 562 enum wined3d_sm4_resource_type resource_type; 563 enum wined3d_sm4_data_type data_type; 564 enum wined3d_data_type reg_data_type; 565 DWORD components; 566 567 resource_type = (opcode_token & WINED3D_SM4_RESOURCE_TYPE_MASK) >> WINED3D_SM4_RESOURCE_TYPE_SHIFT; 568 if (!resource_type || (resource_type >= ARRAY_SIZE(resource_type_table))) 569 { 570 FIXME("Unhandled resource type %#x.\n", resource_type); 571 ins->declaration.semantic.resource_type = WINED3D_SHADER_RESOURCE_NONE; 572 } 573 else 574 { 575 ins->declaration.semantic.resource_type = resource_type_table[resource_type]; 576 } 577 reg_data_type = opcode == WINED3D_SM4_OP_DCL_RESOURCE ? WINED3D_DATA_RESOURCE : WINED3D_DATA_UAV; 578 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], reg_data_type, &ins->declaration.semantic.reg); 579 580 components = *tokens++; 581 if ((components & 0xfff0) != (components & 0xf) * 0x1110) 582 FIXME("Components (%#x) have different data types.\n", components); 583 data_type = components & 0xf; 584 585 if (!data_type || (data_type >= ARRAY_SIZE(data_type_table))) 586 { 587 FIXME("Unhandled data type %#x.\n", data_type); 588 ins->declaration.semantic.resource_data_type = WINED3D_DATA_FLOAT; 589 } 590 else 591 { 592 ins->declaration.semantic.resource_data_type = data_type_table[data_type]; 593 } 594 595 if (reg_data_type == WINED3D_DATA_UAV) 596 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 597 } 598 599 static void shader_sm4_read_dcl_constant_buffer(struct wined3d_shader_instruction *ins, 600 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 601 struct wined3d_sm4_data *priv) 602 { 603 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.src); 604 if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK) 605 ins->flags |= WINED3DSI_INDEXED_DYNAMIC; 606 } 607 608 static void shader_sm4_read_dcl_sampler(struct wined3d_shader_instruction *ins, 609 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 610 struct wined3d_sm4_data *priv) 611 { 612 ins->flags = (opcode_token & WINED3D_SM4_SAMPLER_MODE_MASK) >> WINED3D_SM4_SAMPLER_MODE_SHIFT; 613 if (ins->flags & ~WINED3D_SM4_SAMPLER_COMPARISON) 614 FIXME("Unhandled sampler mode %#x.\n", ins->flags); 615 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_SAMPLER, &ins->declaration.dst); 616 } 617 618 static void shader_sm4_read_dcl_index_range(struct wined3d_shader_instruction *ins, 619 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 620 struct wined3d_sm4_data *priv) 621 { 622 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE, 623 &ins->declaration.index_range.first_register); 624 ins->declaration.index_range.last_register = *tokens; 625 } 626 627 static void shader_sm4_read_dcl_output_topology(struct wined3d_shader_instruction *ins, 628 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 629 struct wined3d_sm4_data *priv) 630 { 631 enum wined3d_sm4_output_primitive_type primitive_type; 632 633 primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; 634 if (primitive_type >= ARRAY_SIZE(output_primitive_type_table)) 635 ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED; 636 else 637 ins->declaration.primitive_type.type = output_primitive_type_table[primitive_type]; 638 639 if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED) 640 FIXME("Unhandled output primitive type %#x.\n", primitive_type); 641 } 642 643 static void shader_sm4_read_dcl_input_primitive(struct wined3d_shader_instruction *ins, 644 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 645 struct wined3d_sm4_data *priv) 646 { 647 enum wined3d_sm4_input_primitive_type primitive_type; 648 649 primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; 650 if (WINED3D_SM5_INPUT_PT_PATCH1 <= primitive_type && primitive_type <= WINED3D_SM5_INPUT_PT_PATCH32) 651 { 652 ins->declaration.primitive_type.type = WINED3D_PT_PATCH; 653 ins->declaration.primitive_type.patch_vertex_count = primitive_type - WINED3D_SM5_INPUT_PT_PATCH1 + 1; 654 } 655 else if (primitive_type >= ARRAY_SIZE(input_primitive_type_table)) 656 { 657 ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED; 658 } 659 else 660 { 661 ins->declaration.primitive_type.type = input_primitive_type_table[primitive_type]; 662 } 663 664 if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED) 665 FIXME("Unhandled input primitive type %#x.\n", primitive_type); 666 } 667 668 static void shader_sm4_read_declaration_count(struct wined3d_shader_instruction *ins, 669 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 670 struct wined3d_sm4_data *priv) 671 { 672 ins->declaration.count = *tokens; 673 } 674 675 static void shader_sm4_read_declaration_dst(struct wined3d_shader_instruction *ins, 676 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 677 struct wined3d_sm4_data *priv) 678 { 679 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst); 680 } 681 682 static void shader_sm4_read_declaration_register_semantic(struct wined3d_shader_instruction *ins, 683 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 684 struct wined3d_sm4_data *priv) 685 { 686 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 687 &ins->declaration.register_semantic.reg); 688 ins->declaration.register_semantic.sysval_semantic = *tokens; 689 } 690 691 static void shader_sm4_read_dcl_input_ps(struct wined3d_shader_instruction *ins, 692 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 693 struct wined3d_sm4_data *priv) 694 { 695 ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; 696 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst); 697 } 698 699 static void shader_sm4_read_dcl_input_ps_siv(struct wined3d_shader_instruction *ins, 700 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 701 struct wined3d_sm4_data *priv) 702 { 703 ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; 704 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 705 &ins->declaration.register_semantic.reg); 706 ins->declaration.register_semantic.sysval_semantic = *tokens; 707 } 708 709 static void shader_sm4_read_dcl_indexable_temp(struct wined3d_shader_instruction *ins, 710 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 711 struct wined3d_sm4_data *priv) 712 { 713 ins->declaration.indexable_temp.register_idx = *tokens++; 714 ins->declaration.indexable_temp.register_size = *tokens++; 715 ins->declaration.indexable_temp.component_count = *tokens; 716 } 717 718 static void shader_sm4_read_dcl_global_flags(struct wined3d_shader_instruction *ins, 719 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 720 struct wined3d_sm4_data *priv) 721 { 722 ins->flags = (opcode_token & WINED3D_SM4_GLOBAL_FLAGS_MASK) >> WINED3D_SM4_GLOBAL_FLAGS_SHIFT; 723 } 724 725 static void shader_sm5_read_fcall(struct wined3d_shader_instruction *ins, 726 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 727 struct wined3d_sm4_data *priv) 728 { 729 priv->src_param[0].reg.u.fp_body_idx = *tokens++; 730 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE, &priv->src_param[0]); 731 } 732 733 static void shader_sm5_read_dcl_function_body(struct wined3d_shader_instruction *ins, 734 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 735 struct wined3d_sm4_data *priv) 736 { 737 ins->declaration.index = *tokens; 738 } 739 740 static void shader_sm5_read_dcl_function_table(struct wined3d_shader_instruction *ins, 741 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 742 struct wined3d_sm4_data *priv) 743 { 744 ins->declaration.index = *tokens++; 745 FIXME("Ignoring set of function bodies (count %u).\n", *tokens); 746 } 747 748 static void shader_sm5_read_dcl_interface(struct wined3d_shader_instruction *ins, 749 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 750 struct wined3d_sm4_data *priv) 751 { 752 ins->declaration.fp.index = *tokens++; 753 ins->declaration.fp.body_count = *tokens++; 754 ins->declaration.fp.array_size = *tokens >> WINED3D_SM5_FP_ARRAY_SIZE_SHIFT; 755 ins->declaration.fp.table_count = *tokens++ & WINED3D_SM5_FP_TABLE_COUNT_MASK; 756 FIXME("Ignoring set of function tables (count %u).\n", ins->declaration.fp.table_count); 757 } 758 759 static void shader_sm5_read_control_point_count(struct wined3d_shader_instruction *ins, 760 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 761 struct wined3d_sm4_data *priv) 762 { 763 ins->declaration.count = (opcode_token & WINED3D_SM5_CONTROL_POINT_COUNT_MASK) 764 >> WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT; 765 } 766 767 static void shader_sm5_read_dcl_tessellator_domain(struct wined3d_shader_instruction *ins, 768 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 769 struct wined3d_sm4_data *priv) 770 { 771 ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 772 >> WINED3D_SM5_TESSELLATOR_SHIFT; 773 } 774 775 static void shader_sm5_read_dcl_tessellator_partitioning(struct wined3d_shader_instruction *ins, 776 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 777 struct wined3d_sm4_data *priv) 778 { 779 ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 780 >> WINED3D_SM5_TESSELLATOR_SHIFT; 781 } 782 783 static void shader_sm5_read_dcl_tessellator_output_primitive(struct wined3d_shader_instruction *ins, 784 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 785 struct wined3d_sm4_data *priv) 786 { 787 ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 788 >> WINED3D_SM5_TESSELLATOR_SHIFT; 789 } 790 791 static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruction *ins, 792 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 793 struct wined3d_sm4_data *priv) 794 { 795 ins->declaration.max_tessellation_factor = *(float *)tokens; 796 } 797 798 static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins, 799 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 800 struct wined3d_sm4_data *priv) 801 { 802 ins->declaration.thread_group_size.x = *tokens++; 803 ins->declaration.thread_group_size.y = *tokens++; 804 ins->declaration.thread_group_size.z = *tokens++; 805 } 806 807 static void shader_sm5_read_dcl_uav_raw(struct wined3d_shader_instruction *ins, 808 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 809 struct wined3d_sm4_data *priv) 810 { 811 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV, &ins->declaration.dst); 812 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 813 } 814 815 static void shader_sm5_read_dcl_uav_structured(struct wined3d_shader_instruction *ins, 816 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 817 struct wined3d_sm4_data *priv) 818 { 819 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV, 820 &ins->declaration.structured_resource.reg); 821 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 822 ins->declaration.structured_resource.byte_stride = *tokens; 823 if (ins->declaration.structured_resource.byte_stride % 4) 824 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride); 825 } 826 827 static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins, 828 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 829 struct wined3d_sm4_data *priv) 830 { 831 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.tgsm_raw.reg); 832 ins->declaration.tgsm_raw.byte_count = *tokens; 833 if (ins->declaration.tgsm_raw.byte_count % 4) 834 FIXME("Byte count %u is not multiple of 4.\n", ins->declaration.tgsm_raw.byte_count); 835 } 836 837 static void shader_sm5_read_dcl_tgsm_structured(struct wined3d_shader_instruction *ins, 838 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 839 struct wined3d_sm4_data *priv) 840 { 841 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 842 &ins->declaration.tgsm_structured.reg); 843 ins->declaration.tgsm_structured.byte_stride = *tokens++; 844 ins->declaration.tgsm_structured.structure_count = *tokens; 845 if (ins->declaration.tgsm_structured.byte_stride % 4) 846 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.tgsm_structured.byte_stride); 847 } 848 849 static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins, 850 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 851 struct wined3d_sm4_data *priv) 852 { 853 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE, 854 &ins->declaration.structured_resource.reg); 855 ins->declaration.structured_resource.byte_stride = *tokens; 856 if (ins->declaration.structured_resource.byte_stride % 4) 857 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride); 858 } 859 860 static void shader_sm5_read_dcl_resource_raw(struct wined3d_shader_instruction *ins, 861 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 862 struct wined3d_sm4_data *priv) 863 { 864 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE, &ins->declaration.dst); 865 } 866 867 static void shader_sm5_read_sync(struct wined3d_shader_instruction *ins, 868 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 869 struct wined3d_sm4_data *priv) 870 { 871 ins->flags = (opcode_token & WINED3D_SM5_SYNC_FLAGS_MASK) >> WINED3D_SM5_SYNC_FLAGS_SHIFT; 872 } 873 874 /* 875 * f -> WINED3D_DATA_FLOAT 876 * i -> WINED3D_DATA_INT 877 * u -> WINED3D_DATA_UINT 878 * O -> WINED3D_DATA_OPAQUE 879 * R -> WINED3D_DATA_RESOURCE 880 * S -> WINED3D_DATA_SAMPLER 881 * U -> WINED3D_DATA_UAV 882 */ 883 static const struct wined3d_sm4_opcode_info opcode_table[] = 884 { 885 {WINED3D_SM4_OP_ADD, WINED3DSIH_ADD, "f", "ff"}, 886 {WINED3D_SM4_OP_AND, WINED3DSIH_AND, "u", "uu"}, 887 {WINED3D_SM4_OP_BREAK, WINED3DSIH_BREAK, "", ""}, 888 {WINED3D_SM4_OP_BREAKC, WINED3DSIH_BREAKP, "", "u", 889 shader_sm4_read_conditional_op}, 890 {WINED3D_SM4_OP_CASE, WINED3DSIH_CASE, "", "u"}, 891 {WINED3D_SM4_OP_CONTINUE, WINED3DSIH_CONTINUE, "", ""}, 892 {WINED3D_SM4_OP_CONTINUEC, WINED3DSIH_CONTINUEP, "", "u", 893 shader_sm4_read_conditional_op}, 894 {WINED3D_SM4_OP_CUT, WINED3DSIH_CUT, "", ""}, 895 {WINED3D_SM4_OP_DEFAULT, WINED3DSIH_DEFAULT, "", ""}, 896 {WINED3D_SM4_OP_DERIV_RTX, WINED3DSIH_DSX, "f", "f"}, 897 {WINED3D_SM4_OP_DERIV_RTY, WINED3DSIH_DSY, "f", "f"}, 898 {WINED3D_SM4_OP_DISCARD, WINED3DSIH_TEXKILL, "", "u", 899 shader_sm4_read_conditional_op}, 900 {WINED3D_SM4_OP_DIV, WINED3DSIH_DIV, "f", "ff"}, 901 {WINED3D_SM4_OP_DP2, WINED3DSIH_DP2, "f", "ff"}, 902 {WINED3D_SM4_OP_DP3, WINED3DSIH_DP3, "f", "ff"}, 903 {WINED3D_SM4_OP_DP4, WINED3DSIH_DP4, "f", "ff"}, 904 {WINED3D_SM4_OP_ELSE, WINED3DSIH_ELSE, "", ""}, 905 {WINED3D_SM4_OP_EMIT, WINED3DSIH_EMIT, "", ""}, 906 {WINED3D_SM4_OP_ENDIF, WINED3DSIH_ENDIF, "", ""}, 907 {WINED3D_SM4_OP_ENDLOOP, WINED3DSIH_ENDLOOP, "", ""}, 908 {WINED3D_SM4_OP_ENDSWITCH, WINED3DSIH_ENDSWITCH, "", ""}, 909 {WINED3D_SM4_OP_EQ, WINED3DSIH_EQ, "u", "ff"}, 910 {WINED3D_SM4_OP_EXP, WINED3DSIH_EXP, "f", "f"}, 911 {WINED3D_SM4_OP_FRC, WINED3DSIH_FRC, "f", "f"}, 912 {WINED3D_SM4_OP_FTOI, WINED3DSIH_FTOI, "i", "f"}, 913 {WINED3D_SM4_OP_FTOU, WINED3DSIH_FTOU, "u", "f"}, 914 {WINED3D_SM4_OP_GE, WINED3DSIH_GE, "u", "ff"}, 915 {WINED3D_SM4_OP_IADD, WINED3DSIH_IADD, "i", "ii"}, 916 {WINED3D_SM4_OP_IF, WINED3DSIH_IF, "", "u", 917 shader_sm4_read_conditional_op}, 918 {WINED3D_SM4_OP_IEQ, WINED3DSIH_IEQ, "u", "ii"}, 919 {WINED3D_SM4_OP_IGE, WINED3DSIH_IGE, "u", "ii"}, 920 {WINED3D_SM4_OP_ILT, WINED3DSIH_ILT, "u", "ii"}, 921 {WINED3D_SM4_OP_IMAD, WINED3DSIH_IMAD, "i", "iii"}, 922 {WINED3D_SM4_OP_IMAX, WINED3DSIH_IMAX, "i", "ii"}, 923 {WINED3D_SM4_OP_IMIN, WINED3DSIH_IMIN, "i", "ii"}, 924 {WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "ii", "ii"}, 925 {WINED3D_SM4_OP_INE, WINED3DSIH_INE, "u", "ii"}, 926 {WINED3D_SM4_OP_INEG, WINED3DSIH_INEG, "i", "i"}, 927 {WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "i", "ii"}, 928 {WINED3D_SM4_OP_ISHR, WINED3DSIH_ISHR, "i", "ii"}, 929 {WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "f", "i"}, 930 {WINED3D_SM4_OP_LABEL, WINED3DSIH_LABEL, "", "O"}, 931 {WINED3D_SM4_OP_LD, WINED3DSIH_LD, "u", "iR"}, 932 {WINED3D_SM4_OP_LD2DMS, WINED3DSIH_LD2DMS, "u", "iRi"}, 933 {WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "f", "f"}, 934 {WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""}, 935 {WINED3D_SM4_OP_LT, WINED3DSIH_LT, "u", "ff"}, 936 {WINED3D_SM4_OP_MAD, WINED3DSIH_MAD, "f", "fff"}, 937 {WINED3D_SM4_OP_MIN, WINED3DSIH_MIN, "f", "ff"}, 938 {WINED3D_SM4_OP_MAX, WINED3DSIH_MAX, "f", "ff"}, 939 {WINED3D_SM4_OP_SHADER_DATA, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, "", "", 940 shader_sm4_read_shader_data}, 941 {WINED3D_SM4_OP_MOV, WINED3DSIH_MOV, "f", "f"}, 942 {WINED3D_SM4_OP_MOVC, WINED3DSIH_MOVC, "f", "uff"}, 943 {WINED3D_SM4_OP_MUL, WINED3DSIH_MUL, "f", "ff"}, 944 {WINED3D_SM4_OP_NE, WINED3DSIH_NE, "u", "ff"}, 945 {WINED3D_SM4_OP_NOP, WINED3DSIH_NOP, "", ""}, 946 {WINED3D_SM4_OP_NOT, WINED3DSIH_NOT, "u", "u"}, 947 {WINED3D_SM4_OP_OR, WINED3DSIH_OR, "u", "uu"}, 948 {WINED3D_SM4_OP_RESINFO, WINED3DSIH_RESINFO, "f", "iR"}, 949 {WINED3D_SM4_OP_RET, WINED3DSIH_RET, "", ""}, 950 {WINED3D_SM4_OP_RETC, WINED3DSIH_RETP, "", "u", 951 shader_sm4_read_conditional_op}, 952 {WINED3D_SM4_OP_ROUND_NE, WINED3DSIH_ROUND_NE, "f", "f"}, 953 {WINED3D_SM4_OP_ROUND_NI, WINED3DSIH_ROUND_NI, "f", "f"}, 954 {WINED3D_SM4_OP_ROUND_PI, WINED3DSIH_ROUND_PI, "f", "f"}, 955 {WINED3D_SM4_OP_ROUND_Z, WINED3DSIH_ROUND_Z, "f", "f"}, 956 {WINED3D_SM4_OP_RSQ, WINED3DSIH_RSQ, "f", "f"}, 957 {WINED3D_SM4_OP_SAMPLE, WINED3DSIH_SAMPLE, "u", "fRS"}, 958 {WINED3D_SM4_OP_SAMPLE_C, WINED3DSIH_SAMPLE_C, "f", "fRSf"}, 959 {WINED3D_SM4_OP_SAMPLE_C_LZ, WINED3DSIH_SAMPLE_C_LZ, "f", "fRSf"}, 960 {WINED3D_SM4_OP_SAMPLE_LOD, WINED3DSIH_SAMPLE_LOD, "u", "fRSf"}, 961 {WINED3D_SM4_OP_SAMPLE_GRAD, WINED3DSIH_SAMPLE_GRAD, "u", "fRSff"}, 962 {WINED3D_SM4_OP_SAMPLE_B, WINED3DSIH_SAMPLE_B, "u", "fRSf"}, 963 {WINED3D_SM4_OP_SQRT, WINED3DSIH_SQRT, "f", "f"}, 964 {WINED3D_SM4_OP_SWITCH, WINED3DSIH_SWITCH, "", "u"}, 965 {WINED3D_SM4_OP_SINCOS, WINED3DSIH_SINCOS, "ff", "f"}, 966 {WINED3D_SM4_OP_UDIV, WINED3DSIH_UDIV, "uu", "uu"}, 967 {WINED3D_SM4_OP_ULT, WINED3DSIH_ULT, "u", "uu"}, 968 {WINED3D_SM4_OP_UGE, WINED3DSIH_UGE, "u", "uu"}, 969 {WINED3D_SM4_OP_UMUL, WINED3DSIH_UMUL, "uu", "uu"}, 970 {WINED3D_SM4_OP_UMAX, WINED3DSIH_UMAX, "u", "uu"}, 971 {WINED3D_SM4_OP_UMIN, WINED3DSIH_UMIN, "u", "uu"}, 972 {WINED3D_SM4_OP_USHR, WINED3DSIH_USHR, "u", "uu"}, 973 {WINED3D_SM4_OP_UTOF, WINED3DSIH_UTOF, "f", "u"}, 974 {WINED3D_SM4_OP_XOR, WINED3DSIH_XOR, "u", "uu"}, 975 {WINED3D_SM4_OP_DCL_RESOURCE, WINED3DSIH_DCL, "R", "", 976 shader_sm4_read_dcl_resource}, 977 {WINED3D_SM4_OP_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_CONSTANT_BUFFER, "", "", 978 shader_sm4_read_dcl_constant_buffer}, 979 {WINED3D_SM4_OP_DCL_SAMPLER, WINED3DSIH_DCL_SAMPLER, "", "", 980 shader_sm4_read_dcl_sampler}, 981 {WINED3D_SM4_OP_DCL_INDEX_RANGE, WINED3DSIH_DCL_INDEX_RANGE, "", "", 982 shader_sm4_read_dcl_index_range}, 983 {WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", "", 984 shader_sm4_read_dcl_output_topology}, 985 {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", "", 986 shader_sm4_read_dcl_input_primitive}, 987 {WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", "", 988 shader_sm4_read_declaration_count}, 989 {WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", "", 990 shader_sm4_read_declaration_dst}, 991 {WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", "", 992 shader_sm4_read_declaration_register_semantic}, 993 {WINED3D_SM4_OP_DCL_INPUT_SIV, WINED3DSIH_DCL_INPUT_SIV, "", "", 994 shader_sm4_read_declaration_register_semantic}, 995 {WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", "", 996 shader_sm4_read_dcl_input_ps}, 997 {WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", "", 998 shader_sm4_read_declaration_register_semantic}, 999 {WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", "", 1000 shader_sm4_read_dcl_input_ps_siv}, 1001 {WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", "", 1002 shader_sm4_read_declaration_dst}, 1003 {WINED3D_SM4_OP_DCL_OUTPUT_SIV, WINED3DSIH_DCL_OUTPUT_SIV, "", "", 1004 shader_sm4_read_declaration_register_semantic}, 1005 {WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", "", 1006 shader_sm4_read_declaration_count}, 1007 {WINED3D_SM4_OP_DCL_INDEXABLE_TEMP, WINED3DSIH_DCL_INDEXABLE_TEMP, "", "", 1008 shader_sm4_read_dcl_indexable_temp}, 1009 {WINED3D_SM4_OP_DCL_GLOBAL_FLAGS, WINED3DSIH_DCL_GLOBAL_FLAGS, "", "", 1010 shader_sm4_read_dcl_global_flags}, 1011 {WINED3D_SM4_OP_LOD, WINED3DSIH_LOD, "f", "fRS"}, 1012 {WINED3D_SM4_OP_GATHER4, WINED3DSIH_GATHER4, "u", "fRS"}, 1013 {WINED3D_SM4_OP_SAMPLE_POS, WINED3DSIH_SAMPLE_POS, "f", "Ru"}, 1014 {WINED3D_SM4_OP_SAMPLE_INFO, WINED3DSIH_SAMPLE_INFO, "f", "R"}, 1015 {WINED3D_SM5_OP_HS_DECLS, WINED3DSIH_HS_DECLS, "", ""}, 1016 {WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE, WINED3DSIH_HS_CONTROL_POINT_PHASE, "", ""}, 1017 {WINED3D_SM5_OP_HS_FORK_PHASE, WINED3DSIH_HS_FORK_PHASE, "", ""}, 1018 {WINED3D_SM5_OP_HS_JOIN_PHASE, WINED3DSIH_HS_JOIN_PHASE, "", ""}, 1019 {WINED3D_SM5_OP_EMIT_STREAM, WINED3DSIH_EMIT_STREAM, "", "f"}, 1020 {WINED3D_SM5_OP_CUT_STREAM, WINED3DSIH_CUT_STREAM, "", "f"}, 1021 {WINED3D_SM5_OP_FCALL, WINED3DSIH_FCALL, "", "O", 1022 shader_sm5_read_fcall}, 1023 {WINED3D_SM5_OP_BUFINFO, WINED3DSIH_BUFINFO, "i", "U"}, 1024 {WINED3D_SM5_OP_DERIV_RTX_COARSE, WINED3DSIH_DSX_COARSE, "f", "f"}, 1025 {WINED3D_SM5_OP_DERIV_RTX_FINE, WINED3DSIH_DSX_FINE, "f", "f"}, 1026 {WINED3D_SM5_OP_DERIV_RTY_COARSE, WINED3DSIH_DSY_COARSE, "f", "f"}, 1027 {WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"}, 1028 {WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"}, 1029 {WINED3D_SM5_OP_GATHER4_PO, WINED3DSIH_GATHER4_PO, "f", "fiRS"}, 1030 {WINED3D_SM5_OP_GATHER4_PO_C, WINED3DSIH_GATHER4_PO_C, "f", "fiRSf"}, 1031 {WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"}, 1032 {WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"}, 1033 {WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"}, 1034 {WINED3D_SM5_OP_COUNTBITS, WINED3DSIH_COUNTBITS, "u", "u"}, 1035 {WINED3D_SM5_OP_FIRSTBIT_HI, WINED3DSIH_FIRSTBIT_HI, "u", "u"}, 1036 {WINED3D_SM5_OP_FIRSTBIT_LO, WINED3DSIH_FIRSTBIT_LO, "u", "u"}, 1037 {WINED3D_SM5_OP_FIRSTBIT_SHI, WINED3DSIH_FIRSTBIT_SHI, "u", "i"}, 1038 {WINED3D_SM5_OP_UBFE, WINED3DSIH_UBFE, "u", "iiu"}, 1039 {WINED3D_SM5_OP_IBFE, WINED3DSIH_IBFE, "i", "iii"}, 1040 {WINED3D_SM5_OP_BFI, WINED3DSIH_BFI, "u", "iiuu"}, 1041 {WINED3D_SM5_OP_BFREV, WINED3DSIH_BFREV, "u", "u"}, 1042 {WINED3D_SM5_OP_SWAPC, WINED3DSIH_SWAPC, "ff", "uff"}, 1043 {WINED3D_SM5_OP_DCL_STREAM, WINED3DSIH_DCL_STREAM, "", "O"}, 1044 {WINED3D_SM5_OP_DCL_FUNCTION_BODY, WINED3DSIH_DCL_FUNCTION_BODY, "", "", 1045 shader_sm5_read_dcl_function_body}, 1046 {WINED3D_SM5_OP_DCL_FUNCTION_TABLE, WINED3DSIH_DCL_FUNCTION_TABLE, "", "", 1047 shader_sm5_read_dcl_function_table}, 1048 {WINED3D_SM5_OP_DCL_INTERFACE, WINED3DSIH_DCL_INTERFACE, "", "", 1049 shader_sm5_read_dcl_interface}, 1050 {WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", "", 1051 shader_sm5_read_control_point_count}, 1052 {WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", "", 1053 shader_sm5_read_control_point_count}, 1054 {WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", "", 1055 shader_sm5_read_dcl_tessellator_domain}, 1056 {WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", "", 1057 shader_sm5_read_dcl_tessellator_partitioning}, 1058 {WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", "", 1059 shader_sm5_read_dcl_tessellator_output_primitive}, 1060 {WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", "", 1061 shader_sm5_read_dcl_hs_max_tessfactor}, 1062 {WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "", 1063 shader_sm4_read_declaration_count}, 1064 {WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, "", "", 1065 shader_sm4_read_declaration_count}, 1066 {WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "", 1067 shader_sm5_read_dcl_thread_group}, 1068 {WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "", 1069 shader_sm4_read_dcl_resource}, 1070 {WINED3D_SM5_OP_DCL_UAV_RAW, WINED3DSIH_DCL_UAV_RAW, "", "", 1071 shader_sm5_read_dcl_uav_raw}, 1072 {WINED3D_SM5_OP_DCL_UAV_STRUCTURED, WINED3DSIH_DCL_UAV_STRUCTURED, "", "", 1073 shader_sm5_read_dcl_uav_structured}, 1074 {WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "", 1075 shader_sm5_read_dcl_tgsm_raw}, 1076 {WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "", 1077 shader_sm5_read_dcl_tgsm_structured}, 1078 {WINED3D_SM5_OP_DCL_RESOURCE_RAW, WINED3DSIH_DCL_RESOURCE_RAW, "", "", 1079 shader_sm5_read_dcl_resource_raw}, 1080 {WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "", 1081 shader_sm5_read_dcl_resource_structured}, 1082 {WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"}, 1083 {WINED3D_SM5_OP_STORE_UAV_TYPED, WINED3DSIH_STORE_UAV_TYPED, "U", "iu"}, 1084 {WINED3D_SM5_OP_LD_RAW, WINED3DSIH_LD_RAW, "u", "iU"}, 1085 {WINED3D_SM5_OP_STORE_RAW, WINED3DSIH_STORE_RAW, "U", "iu"}, 1086 {WINED3D_SM5_OP_LD_STRUCTURED, WINED3DSIH_LD_STRUCTURED, "u", "iiR"}, 1087 {WINED3D_SM5_OP_STORE_STRUCTURED, WINED3DSIH_STORE_STRUCTURED, "U", "iiu"}, 1088 {WINED3D_SM5_OP_ATOMIC_AND, WINED3DSIH_ATOMIC_AND, "U", "iu"}, 1089 {WINED3D_SM5_OP_ATOMIC_OR, WINED3DSIH_ATOMIC_OR, "U", "iu"}, 1090 {WINED3D_SM5_OP_ATOMIC_XOR, WINED3DSIH_ATOMIC_XOR, "U", "iu"}, 1091 {WINED3D_SM5_OP_ATOMIC_CMP_STORE, WINED3DSIH_ATOMIC_CMP_STORE, "U", "iuu"}, 1092 {WINED3D_SM5_OP_ATOMIC_IADD, WINED3DSIH_ATOMIC_IADD, "U", "ii"}, 1093 {WINED3D_SM5_OP_ATOMIC_IMAX, WINED3DSIH_ATOMIC_IMAX, "U", "ii"}, 1094 {WINED3D_SM5_OP_ATOMIC_IMIN, WINED3DSIH_ATOMIC_IMIN, "U", "ii"}, 1095 {WINED3D_SM5_OP_ATOMIC_UMAX, WINED3DSIH_ATOMIC_UMAX, "U", "iu"}, 1096 {WINED3D_SM5_OP_ATOMIC_UMIN, WINED3DSIH_ATOMIC_UMIN, "U", "iu"}, 1097 {WINED3D_SM5_OP_IMM_ATOMIC_ALLOC, WINED3DSIH_IMM_ATOMIC_ALLOC, "u", "U"}, 1098 {WINED3D_SM5_OP_IMM_ATOMIC_CONSUME, WINED3DSIH_IMM_ATOMIC_CONSUME, "u", "U"}, 1099 {WINED3D_SM5_OP_IMM_ATOMIC_IADD, WINED3DSIH_IMM_ATOMIC_IADD, "uU", "ii"}, 1100 {WINED3D_SM5_OP_IMM_ATOMIC_AND, WINED3DSIH_IMM_ATOMIC_AND, "uU", "iu"}, 1101 {WINED3D_SM5_OP_IMM_ATOMIC_OR, WINED3DSIH_IMM_ATOMIC_OR, "uU", "iu"}, 1102 {WINED3D_SM5_OP_IMM_ATOMIC_XOR, WINED3DSIH_IMM_ATOMIC_XOR, "uU", "iu"}, 1103 {WINED3D_SM5_OP_IMM_ATOMIC_EXCH, WINED3DSIH_IMM_ATOMIC_EXCH, "uU", "iu"}, 1104 {WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH, WINED3DSIH_IMM_ATOMIC_CMP_EXCH, "uU", "iuu"}, 1105 {WINED3D_SM5_OP_IMM_ATOMIC_IMAX, WINED3DSIH_IMM_ATOMIC_IMAX, "iU", "ii"}, 1106 {WINED3D_SM5_OP_IMM_ATOMIC_IMIN, WINED3DSIH_IMM_ATOMIC_IMIN, "iU", "ii"}, 1107 {WINED3D_SM5_OP_IMM_ATOMIC_UMAX, WINED3DSIH_IMM_ATOMIC_UMAX, "uU", "iu"}, 1108 {WINED3D_SM5_OP_IMM_ATOMIC_UMIN, WINED3DSIH_IMM_ATOMIC_UMIN, "uU", "iu"}, 1109 {WINED3D_SM5_OP_SYNC, WINED3DSIH_SYNC, "", "", 1110 shader_sm5_read_sync}, 1111 {WINED3D_SM5_OP_EVAL_SAMPLE_INDEX, WINED3DSIH_EVAL_SAMPLE_INDEX, "f", "fi"}, 1112 {WINED3D_SM5_OP_DCL_GS_INSTANCES, WINED3DSIH_DCL_GS_INSTANCES, "", "", 1113 shader_sm4_read_declaration_count}, 1114 }; 1115 1116 static const enum wined3d_shader_register_type register_type_table[] = 1117 { 1118 /* WINED3D_SM4_RT_TEMP */ WINED3DSPR_TEMP, 1119 /* WINED3D_SM4_RT_INPUT */ WINED3DSPR_INPUT, 1120 /* WINED3D_SM4_RT_OUTPUT */ WINED3DSPR_OUTPUT, 1121 /* WINED3D_SM4_RT_INDEXABLE_TEMP */ WINED3DSPR_IDXTEMP, 1122 /* WINED3D_SM4_RT_IMMCONST */ WINED3DSPR_IMMCONST, 1123 /* UNKNOWN */ ~0u, 1124 /* WINED3D_SM4_RT_SAMPLER */ WINED3DSPR_SAMPLER, 1125 /* WINED3D_SM4_RT_RESOURCE */ WINED3DSPR_RESOURCE, 1126 /* WINED3D_SM4_RT_CONSTBUFFER */ WINED3DSPR_CONSTBUFFER, 1127 /* WINED3D_SM4_RT_IMMCONSTBUFFER */ WINED3DSPR_IMMCONSTBUFFER, 1128 /* UNKNOWN */ ~0u, 1129 /* WINED3D_SM4_RT_PRIMID */ WINED3DSPR_PRIMID, 1130 /* WINED3D_SM4_RT_DEPTHOUT */ WINED3DSPR_DEPTHOUT, 1131 /* WINED3D_SM4_RT_NULL */ WINED3DSPR_NULL, 1132 /* UNKNOWN */ ~0u, 1133 /* WINED3D_SM4_RT_OMASK */ WINED3DSPR_SAMPLEMASK, 1134 /* WINED3D_SM5_RT_STREAM */ WINED3DSPR_STREAM, 1135 /* WINED3D_SM5_RT_FUNCTION_BODY */ WINED3DSPR_FUNCTIONBODY, 1136 /* UNKNOWN */ ~0u, 1137 /* WINED3D_SM5_RT_FUNCTION_POINTER */ WINED3DSPR_FUNCTIONPOINTER, 1138 /* UNKNOWN */ ~0u, 1139 /* UNKNOWN */ ~0u, 1140 /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID */ WINED3DSPR_OUTPOINTID, 1141 /* WINED3D_SM5_RT_FORK_INSTANCE_ID */ WINED3DSPR_FORKINSTID, 1142 /* WINED3D_SM5_RT_JOIN_INSTANCE_ID */ WINED3DSPR_JOININSTID, 1143 /* WINED3D_SM5_RT_INPUT_CONTROL_POINT */ WINED3DSPR_INCONTROLPOINT, 1144 /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT */ WINED3DSPR_OUTCONTROLPOINT, 1145 /* WINED3D_SM5_RT_PATCH_CONSTANT_DATA */ WINED3DSPR_PATCHCONST, 1146 /* WINED3D_SM5_RT_DOMAIN_LOCATION */ WINED3DSPR_TESSCOORD, 1147 /* UNKNOWN */ ~0u, 1148 /* WINED3D_SM5_RT_UAV */ WINED3DSPR_UAV, 1149 /* WINED3D_SM5_RT_SHARED_MEMORY */ WINED3DSPR_GROUPSHAREDMEM, 1150 /* WINED3D_SM5_RT_THREAD_ID */ WINED3DSPR_THREADID, 1151 /* WINED3D_SM5_RT_THREAD_GROUP_ID */ WINED3DSPR_THREADGROUPID, 1152 /* WINED3D_SM5_RT_LOCAL_THREAD_ID */ WINED3DSPR_LOCALTHREADID, 1153 /* WINED3D_SM5_RT_COVERAGE */ WINED3DSPR_COVERAGE, 1154 /* WINED3D_SM5_RT_LOCAL_THREAD_INDEX */ WINED3DSPR_LOCALTHREADINDEX, 1155 /* WINED3D_SM5_RT_GS_INSTANCE_ID */ WINED3DSPR_GSINSTID, 1156 /* WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL */ WINED3DSPR_DEPTHOUTGE, 1157 /* WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL */ WINED3DSPR_DEPTHOUTLE, 1158 }; 1159 1160 static const struct wined3d_sm4_opcode_info *get_opcode_info(enum wined3d_sm4_opcode opcode) 1161 { 1162 unsigned int i; 1163 1164 for (i = 0; i < ARRAY_SIZE(opcode_table); ++i) 1165 { 1166 if (opcode == opcode_table[i].opcode) return &opcode_table[i]; 1167 } 1168 1169 return NULL; 1170 } 1171 1172 static void map_register(const struct wined3d_sm4_data *priv, struct wined3d_shader_register *reg) 1173 { 1174 switch (priv->shader_version.type) 1175 { 1176 case WINED3D_SHADER_TYPE_PIXEL: 1177 if (reg->type == WINED3DSPR_OUTPUT) 1178 { 1179 unsigned int reg_idx = reg->idx[0].offset; 1180 1181 if (reg_idx >= ARRAY_SIZE(priv->output_map)) 1182 { 1183 ERR("Invalid output index %u.\n", reg_idx); 1184 break; 1185 } 1186 1187 reg->type = WINED3DSPR_COLOROUT; 1188 reg->idx[0].offset = priv->output_map[reg_idx]; 1189 } 1190 break; 1191 1192 default: 1193 break; 1194 } 1195 } 1196 1197 static enum wined3d_data_type map_data_type(char t) 1198 { 1199 switch (t) 1200 { 1201 case 'f': 1202 return WINED3D_DATA_FLOAT; 1203 case 'i': 1204 return WINED3D_DATA_INT; 1205 case 'u': 1206 return WINED3D_DATA_UINT; 1207 case 'O': 1208 return WINED3D_DATA_OPAQUE; 1209 case 'R': 1210 return WINED3D_DATA_RESOURCE; 1211 case 'S': 1212 return WINED3D_DATA_SAMPLER; 1213 case 'U': 1214 return WINED3D_DATA_UAV; 1215 default: 1216 ERR("Invalid data type '%c'.\n", t); 1217 return WINED3D_DATA_FLOAT; 1218 } 1219 } 1220 1221 static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size, 1222 const struct wined3d_shader_signature *output_signature) 1223 { 1224 DWORD version_token, token_count; 1225 struct wined3d_sm4_data *priv; 1226 unsigned int i; 1227 1228 if (byte_code_size / sizeof(*byte_code) < 2) 1229 { 1230 WARN("Invalid byte code size %lu.\n", (long)byte_code_size); 1231 return NULL; 1232 } 1233 1234 version_token = byte_code[0]; 1235 TRACE("Version: 0x%08x.\n", version_token); 1236 token_count = byte_code[1]; 1237 TRACE("Token count: %u.\n", token_count); 1238 1239 if (token_count < 2 || byte_code_size / sizeof(*byte_code) < token_count) 1240 { 1241 WARN("Invalid token count %u.\n", token_count); 1242 return NULL; 1243 } 1244 1245 if (!(priv = heap_alloc(sizeof(*priv)))) 1246 { 1247 ERR("Failed to allocate private data\n"); 1248 return NULL; 1249 } 1250 1251 priv->start = &byte_code[2]; 1252 priv->end = &byte_code[token_count]; 1253 1254 switch (version_token >> 16) 1255 { 1256 case WINED3D_SM4_PS: 1257 priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL; 1258 break; 1259 1260 case WINED3D_SM4_VS: 1261 priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX; 1262 break; 1263 1264 case WINED3D_SM4_GS: 1265 priv->shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY; 1266 break; 1267 1268 case WINED3D_SM5_HS: 1269 priv->shader_version.type = WINED3D_SHADER_TYPE_HULL; 1270 break; 1271 1272 case WINED3D_SM5_DS: 1273 priv->shader_version.type = WINED3D_SHADER_TYPE_DOMAIN; 1274 break; 1275 1276 case WINED3D_SM5_CS: 1277 priv->shader_version.type = WINED3D_SHADER_TYPE_COMPUTE; 1278 break; 1279 1280 default: 1281 FIXME("Unrecognised shader type %#x.\n", version_token >> 16); 1282 } 1283 priv->shader_version.major = WINED3D_SM4_VERSION_MAJOR(version_token); 1284 priv->shader_version.minor = WINED3D_SM4_VERSION_MINOR(version_token); 1285 1286 memset(priv->output_map, 0xff, sizeof(priv->output_map)); 1287 for (i = 0; i < output_signature->element_count; ++i) 1288 { 1289 struct wined3d_shader_signature_element *e = &output_signature->elements[i]; 1290 1291 if (e->register_idx >= ARRAY_SIZE(priv->output_map)) 1292 { 1293 WARN("Invalid output index %u.\n", e->register_idx); 1294 continue; 1295 } 1296 1297 priv->output_map[e->register_idx] = e->semantic_idx; 1298 } 1299 1300 list_init(&priv->src_free); 1301 list_init(&priv->src); 1302 1303 return priv; 1304 } 1305 1306 static void shader_sm4_free(void *data) 1307 { 1308 struct wined3d_shader_src_param_entry *e1, *e2; 1309 struct wined3d_sm4_data *priv = data; 1310 1311 list_move_head(&priv->src_free, &priv->src); 1312 LIST_FOR_EACH_ENTRY_SAFE(e1, e2, &priv->src_free, struct wined3d_shader_src_param_entry, entry) 1313 { 1314 heap_free(e1); 1315 } 1316 heap_free(priv); 1317 } 1318 1319 static struct wined3d_shader_src_param *get_src_param(struct wined3d_sm4_data *priv) 1320 { 1321 struct wined3d_shader_src_param_entry *e; 1322 struct list *elem; 1323 1324 if (!list_empty(&priv->src_free)) 1325 { 1326 elem = list_head(&priv->src_free); 1327 list_remove(elem); 1328 } 1329 else 1330 { 1331 if (!(e = heap_alloc(sizeof(*e)))) 1332 return NULL; 1333 elem = &e->entry; 1334 } 1335 1336 list_add_tail(&priv->src, elem); 1337 e = LIST_ENTRY(elem, struct wined3d_shader_src_param_entry, entry); 1338 return &e->param; 1339 } 1340 1341 static void shader_sm4_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version) 1342 { 1343 struct wined3d_sm4_data *priv = data; 1344 1345 *ptr = priv->start; 1346 *shader_version = priv->shader_version; 1347 } 1348 1349 static BOOL shader_sm4_read_reg_idx(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1350 DWORD addressing, struct wined3d_shader_register_index *reg_idx) 1351 { 1352 if (addressing & WINED3D_SM4_ADDRESSING_RELATIVE) 1353 { 1354 struct wined3d_shader_src_param *rel_addr = get_src_param(priv); 1355 1356 if (!(reg_idx->rel_addr = rel_addr)) 1357 { 1358 ERR("Failed to get src param for relative addressing.\n"); 1359 return FALSE; 1360 } 1361 1362 if (addressing & WINED3D_SM4_ADDRESSING_OFFSET) 1363 reg_idx->offset = *(*ptr)++; 1364 else 1365 reg_idx->offset = 0; 1366 shader_sm4_read_src_param(priv, ptr, end, WINED3D_DATA_INT, rel_addr); 1367 } 1368 else 1369 { 1370 reg_idx->rel_addr = NULL; 1371 reg_idx->offset = *(*ptr)++; 1372 } 1373 1374 return TRUE; 1375 } 1376 1377 static BOOL shader_sm4_read_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1378 enum wined3d_data_type data_type, struct wined3d_shader_register *param, 1379 enum wined3d_shader_src_modifier *modifier) 1380 { 1381 enum wined3d_sm4_register_type register_type; 1382 DWORD token, order; 1383 1384 if (*ptr >= end) 1385 { 1386 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1387 return FALSE; 1388 } 1389 token = *(*ptr)++; 1390 1391 register_type = (token & WINED3D_SM4_REGISTER_TYPE_MASK) >> WINED3D_SM4_REGISTER_TYPE_SHIFT; 1392 if (register_type >= ARRAY_SIZE(register_type_table) 1393 || register_type_table[register_type] == ~0u) 1394 { 1395 FIXME("Unhandled register type %#x.\n", register_type); 1396 param->type = WINED3DSPR_TEMP; 1397 } 1398 else 1399 { 1400 param->type = register_type_table[register_type]; 1401 } 1402 param->data_type = data_type; 1403 1404 if (token & WINED3D_SM4_REGISTER_MODIFIER) 1405 { 1406 DWORD m; 1407 1408 if (*ptr >= end) 1409 { 1410 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1411 return FALSE; 1412 } 1413 m = *(*ptr)++; 1414 1415 switch (m) 1416 { 1417 case 0x41: 1418 *modifier = WINED3DSPSM_NEG; 1419 break; 1420 1421 case 0x81: 1422 *modifier = WINED3DSPSM_ABS; 1423 break; 1424 1425 case 0xc1: 1426 *modifier = WINED3DSPSM_ABSNEG; 1427 break; 1428 1429 default: 1430 FIXME("Skipping modifier 0x%08x.\n", m); 1431 *modifier = WINED3DSPSM_NONE; 1432 break; 1433 } 1434 } 1435 else 1436 { 1437 *modifier = WINED3DSPSM_NONE; 1438 } 1439 1440 order = (token & WINED3D_SM4_REGISTER_ORDER_MASK) >> WINED3D_SM4_REGISTER_ORDER_SHIFT; 1441 1442 if (order < 1) 1443 param->idx[0].offset = ~0U; 1444 else 1445 { 1446 DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK0) >> WINED3D_SM4_ADDRESSING_SHIFT0; 1447 if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, ¶m->idx[0]))) 1448 { 1449 ERR("Failed to read register index.\n"); 1450 return FALSE; 1451 } 1452 } 1453 1454 if (order < 2) 1455 param->idx[1].offset = ~0U; 1456 else 1457 { 1458 DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK1) >> WINED3D_SM4_ADDRESSING_SHIFT1; 1459 if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, ¶m->idx[1]))) 1460 { 1461 ERR("Failed to read register index.\n"); 1462 return FALSE; 1463 } 1464 } 1465 1466 if (order > 2) 1467 FIXME("Unhandled order %u.\n", order); 1468 1469 if (register_type == WINED3D_SM4_RT_IMMCONST) 1470 { 1471 enum wined3d_sm4_immconst_type immconst_type = 1472 (token & WINED3D_SM4_IMMCONST_TYPE_MASK) >> WINED3D_SM4_IMMCONST_TYPE_SHIFT; 1473 1474 switch (immconst_type) 1475 { 1476 case WINED3D_SM4_IMMCONST_SCALAR: 1477 param->immconst_type = WINED3D_IMMCONST_SCALAR; 1478 if (end - *ptr < 1) 1479 { 1480 WARN("Invalid ptr %p, end %p.\n", *ptr, end); 1481 return FALSE; 1482 } 1483 memcpy(param->u.immconst_data, *ptr, 1 * sizeof(DWORD)); 1484 *ptr += 1; 1485 break; 1486 1487 case WINED3D_SM4_IMMCONST_VEC4: 1488 param->immconst_type = WINED3D_IMMCONST_VEC4; 1489 if (end - *ptr < 4) 1490 { 1491 WARN("Invalid ptr %p, end %p.\n", *ptr, end); 1492 return FALSE; 1493 } 1494 memcpy(param->u.immconst_data, *ptr, 4 * sizeof(DWORD)); 1495 *ptr += 4; 1496 break; 1497 1498 default: 1499 FIXME("Unhandled immediate constant type %#x.\n", immconst_type); 1500 break; 1501 } 1502 } 1503 1504 map_register(priv, param); 1505 1506 return TRUE; 1507 } 1508 1509 static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1510 enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param) 1511 { 1512 DWORD token; 1513 1514 if (*ptr >= end) 1515 { 1516 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1517 return FALSE; 1518 } 1519 token = **ptr; 1520 1521 if (!shader_sm4_read_param(priv, ptr, end, data_type, &src_param->reg, &src_param->modifiers)) 1522 { 1523 ERR("Failed to read parameter.\n"); 1524 return FALSE; 1525 } 1526 1527 if (src_param->reg.type == WINED3DSPR_IMMCONST) 1528 { 1529 src_param->swizzle = WINED3DSP_NOSWIZZLE; 1530 } 1531 else 1532 { 1533 enum wined3d_sm4_swizzle_type swizzle_type = 1534 (token & WINED3D_SM4_SWIZZLE_TYPE_MASK) >> WINED3D_SM4_SWIZZLE_TYPE_SHIFT; 1535 1536 switch (swizzle_type) 1537 { 1538 case WINED3D_SM4_SWIZZLE_NONE: 1539 src_param->swizzle = WINED3DSP_NOSWIZZLE; 1540 break; 1541 1542 case WINED3D_SM4_SWIZZLE_SCALAR: 1543 src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; 1544 src_param->swizzle = (src_param->swizzle & 0x3) * 0x55; 1545 break; 1546 1547 case WINED3D_SM4_SWIZZLE_VEC4: 1548 src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; 1549 break; 1550 1551 default: 1552 FIXME("Unhandled swizzle type %#x.\n", swizzle_type); 1553 break; 1554 } 1555 } 1556 1557 return TRUE; 1558 } 1559 1560 static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1561 enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param) 1562 { 1563 enum wined3d_shader_src_modifier modifier; 1564 DWORD token; 1565 1566 if (*ptr >= end) 1567 { 1568 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1569 return FALSE; 1570 } 1571 token = **ptr; 1572 1573 if (!shader_sm4_read_param(priv, ptr, end, data_type, &dst_param->reg, &modifier)) 1574 { 1575 ERR("Failed to read parameter.\n"); 1576 return FALSE; 1577 } 1578 1579 if (modifier != WINED3DSPSM_NONE) 1580 { 1581 ERR("Invalid source modifier %#x on destination register.\n", modifier); 1582 return FALSE; 1583 } 1584 1585 dst_param->write_mask = (token & WINED3D_SM4_WRITEMASK_MASK) >> WINED3D_SM4_WRITEMASK_SHIFT; 1586 dst_param->modifiers = 0; 1587 dst_param->shift = 0; 1588 1589 return TRUE; 1590 } 1591 1592 static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins) 1593 { 1594 static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER 1595 | WINED3D_SM4_MODIFIER_AOFFIMMI 1596 | WINED3D_SM4_AOFFIMMI_U_MASK 1597 | WINED3D_SM4_AOFFIMMI_V_MASK 1598 | WINED3D_SM4_AOFFIMMI_W_MASK; 1599 1600 if (modifier & ~recognized_bits) 1601 { 1602 FIXME("Unhandled modifier 0x%08x.\n", modifier); 1603 } 1604 else 1605 { 1606 /* Bit fields are used for sign extension */ 1607 struct 1608 { 1609 int u : 4; 1610 int v : 4; 1611 int w : 4; 1612 } 1613 aoffimmi; 1614 aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT; 1615 aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT; 1616 aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT; 1617 ins->texel_offset.u = aoffimmi.u; 1618 ins->texel_offset.v = aoffimmi.v; 1619 ins->texel_offset.w = aoffimmi.w; 1620 } 1621 } 1622 1623 static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins) 1624 { 1625 const struct wined3d_sm4_opcode_info *opcode_info; 1626 DWORD opcode_token, opcode, previous_token; 1627 struct wined3d_sm4_data *priv = data; 1628 unsigned int i, len; 1629 SIZE_T remaining; 1630 const DWORD *p; 1631 1632 list_move_head(&priv->src_free, &priv->src); 1633 1634 if (*ptr >= priv->end) 1635 { 1636 WARN("End of byte-code, failed to read opcode.\n"); 1637 goto fail; 1638 } 1639 remaining = priv->end - *ptr; 1640 1641 opcode_token = *(*ptr)++; 1642 opcode = opcode_token & WINED3D_SM4_OPCODE_MASK; 1643 1644 len = ((opcode_token & WINED3D_SM4_INSTRUCTION_LENGTH_MASK) >> WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT); 1645 if (!len) 1646 { 1647 if (remaining < 2) 1648 { 1649 WARN("End of byte-code, failed to read length token.\n"); 1650 goto fail; 1651 } 1652 len = **ptr; 1653 } 1654 if (!len || remaining < len) 1655 { 1656 WARN("Read invalid length %u (remaining %lu).\n", len, remaining); 1657 goto fail; 1658 } 1659 --len; 1660 1661 if (TRACE_ON(d3d_bytecode)) 1662 { 1663 TRACE_(d3d_bytecode)("[ %08x ", opcode_token); 1664 for (i = 0; i < len; ++i) 1665 { 1666 TRACE_(d3d_bytecode)("%08x ", (*ptr)[i]); 1667 } 1668 TRACE_(d3d_bytecode)("]\n"); 1669 } 1670 1671 if (!(opcode_info = get_opcode_info(opcode))) 1672 { 1673 FIXME("Unrecognized opcode %#x, opcode_token 0x%08x.\n", opcode, opcode_token); 1674 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1675 *ptr += len; 1676 return; 1677 } 1678 1679 ins->handler_idx = opcode_info->handler_idx; 1680 ins->flags = 0; 1681 ins->coissue = 0; 1682 ins->predicate = NULL; 1683 ins->dst_count = strlen(opcode_info->dst_info); 1684 ins->dst = priv->dst_param; 1685 ins->src_count = strlen(opcode_info->src_info); 1686 ins->src = priv->src_param; 1687 memset(&ins->texel_offset, 0, sizeof(ins->texel_offset)); 1688 1689 p = *ptr; 1690 *ptr += len; 1691 1692 if (opcode_info->read_opcode_func) 1693 { 1694 opcode_info->read_opcode_func(ins, opcode, opcode_token, p, len, priv); 1695 } 1696 else 1697 { 1698 enum wined3d_shader_dst_modifier instruction_dst_modifier = WINED3DSPDM_NONE; 1699 1700 previous_token = opcode_token; 1701 while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER && p != *ptr) 1702 shader_sm4_read_instruction_modifier(previous_token = *p++, ins); 1703 1704 ins->flags = (opcode_token & WINED3D_SM4_INSTRUCTION_FLAGS_MASK) >> WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT; 1705 1706 if (ins->flags & WINED3D_SM4_INSTRUCTION_FLAG_SATURATE) 1707 { 1708 ins->flags &= ~WINED3D_SM4_INSTRUCTION_FLAG_SATURATE; 1709 instruction_dst_modifier = WINED3DSPDM_SATURATE; 1710 } 1711 1712 for (i = 0; i < ins->dst_count; ++i) 1713 { 1714 if (!(shader_sm4_read_dst_param(priv, &p, *ptr, map_data_type(opcode_info->dst_info[i]), 1715 &priv->dst_param[i]))) 1716 { 1717 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1718 return; 1719 } 1720 priv->dst_param[i].modifiers |= instruction_dst_modifier; 1721 } 1722 1723 for (i = 0; i < ins->src_count; ++i) 1724 { 1725 if (!(shader_sm4_read_src_param(priv, &p, *ptr, map_data_type(opcode_info->src_info[i]), 1726 &priv->src_param[i]))) 1727 { 1728 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1729 return; 1730 } 1731 } 1732 } 1733 1734 return; 1735 1736 fail: 1737 *ptr = priv->end; 1738 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1739 return; 1740 } 1741 1742 static BOOL shader_sm4_is_end(void *data, const DWORD **ptr) 1743 { 1744 struct wined3d_sm4_data *priv = data; 1745 return *ptr == priv->end; 1746 } 1747 1748 const struct wined3d_shader_frontend sm4_shader_frontend = 1749 { 1750 shader_sm4_init, 1751 shader_sm4_free, 1752 shader_sm4_read_header, 1753 shader_sm4_read_instruction, 1754 shader_sm4_is_end, 1755 }; 1756