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_PRECISE_SHIFT 19 65 #define WINED3D_SM5_PRECISE_MASK (0xfu << WINED3D_SM5_PRECISE_SHIFT) 66 67 #define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11 68 #define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT) 69 70 #define WINED3D_SM5_FP_ARRAY_SIZE_SHIFT 16 71 #define WINED3D_SM5_FP_TABLE_COUNT_MASK 0xffffu 72 73 #define WINED3D_SM5_UAV_FLAGS_SHIFT 15 74 #define WINED3D_SM5_UAV_FLAGS_MASK (0x1ffu << WINED3D_SM5_UAV_FLAGS_SHIFT) 75 76 #define WINED3D_SM5_SYNC_FLAGS_SHIFT 11 77 #define WINED3D_SM5_SYNC_FLAGS_MASK (0xffu << WINED3D_SM5_SYNC_FLAGS_SHIFT) 78 79 #define WINED3D_SM5_TESSELLATOR_SHIFT 11 80 #define WINED3D_SM5_TESSELLATOR_MASK (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT) 81 82 #define WINED3D_SM4_OPCODE_MASK 0xff 83 84 #define WINED3D_SM4_REGISTER_MODIFIER (0x1u << 31) 85 86 #define WINED3D_SM4_ADDRESSING_SHIFT1 25 87 #define WINED3D_SM4_ADDRESSING_MASK1 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT1) 88 89 #define WINED3D_SM4_ADDRESSING_SHIFT0 22 90 #define WINED3D_SM4_ADDRESSING_MASK0 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT0) 91 92 #define WINED3D_SM4_REGISTER_ORDER_SHIFT 20 93 #define WINED3D_SM4_REGISTER_ORDER_MASK (0x3u << WINED3D_SM4_REGISTER_ORDER_SHIFT) 94 95 #define WINED3D_SM4_REGISTER_TYPE_SHIFT 12 96 #define WINED3D_SM4_REGISTER_TYPE_MASK (0xffu << WINED3D_SM4_REGISTER_TYPE_SHIFT) 97 98 #define WINED3D_SM4_SWIZZLE_TYPE_SHIFT 2 99 #define WINED3D_SM4_SWIZZLE_TYPE_MASK (0x3u << WINED3D_SM4_SWIZZLE_TYPE_SHIFT) 100 101 #define WINED3D_SM4_IMMCONST_TYPE_SHIFT 0 102 #define WINED3D_SM4_IMMCONST_TYPE_MASK (0x3u << WINED3D_SM4_IMMCONST_TYPE_SHIFT) 103 104 #define WINED3D_SM4_WRITEMASK_SHIFT 4 105 #define WINED3D_SM4_WRITEMASK_MASK (0xfu << WINED3D_SM4_WRITEMASK_SHIFT) 106 107 #define WINED3D_SM4_SWIZZLE_SHIFT 4 108 #define WINED3D_SM4_SWIZZLE_MASK (0xffu << WINED3D_SM4_SWIZZLE_SHIFT) 109 110 #define WINED3D_SM4_VERSION_MAJOR(version) (((version) >> 4) & 0xf) 111 #define WINED3D_SM4_VERSION_MINOR(version) (((version) >> 0) & 0xf) 112 113 #define WINED3D_SM4_ADDRESSING_RELATIVE 0x2 114 #define WINED3D_SM4_ADDRESSING_OFFSET 0x1 115 116 #define WINED3D_SM4_INSTRUCTION_FLAG_SATURATE 0x4 117 118 #define WINED3D_SM4_CONDITIONAL_NZ (0x1u << 18) 119 120 enum wined3d_sm4_opcode 121 { 122 WINED3D_SM4_OP_ADD = 0x00, 123 WINED3D_SM4_OP_AND = 0x01, 124 WINED3D_SM4_OP_BREAK = 0x02, 125 WINED3D_SM4_OP_BREAKC = 0x03, 126 WINED3D_SM4_OP_CASE = 0x06, 127 WINED3D_SM4_OP_CONTINUE = 0x07, 128 WINED3D_SM4_OP_CONTINUEC = 0x08, 129 WINED3D_SM4_OP_CUT = 0x09, 130 WINED3D_SM4_OP_DEFAULT = 0x0a, 131 WINED3D_SM4_OP_DERIV_RTX = 0x0b, 132 WINED3D_SM4_OP_DERIV_RTY = 0x0c, 133 WINED3D_SM4_OP_DISCARD = 0x0d, 134 WINED3D_SM4_OP_DIV = 0x0e, 135 WINED3D_SM4_OP_DP2 = 0x0f, 136 WINED3D_SM4_OP_DP3 = 0x10, 137 WINED3D_SM4_OP_DP4 = 0x11, 138 WINED3D_SM4_OP_ELSE = 0x12, 139 WINED3D_SM4_OP_EMIT = 0x13, 140 WINED3D_SM4_OP_ENDIF = 0x15, 141 WINED3D_SM4_OP_ENDLOOP = 0x16, 142 WINED3D_SM4_OP_ENDSWITCH = 0x17, 143 WINED3D_SM4_OP_EQ = 0x18, 144 WINED3D_SM4_OP_EXP = 0x19, 145 WINED3D_SM4_OP_FRC = 0x1a, 146 WINED3D_SM4_OP_FTOI = 0x1b, 147 WINED3D_SM4_OP_FTOU = 0x1c, 148 WINED3D_SM4_OP_GE = 0x1d, 149 WINED3D_SM4_OP_IADD = 0x1e, 150 WINED3D_SM4_OP_IF = 0x1f, 151 WINED3D_SM4_OP_IEQ = 0x20, 152 WINED3D_SM4_OP_IGE = 0x21, 153 WINED3D_SM4_OP_ILT = 0x22, 154 WINED3D_SM4_OP_IMAD = 0x23, 155 WINED3D_SM4_OP_IMAX = 0x24, 156 WINED3D_SM4_OP_IMIN = 0x25, 157 WINED3D_SM4_OP_IMUL = 0x26, 158 WINED3D_SM4_OP_INE = 0x27, 159 WINED3D_SM4_OP_INEG = 0x28, 160 WINED3D_SM4_OP_ISHL = 0x29, 161 WINED3D_SM4_OP_ISHR = 0x2a, 162 WINED3D_SM4_OP_ITOF = 0x2b, 163 WINED3D_SM4_OP_LABEL = 0x2c, 164 WINED3D_SM4_OP_LD = 0x2d, 165 WINED3D_SM4_OP_LD2DMS = 0x2e, 166 WINED3D_SM4_OP_LOG = 0x2f, 167 WINED3D_SM4_OP_LOOP = 0x30, 168 WINED3D_SM4_OP_LT = 0x31, 169 WINED3D_SM4_OP_MAD = 0x32, 170 WINED3D_SM4_OP_MIN = 0x33, 171 WINED3D_SM4_OP_MAX = 0x34, 172 WINED3D_SM4_OP_SHADER_DATA = 0x35, 173 WINED3D_SM4_OP_MOV = 0x36, 174 WINED3D_SM4_OP_MOVC = 0x37, 175 WINED3D_SM4_OP_MUL = 0x38, 176 WINED3D_SM4_OP_NE = 0x39, 177 WINED3D_SM4_OP_NOP = 0x3a, 178 WINED3D_SM4_OP_NOT = 0x3b, 179 WINED3D_SM4_OP_OR = 0x3c, 180 WINED3D_SM4_OP_RESINFO = 0x3d, 181 WINED3D_SM4_OP_RET = 0x3e, 182 WINED3D_SM4_OP_RETC = 0x3f, 183 WINED3D_SM4_OP_ROUND_NE = 0x40, 184 WINED3D_SM4_OP_ROUND_NI = 0x41, 185 WINED3D_SM4_OP_ROUND_PI = 0x42, 186 WINED3D_SM4_OP_ROUND_Z = 0x43, 187 WINED3D_SM4_OP_RSQ = 0x44, 188 WINED3D_SM4_OP_SAMPLE = 0x45, 189 WINED3D_SM4_OP_SAMPLE_C = 0x46, 190 WINED3D_SM4_OP_SAMPLE_C_LZ = 0x47, 191 WINED3D_SM4_OP_SAMPLE_LOD = 0x48, 192 WINED3D_SM4_OP_SAMPLE_GRAD = 0x49, 193 WINED3D_SM4_OP_SAMPLE_B = 0x4a, 194 WINED3D_SM4_OP_SQRT = 0x4b, 195 WINED3D_SM4_OP_SWITCH = 0x4c, 196 WINED3D_SM4_OP_SINCOS = 0x4d, 197 WINED3D_SM4_OP_UDIV = 0x4e, 198 WINED3D_SM4_OP_ULT = 0x4f, 199 WINED3D_SM4_OP_UGE = 0x50, 200 WINED3D_SM4_OP_UMUL = 0x51, 201 WINED3D_SM4_OP_UMAX = 0x53, 202 WINED3D_SM4_OP_UMIN = 0x54, 203 WINED3D_SM4_OP_USHR = 0x55, 204 WINED3D_SM4_OP_UTOF = 0x56, 205 WINED3D_SM4_OP_XOR = 0x57, 206 WINED3D_SM4_OP_DCL_RESOURCE = 0x58, 207 WINED3D_SM4_OP_DCL_CONSTANT_BUFFER = 0x59, 208 WINED3D_SM4_OP_DCL_SAMPLER = 0x5a, 209 WINED3D_SM4_OP_DCL_INDEX_RANGE = 0x5b, 210 WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c, 211 WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d, 212 WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e, 213 WINED3D_SM4_OP_DCL_INPUT = 0x5f, 214 WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60, 215 WINED3D_SM4_OP_DCL_INPUT_SIV = 0x61, 216 WINED3D_SM4_OP_DCL_INPUT_PS = 0x62, 217 WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63, 218 WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64, 219 WINED3D_SM4_OP_DCL_OUTPUT = 0x65, 220 WINED3D_SM4_OP_DCL_OUTPUT_SIV = 0x67, 221 WINED3D_SM4_OP_DCL_TEMPS = 0x68, 222 WINED3D_SM4_OP_DCL_INDEXABLE_TEMP = 0x69, 223 WINED3D_SM4_OP_DCL_GLOBAL_FLAGS = 0x6a, 224 WINED3D_SM4_OP_LOD = 0x6c, 225 WINED3D_SM4_OP_GATHER4 = 0x6d, 226 WINED3D_SM4_OP_SAMPLE_POS = 0x6e, 227 WINED3D_SM4_OP_SAMPLE_INFO = 0x6f, 228 WINED3D_SM5_OP_HS_DECLS = 0x71, 229 WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE = 0x72, 230 WINED3D_SM5_OP_HS_FORK_PHASE = 0x73, 231 WINED3D_SM5_OP_HS_JOIN_PHASE = 0x74, 232 WINED3D_SM5_OP_EMIT_STREAM = 0x75, 233 WINED3D_SM5_OP_CUT_STREAM = 0x76, 234 WINED3D_SM5_OP_FCALL = 0x78, 235 WINED3D_SM5_OP_BUFINFO = 0x79, 236 WINED3D_SM5_OP_DERIV_RTX_COARSE = 0x7a, 237 WINED3D_SM5_OP_DERIV_RTX_FINE = 0x7b, 238 WINED3D_SM5_OP_DERIV_RTY_COARSE = 0x7c, 239 WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d, 240 WINED3D_SM5_OP_GATHER4_C = 0x7e, 241 WINED3D_SM5_OP_GATHER4_PO = 0x7f, 242 WINED3D_SM5_OP_GATHER4_PO_C = 0x80, 243 WINED3D_SM5_OP_RCP = 0x81, 244 WINED3D_SM5_OP_F32TOF16 = 0x82, 245 WINED3D_SM5_OP_F16TOF32 = 0x83, 246 WINED3D_SM5_OP_COUNTBITS = 0x86, 247 WINED3D_SM5_OP_FIRSTBIT_HI = 0x87, 248 WINED3D_SM5_OP_FIRSTBIT_LO = 0x88, 249 WINED3D_SM5_OP_FIRSTBIT_SHI = 0x89, 250 WINED3D_SM5_OP_UBFE = 0x8a, 251 WINED3D_SM5_OP_IBFE = 0x8b, 252 WINED3D_SM5_OP_BFI = 0x8c, 253 WINED3D_SM5_OP_BFREV = 0x8d, 254 WINED3D_SM5_OP_SWAPC = 0x8e, 255 WINED3D_SM5_OP_DCL_STREAM = 0x8f, 256 WINED3D_SM5_OP_DCL_FUNCTION_BODY = 0x90, 257 WINED3D_SM5_OP_DCL_FUNCTION_TABLE = 0x91, 258 WINED3D_SM5_OP_DCL_INTERFACE = 0x92, 259 WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93, 260 WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94, 261 WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95, 262 WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96, 263 WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97, 264 WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98, 265 WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99, 266 WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT = 0x9a, 267 WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b, 268 WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c, 269 WINED3D_SM5_OP_DCL_UAV_RAW = 0x9d, 270 WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e, 271 WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f, 272 WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0, 273 WINED3D_SM5_OP_DCL_RESOURCE_RAW = 0xa1, 274 WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2, 275 WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3, 276 WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4, 277 WINED3D_SM5_OP_LD_RAW = 0xa5, 278 WINED3D_SM5_OP_STORE_RAW = 0xa6, 279 WINED3D_SM5_OP_LD_STRUCTURED = 0xa7, 280 WINED3D_SM5_OP_STORE_STRUCTURED = 0xa8, 281 WINED3D_SM5_OP_ATOMIC_AND = 0xa9, 282 WINED3D_SM5_OP_ATOMIC_OR = 0xaa, 283 WINED3D_SM5_OP_ATOMIC_XOR = 0xab, 284 WINED3D_SM5_OP_ATOMIC_CMP_STORE = 0xac, 285 WINED3D_SM5_OP_ATOMIC_IADD = 0xad, 286 WINED3D_SM5_OP_ATOMIC_IMAX = 0xae, 287 WINED3D_SM5_OP_ATOMIC_IMIN = 0xaf, 288 WINED3D_SM5_OP_ATOMIC_UMAX = 0xb0, 289 WINED3D_SM5_OP_ATOMIC_UMIN = 0xb1, 290 WINED3D_SM5_OP_IMM_ATOMIC_ALLOC = 0xb2, 291 WINED3D_SM5_OP_IMM_ATOMIC_CONSUME = 0xb3, 292 WINED3D_SM5_OP_IMM_ATOMIC_IADD = 0xb4, 293 WINED3D_SM5_OP_IMM_ATOMIC_AND = 0xb5, 294 WINED3D_SM5_OP_IMM_ATOMIC_OR = 0xb6, 295 WINED3D_SM5_OP_IMM_ATOMIC_XOR = 0xb7, 296 WINED3D_SM5_OP_IMM_ATOMIC_EXCH = 0xb8, 297 WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH = 0xb9, 298 WINED3D_SM5_OP_IMM_ATOMIC_IMAX = 0xba, 299 WINED3D_SM5_OP_IMM_ATOMIC_IMIN = 0xbb, 300 WINED3D_SM5_OP_IMM_ATOMIC_UMAX = 0xbc, 301 WINED3D_SM5_OP_IMM_ATOMIC_UMIN = 0xbd, 302 WINED3D_SM5_OP_SYNC = 0xbe, 303 WINED3D_SM5_OP_EVAL_SAMPLE_INDEX = 0xcc, 304 WINED3D_SM5_OP_DCL_GS_INSTANCES = 0xce, 305 }; 306 307 enum wined3d_sm4_register_type 308 { 309 WINED3D_SM4_RT_TEMP = 0x00, 310 WINED3D_SM4_RT_INPUT = 0x01, 311 WINED3D_SM4_RT_OUTPUT = 0x02, 312 WINED3D_SM4_RT_INDEXABLE_TEMP = 0x03, 313 WINED3D_SM4_RT_IMMCONST = 0x04, 314 WINED3D_SM4_RT_SAMPLER = 0x06, 315 WINED3D_SM4_RT_RESOURCE = 0x07, 316 WINED3D_SM4_RT_CONSTBUFFER = 0x08, 317 WINED3D_SM4_RT_IMMCONSTBUFFER = 0x09, 318 WINED3D_SM4_RT_PRIMID = 0x0b, 319 WINED3D_SM4_RT_DEPTHOUT = 0x0c, 320 WINED3D_SM4_RT_NULL = 0x0d, 321 WINED3D_SM4_RT_RASTERIZER = 0x0e, 322 WINED3D_SM4_RT_OMASK = 0x0f, 323 WINED3D_SM5_RT_STREAM = 0x10, 324 WINED3D_SM5_RT_FUNCTION_BODY = 0x11, 325 WINED3D_SM5_RT_FUNCTION_POINTER = 0x13, 326 WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID = 0x16, 327 WINED3D_SM5_RT_FORK_INSTANCE_ID = 0x17, 328 WINED3D_SM5_RT_JOIN_INSTANCE_ID = 0x18, 329 WINED3D_SM5_RT_INPUT_CONTROL_POINT = 0x19, 330 WINED3D_SM5_RT_OUTPUT_CONTROL_POINT = 0x1a, 331 WINED3D_SM5_RT_PATCH_CONSTANT_DATA = 0x1b, 332 WINED3D_SM5_RT_DOMAIN_LOCATION = 0x1c, 333 WINED3D_SM5_RT_UAV = 0x1e, 334 WINED3D_SM5_RT_SHARED_MEMORY = 0x1f, 335 WINED3D_SM5_RT_THREAD_ID = 0x20, 336 WINED3D_SM5_RT_THREAD_GROUP_ID = 0x21, 337 WINED3D_SM5_RT_LOCAL_THREAD_ID = 0x22, 338 WINED3D_SM5_RT_COVERAGE = 0x23, 339 WINED3D_SM5_RT_LOCAL_THREAD_INDEX = 0x24, 340 WINED3D_SM5_RT_GS_INSTANCE_ID = 0x25, 341 WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL = 0x26, 342 WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL = 0x27, 343 }; 344 345 enum wined3d_sm4_output_primitive_type 346 { 347 WINED3D_SM4_OUTPUT_PT_POINTLIST = 0x1, 348 WINED3D_SM4_OUTPUT_PT_LINESTRIP = 0x3, 349 WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP = 0x5, 350 }; 351 352 enum wined3d_sm4_input_primitive_type 353 { 354 WINED3D_SM4_INPUT_PT_POINT = 0x01, 355 WINED3D_SM4_INPUT_PT_LINE = 0x02, 356 WINED3D_SM4_INPUT_PT_TRIANGLE = 0x03, 357 WINED3D_SM4_INPUT_PT_LINEADJ = 0x06, 358 WINED3D_SM4_INPUT_PT_TRIANGLEADJ = 0x07, 359 WINED3D_SM5_INPUT_PT_PATCH1 = 0x08, 360 WINED3D_SM5_INPUT_PT_PATCH2 = 0x09, 361 WINED3D_SM5_INPUT_PT_PATCH3 = 0x0a, 362 WINED3D_SM5_INPUT_PT_PATCH4 = 0x0b, 363 WINED3D_SM5_INPUT_PT_PATCH5 = 0x0c, 364 WINED3D_SM5_INPUT_PT_PATCH6 = 0x0d, 365 WINED3D_SM5_INPUT_PT_PATCH7 = 0x0e, 366 WINED3D_SM5_INPUT_PT_PATCH8 = 0x0f, 367 WINED3D_SM5_INPUT_PT_PATCH9 = 0x10, 368 WINED3D_SM5_INPUT_PT_PATCH10 = 0x11, 369 WINED3D_SM5_INPUT_PT_PATCH11 = 0x12, 370 WINED3D_SM5_INPUT_PT_PATCH12 = 0x13, 371 WINED3D_SM5_INPUT_PT_PATCH13 = 0x14, 372 WINED3D_SM5_INPUT_PT_PATCH14 = 0x15, 373 WINED3D_SM5_INPUT_PT_PATCH15 = 0x16, 374 WINED3D_SM5_INPUT_PT_PATCH16 = 0x17, 375 WINED3D_SM5_INPUT_PT_PATCH17 = 0x18, 376 WINED3D_SM5_INPUT_PT_PATCH18 = 0x19, 377 WINED3D_SM5_INPUT_PT_PATCH19 = 0x1a, 378 WINED3D_SM5_INPUT_PT_PATCH20 = 0x1b, 379 WINED3D_SM5_INPUT_PT_PATCH21 = 0x1c, 380 WINED3D_SM5_INPUT_PT_PATCH22 = 0x1d, 381 WINED3D_SM5_INPUT_PT_PATCH23 = 0x1e, 382 WINED3D_SM5_INPUT_PT_PATCH24 = 0x1f, 383 WINED3D_SM5_INPUT_PT_PATCH25 = 0x20, 384 WINED3D_SM5_INPUT_PT_PATCH26 = 0x21, 385 WINED3D_SM5_INPUT_PT_PATCH27 = 0x22, 386 WINED3D_SM5_INPUT_PT_PATCH28 = 0x23, 387 WINED3D_SM5_INPUT_PT_PATCH29 = 0x24, 388 WINED3D_SM5_INPUT_PT_PATCH30 = 0x25, 389 WINED3D_SM5_INPUT_PT_PATCH31 = 0x26, 390 WINED3D_SM5_INPUT_PT_PATCH32 = 0x27, 391 }; 392 393 enum wined3d_sm4_swizzle_type 394 { 395 WINED3D_SM4_SWIZZLE_NONE = 0x0, 396 WINED3D_SM4_SWIZZLE_VEC4 = 0x1, 397 WINED3D_SM4_SWIZZLE_SCALAR = 0x2, 398 }; 399 400 enum wined3d_sm4_immconst_type 401 { 402 WINED3D_SM4_IMMCONST_SCALAR = 0x1, 403 WINED3D_SM4_IMMCONST_VEC4 = 0x2, 404 }; 405 406 enum wined3d_sm4_resource_type 407 { 408 WINED3D_SM4_RESOURCE_BUFFER = 0x1, 409 WINED3D_SM4_RESOURCE_TEXTURE_1D = 0x2, 410 WINED3D_SM4_RESOURCE_TEXTURE_2D = 0x3, 411 WINED3D_SM4_RESOURCE_TEXTURE_2DMS = 0x4, 412 WINED3D_SM4_RESOURCE_TEXTURE_3D = 0x5, 413 WINED3D_SM4_RESOURCE_TEXTURE_CUBE = 0x6, 414 WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY = 0x7, 415 WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY = 0x8, 416 WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY = 0x9, 417 WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY = 0xa, 418 }; 419 420 enum wined3d_sm4_data_type 421 { 422 WINED3D_SM4_DATA_UNORM = 0x1, 423 WINED3D_SM4_DATA_SNORM = 0x2, 424 WINED3D_SM4_DATA_INT = 0x3, 425 WINED3D_SM4_DATA_UINT = 0x4, 426 WINED3D_SM4_DATA_FLOAT = 0x5, 427 }; 428 429 enum wined3d_sm4_sampler_mode 430 { 431 WINED3D_SM4_SAMPLER_DEFAULT = 0x0, 432 WINED3D_SM4_SAMPLER_COMPARISON = 0x1, 433 }; 434 435 enum wined3d_sm4_shader_data_type 436 { 437 WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER = 0x3, 438 WINED3D_SM4_SHADER_DATA_MESSAGE = 0x4, 439 }; 440 441 struct wined3d_shader_src_param_entry 442 { 443 struct list entry; 444 struct wined3d_shader_src_param param; 445 }; 446 447 struct wined3d_sm4_data 448 { 449 struct wined3d_shader_version shader_version; 450 const DWORD *start, *end; 451 452 unsigned int output_map[MAX_REG_OUTPUT]; 453 454 struct wined3d_shader_src_param src_param[5]; 455 struct wined3d_shader_dst_param dst_param[2]; 456 struct list src_free; 457 struct list src; 458 struct wined3d_shader_immediate_constant_buffer icb; 459 }; 460 461 struct wined3d_sm4_opcode_info 462 { 463 enum wined3d_sm4_opcode opcode; 464 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 465 const char *dst_info; 466 const char *src_info; 467 void (*read_opcode_func)(struct wined3d_shader_instruction *ins, 468 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 469 struct wined3d_sm4_data *priv); 470 }; 471 472 static const enum wined3d_primitive_type output_primitive_type_table[] = 473 { 474 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 475 /* WINED3D_SM4_OUTPUT_PT_POINTLIST */ WINED3D_PT_POINTLIST, 476 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 477 /* WINED3D_SM4_OUTPUT_PT_LINESTRIP */ WINED3D_PT_LINESTRIP, 478 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 479 /* WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP */ WINED3D_PT_TRIANGLESTRIP, 480 }; 481 482 static const enum wined3d_primitive_type input_primitive_type_table[] = 483 { 484 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 485 /* WINED3D_SM4_INPUT_PT_POINT */ WINED3D_PT_POINTLIST, 486 /* WINED3D_SM4_INPUT_PT_LINE */ WINED3D_PT_LINELIST, 487 /* WINED3D_SM4_INPUT_PT_TRIANGLE */ WINED3D_PT_TRIANGLELIST, 488 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 489 /* UNKNOWN */ WINED3D_PT_UNDEFINED, 490 /* WINED3D_SM4_INPUT_PT_LINEADJ */ WINED3D_PT_LINELIST_ADJ, 491 /* WINED3D_SM4_INPUT_PT_TRIANGLEADJ */ WINED3D_PT_TRIANGLELIST_ADJ, 492 }; 493 494 static const enum wined3d_shader_resource_type resource_type_table[] = 495 { 496 /* 0 */ WINED3D_SHADER_RESOURCE_NONE, 497 /* WINED3D_SM4_RESOURCE_BUFFER */ WINED3D_SHADER_RESOURCE_BUFFER, 498 /* WINED3D_SM4_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D, 499 /* WINED3D_SM4_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D, 500 /* WINED3D_SM4_RESOURCE_TEXTURE_2DMS */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 501 /* WINED3D_SM4_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D, 502 /* WINED3D_SM4_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 503 /* WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 504 /* WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 505 /* WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 506 /* WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 507 }; 508 509 static const enum wined3d_data_type data_type_table[] = 510 { 511 /* 0 */ WINED3D_DATA_FLOAT, 512 /* WINED3D_SM4_DATA_UNORM */ WINED3D_DATA_UNORM, 513 /* WINED3D_SM4_DATA_SNORM */ WINED3D_DATA_SNORM, 514 /* WINED3D_SM4_DATA_INT */ WINED3D_DATA_INT, 515 /* WINED3D_SM4_DATA_UINT */ WINED3D_DATA_UINT, 516 /* WINED3D_SM4_DATA_FLOAT */ WINED3D_DATA_FLOAT, 517 }; 518 519 static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 520 enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param); 521 static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 522 enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param); 523 524 static void shader_sm4_read_conditional_op(struct wined3d_shader_instruction *ins, 525 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 526 struct wined3d_sm4_data *priv) 527 { 528 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UINT, &priv->src_param[0]); 529 ins->flags = (opcode_token & WINED3D_SM4_CONDITIONAL_NZ) ? 530 WINED3D_SHADER_CONDITIONAL_OP_NZ : WINED3D_SHADER_CONDITIONAL_OP_Z; 531 } 532 533 static void shader_sm4_read_shader_data(struct wined3d_shader_instruction *ins, 534 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 535 struct wined3d_sm4_data *priv) 536 { 537 enum wined3d_sm4_shader_data_type type; 538 unsigned int icb_size; 539 540 type = (opcode_token & WINED3D_SM4_SHADER_DATA_TYPE_MASK) >> WINED3D_SM4_SHADER_DATA_TYPE_SHIFT; 541 if (type != WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER) 542 { 543 FIXME("Ignoring shader data type %#x.\n", type); 544 ins->handler_idx = WINED3DSIH_NOP; 545 return; 546 } 547 548 ++tokens; 549 icb_size = token_count - 1; 550 if (icb_size % 4 || icb_size > MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE) 551 { 552 FIXME("Unexpected immediate constant buffer size %u.\n", icb_size); 553 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 554 return; 555 } 556 557 priv->icb.vec4_count = icb_size / 4; 558 memcpy(priv->icb.data, tokens, sizeof(*tokens) * icb_size); 559 ins->declaration.icb = &priv->icb; 560 } 561 562 static void shader_sm4_read_dcl_resource(struct wined3d_shader_instruction *ins, 563 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 564 struct wined3d_sm4_data *priv) 565 { 566 enum wined3d_sm4_resource_type resource_type; 567 enum wined3d_sm4_data_type data_type; 568 enum wined3d_data_type reg_data_type; 569 DWORD components; 570 571 resource_type = (opcode_token & WINED3D_SM4_RESOURCE_TYPE_MASK) >> WINED3D_SM4_RESOURCE_TYPE_SHIFT; 572 if (!resource_type || (resource_type >= ARRAY_SIZE(resource_type_table))) 573 { 574 FIXME("Unhandled resource type %#x.\n", resource_type); 575 ins->declaration.semantic.resource_type = WINED3D_SHADER_RESOURCE_NONE; 576 } 577 else 578 { 579 ins->declaration.semantic.resource_type = resource_type_table[resource_type]; 580 } 581 reg_data_type = opcode == WINED3D_SM4_OP_DCL_RESOURCE ? WINED3D_DATA_RESOURCE : WINED3D_DATA_UAV; 582 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], reg_data_type, &ins->declaration.semantic.reg); 583 584 components = *tokens++; 585 if ((components & 0xfff0) != (components & 0xf) * 0x1110) 586 FIXME("Components (%#x) have different data types.\n", components); 587 data_type = components & 0xf; 588 589 if (!data_type || (data_type >= ARRAY_SIZE(data_type_table))) 590 { 591 FIXME("Unhandled data type %#x.\n", data_type); 592 ins->declaration.semantic.resource_data_type = WINED3D_DATA_FLOAT; 593 } 594 else 595 { 596 ins->declaration.semantic.resource_data_type = data_type_table[data_type]; 597 } 598 599 if (reg_data_type == WINED3D_DATA_UAV) 600 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 601 } 602 603 static void shader_sm4_read_dcl_constant_buffer(struct wined3d_shader_instruction *ins, 604 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 605 struct wined3d_sm4_data *priv) 606 { 607 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.src); 608 if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK) 609 ins->flags |= WINED3DSI_INDEXED_DYNAMIC; 610 } 611 612 static void shader_sm4_read_dcl_sampler(struct wined3d_shader_instruction *ins, 613 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 614 struct wined3d_sm4_data *priv) 615 { 616 ins->flags = (opcode_token & WINED3D_SM4_SAMPLER_MODE_MASK) >> WINED3D_SM4_SAMPLER_MODE_SHIFT; 617 if (ins->flags & ~WINED3D_SM4_SAMPLER_COMPARISON) 618 FIXME("Unhandled sampler mode %#x.\n", ins->flags); 619 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_SAMPLER, &ins->declaration.dst); 620 } 621 622 static void shader_sm4_read_dcl_index_range(struct wined3d_shader_instruction *ins, 623 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 624 struct wined3d_sm4_data *priv) 625 { 626 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE, 627 &ins->declaration.index_range.first_register); 628 ins->declaration.index_range.last_register = *tokens; 629 } 630 631 static void shader_sm4_read_dcl_output_topology(struct wined3d_shader_instruction *ins, 632 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 633 struct wined3d_sm4_data *priv) 634 { 635 enum wined3d_sm4_output_primitive_type primitive_type; 636 637 primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; 638 if (primitive_type >= ARRAY_SIZE(output_primitive_type_table)) 639 ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED; 640 else 641 ins->declaration.primitive_type.type = output_primitive_type_table[primitive_type]; 642 643 if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED) 644 FIXME("Unhandled output primitive type %#x.\n", primitive_type); 645 } 646 647 static void shader_sm4_read_dcl_input_primitive(struct wined3d_shader_instruction *ins, 648 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 649 struct wined3d_sm4_data *priv) 650 { 651 enum wined3d_sm4_input_primitive_type primitive_type; 652 653 primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; 654 if (WINED3D_SM5_INPUT_PT_PATCH1 <= primitive_type && primitive_type <= WINED3D_SM5_INPUT_PT_PATCH32) 655 { 656 ins->declaration.primitive_type.type = WINED3D_PT_PATCH; 657 ins->declaration.primitive_type.patch_vertex_count = primitive_type - WINED3D_SM5_INPUT_PT_PATCH1 + 1; 658 } 659 else if (primitive_type >= ARRAY_SIZE(input_primitive_type_table)) 660 { 661 ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED; 662 } 663 else 664 { 665 ins->declaration.primitive_type.type = input_primitive_type_table[primitive_type]; 666 } 667 668 if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED) 669 FIXME("Unhandled input primitive type %#x.\n", primitive_type); 670 } 671 672 static void shader_sm4_read_declaration_count(struct wined3d_shader_instruction *ins, 673 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 674 struct wined3d_sm4_data *priv) 675 { 676 ins->declaration.count = *tokens; 677 } 678 679 static void shader_sm4_read_declaration_dst(struct wined3d_shader_instruction *ins, 680 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 681 struct wined3d_sm4_data *priv) 682 { 683 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst); 684 } 685 686 static void shader_sm4_read_declaration_register_semantic(struct wined3d_shader_instruction *ins, 687 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 688 struct wined3d_sm4_data *priv) 689 { 690 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 691 &ins->declaration.register_semantic.reg); 692 ins->declaration.register_semantic.sysval_semantic = *tokens; 693 } 694 695 static void shader_sm4_read_dcl_input_ps(struct wined3d_shader_instruction *ins, 696 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 697 struct wined3d_sm4_data *priv) 698 { 699 ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; 700 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst); 701 } 702 703 static void shader_sm4_read_dcl_input_ps_siv(struct wined3d_shader_instruction *ins, 704 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 705 struct wined3d_sm4_data *priv) 706 { 707 ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; 708 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 709 &ins->declaration.register_semantic.reg); 710 ins->declaration.register_semantic.sysval_semantic = *tokens; 711 } 712 713 static void shader_sm4_read_dcl_indexable_temp(struct wined3d_shader_instruction *ins, 714 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 715 struct wined3d_sm4_data *priv) 716 { 717 ins->declaration.indexable_temp.register_idx = *tokens++; 718 ins->declaration.indexable_temp.register_size = *tokens++; 719 ins->declaration.indexable_temp.component_count = *tokens; 720 } 721 722 static void shader_sm4_read_dcl_global_flags(struct wined3d_shader_instruction *ins, 723 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 724 struct wined3d_sm4_data *priv) 725 { 726 ins->flags = (opcode_token & WINED3D_SM4_GLOBAL_FLAGS_MASK) >> WINED3D_SM4_GLOBAL_FLAGS_SHIFT; 727 } 728 729 static void shader_sm5_read_fcall(struct wined3d_shader_instruction *ins, 730 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 731 struct wined3d_sm4_data *priv) 732 { 733 priv->src_param[0].reg.u.fp_body_idx = *tokens++; 734 shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE, &priv->src_param[0]); 735 } 736 737 static void shader_sm5_read_dcl_function_body(struct wined3d_shader_instruction *ins, 738 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 739 struct wined3d_sm4_data *priv) 740 { 741 ins->declaration.index = *tokens; 742 } 743 744 static void shader_sm5_read_dcl_function_table(struct wined3d_shader_instruction *ins, 745 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 746 struct wined3d_sm4_data *priv) 747 { 748 ins->declaration.index = *tokens++; 749 FIXME("Ignoring set of function bodies (count %u).\n", *tokens); 750 } 751 752 static void shader_sm5_read_dcl_interface(struct wined3d_shader_instruction *ins, 753 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 754 struct wined3d_sm4_data *priv) 755 { 756 ins->declaration.fp.index = *tokens++; 757 ins->declaration.fp.body_count = *tokens++; 758 ins->declaration.fp.array_size = *tokens >> WINED3D_SM5_FP_ARRAY_SIZE_SHIFT; 759 ins->declaration.fp.table_count = *tokens++ & WINED3D_SM5_FP_TABLE_COUNT_MASK; 760 FIXME("Ignoring set of function tables (count %u).\n", ins->declaration.fp.table_count); 761 } 762 763 static void shader_sm5_read_control_point_count(struct wined3d_shader_instruction *ins, 764 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 765 struct wined3d_sm4_data *priv) 766 { 767 ins->declaration.count = (opcode_token & WINED3D_SM5_CONTROL_POINT_COUNT_MASK) 768 >> WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT; 769 } 770 771 static void shader_sm5_read_dcl_tessellator_domain(struct wined3d_shader_instruction *ins, 772 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 773 struct wined3d_sm4_data *priv) 774 { 775 ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 776 >> WINED3D_SM5_TESSELLATOR_SHIFT; 777 } 778 779 static void shader_sm5_read_dcl_tessellator_partitioning(struct wined3d_shader_instruction *ins, 780 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 781 struct wined3d_sm4_data *priv) 782 { 783 ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 784 >> WINED3D_SM5_TESSELLATOR_SHIFT; 785 } 786 787 static void shader_sm5_read_dcl_tessellator_output_primitive(struct wined3d_shader_instruction *ins, 788 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 789 struct wined3d_sm4_data *priv) 790 { 791 ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) 792 >> WINED3D_SM5_TESSELLATOR_SHIFT; 793 } 794 795 static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruction *ins, 796 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 797 struct wined3d_sm4_data *priv) 798 { 799 ins->declaration.max_tessellation_factor = *(float *)tokens; 800 } 801 802 static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins, 803 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 804 struct wined3d_sm4_data *priv) 805 { 806 ins->declaration.thread_group_size.x = *tokens++; 807 ins->declaration.thread_group_size.y = *tokens++; 808 ins->declaration.thread_group_size.z = *tokens++; 809 } 810 811 static void shader_sm5_read_dcl_uav_raw(struct wined3d_shader_instruction *ins, 812 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 813 struct wined3d_sm4_data *priv) 814 { 815 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV, &ins->declaration.dst); 816 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 817 } 818 819 static void shader_sm5_read_dcl_uav_structured(struct wined3d_shader_instruction *ins, 820 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 821 struct wined3d_sm4_data *priv) 822 { 823 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV, 824 &ins->declaration.structured_resource.reg); 825 ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; 826 ins->declaration.structured_resource.byte_stride = *tokens; 827 if (ins->declaration.structured_resource.byte_stride % 4) 828 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride); 829 } 830 831 static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins, 832 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 833 struct wined3d_sm4_data *priv) 834 { 835 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.tgsm_raw.reg); 836 ins->declaration.tgsm_raw.byte_count = *tokens; 837 if (ins->declaration.tgsm_raw.byte_count % 4) 838 FIXME("Byte count %u is not multiple of 4.\n", ins->declaration.tgsm_raw.byte_count); 839 } 840 841 static void shader_sm5_read_dcl_tgsm_structured(struct wined3d_shader_instruction *ins, 842 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 843 struct wined3d_sm4_data *priv) 844 { 845 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, 846 &ins->declaration.tgsm_structured.reg); 847 ins->declaration.tgsm_structured.byte_stride = *tokens++; 848 ins->declaration.tgsm_structured.structure_count = *tokens; 849 if (ins->declaration.tgsm_structured.byte_stride % 4) 850 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.tgsm_structured.byte_stride); 851 } 852 853 static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins, 854 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 855 struct wined3d_sm4_data *priv) 856 { 857 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE, 858 &ins->declaration.structured_resource.reg); 859 ins->declaration.structured_resource.byte_stride = *tokens; 860 if (ins->declaration.structured_resource.byte_stride % 4) 861 FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride); 862 } 863 864 static void shader_sm5_read_dcl_resource_raw(struct wined3d_shader_instruction *ins, 865 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 866 struct wined3d_sm4_data *priv) 867 { 868 shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE, &ins->declaration.dst); 869 } 870 871 static void shader_sm5_read_sync(struct wined3d_shader_instruction *ins, 872 DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, 873 struct wined3d_sm4_data *priv) 874 { 875 ins->flags = (opcode_token & WINED3D_SM5_SYNC_FLAGS_MASK) >> WINED3D_SM5_SYNC_FLAGS_SHIFT; 876 } 877 878 /* 879 * f -> WINED3D_DATA_FLOAT 880 * i -> WINED3D_DATA_INT 881 * u -> WINED3D_DATA_UINT 882 * O -> WINED3D_DATA_OPAQUE 883 * R -> WINED3D_DATA_RESOURCE 884 * S -> WINED3D_DATA_SAMPLER 885 * U -> WINED3D_DATA_UAV 886 */ 887 static const struct wined3d_sm4_opcode_info opcode_table[] = 888 { 889 {WINED3D_SM4_OP_ADD, WINED3DSIH_ADD, "f", "ff"}, 890 {WINED3D_SM4_OP_AND, WINED3DSIH_AND, "u", "uu"}, 891 {WINED3D_SM4_OP_BREAK, WINED3DSIH_BREAK, "", ""}, 892 {WINED3D_SM4_OP_BREAKC, WINED3DSIH_BREAKP, "", "u", 893 shader_sm4_read_conditional_op}, 894 {WINED3D_SM4_OP_CASE, WINED3DSIH_CASE, "", "u"}, 895 {WINED3D_SM4_OP_CONTINUE, WINED3DSIH_CONTINUE, "", ""}, 896 {WINED3D_SM4_OP_CONTINUEC, WINED3DSIH_CONTINUEP, "", "u", 897 shader_sm4_read_conditional_op}, 898 {WINED3D_SM4_OP_CUT, WINED3DSIH_CUT, "", ""}, 899 {WINED3D_SM4_OP_DEFAULT, WINED3DSIH_DEFAULT, "", ""}, 900 {WINED3D_SM4_OP_DERIV_RTX, WINED3DSIH_DSX, "f", "f"}, 901 {WINED3D_SM4_OP_DERIV_RTY, WINED3DSIH_DSY, "f", "f"}, 902 {WINED3D_SM4_OP_DISCARD, WINED3DSIH_TEXKILL, "", "u", 903 shader_sm4_read_conditional_op}, 904 {WINED3D_SM4_OP_DIV, WINED3DSIH_DIV, "f", "ff"}, 905 {WINED3D_SM4_OP_DP2, WINED3DSIH_DP2, "f", "ff"}, 906 {WINED3D_SM4_OP_DP3, WINED3DSIH_DP3, "f", "ff"}, 907 {WINED3D_SM4_OP_DP4, WINED3DSIH_DP4, "f", "ff"}, 908 {WINED3D_SM4_OP_ELSE, WINED3DSIH_ELSE, "", ""}, 909 {WINED3D_SM4_OP_EMIT, WINED3DSIH_EMIT, "", ""}, 910 {WINED3D_SM4_OP_ENDIF, WINED3DSIH_ENDIF, "", ""}, 911 {WINED3D_SM4_OP_ENDLOOP, WINED3DSIH_ENDLOOP, "", ""}, 912 {WINED3D_SM4_OP_ENDSWITCH, WINED3DSIH_ENDSWITCH, "", ""}, 913 {WINED3D_SM4_OP_EQ, WINED3DSIH_EQ, "u", "ff"}, 914 {WINED3D_SM4_OP_EXP, WINED3DSIH_EXP, "f", "f"}, 915 {WINED3D_SM4_OP_FRC, WINED3DSIH_FRC, "f", "f"}, 916 {WINED3D_SM4_OP_FTOI, WINED3DSIH_FTOI, "i", "f"}, 917 {WINED3D_SM4_OP_FTOU, WINED3DSIH_FTOU, "u", "f"}, 918 {WINED3D_SM4_OP_GE, WINED3DSIH_GE, "u", "ff"}, 919 {WINED3D_SM4_OP_IADD, WINED3DSIH_IADD, "i", "ii"}, 920 {WINED3D_SM4_OP_IF, WINED3DSIH_IF, "", "u", 921 shader_sm4_read_conditional_op}, 922 {WINED3D_SM4_OP_IEQ, WINED3DSIH_IEQ, "u", "ii"}, 923 {WINED3D_SM4_OP_IGE, WINED3DSIH_IGE, "u", "ii"}, 924 {WINED3D_SM4_OP_ILT, WINED3DSIH_ILT, "u", "ii"}, 925 {WINED3D_SM4_OP_IMAD, WINED3DSIH_IMAD, "i", "iii"}, 926 {WINED3D_SM4_OP_IMAX, WINED3DSIH_IMAX, "i", "ii"}, 927 {WINED3D_SM4_OP_IMIN, WINED3DSIH_IMIN, "i", "ii"}, 928 {WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "ii", "ii"}, 929 {WINED3D_SM4_OP_INE, WINED3DSIH_INE, "u", "ii"}, 930 {WINED3D_SM4_OP_INEG, WINED3DSIH_INEG, "i", "i"}, 931 {WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "i", "ii"}, 932 {WINED3D_SM4_OP_ISHR, WINED3DSIH_ISHR, "i", "ii"}, 933 {WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "f", "i"}, 934 {WINED3D_SM4_OP_LABEL, WINED3DSIH_LABEL, "", "O"}, 935 {WINED3D_SM4_OP_LD, WINED3DSIH_LD, "u", "iR"}, 936 {WINED3D_SM4_OP_LD2DMS, WINED3DSIH_LD2DMS, "u", "iRi"}, 937 {WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "f", "f"}, 938 {WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""}, 939 {WINED3D_SM4_OP_LT, WINED3DSIH_LT, "u", "ff"}, 940 {WINED3D_SM4_OP_MAD, WINED3DSIH_MAD, "f", "fff"}, 941 {WINED3D_SM4_OP_MIN, WINED3DSIH_MIN, "f", "ff"}, 942 {WINED3D_SM4_OP_MAX, WINED3DSIH_MAX, "f", "ff"}, 943 {WINED3D_SM4_OP_SHADER_DATA, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, "", "", 944 shader_sm4_read_shader_data}, 945 {WINED3D_SM4_OP_MOV, WINED3DSIH_MOV, "f", "f"}, 946 {WINED3D_SM4_OP_MOVC, WINED3DSIH_MOVC, "f", "uff"}, 947 {WINED3D_SM4_OP_MUL, WINED3DSIH_MUL, "f", "ff"}, 948 {WINED3D_SM4_OP_NE, WINED3DSIH_NE, "u", "ff"}, 949 {WINED3D_SM4_OP_NOP, WINED3DSIH_NOP, "", ""}, 950 {WINED3D_SM4_OP_NOT, WINED3DSIH_NOT, "u", "u"}, 951 {WINED3D_SM4_OP_OR, WINED3DSIH_OR, "u", "uu"}, 952 {WINED3D_SM4_OP_RESINFO, WINED3DSIH_RESINFO, "f", "iR"}, 953 {WINED3D_SM4_OP_RET, WINED3DSIH_RET, "", ""}, 954 {WINED3D_SM4_OP_RETC, WINED3DSIH_RETP, "", "u", 955 shader_sm4_read_conditional_op}, 956 {WINED3D_SM4_OP_ROUND_NE, WINED3DSIH_ROUND_NE, "f", "f"}, 957 {WINED3D_SM4_OP_ROUND_NI, WINED3DSIH_ROUND_NI, "f", "f"}, 958 {WINED3D_SM4_OP_ROUND_PI, WINED3DSIH_ROUND_PI, "f", "f"}, 959 {WINED3D_SM4_OP_ROUND_Z, WINED3DSIH_ROUND_Z, "f", "f"}, 960 {WINED3D_SM4_OP_RSQ, WINED3DSIH_RSQ, "f", "f"}, 961 {WINED3D_SM4_OP_SAMPLE, WINED3DSIH_SAMPLE, "u", "fRS"}, 962 {WINED3D_SM4_OP_SAMPLE_C, WINED3DSIH_SAMPLE_C, "f", "fRSf"}, 963 {WINED3D_SM4_OP_SAMPLE_C_LZ, WINED3DSIH_SAMPLE_C_LZ, "f", "fRSf"}, 964 {WINED3D_SM4_OP_SAMPLE_LOD, WINED3DSIH_SAMPLE_LOD, "u", "fRSf"}, 965 {WINED3D_SM4_OP_SAMPLE_GRAD, WINED3DSIH_SAMPLE_GRAD, "u", "fRSff"}, 966 {WINED3D_SM4_OP_SAMPLE_B, WINED3DSIH_SAMPLE_B, "u", "fRSf"}, 967 {WINED3D_SM4_OP_SQRT, WINED3DSIH_SQRT, "f", "f"}, 968 {WINED3D_SM4_OP_SWITCH, WINED3DSIH_SWITCH, "", "u"}, 969 {WINED3D_SM4_OP_SINCOS, WINED3DSIH_SINCOS, "ff", "f"}, 970 {WINED3D_SM4_OP_UDIV, WINED3DSIH_UDIV, "uu", "uu"}, 971 {WINED3D_SM4_OP_ULT, WINED3DSIH_ULT, "u", "uu"}, 972 {WINED3D_SM4_OP_UGE, WINED3DSIH_UGE, "u", "uu"}, 973 {WINED3D_SM4_OP_UMUL, WINED3DSIH_UMUL, "uu", "uu"}, 974 {WINED3D_SM4_OP_UMAX, WINED3DSIH_UMAX, "u", "uu"}, 975 {WINED3D_SM4_OP_UMIN, WINED3DSIH_UMIN, "u", "uu"}, 976 {WINED3D_SM4_OP_USHR, WINED3DSIH_USHR, "u", "uu"}, 977 {WINED3D_SM4_OP_UTOF, WINED3DSIH_UTOF, "f", "u"}, 978 {WINED3D_SM4_OP_XOR, WINED3DSIH_XOR, "u", "uu"}, 979 {WINED3D_SM4_OP_DCL_RESOURCE, WINED3DSIH_DCL, "R", "", 980 shader_sm4_read_dcl_resource}, 981 {WINED3D_SM4_OP_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_CONSTANT_BUFFER, "", "", 982 shader_sm4_read_dcl_constant_buffer}, 983 {WINED3D_SM4_OP_DCL_SAMPLER, WINED3DSIH_DCL_SAMPLER, "", "", 984 shader_sm4_read_dcl_sampler}, 985 {WINED3D_SM4_OP_DCL_INDEX_RANGE, WINED3DSIH_DCL_INDEX_RANGE, "", "", 986 shader_sm4_read_dcl_index_range}, 987 {WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", "", 988 shader_sm4_read_dcl_output_topology}, 989 {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", "", 990 shader_sm4_read_dcl_input_primitive}, 991 {WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", "", 992 shader_sm4_read_declaration_count}, 993 {WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", "", 994 shader_sm4_read_declaration_dst}, 995 {WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", "", 996 shader_sm4_read_declaration_register_semantic}, 997 {WINED3D_SM4_OP_DCL_INPUT_SIV, WINED3DSIH_DCL_INPUT_SIV, "", "", 998 shader_sm4_read_declaration_register_semantic}, 999 {WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", "", 1000 shader_sm4_read_dcl_input_ps}, 1001 {WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", "", 1002 shader_sm4_read_declaration_register_semantic}, 1003 {WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", "", 1004 shader_sm4_read_dcl_input_ps_siv}, 1005 {WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", "", 1006 shader_sm4_read_declaration_dst}, 1007 {WINED3D_SM4_OP_DCL_OUTPUT_SIV, WINED3DSIH_DCL_OUTPUT_SIV, "", "", 1008 shader_sm4_read_declaration_register_semantic}, 1009 {WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", "", 1010 shader_sm4_read_declaration_count}, 1011 {WINED3D_SM4_OP_DCL_INDEXABLE_TEMP, WINED3DSIH_DCL_INDEXABLE_TEMP, "", "", 1012 shader_sm4_read_dcl_indexable_temp}, 1013 {WINED3D_SM4_OP_DCL_GLOBAL_FLAGS, WINED3DSIH_DCL_GLOBAL_FLAGS, "", "", 1014 shader_sm4_read_dcl_global_flags}, 1015 {WINED3D_SM4_OP_LOD, WINED3DSIH_LOD, "f", "fRS"}, 1016 {WINED3D_SM4_OP_GATHER4, WINED3DSIH_GATHER4, "u", "fRS"}, 1017 {WINED3D_SM4_OP_SAMPLE_POS, WINED3DSIH_SAMPLE_POS, "f", "Ru"}, 1018 {WINED3D_SM4_OP_SAMPLE_INFO, WINED3DSIH_SAMPLE_INFO, "f", "R"}, 1019 {WINED3D_SM5_OP_HS_DECLS, WINED3DSIH_HS_DECLS, "", ""}, 1020 {WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE, WINED3DSIH_HS_CONTROL_POINT_PHASE, "", ""}, 1021 {WINED3D_SM5_OP_HS_FORK_PHASE, WINED3DSIH_HS_FORK_PHASE, "", ""}, 1022 {WINED3D_SM5_OP_HS_JOIN_PHASE, WINED3DSIH_HS_JOIN_PHASE, "", ""}, 1023 {WINED3D_SM5_OP_EMIT_STREAM, WINED3DSIH_EMIT_STREAM, "", "f"}, 1024 {WINED3D_SM5_OP_CUT_STREAM, WINED3DSIH_CUT_STREAM, "", "f"}, 1025 {WINED3D_SM5_OP_FCALL, WINED3DSIH_FCALL, "", "O", 1026 shader_sm5_read_fcall}, 1027 {WINED3D_SM5_OP_BUFINFO, WINED3DSIH_BUFINFO, "i", "U"}, 1028 {WINED3D_SM5_OP_DERIV_RTX_COARSE, WINED3DSIH_DSX_COARSE, "f", "f"}, 1029 {WINED3D_SM5_OP_DERIV_RTX_FINE, WINED3DSIH_DSX_FINE, "f", "f"}, 1030 {WINED3D_SM5_OP_DERIV_RTY_COARSE, WINED3DSIH_DSY_COARSE, "f", "f"}, 1031 {WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"}, 1032 {WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"}, 1033 {WINED3D_SM5_OP_GATHER4_PO, WINED3DSIH_GATHER4_PO, "f", "fiRS"}, 1034 {WINED3D_SM5_OP_GATHER4_PO_C, WINED3DSIH_GATHER4_PO_C, "f", "fiRSf"}, 1035 {WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"}, 1036 {WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"}, 1037 {WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"}, 1038 {WINED3D_SM5_OP_COUNTBITS, WINED3DSIH_COUNTBITS, "u", "u"}, 1039 {WINED3D_SM5_OP_FIRSTBIT_HI, WINED3DSIH_FIRSTBIT_HI, "u", "u"}, 1040 {WINED3D_SM5_OP_FIRSTBIT_LO, WINED3DSIH_FIRSTBIT_LO, "u", "u"}, 1041 {WINED3D_SM5_OP_FIRSTBIT_SHI, WINED3DSIH_FIRSTBIT_SHI, "u", "i"}, 1042 {WINED3D_SM5_OP_UBFE, WINED3DSIH_UBFE, "u", "iiu"}, 1043 {WINED3D_SM5_OP_IBFE, WINED3DSIH_IBFE, "i", "iii"}, 1044 {WINED3D_SM5_OP_BFI, WINED3DSIH_BFI, "u", "iiuu"}, 1045 {WINED3D_SM5_OP_BFREV, WINED3DSIH_BFREV, "u", "u"}, 1046 {WINED3D_SM5_OP_SWAPC, WINED3DSIH_SWAPC, "ff", "uff"}, 1047 {WINED3D_SM5_OP_DCL_STREAM, WINED3DSIH_DCL_STREAM, "", "O"}, 1048 {WINED3D_SM5_OP_DCL_FUNCTION_BODY, WINED3DSIH_DCL_FUNCTION_BODY, "", "", 1049 shader_sm5_read_dcl_function_body}, 1050 {WINED3D_SM5_OP_DCL_FUNCTION_TABLE, WINED3DSIH_DCL_FUNCTION_TABLE, "", "", 1051 shader_sm5_read_dcl_function_table}, 1052 {WINED3D_SM5_OP_DCL_INTERFACE, WINED3DSIH_DCL_INTERFACE, "", "", 1053 shader_sm5_read_dcl_interface}, 1054 {WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", "", 1055 shader_sm5_read_control_point_count}, 1056 {WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", "", 1057 shader_sm5_read_control_point_count}, 1058 {WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", "", 1059 shader_sm5_read_dcl_tessellator_domain}, 1060 {WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", "", 1061 shader_sm5_read_dcl_tessellator_partitioning}, 1062 {WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", "", 1063 shader_sm5_read_dcl_tessellator_output_primitive}, 1064 {WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", "", 1065 shader_sm5_read_dcl_hs_max_tessfactor}, 1066 {WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "", 1067 shader_sm4_read_declaration_count}, 1068 {WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, "", "", 1069 shader_sm4_read_declaration_count}, 1070 {WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "", 1071 shader_sm5_read_dcl_thread_group}, 1072 {WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "", 1073 shader_sm4_read_dcl_resource}, 1074 {WINED3D_SM5_OP_DCL_UAV_RAW, WINED3DSIH_DCL_UAV_RAW, "", "", 1075 shader_sm5_read_dcl_uav_raw}, 1076 {WINED3D_SM5_OP_DCL_UAV_STRUCTURED, WINED3DSIH_DCL_UAV_STRUCTURED, "", "", 1077 shader_sm5_read_dcl_uav_structured}, 1078 {WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "", 1079 shader_sm5_read_dcl_tgsm_raw}, 1080 {WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "", 1081 shader_sm5_read_dcl_tgsm_structured}, 1082 {WINED3D_SM5_OP_DCL_RESOURCE_RAW, WINED3DSIH_DCL_RESOURCE_RAW, "", "", 1083 shader_sm5_read_dcl_resource_raw}, 1084 {WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "", 1085 shader_sm5_read_dcl_resource_structured}, 1086 {WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"}, 1087 {WINED3D_SM5_OP_STORE_UAV_TYPED, WINED3DSIH_STORE_UAV_TYPED, "U", "iu"}, 1088 {WINED3D_SM5_OP_LD_RAW, WINED3DSIH_LD_RAW, "u", "iU"}, 1089 {WINED3D_SM5_OP_STORE_RAW, WINED3DSIH_STORE_RAW, "U", "iu"}, 1090 {WINED3D_SM5_OP_LD_STRUCTURED, WINED3DSIH_LD_STRUCTURED, "u", "iiR"}, 1091 {WINED3D_SM5_OP_STORE_STRUCTURED, WINED3DSIH_STORE_STRUCTURED, "U", "iiu"}, 1092 {WINED3D_SM5_OP_ATOMIC_AND, WINED3DSIH_ATOMIC_AND, "U", "iu"}, 1093 {WINED3D_SM5_OP_ATOMIC_OR, WINED3DSIH_ATOMIC_OR, "U", "iu"}, 1094 {WINED3D_SM5_OP_ATOMIC_XOR, WINED3DSIH_ATOMIC_XOR, "U", "iu"}, 1095 {WINED3D_SM5_OP_ATOMIC_CMP_STORE, WINED3DSIH_ATOMIC_CMP_STORE, "U", "iuu"}, 1096 {WINED3D_SM5_OP_ATOMIC_IADD, WINED3DSIH_ATOMIC_IADD, "U", "ii"}, 1097 {WINED3D_SM5_OP_ATOMIC_IMAX, WINED3DSIH_ATOMIC_IMAX, "U", "ii"}, 1098 {WINED3D_SM5_OP_ATOMIC_IMIN, WINED3DSIH_ATOMIC_IMIN, "U", "ii"}, 1099 {WINED3D_SM5_OP_ATOMIC_UMAX, WINED3DSIH_ATOMIC_UMAX, "U", "iu"}, 1100 {WINED3D_SM5_OP_ATOMIC_UMIN, WINED3DSIH_ATOMIC_UMIN, "U", "iu"}, 1101 {WINED3D_SM5_OP_IMM_ATOMIC_ALLOC, WINED3DSIH_IMM_ATOMIC_ALLOC, "u", "U"}, 1102 {WINED3D_SM5_OP_IMM_ATOMIC_CONSUME, WINED3DSIH_IMM_ATOMIC_CONSUME, "u", "U"}, 1103 {WINED3D_SM5_OP_IMM_ATOMIC_IADD, WINED3DSIH_IMM_ATOMIC_IADD, "uU", "ii"}, 1104 {WINED3D_SM5_OP_IMM_ATOMIC_AND, WINED3DSIH_IMM_ATOMIC_AND, "uU", "iu"}, 1105 {WINED3D_SM5_OP_IMM_ATOMIC_OR, WINED3DSIH_IMM_ATOMIC_OR, "uU", "iu"}, 1106 {WINED3D_SM5_OP_IMM_ATOMIC_XOR, WINED3DSIH_IMM_ATOMIC_XOR, "uU", "iu"}, 1107 {WINED3D_SM5_OP_IMM_ATOMIC_EXCH, WINED3DSIH_IMM_ATOMIC_EXCH, "uU", "iu"}, 1108 {WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH, WINED3DSIH_IMM_ATOMIC_CMP_EXCH, "uU", "iuu"}, 1109 {WINED3D_SM5_OP_IMM_ATOMIC_IMAX, WINED3DSIH_IMM_ATOMIC_IMAX, "iU", "ii"}, 1110 {WINED3D_SM5_OP_IMM_ATOMIC_IMIN, WINED3DSIH_IMM_ATOMIC_IMIN, "iU", "ii"}, 1111 {WINED3D_SM5_OP_IMM_ATOMIC_UMAX, WINED3DSIH_IMM_ATOMIC_UMAX, "uU", "iu"}, 1112 {WINED3D_SM5_OP_IMM_ATOMIC_UMIN, WINED3DSIH_IMM_ATOMIC_UMIN, "uU", "iu"}, 1113 {WINED3D_SM5_OP_SYNC, WINED3DSIH_SYNC, "", "", 1114 shader_sm5_read_sync}, 1115 {WINED3D_SM5_OP_EVAL_SAMPLE_INDEX, WINED3DSIH_EVAL_SAMPLE_INDEX, "f", "fi"}, 1116 {WINED3D_SM5_OP_DCL_GS_INSTANCES, WINED3DSIH_DCL_GS_INSTANCES, "", "", 1117 shader_sm4_read_declaration_count}, 1118 }; 1119 1120 static const enum wined3d_shader_register_type register_type_table[] = 1121 { 1122 /* WINED3D_SM4_RT_TEMP */ WINED3DSPR_TEMP, 1123 /* WINED3D_SM4_RT_INPUT */ WINED3DSPR_INPUT, 1124 /* WINED3D_SM4_RT_OUTPUT */ WINED3DSPR_OUTPUT, 1125 /* WINED3D_SM4_RT_INDEXABLE_TEMP */ WINED3DSPR_IDXTEMP, 1126 /* WINED3D_SM4_RT_IMMCONST */ WINED3DSPR_IMMCONST, 1127 /* UNKNOWN */ ~0u, 1128 /* WINED3D_SM4_RT_SAMPLER */ WINED3DSPR_SAMPLER, 1129 /* WINED3D_SM4_RT_RESOURCE */ WINED3DSPR_RESOURCE, 1130 /* WINED3D_SM4_RT_CONSTBUFFER */ WINED3DSPR_CONSTBUFFER, 1131 /* WINED3D_SM4_RT_IMMCONSTBUFFER */ WINED3DSPR_IMMCONSTBUFFER, 1132 /* UNKNOWN */ ~0u, 1133 /* WINED3D_SM4_RT_PRIMID */ WINED3DSPR_PRIMID, 1134 /* WINED3D_SM4_RT_DEPTHOUT */ WINED3DSPR_DEPTHOUT, 1135 /* WINED3D_SM4_RT_NULL */ WINED3DSPR_NULL, 1136 /* WINED3D_SM4_RT_RASTERIZER */ WINED3DSPR_RASTERIZER, 1137 /* WINED3D_SM4_RT_OMASK */ WINED3DSPR_SAMPLEMASK, 1138 /* WINED3D_SM5_RT_STREAM */ WINED3DSPR_STREAM, 1139 /* WINED3D_SM5_RT_FUNCTION_BODY */ WINED3DSPR_FUNCTIONBODY, 1140 /* UNKNOWN */ ~0u, 1141 /* WINED3D_SM5_RT_FUNCTION_POINTER */ WINED3DSPR_FUNCTIONPOINTER, 1142 /* UNKNOWN */ ~0u, 1143 /* UNKNOWN */ ~0u, 1144 /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID */ WINED3DSPR_OUTPOINTID, 1145 /* WINED3D_SM5_RT_FORK_INSTANCE_ID */ WINED3DSPR_FORKINSTID, 1146 /* WINED3D_SM5_RT_JOIN_INSTANCE_ID */ WINED3DSPR_JOININSTID, 1147 /* WINED3D_SM5_RT_INPUT_CONTROL_POINT */ WINED3DSPR_INCONTROLPOINT, 1148 /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT */ WINED3DSPR_OUTCONTROLPOINT, 1149 /* WINED3D_SM5_RT_PATCH_CONSTANT_DATA */ WINED3DSPR_PATCHCONST, 1150 /* WINED3D_SM5_RT_DOMAIN_LOCATION */ WINED3DSPR_TESSCOORD, 1151 /* UNKNOWN */ ~0u, 1152 /* WINED3D_SM5_RT_UAV */ WINED3DSPR_UAV, 1153 /* WINED3D_SM5_RT_SHARED_MEMORY */ WINED3DSPR_GROUPSHAREDMEM, 1154 /* WINED3D_SM5_RT_THREAD_ID */ WINED3DSPR_THREADID, 1155 /* WINED3D_SM5_RT_THREAD_GROUP_ID */ WINED3DSPR_THREADGROUPID, 1156 /* WINED3D_SM5_RT_LOCAL_THREAD_ID */ WINED3DSPR_LOCALTHREADID, 1157 /* WINED3D_SM5_RT_COVERAGE */ WINED3DSPR_COVERAGE, 1158 /* WINED3D_SM5_RT_LOCAL_THREAD_INDEX */ WINED3DSPR_LOCALTHREADINDEX, 1159 /* WINED3D_SM5_RT_GS_INSTANCE_ID */ WINED3DSPR_GSINSTID, 1160 /* WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL */ WINED3DSPR_DEPTHOUTGE, 1161 /* WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL */ WINED3DSPR_DEPTHOUTLE, 1162 }; 1163 1164 static const struct wined3d_sm4_opcode_info *get_opcode_info(enum wined3d_sm4_opcode opcode) 1165 { 1166 unsigned int i; 1167 1168 for (i = 0; i < ARRAY_SIZE(opcode_table); ++i) 1169 { 1170 if (opcode == opcode_table[i].opcode) return &opcode_table[i]; 1171 } 1172 1173 return NULL; 1174 } 1175 1176 static void map_register(const struct wined3d_sm4_data *priv, struct wined3d_shader_register *reg) 1177 { 1178 switch (priv->shader_version.type) 1179 { 1180 case WINED3D_SHADER_TYPE_PIXEL: 1181 if (reg->type == WINED3DSPR_OUTPUT) 1182 { 1183 unsigned int reg_idx = reg->idx[0].offset; 1184 1185 if (reg_idx >= ARRAY_SIZE(priv->output_map)) 1186 { 1187 ERR("Invalid output index %u.\n", reg_idx); 1188 break; 1189 } 1190 1191 reg->type = WINED3DSPR_COLOROUT; 1192 reg->idx[0].offset = priv->output_map[reg_idx]; 1193 } 1194 break; 1195 1196 default: 1197 break; 1198 } 1199 } 1200 1201 static enum wined3d_data_type map_data_type(char t) 1202 { 1203 switch (t) 1204 { 1205 case 'f': 1206 return WINED3D_DATA_FLOAT; 1207 case 'i': 1208 return WINED3D_DATA_INT; 1209 case 'u': 1210 return WINED3D_DATA_UINT; 1211 case 'O': 1212 return WINED3D_DATA_OPAQUE; 1213 case 'R': 1214 return WINED3D_DATA_RESOURCE; 1215 case 'S': 1216 return WINED3D_DATA_SAMPLER; 1217 case 'U': 1218 return WINED3D_DATA_UAV; 1219 default: 1220 ERR("Invalid data type '%c'.\n", t); 1221 return WINED3D_DATA_FLOAT; 1222 } 1223 } 1224 1225 enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, size_t byte_code_size) 1226 { 1227 DWORD shader_type; 1228 1229 if (byte_code_size / sizeof(*byte_code) < 1) 1230 { 1231 WARN("Invalid byte code size %lu.\n", (long)byte_code_size); 1232 return WINED3D_SHADER_TYPE_INVALID; 1233 } 1234 1235 shader_type = byte_code[0] >> 16; 1236 switch (shader_type) 1237 { 1238 case WINED3D_SM4_PS: 1239 return WINED3D_SHADER_TYPE_PIXEL; 1240 break; 1241 case WINED3D_SM4_VS: 1242 return WINED3D_SHADER_TYPE_VERTEX; 1243 break; 1244 case WINED3D_SM4_GS: 1245 return WINED3D_SHADER_TYPE_GEOMETRY; 1246 break; 1247 case WINED3D_SM5_HS: 1248 return WINED3D_SHADER_TYPE_HULL; 1249 break; 1250 case WINED3D_SM5_DS: 1251 return WINED3D_SHADER_TYPE_DOMAIN; 1252 break; 1253 case WINED3D_SM5_CS: 1254 return WINED3D_SHADER_TYPE_COMPUTE; 1255 break; 1256 default: 1257 FIXME("Unrecognised shader type %#x.\n", shader_type); 1258 return WINED3D_SHADER_TYPE_INVALID; 1259 } 1260 } 1261 1262 static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size, 1263 const struct wined3d_shader_signature *output_signature) 1264 { 1265 DWORD version_token, token_count; 1266 struct wined3d_sm4_data *priv; 1267 unsigned int i; 1268 1269 if (byte_code_size / sizeof(*byte_code) < 2) 1270 { 1271 WARN("Invalid byte code size %lu.\n", (long)byte_code_size); 1272 return NULL; 1273 } 1274 1275 version_token = byte_code[0]; 1276 TRACE("Version: 0x%08x.\n", version_token); 1277 token_count = byte_code[1]; 1278 TRACE("Token count: %u.\n", token_count); 1279 1280 if (token_count < 2 || byte_code_size / sizeof(*byte_code) < token_count) 1281 { 1282 WARN("Invalid token count %u.\n", token_count); 1283 return NULL; 1284 } 1285 1286 if (!(priv = heap_alloc(sizeof(*priv)))) 1287 { 1288 ERR("Failed to allocate private data\n"); 1289 return NULL; 1290 } 1291 1292 priv->start = &byte_code[2]; 1293 priv->end = &byte_code[token_count]; 1294 1295 priv->shader_version.type = wined3d_get_sm4_shader_type(byte_code, byte_code_size); 1296 if (priv->shader_version.type == WINED3D_SHADER_TYPE_INVALID) 1297 { 1298 heap_free(priv); 1299 return NULL; 1300 } 1301 1302 priv->shader_version.major = WINED3D_SM4_VERSION_MAJOR(version_token); 1303 priv->shader_version.minor = WINED3D_SM4_VERSION_MINOR(version_token); 1304 1305 memset(priv->output_map, 0xff, sizeof(priv->output_map)); 1306 for (i = 0; i < output_signature->element_count; ++i) 1307 { 1308 struct wined3d_shader_signature_element *e = &output_signature->elements[i]; 1309 1310 if (e->register_idx >= ARRAY_SIZE(priv->output_map)) 1311 { 1312 WARN("Invalid output index %u.\n", e->register_idx); 1313 continue; 1314 } 1315 1316 priv->output_map[e->register_idx] = e->semantic_idx; 1317 } 1318 1319 list_init(&priv->src_free); 1320 list_init(&priv->src); 1321 1322 return priv; 1323 } 1324 1325 static void shader_sm4_free(void *data) 1326 { 1327 struct wined3d_shader_src_param_entry *e1, *e2; 1328 struct wined3d_sm4_data *priv = data; 1329 1330 list_move_head(&priv->src_free, &priv->src); 1331 LIST_FOR_EACH_ENTRY_SAFE(e1, e2, &priv->src_free, struct wined3d_shader_src_param_entry, entry) 1332 { 1333 heap_free(e1); 1334 } 1335 heap_free(priv); 1336 } 1337 1338 static struct wined3d_shader_src_param *get_src_param(struct wined3d_sm4_data *priv) 1339 { 1340 struct wined3d_shader_src_param_entry *e; 1341 struct list *elem; 1342 1343 if (!list_empty(&priv->src_free)) 1344 { 1345 elem = list_head(&priv->src_free); 1346 list_remove(elem); 1347 } 1348 else 1349 { 1350 if (!(e = heap_alloc(sizeof(*e)))) 1351 return NULL; 1352 elem = &e->entry; 1353 } 1354 1355 list_add_tail(&priv->src, elem); 1356 e = LIST_ENTRY(elem, struct wined3d_shader_src_param_entry, entry); 1357 return &e->param; 1358 } 1359 1360 static void shader_sm4_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version) 1361 { 1362 struct wined3d_sm4_data *priv = data; 1363 1364 *ptr = priv->start; 1365 *shader_version = priv->shader_version; 1366 } 1367 1368 static BOOL shader_sm4_read_reg_idx(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1369 DWORD addressing, struct wined3d_shader_register_index *reg_idx) 1370 { 1371 if (addressing & WINED3D_SM4_ADDRESSING_RELATIVE) 1372 { 1373 struct wined3d_shader_src_param *rel_addr = get_src_param(priv); 1374 1375 if (!(reg_idx->rel_addr = rel_addr)) 1376 { 1377 ERR("Failed to get src param for relative addressing.\n"); 1378 return FALSE; 1379 } 1380 1381 if (addressing & WINED3D_SM4_ADDRESSING_OFFSET) 1382 reg_idx->offset = *(*ptr)++; 1383 else 1384 reg_idx->offset = 0; 1385 shader_sm4_read_src_param(priv, ptr, end, WINED3D_DATA_INT, rel_addr); 1386 } 1387 else 1388 { 1389 reg_idx->rel_addr = NULL; 1390 reg_idx->offset = *(*ptr)++; 1391 } 1392 1393 return TRUE; 1394 } 1395 1396 static BOOL shader_sm4_read_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1397 enum wined3d_data_type data_type, struct wined3d_shader_register *param, 1398 enum wined3d_shader_src_modifier *modifier) 1399 { 1400 enum wined3d_sm4_register_type register_type; 1401 DWORD token, order; 1402 1403 if (*ptr >= end) 1404 { 1405 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1406 return FALSE; 1407 } 1408 token = *(*ptr)++; 1409 1410 register_type = (token & WINED3D_SM4_REGISTER_TYPE_MASK) >> WINED3D_SM4_REGISTER_TYPE_SHIFT; 1411 if (register_type >= ARRAY_SIZE(register_type_table) 1412 || register_type_table[register_type] == ~0u) 1413 { 1414 FIXME("Unhandled register type %#x.\n", register_type); 1415 param->type = WINED3DSPR_TEMP; 1416 } 1417 else 1418 { 1419 param->type = register_type_table[register_type]; 1420 } 1421 param->data_type = data_type; 1422 1423 if (token & WINED3D_SM4_REGISTER_MODIFIER) 1424 { 1425 DWORD m; 1426 1427 if (*ptr >= end) 1428 { 1429 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1430 return FALSE; 1431 } 1432 m = *(*ptr)++; 1433 1434 switch (m) 1435 { 1436 case 0x41: 1437 *modifier = WINED3DSPSM_NEG; 1438 break; 1439 1440 case 0x81: 1441 *modifier = WINED3DSPSM_ABS; 1442 break; 1443 1444 case 0xc1: 1445 *modifier = WINED3DSPSM_ABSNEG; 1446 break; 1447 1448 default: 1449 FIXME("Skipping modifier 0x%08x.\n", m); 1450 *modifier = WINED3DSPSM_NONE; 1451 break; 1452 } 1453 } 1454 else 1455 { 1456 *modifier = WINED3DSPSM_NONE; 1457 } 1458 1459 order = (token & WINED3D_SM4_REGISTER_ORDER_MASK) >> WINED3D_SM4_REGISTER_ORDER_SHIFT; 1460 1461 if (order < 1) 1462 param->idx[0].offset = ~0U; 1463 else 1464 { 1465 DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK0) >> WINED3D_SM4_ADDRESSING_SHIFT0; 1466 if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, ¶m->idx[0]))) 1467 { 1468 ERR("Failed to read register index.\n"); 1469 return FALSE; 1470 } 1471 } 1472 1473 if (order < 2) 1474 param->idx[1].offset = ~0U; 1475 else 1476 { 1477 DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK1) >> WINED3D_SM4_ADDRESSING_SHIFT1; 1478 if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, ¶m->idx[1]))) 1479 { 1480 ERR("Failed to read register index.\n"); 1481 return FALSE; 1482 } 1483 } 1484 1485 if (order > 2) 1486 FIXME("Unhandled order %u.\n", order); 1487 1488 if (register_type == WINED3D_SM4_RT_IMMCONST) 1489 { 1490 enum wined3d_sm4_immconst_type immconst_type = 1491 (token & WINED3D_SM4_IMMCONST_TYPE_MASK) >> WINED3D_SM4_IMMCONST_TYPE_SHIFT; 1492 1493 switch (immconst_type) 1494 { 1495 case WINED3D_SM4_IMMCONST_SCALAR: 1496 param->immconst_type = WINED3D_IMMCONST_SCALAR; 1497 if (end - *ptr < 1) 1498 { 1499 WARN("Invalid ptr %p, end %p.\n", *ptr, end); 1500 return FALSE; 1501 } 1502 memcpy(param->u.immconst_data, *ptr, 1 * sizeof(DWORD)); 1503 *ptr += 1; 1504 break; 1505 1506 case WINED3D_SM4_IMMCONST_VEC4: 1507 param->immconst_type = WINED3D_IMMCONST_VEC4; 1508 if (end - *ptr < 4) 1509 { 1510 WARN("Invalid ptr %p, end %p.\n", *ptr, end); 1511 return FALSE; 1512 } 1513 memcpy(param->u.immconst_data, *ptr, 4 * sizeof(DWORD)); 1514 *ptr += 4; 1515 break; 1516 1517 default: 1518 FIXME("Unhandled immediate constant type %#x.\n", immconst_type); 1519 break; 1520 } 1521 } 1522 1523 map_register(priv, param); 1524 1525 return TRUE; 1526 } 1527 1528 static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1529 enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param) 1530 { 1531 DWORD token; 1532 1533 if (*ptr >= end) 1534 { 1535 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1536 return FALSE; 1537 } 1538 token = **ptr; 1539 1540 if (!shader_sm4_read_param(priv, ptr, end, data_type, &src_param->reg, &src_param->modifiers)) 1541 { 1542 ERR("Failed to read parameter.\n"); 1543 return FALSE; 1544 } 1545 1546 if (src_param->reg.type == WINED3DSPR_IMMCONST) 1547 { 1548 src_param->swizzle = WINED3DSP_NOSWIZZLE; 1549 } 1550 else 1551 { 1552 enum wined3d_sm4_swizzle_type swizzle_type = 1553 (token & WINED3D_SM4_SWIZZLE_TYPE_MASK) >> WINED3D_SM4_SWIZZLE_TYPE_SHIFT; 1554 1555 switch (swizzle_type) 1556 { 1557 case WINED3D_SM4_SWIZZLE_NONE: 1558 src_param->swizzle = WINED3DSP_NOSWIZZLE; 1559 break; 1560 1561 case WINED3D_SM4_SWIZZLE_SCALAR: 1562 src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; 1563 src_param->swizzle = (src_param->swizzle & 0x3) * 0x55; 1564 break; 1565 1566 case WINED3D_SM4_SWIZZLE_VEC4: 1567 src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; 1568 break; 1569 1570 default: 1571 FIXME("Unhandled swizzle type %#x.\n", swizzle_type); 1572 break; 1573 } 1574 } 1575 1576 return TRUE; 1577 } 1578 1579 static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end, 1580 enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param) 1581 { 1582 enum wined3d_shader_src_modifier modifier; 1583 DWORD token; 1584 1585 if (*ptr >= end) 1586 { 1587 WARN("Invalid ptr %p >= end %p.\n", *ptr, end); 1588 return FALSE; 1589 } 1590 token = **ptr; 1591 1592 if (!shader_sm4_read_param(priv, ptr, end, data_type, &dst_param->reg, &modifier)) 1593 { 1594 ERR("Failed to read parameter.\n"); 1595 return FALSE; 1596 } 1597 1598 if (modifier != WINED3DSPSM_NONE) 1599 { 1600 ERR("Invalid source modifier %#x on destination register.\n", modifier); 1601 return FALSE; 1602 } 1603 1604 dst_param->write_mask = (token & WINED3D_SM4_WRITEMASK_MASK) >> WINED3D_SM4_WRITEMASK_SHIFT; 1605 dst_param->modifiers = 0; 1606 dst_param->shift = 0; 1607 1608 return TRUE; 1609 } 1610 1611 static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins) 1612 { 1613 static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER 1614 | WINED3D_SM4_MODIFIER_AOFFIMMI 1615 | WINED3D_SM4_AOFFIMMI_U_MASK 1616 | WINED3D_SM4_AOFFIMMI_V_MASK 1617 | WINED3D_SM4_AOFFIMMI_W_MASK; 1618 1619 if (modifier & ~recognized_bits) 1620 { 1621 FIXME("Unhandled modifier 0x%08x.\n", modifier); 1622 } 1623 else 1624 { 1625 /* Bit fields are used for sign extension */ 1626 struct 1627 { 1628 int u : 4; 1629 int v : 4; 1630 int w : 4; 1631 } 1632 aoffimmi; 1633 aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT; 1634 aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT; 1635 aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT; 1636 ins->texel_offset.u = aoffimmi.u; 1637 ins->texel_offset.v = aoffimmi.v; 1638 ins->texel_offset.w = aoffimmi.w; 1639 } 1640 } 1641 1642 static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins) 1643 { 1644 const struct wined3d_sm4_opcode_info *opcode_info; 1645 DWORD opcode_token, opcode, previous_token; 1646 struct wined3d_sm4_data *priv = data; 1647 unsigned int i, len; 1648 SIZE_T remaining; 1649 const DWORD *p; 1650 DWORD precise; 1651 1652 list_move_head(&priv->src_free, &priv->src); 1653 1654 if (*ptr >= priv->end) 1655 { 1656 WARN("End of byte-code, failed to read opcode.\n"); 1657 goto fail; 1658 } 1659 remaining = priv->end - *ptr; 1660 1661 opcode_token = *(*ptr)++; 1662 opcode = opcode_token & WINED3D_SM4_OPCODE_MASK; 1663 1664 len = ((opcode_token & WINED3D_SM4_INSTRUCTION_LENGTH_MASK) >> WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT); 1665 if (!len) 1666 { 1667 if (remaining < 2) 1668 { 1669 WARN("End of byte-code, failed to read length token.\n"); 1670 goto fail; 1671 } 1672 len = **ptr; 1673 } 1674 if (!len || remaining < len) 1675 { 1676 WARN("Read invalid length %u (remaining %lu).\n", len, remaining); 1677 goto fail; 1678 } 1679 --len; 1680 1681 if (TRACE_ON(d3d_bytecode)) 1682 { 1683 TRACE_(d3d_bytecode)("[ %08x ", opcode_token); 1684 for (i = 0; i < len; ++i) 1685 { 1686 TRACE_(d3d_bytecode)("%08x ", (*ptr)[i]); 1687 } 1688 TRACE_(d3d_bytecode)("]\n"); 1689 } 1690 1691 if (!(opcode_info = get_opcode_info(opcode))) 1692 { 1693 FIXME("Unrecognized opcode %#x, opcode_token 0x%08x.\n", opcode, opcode_token); 1694 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1695 *ptr += len; 1696 return; 1697 } 1698 1699 ins->handler_idx = opcode_info->handler_idx; 1700 ins->flags = 0; 1701 ins->coissue = 0; 1702 ins->predicate = NULL; 1703 ins->dst_count = strlen(opcode_info->dst_info); 1704 ins->dst = priv->dst_param; 1705 ins->src_count = strlen(opcode_info->src_info); 1706 ins->src = priv->src_param; 1707 memset(&ins->texel_offset, 0, sizeof(ins->texel_offset)); 1708 1709 p = *ptr; 1710 *ptr += len; 1711 1712 if (opcode_info->read_opcode_func) 1713 { 1714 opcode_info->read_opcode_func(ins, opcode, opcode_token, p, len, priv); 1715 } 1716 else 1717 { 1718 enum wined3d_shader_dst_modifier instruction_dst_modifier = WINED3DSPDM_NONE; 1719 1720 previous_token = opcode_token; 1721 while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER && p != *ptr) 1722 shader_sm4_read_instruction_modifier(previous_token = *p++, ins); 1723 1724 ins->flags = (opcode_token & WINED3D_SM4_INSTRUCTION_FLAGS_MASK) >> WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT; 1725 if (ins->flags & WINED3D_SM4_INSTRUCTION_FLAG_SATURATE) 1726 { 1727 ins->flags &= ~WINED3D_SM4_INSTRUCTION_FLAG_SATURATE; 1728 instruction_dst_modifier = WINED3DSPDM_SATURATE; 1729 } 1730 precise = (opcode_token & WINED3D_SM5_PRECISE_MASK) >> WINED3D_SM5_PRECISE_SHIFT; 1731 ins->flags |= precise << WINED3DSI_PRECISE_SHIFT; 1732 1733 for (i = 0; i < ins->dst_count; ++i) 1734 { 1735 if (!(shader_sm4_read_dst_param(priv, &p, *ptr, map_data_type(opcode_info->dst_info[i]), 1736 &priv->dst_param[i]))) 1737 { 1738 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1739 return; 1740 } 1741 priv->dst_param[i].modifiers |= instruction_dst_modifier; 1742 } 1743 1744 for (i = 0; i < ins->src_count; ++i) 1745 { 1746 if (!(shader_sm4_read_src_param(priv, &p, *ptr, map_data_type(opcode_info->src_info[i]), 1747 &priv->src_param[i]))) 1748 { 1749 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1750 return; 1751 } 1752 } 1753 } 1754 1755 return; 1756 1757 fail: 1758 *ptr = priv->end; 1759 ins->handler_idx = WINED3DSIH_TABLE_SIZE; 1760 return; 1761 } 1762 1763 static BOOL shader_sm4_is_end(void *data, const DWORD **ptr) 1764 { 1765 struct wined3d_sm4_data *priv = data; 1766 return *ptr == priv->end; 1767 } 1768 1769 const struct wined3d_shader_frontend sm4_shader_frontend = 1770 { 1771 shader_sm4_init, 1772 shader_sm4_free, 1773 shader_sm4_read_header, 1774 shader_sm4_read_instruction, 1775 shader_sm4_is_end, 1776 }; 1777