[HAL]
[reactos.git] / reactos / dll / directx / wine / wined3d / shader.c
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #include "config.h"
26
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35
36 static const char *shader_opcode_names[] =
37 {
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_BEM */ "bem",
41 /* WINED3DSIH_BREAK */ "break",
42 /* WINED3DSIH_BREAKC */ "breakc",
43 /* WINED3DSIH_BREAKP */ "breakp",
44 /* WINED3DSIH_CALL */ "call",
45 /* WINED3DSIH_CALLNZ */ "callnz",
46 /* WINED3DSIH_CMP */ "cmp",
47 /* WINED3DSIH_CND */ "cnd",
48 /* WINED3DSIH_CRS */ "crs",
49 /* WINED3DSIH_CUT */ "cut",
50 /* WINED3DSIH_DCL */ "dcl",
51 /* WINED3DSIH_DEF */ "def",
52 /* WINED3DSIH_DEFB */ "defb",
53 /* WINED3DSIH_DEFI */ "defi",
54 /* WINED3DSIH_DP2ADD */ "dp2add",
55 /* WINED3DSIH_DP3 */ "dp3",
56 /* WINED3DSIH_DP4 */ "dp4",
57 /* WINED3DSIH_DST */ "dst",
58 /* WINED3DSIH_DSX */ "dsx",
59 /* WINED3DSIH_DSY */ "dsy",
60 /* WINED3DSIH_ELSE */ "else",
61 /* WINED3DSIH_EMIT */ "emit",
62 /* WINED3DSIH_ENDIF */ "endif",
63 /* WINED3DSIH_ENDLOOP */ "endloop",
64 /* WINED3DSIH_ENDREP */ "endrep",
65 /* WINED3DSIH_EXP */ "exp",
66 /* WINED3DSIH_EXPP */ "expp",
67 /* WINED3DSIH_FRC */ "frc",
68 /* WINED3DSIH_IADD */ "iadd",
69 /* WINED3DSIH_IF */ "if",
70 /* WINED3DSIH_IFC */ "ifc",
71 /* WINED3DSIH_IGE */ "ige",
72 /* WINED3DSIH_LABEL */ "label",
73 /* WINED3DSIH_LIT */ "lit",
74 /* WINED3DSIH_LOG */ "log",
75 /* WINED3DSIH_LOGP */ "logp",
76 /* WINED3DSIH_LOOP */ "loop",
77 /* WINED3DSIH_LRP */ "lrp",
78 /* WINED3DSIH_LT */ "lt",
79 /* WINED3DSIH_M3x2 */ "m3x2",
80 /* WINED3DSIH_M3x3 */ "m3x3",
81 /* WINED3DSIH_M3x4 */ "m3x4",
82 /* WINED3DSIH_M4x3 */ "m4x3",
83 /* WINED3DSIH_M4x4 */ "m4x4",
84 /* WINED3DSIH_MAD */ "mad",
85 /* WINED3DSIH_MAX */ "max",
86 /* WINED3DSIH_MIN */ "min",
87 /* WINED3DSIH_MOV */ "mov",
88 /* WINED3DSIH_MOVA */ "mova",
89 /* WINED3DSIH_MUL */ "mul",
90 /* WINED3DSIH_NOP */ "nop",
91 /* WINED3DSIH_NRM */ "nrm",
92 /* WINED3DSIH_PHASE */ "phase",
93 /* WINED3DSIH_POW */ "pow",
94 /* WINED3DSIH_RCP */ "rcp",
95 /* WINED3DSIH_REP */ "rep",
96 /* WINED3DSIH_RET */ "ret",
97 /* WINED3DSIH_RSQ */ "rsq",
98 /* WINED3DSIH_SETP */ "setp",
99 /* WINED3DSIH_SGE */ "sge",
100 /* WINED3DSIH_SGN */ "sgn",
101 /* WINED3DSIH_SINCOS */ "sincos",
102 /* WINED3DSIH_SLT */ "slt",
103 /* WINED3DSIH_SUB */ "sub",
104 /* WINED3DSIH_TEX */ "texld",
105 /* WINED3DSIH_TEXBEM */ "texbem",
106 /* WINED3DSIH_TEXBEML */ "texbeml",
107 /* WINED3DSIH_TEXCOORD */ "texcrd",
108 /* WINED3DSIH_TEXDEPTH */ "texdepth",
109 /* WINED3DSIH_TEXDP3 */ "texdp3",
110 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
111 /* WINED3DSIH_TEXKILL */ "texkill",
112 /* WINED3DSIH_TEXLDD */ "texldd",
113 /* WINED3DSIH_TEXLDL */ "texldl",
114 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
115 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
116 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
117 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
118 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
119 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
120 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
121 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
122 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
123 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
124 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
125 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
126 };
127
128 static const char *semantic_names[] =
129 {
130 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
131 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
132 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
133 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
134 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
135 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
136 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
137 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
138 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
139 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
140 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
141 /* WINED3DDECLUSAGE_FOG */ "FOG",
142 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
143 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
144 };
145
146 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
147 {
148 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
149 {
150 FIXME("Unrecognized usage %#x.\n", usage);
151 return "UNRECOGNIZED";
152 }
153
154 return semantic_names[usage];
155 }
156
157 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
158 {
159 unsigned int i;
160
161 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
162 {
163 if (!strcmp(name, semantic_names[i])) return i;
164 }
165
166 return ~0U;
167 }
168
169 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
170 {
171 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
172 }
173
174 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
175 const struct wined3d_shader_semantic *s)
176 {
177 e->semantic_name = shader_semantic_name_from_usage(s->usage);
178 e->semantic_idx = s->usage_idx;
179 e->sysval_semantic = 0;
180 e->component_type = 0;
181 e->register_idx = s->reg.reg.idx;
182 e->mask = s->reg.write_mask;
183 }
184
185 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
186 {
187 switch (version_token >> 16)
188 {
189 case WINED3D_SM1_VS:
190 case WINED3D_SM1_PS:
191 return &sm1_shader_frontend;
192
193 case WINED3D_SM4_PS:
194 case WINED3D_SM4_VS:
195 case WINED3D_SM4_GS:
196 return &sm4_shader_frontend;
197
198 default:
199 FIXME("Unrecognised version token %#x\n", version_token);
200 return NULL;
201 }
202 }
203
204 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
205 {
206 buffer->buffer[0] = '\0';
207 buffer->bsize = 0;
208 buffer->lineNo = 0;
209 buffer->newline = TRUE;
210 }
211
212 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
213 {
214 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
215 if (!buffer->buffer)
216 {
217 ERR("Failed to allocate shader buffer memory.\n");
218 return FALSE;
219 }
220
221 shader_buffer_clear(buffer);
222 return TRUE;
223 }
224
225 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
226 {
227 HeapFree(GetProcessHeap(), 0, buffer->buffer);
228 }
229
230 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
231 {
232 char *base = buffer->buffer + buffer->bsize;
233 int rc;
234
235 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
236
237 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
238 {
239 ERR("The buffer allocated for the shader program string "
240 "is too small at %d bytes.\n", SHADER_PGMSIZE);
241 buffer->bsize = SHADER_PGMSIZE - 1;
242 return -1;
243 }
244
245 if (buffer->newline)
246 {
247 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
248 buffer->newline = FALSE;
249 }
250 else
251 {
252 TRACE("%s", base);
253 }
254
255 buffer->bsize += rc;
256 if (buffer->buffer[buffer->bsize-1] == '\n')
257 {
258 ++buffer->lineNo;
259 buffer->newline = TRUE;
260 }
261
262 return 0;
263 }
264
265 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
266 {
267 va_list args;
268 int ret;
269
270 va_start(args, format);
271 ret = shader_vaddline(buffer, format, args);
272 va_end(args);
273
274 return ret;
275 }
276
277 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
278 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
279 {
280 shader->ref = 1;
281 shader->device = (IWineD3DDevice *)device;
282 shader->parent = parent;
283 shader->parent_ops = parent_ops;
284 list_init(&shader->linked_programs);
285 list_add_head(&device->shaders, &shader->shader_list_entry);
286 }
287
288 /* Convert floating point offset relative to a register file to an absolute
289 * offset for float constants. */
290 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
291 {
292 switch (register_type)
293 {
294 case WINED3DSPR_CONST: return register_idx;
295 case WINED3DSPR_CONST2: return 2048 + register_idx;
296 case WINED3DSPR_CONST3: return 4096 + register_idx;
297 case WINED3DSPR_CONST4: return 6144 + register_idx;
298 default:
299 FIXME("Unsupported register type: %u.\n", register_type);
300 return register_idx;
301 }
302 }
303
304 static void shader_delete_constant_list(struct list *clist)
305 {
306 struct local_constant *constant;
307 struct list *ptr;
308
309 ptr = list_head(clist);
310 while (ptr)
311 {
312 constant = LIST_ENTRY(ptr, struct local_constant, entry);
313 ptr = list_next(clist, ptr);
314 HeapFree(GetProcessHeap(), 0, constant);
315 }
316 list_init(clist);
317 }
318
319 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
320 {
321 DWORD idx, shift;
322 idx = bit >> 5;
323 shift = bit & 0x1f;
324 bitmap[idx] |= (1 << shift);
325 }
326
327 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
328 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
329 {
330 switch (reg->type)
331 {
332 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
333 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
334 else reg_maps->address |= 1 << reg->idx;
335 break;
336
337 case WINED3DSPR_TEMP:
338 reg_maps->temporary |= 1 << reg->idx;
339 break;
340
341 case WINED3DSPR_INPUT:
342 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
343 {
344 if (reg->rel_addr)
345 {
346 /* If relative addressing is used, we must assume that all registers
347 * are used. Even if it is a construct like v3[aL], we can't assume
348 * that v0, v1 and v2 aren't read because aL can be negative */
349 unsigned int i;
350 for (i = 0; i < MAX_REG_INPUT; ++i)
351 {
352 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
353 }
354 }
355 else
356 {
357 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
358 }
359 }
360 else reg_maps->input_registers |= 1 << reg->idx;
361 break;
362
363 case WINED3DSPR_RASTOUT:
364 if (reg->idx == 1) reg_maps->fog = 1;
365 break;
366
367 case WINED3DSPR_MISCTYPE:
368 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
369 {
370 if (reg->idx == 0) reg_maps->vpos = 1;
371 else if (reg->idx == 1) reg_maps->usesfacing = 1;
372 }
373 break;
374
375 case WINED3DSPR_CONST:
376 if (reg->rel_addr)
377 {
378 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
379 {
380 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
381 {
382 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
383 }
384 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
385 {
386 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
387 }
388 }
389 reg_maps->usesrelconstF = TRUE;
390 }
391 else
392 {
393 set_bitmap_bit(reg_maps->constf, reg->idx);
394 }
395 break;
396
397 case WINED3DSPR_CONSTINT:
398 reg_maps->integer_constants |= (1 << reg->idx);
399 break;
400
401 case WINED3DSPR_CONSTBOOL:
402 reg_maps->boolean_constants |= (1 << reg->idx);
403 break;
404
405 case WINED3DSPR_COLOROUT:
406 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
407 break;
408
409 default:
410 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
411 break;
412 }
413 }
414
415 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
416 {
417 switch (instr)
418 {
419 case WINED3DSIH_M4x4:
420 case WINED3DSIH_M3x4:
421 return param == 1 ? 3 : 0;
422
423 case WINED3DSIH_M4x3:
424 case WINED3DSIH_M3x3:
425 return param == 1 ? 2 : 0;
426
427 case WINED3DSIH_M3x2:
428 return param == 1 ? 1 : 0;
429
430 default:
431 return 0;
432 }
433 }
434
435 /* Note that this does not count the loop register as an address register. */
436 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
437 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
438 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
439 {
440 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
441 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
442 void *fe_data = shader->baseShader.frontend_data;
443 struct wined3d_shader_version shader_version;
444 const DWORD *ptr = byte_code;
445
446 memset(reg_maps, 0, sizeof(*reg_maps));
447
448 /* get_registers_used() is called on every compile on some 1.x shaders,
449 * which can result in stacking up a collection of local constants.
450 * Delete the old constants if existing. */
451 shader_delete_constant_list(&shader->baseShader.constantsF);
452 shader_delete_constant_list(&shader->baseShader.constantsB);
453 shader_delete_constant_list(&shader->baseShader.constantsI);
454
455 fe->shader_read_header(fe_data, &ptr, &shader_version);
456 reg_maps->shader_version = shader_version;
457
458 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
459 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
460 if (!reg_maps->constf)
461 {
462 ERR("Failed to allocate constant map memory.\n");
463 return E_OUTOFMEMORY;
464 }
465
466 while (!fe->shader_is_end(fe_data, &ptr))
467 {
468 struct wined3d_shader_instruction ins;
469 const char *comment;
470 UINT comment_size;
471 UINT param_size;
472
473 /* Skip comments. */
474 fe->shader_read_comment(&ptr, &comment, &comment_size);
475 if (comment) continue;
476
477 /* Fetch opcode. */
478 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
479
480 /* Unhandled opcode, and its parameters. */
481 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
482 {
483 TRACE("Skipping unrecognized instruction.\n");
484 ptr += param_size;
485 continue;
486 }
487
488 /* Handle declarations. */
489 if (ins.handler_idx == WINED3DSIH_DCL)
490 {
491 struct wined3d_shader_semantic semantic;
492
493 fe->shader_read_semantic(&ptr, &semantic);
494
495 switch (semantic.reg.reg.type)
496 {
497 /* Mark input registers used. */
498 case WINED3DSPR_INPUT:
499 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
500 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
501 break;
502
503 /* Vertex shader: mark 3.0 output registers used, save token. */
504 case WINED3DSPR_OUTPUT:
505 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
506 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
507 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
508 break;
509
510 /* Save sampler usage token. */
511 case WINED3DSPR_SAMPLER:
512 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
513 break;
514
515 default:
516 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
517 break;
518 }
519 }
520 else if (ins.handler_idx == WINED3DSIH_DEF)
521 {
522 struct wined3d_shader_src_param rel_addr;
523 struct wined3d_shader_dst_param dst;
524
525 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
526 if (!lconst) return E_OUTOFMEMORY;
527
528 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
529 lconst->idx = dst.reg.idx;
530
531 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
532 ptr += 4;
533
534 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
535 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
536 {
537 float *value = (float *)lconst->value;
538 if (value[0] < -1.0f) value[0] = -1.0f;
539 else if (value[0] > 1.0f) value[0] = 1.0f;
540 if (value[1] < -1.0f) value[1] = -1.0f;
541 else if (value[1] > 1.0f) value[1] = 1.0f;
542 if (value[2] < -1.0f) value[2] = -1.0f;
543 else if (value[2] > 1.0f) value[2] = 1.0f;
544 if (value[3] < -1.0f) value[3] = -1.0f;
545 else if (value[3] > 1.0f) value[3] = 1.0f;
546 }
547
548 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
549 }
550 else if (ins.handler_idx == WINED3DSIH_DEFI)
551 {
552 struct wined3d_shader_src_param rel_addr;
553 struct wined3d_shader_dst_param dst;
554
555 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
556 if (!lconst) return E_OUTOFMEMORY;
557
558 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
559 lconst->idx = dst.reg.idx;
560
561 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
562 ptr += 4;
563
564 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
565 reg_maps->local_int_consts |= (1 << dst.reg.idx);
566 }
567 else if (ins.handler_idx == WINED3DSIH_DEFB)
568 {
569 struct wined3d_shader_src_param rel_addr;
570 struct wined3d_shader_dst_param dst;
571
572 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
573 if (!lconst) return E_OUTOFMEMORY;
574
575 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
576 lconst->idx = dst.reg.idx;
577
578 memcpy(lconst->value, ptr, sizeof(DWORD));
579 ++ptr;
580
581 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
582 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
583 }
584 /* If there's a loop in the shader. */
585 else if (ins.handler_idx == WINED3DSIH_LOOP
586 || ins.handler_idx == WINED3DSIH_REP)
587 {
588 struct wined3d_shader_src_param src, rel_addr;
589
590 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
591
592 /* Rep and Loop always use an integer constant for the control parameters. */
593 if (ins.handler_idx == WINED3DSIH_REP)
594 {
595 reg_maps->integer_constants |= 1 << src.reg.idx;
596 }
597 else
598 {
599 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
600 reg_maps->integer_constants |= 1 << src.reg.idx;
601 }
602
603 cur_loop_depth++;
604 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
605 }
606 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
607 || ins.handler_idx == WINED3DSIH_ENDREP)
608 {
609 cur_loop_depth--;
610 }
611 /* For subroutine prototypes. */
612 else if (ins.handler_idx == WINED3DSIH_LABEL)
613 {
614 struct wined3d_shader_src_param src, rel_addr;
615
616 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
617 reg_maps->labels |= 1 << src.reg.idx;
618 }
619 /* Set texture, address, temporary registers. */
620 else
621 {
622 BOOL color0_mov = FALSE;
623 int i, limit;
624
625 /* This will loop over all the registers and try to
626 * make a bitmask of the ones we're interested in.
627 *
628 * Relative addressing tokens are ignored, but that's
629 * okay, since we'll catch any address registers when
630 * they are initialized (required by spec). */
631 if (ins.dst_count)
632 {
633 struct wined3d_shader_src_param dst_rel_addr;
634 struct wined3d_shader_dst_param dst_param;
635
636 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
637
638 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
639
640 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
641 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
642 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
643 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
644 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
645 {
646 reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
647 }
648
649 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
650 {
651 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
652
653 if (dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
654 {
655 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
656 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
657 * the mov and perform the sRGB write correction from the source register.
658 *
659 * However, if the mov is only partial, we can't do this, and if the write
660 * comes from an instruction other than MOV it is hard to do as well. If
661 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
662
663 ps->color0_mov = FALSE;
664 if (ins.handler_idx == WINED3DSIH_MOV)
665 {
666 /* Used later when the source register is read. */
667 color0_mov = TRUE;
668 }
669 }
670 /* Also drop the MOV marker if the source register is overwritten prior to the shader
671 * end
672 */
673 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
674 {
675 ps->color0_mov = FALSE;
676 }
677 }
678
679 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
680 if (shader_version.major == 1
681 && (ins.handler_idx == WINED3DSIH_TEX
682 || ins.handler_idx == WINED3DSIH_TEXBEM
683 || ins.handler_idx == WINED3DSIH_TEXBEML
684 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
685 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
686 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
687 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
688 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
689 || ins.handler_idx == WINED3DSIH_TEXREG2AR
690 || ins.handler_idx == WINED3DSIH_TEXREG2GB
691 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
692 {
693 /* Fake sampler usage, only set reserved bit and type. */
694 DWORD sampler_code = dst_param.reg.idx;
695
696 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
697 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
698
699 /* texbem is only valid with < 1.4 pixel shaders */
700 if (ins.handler_idx == WINED3DSIH_TEXBEM
701 || ins.handler_idx == WINED3DSIH_TEXBEML)
702 {
703 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
704 if (ins.handler_idx == WINED3DSIH_TEXBEML)
705 {
706 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
707 }
708 }
709 }
710 else if (ins.handler_idx == WINED3DSIH_BEM)
711 {
712 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
713 }
714 }
715
716 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
717 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
718 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
719 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
720 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
721 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
722 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
723 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
724
725 limit = ins.src_count + (ins.predicate ? 1 : 0);
726 for (i = 0; i < limit; ++i)
727 {
728 struct wined3d_shader_src_param src_param, src_rel_addr;
729 unsigned int count;
730
731 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
732 count = get_instr_extra_regcount(ins.handler_idx, i);
733
734 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
735 while (count)
736 {
737 ++src_param.reg.idx;
738 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
739 --count;
740 }
741
742 if (color0_mov)
743 {
744 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
745 if (src_param.reg.type == WINED3DSPR_TEMP
746 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
747 {
748 ps->color0_mov = TRUE;
749 ps->color0_reg = src_param.reg.idx;
750 }
751 }
752 }
753 }
754 }
755 reg_maps->loop_depth = max_loop_depth;
756
757 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
758
759 return WINED3D_OK;
760 }
761
762 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
763 {
764 DWORD map = 1 << max;
765 map |= map - 1;
766 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
767
768 return wined3d_log2i(map);
769 }
770
771 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
772 const struct wined3d_shader_version *shader_version)
773 {
774 TRACE("dcl");
775
776 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
777 {
778 switch (semantic->sampler_type)
779 {
780 case WINED3DSTT_2D: TRACE("_2d"); break;
781 case WINED3DSTT_CUBE: TRACE("_cube"); break;
782 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
783 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
784 }
785 }
786 else
787 {
788 /* Pixel shaders 3.0 don't have usage semantics. */
789 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
790 else TRACE("_");
791
792 switch (semantic->usage)
793 {
794 case WINED3DDECLUSAGE_POSITION:
795 TRACE("position%u", semantic->usage_idx);
796 break;
797
798 case WINED3DDECLUSAGE_BLENDINDICES:
799 TRACE("blend");
800 break;
801
802 case WINED3DDECLUSAGE_BLENDWEIGHT:
803 TRACE("weight");
804 break;
805
806 case WINED3DDECLUSAGE_NORMAL:
807 TRACE("normal%u", semantic->usage_idx);
808 break;
809
810 case WINED3DDECLUSAGE_PSIZE:
811 TRACE("psize");
812 break;
813
814 case WINED3DDECLUSAGE_COLOR:
815 if (semantic->usage_idx == 0) TRACE("color");
816 else TRACE("specular%u", (semantic->usage_idx - 1));
817 break;
818
819 case WINED3DDECLUSAGE_TEXCOORD:
820 TRACE("texture%u", semantic->usage_idx);
821 break;
822
823 case WINED3DDECLUSAGE_TANGENT:
824 TRACE("tangent");
825 break;
826
827 case WINED3DDECLUSAGE_BINORMAL:
828 TRACE("binormal");
829 break;
830
831 case WINED3DDECLUSAGE_TESSFACTOR:
832 TRACE("tessfactor");
833 break;
834
835 case WINED3DDECLUSAGE_POSITIONT:
836 TRACE("positionT%u", semantic->usage_idx);
837 break;
838
839 case WINED3DDECLUSAGE_FOG:
840 TRACE("fog");
841 break;
842
843 case WINED3DDECLUSAGE_DEPTH:
844 TRACE("depth");
845 break;
846
847 case WINED3DDECLUSAGE_SAMPLE:
848 TRACE("sample");
849 break;
850
851 default:
852 FIXME("unknown_semantics(0x%08x)", semantic->usage);
853 }
854 }
855 }
856
857 static void shader_dump_register(const struct wined3d_shader_register *reg,
858 const struct wined3d_shader_version *shader_version)
859 {
860 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
861 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
862 UINT offset = reg->idx;
863
864 switch (reg->type)
865 {
866 case WINED3DSPR_TEMP:
867 TRACE("r");
868 break;
869
870 case WINED3DSPR_INPUT:
871 TRACE("v");
872 break;
873
874 case WINED3DSPR_CONST:
875 case WINED3DSPR_CONST2:
876 case WINED3DSPR_CONST3:
877 case WINED3DSPR_CONST4:
878 TRACE("c");
879 offset = shader_get_float_offset(reg->type, reg->idx);
880 break;
881
882 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
883 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
884 break;
885
886 case WINED3DSPR_RASTOUT:
887 TRACE("%s", rastout_reg_names[reg->idx]);
888 break;
889
890 case WINED3DSPR_COLOROUT:
891 TRACE("oC");
892 break;
893
894 case WINED3DSPR_DEPTHOUT:
895 TRACE("oDepth");
896 break;
897
898 case WINED3DSPR_ATTROUT:
899 TRACE("oD");
900 break;
901
902 case WINED3DSPR_TEXCRDOUT:
903 /* Vertex shaders >= 3.0 use general purpose output registers
904 * (WINED3DSPR_OUTPUT), which can include an address token. */
905 if (shader_version->major >= 3) TRACE("o");
906 else TRACE("oT");
907 break;
908
909 case WINED3DSPR_CONSTINT:
910 TRACE("i");
911 break;
912
913 case WINED3DSPR_CONSTBOOL:
914 TRACE("b");
915 break;
916
917 case WINED3DSPR_LABEL:
918 TRACE("l");
919 break;
920
921 case WINED3DSPR_LOOP:
922 TRACE("aL");
923 break;
924
925 case WINED3DSPR_SAMPLER:
926 TRACE("s");
927 break;
928
929 case WINED3DSPR_MISCTYPE:
930 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
931 else TRACE("%s", misctype_reg_names[reg->idx]);
932 break;
933
934 case WINED3DSPR_PREDICATE:
935 TRACE("p");
936 break;
937
938 case WINED3DSPR_IMMCONST:
939 TRACE("l");
940 break;
941
942 case WINED3DSPR_CONSTBUFFER:
943 TRACE("cb");
944 break;
945
946 default:
947 TRACE("unhandled_rtype(%#x)", reg->type);
948 break;
949 }
950
951 if (reg->type == WINED3DSPR_IMMCONST)
952 {
953 TRACE("(");
954 switch (reg->immconst_type)
955 {
956 case WINED3D_IMMCONST_FLOAT:
957 TRACE("%.8e", *(const float *)reg->immconst_data);
958 break;
959
960 case WINED3D_IMMCONST_FLOAT4:
961 TRACE("%.8e, %.8e, %.8e, %.8e",
962 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
963 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
964 break;
965
966 default:
967 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
968 break;
969 }
970 TRACE(")");
971 }
972 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
973 {
974 if (reg->array_idx != ~0U)
975 {
976 TRACE("%u[%u", offset, reg->array_idx);
977 if (reg->rel_addr)
978 {
979 TRACE(" + ");
980 shader_dump_src_param(reg->rel_addr, shader_version);
981 }
982 TRACE("]");
983 }
984 else
985 {
986 if (reg->rel_addr)
987 {
988 TRACE("[");
989 shader_dump_src_param(reg->rel_addr, shader_version);
990 TRACE(" + ");
991 }
992 TRACE("%u", offset);
993 if (reg->rel_addr) TRACE("]");
994 }
995 }
996 }
997
998 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
999 const struct wined3d_shader_version *shader_version)
1000 {
1001 DWORD write_mask = param->write_mask;
1002
1003 shader_dump_register(&param->reg, shader_version);
1004
1005 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1006 {
1007 static const char *write_mask_chars = "xyzw";
1008
1009 TRACE(".");
1010 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1011 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1012 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1013 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1014 }
1015 }
1016
1017 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1018 const struct wined3d_shader_version *shader_version)
1019 {
1020 DWORD src_modifier = param->modifiers;
1021 DWORD swizzle = param->swizzle;
1022
1023 if (src_modifier == WINED3DSPSM_NEG
1024 || src_modifier == WINED3DSPSM_BIASNEG
1025 || src_modifier == WINED3DSPSM_SIGNNEG
1026 || src_modifier == WINED3DSPSM_X2NEG
1027 || src_modifier == WINED3DSPSM_ABSNEG)
1028 TRACE("-");
1029 else if (src_modifier == WINED3DSPSM_COMP)
1030 TRACE("1-");
1031 else if (src_modifier == WINED3DSPSM_NOT)
1032 TRACE("!");
1033
1034 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1035 TRACE("abs(");
1036
1037 shader_dump_register(&param->reg, shader_version);
1038
1039 if (src_modifier)
1040 {
1041 switch (src_modifier)
1042 {
1043 case WINED3DSPSM_NONE: break;
1044 case WINED3DSPSM_NEG: break;
1045 case WINED3DSPSM_NOT: break;
1046 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1047 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1048 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1049 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1050 case WINED3DSPSM_COMP: break;
1051 case WINED3DSPSM_X2: TRACE("_x2"); break;
1052 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1053 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1054 case WINED3DSPSM_DW: TRACE("_dw"); break;
1055 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1056 case WINED3DSPSM_ABS: TRACE(")"); break;
1057 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1058 }
1059 }
1060
1061 if (swizzle != WINED3DSP_NOSWIZZLE)
1062 {
1063 static const char *swizzle_chars = "xyzw";
1064 DWORD swizzle_x = swizzle & 0x03;
1065 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1066 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1067 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1068
1069 if (swizzle_x == swizzle_y
1070 && swizzle_x == swizzle_z
1071 && swizzle_x == swizzle_w)
1072 {
1073 TRACE(".%c", swizzle_chars[swizzle_x]);
1074 }
1075 else
1076 {
1077 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1078 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1079 }
1080 }
1081 }
1082
1083 /* Shared code in order to generate the bulk of the shader string.
1084 * NOTE: A description of how to parse tokens can be found on MSDN. */
1085 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1086 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1087 {
1088 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1089 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1090 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1091 void *fe_data = shader->baseShader.frontend_data;
1092 struct wined3d_shader_src_param src_rel_addr[4];
1093 struct wined3d_shader_src_param src_param[4];
1094 struct wined3d_shader_version shader_version;
1095 struct wined3d_shader_src_param dst_rel_addr;
1096 struct wined3d_shader_dst_param dst_param;
1097 struct wined3d_shader_instruction ins;
1098 struct wined3d_shader_context ctx;
1099 const DWORD *ptr = byte_code;
1100 DWORD i;
1101
1102 /* Initialize current parsing state. */
1103 ctx.shader = iface;
1104 ctx.gl_info = &device->adapter->gl_info;
1105 ctx.reg_maps = reg_maps;
1106 ctx.buffer = buffer;
1107 ctx.backend_data = backend_ctx;
1108
1109 ins.ctx = &ctx;
1110 ins.dst = &dst_param;
1111 ins.src = src_param;
1112 shader->baseShader.parse_state.current_row = 0;
1113
1114 fe->shader_read_header(fe_data, &ptr, &shader_version);
1115
1116 while (!fe->shader_is_end(fe_data, &ptr))
1117 {
1118 const char *comment;
1119 UINT comment_size;
1120 UINT param_size;
1121
1122 /* Skip comment tokens. */
1123 fe->shader_read_comment(&ptr, &comment, &comment_size);
1124 if (comment) continue;
1125
1126 /* Read opcode. */
1127 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1128
1129 /* Unknown opcode and its parameters. */
1130 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1131 {
1132 TRACE("Skipping unrecognized instruction.\n");
1133 ptr += param_size;
1134 continue;
1135 }
1136
1137 /* Nothing to do. */
1138 if (ins.handler_idx == WINED3DSIH_DCL
1139 || ins.handler_idx == WINED3DSIH_NOP
1140 || ins.handler_idx == WINED3DSIH_DEF
1141 || ins.handler_idx == WINED3DSIH_DEFI
1142 || ins.handler_idx == WINED3DSIH_DEFB
1143 || ins.handler_idx == WINED3DSIH_PHASE)
1144 {
1145 ptr += param_size;
1146 continue;
1147 }
1148
1149 /* Destination token */
1150 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1151
1152 /* Predication token */
1153 if (ins.predicate) ins.predicate = *ptr++;
1154
1155 /* Other source tokens */
1156 for (i = 0; i < ins.src_count; ++i)
1157 {
1158 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1159 }
1160
1161 /* Call appropriate function for output target */
1162 device->shader_backend->shader_handle_instruction(&ins);
1163 }
1164 }
1165
1166 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1167 {
1168 DWORD mmask = dst->modifiers;
1169
1170 switch (dst->shift)
1171 {
1172 case 0: break;
1173 case 13: TRACE("_d8"); break;
1174 case 14: TRACE("_d4"); break;
1175 case 15: TRACE("_d2"); break;
1176 case 1: TRACE("_x2"); break;
1177 case 2: TRACE("_x4"); break;
1178 case 3: TRACE("_x8"); break;
1179 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1180 }
1181
1182 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1183 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1184 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1185
1186 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1187 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1188 }
1189
1190 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1191 {
1192 struct wined3d_shader_version shader_version;
1193 const DWORD *ptr = byte_code;
1194 const char *type_prefix;
1195 DWORD i;
1196
1197 TRACE("Parsing %p.\n", byte_code);
1198
1199 fe->shader_read_header(fe_data, &ptr, &shader_version);
1200
1201 switch (shader_version.type)
1202 {
1203 case WINED3D_SHADER_TYPE_VERTEX:
1204 type_prefix = "vs";
1205 break;
1206
1207 case WINED3D_SHADER_TYPE_GEOMETRY:
1208 type_prefix = "gs";
1209 break;
1210
1211 case WINED3D_SHADER_TYPE_PIXEL:
1212 type_prefix = "ps";
1213 break;
1214
1215 default:
1216 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1217 type_prefix = "unknown";
1218 break;
1219 }
1220
1221 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1222
1223 while (!fe->shader_is_end(fe_data, &ptr))
1224 {
1225 struct wined3d_shader_instruction ins;
1226 const char *comment;
1227 UINT comment_size;
1228 UINT param_size;
1229
1230 /* comment */
1231 fe->shader_read_comment(&ptr, &comment, &comment_size);
1232 if (comment)
1233 {
1234 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1235 {
1236 const char *end = comment + comment_size;
1237 const char *ptr = comment + 4;
1238 const char *line = ptr;
1239
1240 TRACE("// TEXT\n");
1241 while (ptr != end)
1242 {
1243 if (*ptr == '\n')
1244 {
1245 UINT len = ptr - line;
1246 if (len && *(ptr - 1) == '\r') --len;
1247 TRACE("// %s\n", debugstr_an(line, len));
1248 line = ++ptr;
1249 }
1250 else ++ptr;
1251 }
1252 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1253 }
1254 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1255 continue;
1256 }
1257
1258 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1259 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1260 {
1261 TRACE("Skipping unrecognized instruction.\n");
1262 ptr += param_size;
1263 continue;
1264 }
1265
1266 if (ins.handler_idx == WINED3DSIH_DCL)
1267 {
1268 struct wined3d_shader_semantic semantic;
1269
1270 fe->shader_read_semantic(&ptr, &semantic);
1271
1272 shader_dump_decl_usage(&semantic, &shader_version);
1273 shader_dump_ins_modifiers(&semantic.reg);
1274 TRACE(" ");
1275 shader_dump_dst_param(&semantic.reg, &shader_version);
1276 }
1277 else if (ins.handler_idx == WINED3DSIH_DEF)
1278 {
1279 struct wined3d_shader_src_param rel_addr;
1280 struct wined3d_shader_dst_param dst;
1281
1282 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1283
1284 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1285 *(const float *)(ptr),
1286 *(const float *)(ptr + 1),
1287 *(const float *)(ptr + 2),
1288 *(const float *)(ptr + 3));
1289 ptr += 4;
1290 }
1291 else if (ins.handler_idx == WINED3DSIH_DEFI)
1292 {
1293 struct wined3d_shader_src_param rel_addr;
1294 struct wined3d_shader_dst_param dst;
1295
1296 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1297
1298 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1299 *(ptr),
1300 *(ptr + 1),
1301 *(ptr + 2),
1302 *(ptr + 3));
1303 ptr += 4;
1304 }
1305 else if (ins.handler_idx == WINED3DSIH_DEFB)
1306 {
1307 struct wined3d_shader_src_param rel_addr;
1308 struct wined3d_shader_dst_param dst;
1309
1310 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1311
1312 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1313 ++ptr;
1314 }
1315 else
1316 {
1317 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1318 struct wined3d_shader_dst_param dst_param;
1319 struct wined3d_shader_src_param src_param;
1320
1321 if (ins.dst_count)
1322 {
1323 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1324 }
1325
1326 /* Print out predication source token first - it follows
1327 * the destination token. */
1328 if (ins.predicate)
1329 {
1330 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1331 TRACE("(");
1332 shader_dump_src_param(&src_param, &shader_version);
1333 TRACE(") ");
1334 }
1335
1336 /* PixWin marks instructions with the coissue flag with a '+' */
1337 if (ins.coissue) TRACE("+");
1338
1339 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1340
1341 if (ins.handler_idx == WINED3DSIH_IFC
1342 || ins.handler_idx == WINED3DSIH_BREAKC)
1343 {
1344 switch (ins.flags)
1345 {
1346 case COMPARISON_GT: TRACE("_gt"); break;
1347 case COMPARISON_EQ: TRACE("_eq"); break;
1348 case COMPARISON_GE: TRACE("_ge"); break;
1349 case COMPARISON_LT: TRACE("_lt"); break;
1350 case COMPARISON_NE: TRACE("_ne"); break;
1351 case COMPARISON_LE: TRACE("_le"); break;
1352 default: TRACE("_(%u)", ins.flags);
1353 }
1354 }
1355 else if (ins.handler_idx == WINED3DSIH_TEX
1356 && shader_version.major >= 2
1357 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1358 {
1359 TRACE("p");
1360 }
1361
1362 /* We already read the destination token, print it. */
1363 if (ins.dst_count)
1364 {
1365 shader_dump_ins_modifiers(&dst_param);
1366 TRACE(" ");
1367 shader_dump_dst_param(&dst_param, &shader_version);
1368 }
1369
1370 /* Other source tokens */
1371 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1372 {
1373 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1374 TRACE(!i ? " " : ", ");
1375 shader_dump_src_param(&src_param, &shader_version);
1376 }
1377 }
1378 TRACE("\n");
1379 }
1380 }
1381
1382 static void shader_cleanup(IWineD3DBaseShader *iface)
1383 {
1384 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1385
1386 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1387 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1388 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1389 shader_delete_constant_list(&shader->baseShader.constantsF);
1390 shader_delete_constant_list(&shader->baseShader.constantsB);
1391 shader_delete_constant_list(&shader->baseShader.constantsI);
1392 list_remove(&shader->baseShader.shader_list_entry);
1393
1394 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1395 {
1396 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1397 }
1398 }
1399
1400 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1401 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1402 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1403 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1404 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1405 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1406 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1407 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1408 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1409 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1410 static void shader_none_free(IWineD3DDevice *iface) {}
1411 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1412
1413 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1414 {
1415 /* Set the shader caps to 0 for the none shader backend */
1416 caps->VertexShaderVersion = 0;
1417 caps->PixelShaderVersion = 0;
1418 caps->PixelShader1xMaxValue = 0.0f;
1419 }
1420
1421 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1422 {
1423 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1424 {
1425 TRACE("Checking support for fixup:\n");
1426 dump_color_fixup_desc(fixup);
1427 }
1428
1429 /* Faked to make some apps happy. */
1430 if (!is_complex_fixup(fixup))
1431 {
1432 TRACE("[OK]\n");
1433 return TRUE;
1434 }
1435
1436 TRACE("[FAILED]\n");
1437 return FALSE;
1438 }
1439
1440 const shader_backend_t none_shader_backend = {
1441 shader_none_handle_instruction,
1442 shader_none_select,
1443 shader_none_select_depth_blt,
1444 shader_none_deselect_depth_blt,
1445 shader_none_update_float_vertex_constants,
1446 shader_none_update_float_pixel_constants,
1447 shader_none_load_constants,
1448 shader_none_load_np2fixup_constants,
1449 shader_none_destroy,
1450 shader_none_alloc,
1451 shader_none_free,
1452 shader_none_dirty_const,
1453 shader_none_get_caps,
1454 shader_none_color_fixup_supported,
1455 };
1456
1457 static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
1458 {
1459 *parent = shader->baseShader.parent;
1460 IUnknown_AddRef(*parent);
1461 TRACE("shader %p, returning %p.\n", shader, *parent);
1462 }
1463
1464 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1465 {
1466 if (!data)
1467 {
1468 *data_size = shader->baseShader.functionLength;
1469 return WINED3D_OK;
1470 }
1471
1472 if (*data_size < shader->baseShader.functionLength)
1473 {
1474 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1475 * than the required size we should write the required size and
1476 * return D3DERR_MOREDATA. That's not actually true. */
1477 return WINED3DERR_INVALIDCALL;
1478 }
1479
1480 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1481
1482 return WINED3D_OK;
1483 }
1484
1485 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1486 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1487 {
1488 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1489 const struct wined3d_shader_frontend *fe;
1490 HRESULT hr;
1491
1492 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1493 shader, byte_code, output_signature, float_const_count);
1494
1495 fe = shader_select_frontend(*byte_code);
1496 if (!fe)
1497 {
1498 FIXME("Unable to find frontend for shader.\n");
1499 return WINED3DERR_INVALIDCALL;
1500 }
1501 shader->baseShader.frontend = fe;
1502 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1503 if (!shader->baseShader.frontend_data)
1504 {
1505 FIXME("Failed to initialize frontend.\n");
1506 return WINED3DERR_INVALIDCALL;
1507 }
1508
1509 /* First pass: trace shader. */
1510 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1511
1512 /* Initialize immediate constant lists. */
1513 list_init(&shader->baseShader.constantsF);
1514 list_init(&shader->baseShader.constantsB);
1515 list_init(&shader->baseShader.constantsI);
1516
1517 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1518 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1519 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1520 byte_code, float_const_count);
1521 if (FAILED(hr)) return hr;
1522
1523 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1524 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1525 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1526
1527 return WINED3D_OK;
1528 }
1529
1530 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1531 {
1532 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1533
1534 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1535 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1536 || IsEqualGUID(riid, &IID_IWineD3DBase)
1537 || IsEqualGUID(riid, &IID_IUnknown))
1538 {
1539 IUnknown_AddRef(iface);
1540 *object = iface;
1541 return S_OK;
1542 }
1543
1544 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1545
1546 *object = NULL;
1547 return E_NOINTERFACE;
1548 }
1549
1550 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1551 {
1552 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1553 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1554
1555 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1556
1557 return refcount;
1558 }
1559
1560 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1561 {
1562 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1563 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1564
1565 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1566
1567 if (!refcount)
1568 {
1569 shader_cleanup((IWineD3DBaseShader *)iface);
1570 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1571 HeapFree(GetProcessHeap(), 0, shader);
1572 }
1573
1574 return refcount;
1575 }
1576
1577 static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
1578 {
1579 TRACE("iface %p, parent %p.\n", iface, parent);
1580
1581 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1582
1583 return WINED3D_OK;
1584 }
1585
1586 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1587 {
1588 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1589
1590 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1591 }
1592
1593 /* Set local constants for d3d8 shaders. */
1594 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1595 UINT start_idx, const float *src_data, UINT count)
1596 {
1597 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1598 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1599 UINT i, end_idx;
1600
1601 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1602
1603 end_idx = start_idx + count;
1604 if (end_idx > device->d3d_vshader_constantF)
1605 {
1606 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1607 end_idx = device->d3d_vshader_constantF;
1608 }
1609
1610 for (i = start_idx; i < end_idx; ++i)
1611 {
1612 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1613 if (!lconst) return E_OUTOFMEMORY;
1614
1615 lconst->idx = i;
1616 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1617 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1618 }
1619
1620 return WINED3D_OK;
1621 }
1622
1623 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1624 {
1625 /* IUnknown methods */
1626 vertexshader_QueryInterface,
1627 vertexshader_AddRef,
1628 vertexshader_Release,
1629 /* IWineD3DBase methods */
1630 vertexshader_GetParent,
1631 /* IWineD3DBaseShader methods */
1632 vertexshader_GetFunction,
1633 /* IWineD3DVertexShader methods */
1634 vertexshader_SetLocalConstantsF,
1635 };
1636
1637 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
1638 IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
1639 {
1640 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1641 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
1642 && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
1643 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1644 }
1645
1646 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1647 {
1648 if (usage_idx1 != usage_idx2) return FALSE;
1649 if (usage1 == usage2) return TRUE;
1650 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1651 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1652
1653 return FALSE;
1654 }
1655
1656 BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1657 {
1658 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1659 WORD map = shader->baseShader.reg_maps.input_registers;
1660 unsigned int i;
1661
1662 for (i = 0; map; map >>= 1, ++i)
1663 {
1664 if (!(map & 1)) continue;
1665
1666 if (match_usage(shader->attributes[i].usage,
1667 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1668 {
1669 *regnum = i;
1670 return TRUE;
1671 }
1672 }
1673 return FALSE;
1674 }
1675
1676 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1677 {
1678 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1679 shader->baseShader.reg_maps.shader_version.minor);
1680 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1681
1682 shader->baseShader.limits.texcoord = 0;
1683 shader->baseShader.limits.attributes = 16;
1684 shader->baseShader.limits.packed_input = 0;
1685
1686 switch (shader_version)
1687 {
1688 case WINED3D_SHADER_VERSION(1, 0):
1689 case WINED3D_SHADER_VERSION(1, 1):
1690 shader->baseShader.limits.temporary = 12;
1691 shader->baseShader.limits.constant_bool = 0;
1692 shader->baseShader.limits.constant_int = 0;
1693 shader->baseShader.limits.address = 1;
1694 shader->baseShader.limits.packed_output = 0;
1695 shader->baseShader.limits.sampler = 0;
1696 shader->baseShader.limits.label = 0;
1697 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1698 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1699 * constants? */
1700 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1701 break;
1702
1703 case WINED3D_SHADER_VERSION(2, 0):
1704 case WINED3D_SHADER_VERSION(2, 1):
1705 shader->baseShader.limits.temporary = 12;
1706 shader->baseShader.limits.constant_bool = 16;
1707 shader->baseShader.limits.constant_int = 16;
1708 shader->baseShader.limits.address = 1;
1709 shader->baseShader.limits.packed_output = 0;
1710 shader->baseShader.limits.sampler = 0;
1711 shader->baseShader.limits.label = 16;
1712 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1713 break;
1714
1715 case WINED3D_SHADER_VERSION(4, 0):
1716 FIXME("Using 3.0 limits for 4.0 shader.\n");
1717 /* Fall through. */
1718
1719 case WINED3D_SHADER_VERSION(3, 0):
1720 shader->baseShader.limits.temporary = 32;
1721 shader->baseShader.limits.constant_bool = 32;
1722 shader->baseShader.limits.constant_int = 32;
1723 shader->baseShader.limits.address = 1;
1724 shader->baseShader.limits.packed_output = 12;
1725 shader->baseShader.limits.sampler = 4;
1726 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1727 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1728 * even though they are capable of supporting much more (GL
1729 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1730 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1731 * shaders to 256. */
1732 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1733 break;
1734
1735 default:
1736 shader->baseShader.limits.temporary = 12;
1737 shader->baseShader.limits.constant_bool = 16;
1738 shader->baseShader.limits.constant_int = 16;
1739 shader->baseShader.limits.address = 1;
1740 shader->baseShader.limits.packed_output = 0;
1741 shader->baseShader.limits.sampler = 0;
1742 shader->baseShader.limits.label = 16;
1743 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1744 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1745 shader->baseShader.reg_maps.shader_version.major,
1746 shader->baseShader.reg_maps.shader_version.minor);
1747 }
1748 }
1749
1750 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1751 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1752 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1753 {
1754 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1755 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1756 unsigned int i;
1757 HRESULT hr;
1758 WORD map;
1759
1760 if (!byte_code) return WINED3DERR_INVALIDCALL;
1761
1762 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1763 shader_init(&shader->baseShader, device, parent, parent_ops);
1764
1765 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1766 output_signature, device->d3d_vshader_constantF);
1767 if (FAILED(hr))
1768 {
1769 WARN("Failed to set function, hr %#x.\n", hr);
1770 shader_cleanup((IWineD3DBaseShader *)shader);
1771 return hr;
1772 }
1773
1774 map = shader->baseShader.reg_maps.input_registers;
1775 for (i = 0; map; map >>= 1, ++i)
1776 {
1777 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1778
1779 shader->attributes[i].usage =
1780 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1781 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1782 }
1783
1784 if (output_signature)
1785 {
1786 for (i = 0; i < output_signature->element_count; ++i)
1787 {
1788 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1789 reg_maps->output_registers |= 1 << e->register_idx;
1790 shader->baseShader.output_signature[e->register_idx] = *e;
1791 }
1792 }
1793
1794 vertexshader_set_limits(shader);
1795
1796 if (device->vs_selected_mode == SHADER_ARB
1797 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1798 && shader->min_rel_offset <= shader->max_rel_offset)
1799 {
1800 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1801 {
1802 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1803 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1804 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1805 }
1806 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1807 {
1808 shader->rel_offset = shader->min_rel_offset + 63;
1809 }
1810 else if (shader->max_rel_offset > 63)
1811 {
1812 shader->rel_offset = shader->min_rel_offset;
1813 }
1814 else
1815 {
1816 shader->rel_offset = 0;
1817 }
1818 }
1819
1820 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1821 && !list_empty(&shader->baseShader.constantsF);
1822
1823 return WINED3D_OK;
1824 }
1825
1826 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1827 REFIID riid, void **object)
1828 {
1829 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1830
1831 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1832 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1833 || IsEqualGUID(riid, &IID_IWineD3DBase)
1834 || IsEqualGUID(riid, &IID_IUnknown))
1835 {
1836 IUnknown_AddRef(iface);
1837 *object = iface;
1838 return S_OK;
1839 }
1840
1841 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1842
1843 *object = NULL;
1844 return E_NOINTERFACE;
1845 }
1846
1847 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1848 {
1849 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1850 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1851
1852 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1853
1854 return refcount;
1855 }
1856
1857 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1858 {
1859 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1860 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1861
1862 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1863
1864 if (!refcount)
1865 {
1866 shader_cleanup((IWineD3DBaseShader *)iface);
1867 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1868 HeapFree(GetProcessHeap(), 0, shader);
1869 }
1870
1871 return refcount;
1872 }
1873
1874 static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
1875 {
1876 TRACE("iface %p, parent %p.\n", iface, parent);
1877
1878 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1879
1880 return WINED3D_OK;
1881 }
1882
1883 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1884 {
1885 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1886
1887 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1888 }
1889
1890 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1891 {
1892 /* IUnknown methods */
1893 geometryshader_QueryInterface,
1894 geometryshader_AddRef,
1895 geometryshader_Release,
1896 /* IWineD3DBase methods */
1897 geometryshader_GetParent,
1898 /* IWineD3DBaseShader methods */
1899 geometryshader_GetFunction,
1900 };
1901
1902 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1903 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1904 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1905 {
1906 HRESULT hr;
1907
1908 shader->vtbl = &wined3d_geometryshader_vtbl;
1909 shader_init(&shader->base_shader, device, parent, parent_ops);
1910
1911 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1912 if (FAILED(hr))
1913 {
1914 WARN("Failed to set function, hr %#x.\n", hr);
1915 shader_cleanup((IWineD3DBaseShader *)shader);
1916 return hr;
1917 }
1918
1919 shader->base_shader.load_local_constsF = FALSE;
1920
1921 return WINED3D_OK;
1922 }
1923
1924 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1925 {
1926 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1927
1928 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
1929 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1930 || IsEqualGUID(riid, &IID_IWineD3DBase)
1931 || IsEqualGUID(riid, &IID_IUnknown))
1932 {
1933 IUnknown_AddRef(iface);
1934 *object = iface;
1935 return S_OK;
1936 }
1937
1938 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1939
1940 *object = NULL;
1941 return E_NOINTERFACE;
1942 }
1943
1944 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
1945 {
1946 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1947 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1948
1949 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1950
1951 return refcount;
1952 }
1953
1954 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
1955 {
1956 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1957 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1958
1959 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1960
1961 if (!refcount)
1962 {
1963 shader_cleanup((IWineD3DBaseShader *)iface);
1964 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1965 HeapFree(GetProcessHeap(), 0, shader);
1966 }
1967
1968 return refcount;
1969 }
1970
1971 static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
1972 {
1973 TRACE("iface %p, parent %p.\n", iface, parent);
1974
1975 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1976
1977 return WINED3D_OK;
1978 }
1979
1980 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
1981 {
1982 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1983
1984 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1985 }
1986
1987 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
1988 {
1989 /* IUnknown methods */
1990 pixelshader_QueryInterface,
1991 pixelshader_AddRef,
1992 pixelshader_Release,
1993 /* IWineD3DBase methods */
1994 pixelshader_GetParent,
1995 /* IWineD3DBaseShader methods */
1996 pixelshader_GetFunction
1997 };
1998
1999 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
2000 IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
2001 {
2002 IWineD3DBaseTextureImpl *texture;
2003 UINT i;
2004
2005 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2006 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
2007 args->np2_fixup = 0;
2008
2009 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2010 {
2011 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2012 texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
2013 if (!texture)
2014 {
2015 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2016 continue;
2017 }
2018 args->color_fixup[i] = texture->resource.format_desc->color_fixup;
2019
2020 /* Flag samplers that need NP2 texcoord fixup. */
2021 if (!texture->baseTexture.pow2Matrix_identity)
2022 {
2023 args->np2_fixup |= (1 << i);
2024 }
2025 }
2026 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2027 {
2028 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
2029 {
2030 args->vp_mode = pretransformed;
2031 }
2032 else if (use_vs(stateblock))
2033 {
2034 args->vp_mode = vertexshader;
2035 }
2036 else
2037 {
2038 args->vp_mode = fixedfunction;
2039 }
2040 args->fog = FOG_OFF;
2041 }
2042 else
2043 {
2044 args->vp_mode = vertexshader;
2045 if (stateblock->renderState[WINED3DRS_FOGENABLE])
2046 {
2047 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
2048 {
2049 case WINED3DFOG_NONE:
2050 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
2051 || use_vs(stateblock))
2052 {
2053 args->fog = FOG_LINEAR;
2054 break;
2055 }
2056
2057 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
2058 {
2059 case WINED3DFOG_NONE: /* Fall through. */
2060 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2061 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2062 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2063 }
2064 break;
2065
2066 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2067 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2068 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2069 }
2070 }
2071 else
2072 {
2073 args->fog = FOG_OFF;
2074 }
2075 }
2076 }
2077
2078 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2079 {
2080 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2081 shader->baseShader.reg_maps.shader_version.minor);
2082
2083 shader->baseShader.limits.attributes = 0;
2084 shader->baseShader.limits.address = 0;
2085 shader->baseShader.limits.packed_output = 0;
2086
2087 switch (shader_version)
2088 {
2089 case WINED3D_SHADER_VERSION(1, 0):
2090 case WINED3D_SHADER_VERSION(1, 1):
2091 case WINED3D_SHADER_VERSION(1, 2):
2092 case WINED3D_SHADER_VERSION(1, 3):
2093 shader->baseShader.limits.temporary = 2;
2094 shader->baseShader.limits.constant_float = 8;
2095 shader->baseShader.limits.constant_int = 0;
2096 shader->baseShader.limits.constant_bool = 0;
2097 shader->baseShader.limits.texcoord = 4;
2098 shader->baseShader.limits.sampler = 4;
2099 shader->baseShader.limits.packed_input = 0;
2100 shader->baseShader.limits.label = 0;
2101 break;
2102
2103 case WINED3D_SHADER_VERSION(1, 4):
2104 shader->baseShader.limits.temporary = 6;
2105 shader->baseShader.limits.constant_float = 8;
2106 shader->baseShader.limits.constant_int = 0;
2107 shader->baseShader.limits.constant_bool = 0;
2108 shader->baseShader.limits.texcoord = 6;
2109 shader->baseShader.limits.sampler = 6;
2110 shader->baseShader.limits.packed_input = 0;
2111 shader->baseShader.limits.label = 0;
2112 break;
2113
2114 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2115 case WINED3D_SHADER_VERSION(2, 0):
2116 shader->baseShader.limits.temporary = 32;
2117 shader->baseShader.limits.constant_float = 32;
2118 shader->baseShader.limits.constant_int = 16;
2119 shader->baseShader.limits.constant_bool = 16;
2120 shader->baseShader.limits.texcoord = 8;
2121 shader->baseShader.limits.sampler = 16;
2122 shader->baseShader.limits.packed_input = 0;
2123 break;
2124
2125 case WINED3D_SHADER_VERSION(2, 1):
2126 shader->baseShader.limits.temporary = 32;
2127 shader->baseShader.limits.constant_float = 32;
2128 shader->baseShader.limits.constant_int = 16;
2129 shader->baseShader.limits.constant_bool = 16;
2130 shader->baseShader.limits.texcoord = 8;
2131 shader->baseShader.limits.sampler = 16;
2132 shader->baseShader.limits.packed_input = 0;
2133 shader->baseShader.limits.label = 16;
2134 break;
2135
2136 case WINED3D_SHADER_VERSION(4, 0):
2137 FIXME("Using 3.0 limits for 4.0 shader.\n");
2138 /* Fall through. */
2139
2140 case WINED3D_SHADER_VERSION(3, 0):
2141 shader->baseShader.limits.temporary = 32;
2142 shader->baseShader.limits.constant_float = 224;
2143 shader->baseShader.limits.constant_int = 16;
2144 shader->baseShader.limits.constant_bool = 16;
2145 shader->baseShader.limits.texcoord = 0;
2146 shader->baseShader.limits.sampler = 16;
2147 shader->baseShader.limits.packed_input = 12;
2148 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2149 break;
2150
2151 default:
2152 shader->baseShader.limits.temporary = 32;
2153 shader->baseShader.limits.constant_float = 32;
2154 shader->baseShader.limits.constant_int = 16;
2155 shader->baseShader.limits.constant_bool = 16;
2156 shader->baseShader.limits.texcoord = 8;
2157 shader->baseShader.limits.sampler = 16;
2158 shader->baseShader.limits.packed_input = 0;
2159 shader->baseShader.limits.label = 0;
2160 FIXME("Unrecognized pixel shader version %u.%u\n",
2161 shader->baseShader.reg_maps.shader_version.major,
2162 shader->baseShader.reg_maps.shader_version.minor);
2163 }
2164 }
2165
2166 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2167 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2168 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
2169 {
2170 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2171 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2172 HRESULT hr;
2173
2174 if (!byte_code) return WINED3DERR_INVALIDCALL;
2175
2176 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2177 shader_init(&shader->baseShader, device, parent, parent_ops);
2178
2179 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2180 output_signature, device->d3d_pshader_constantF);
2181 if (FAILED(hr))
2182 {
2183 WARN("Failed to set function, hr %#x.\n", hr);
2184 shader_cleanup((IWineD3DBaseShader *)shader);
2185 return hr;
2186 }
2187
2188 pixelshader_set_limits(shader);
2189
2190 for (i = 0; i < MAX_REG_INPUT; ++i)
2191 {
2192 if (shader->input_reg_used[i])
2193 {
2194 ++num_regs_used;
2195 highest_reg_used = i;
2196 }
2197 }
2198
2199 /* Don't do any register mapping magic if it is not needed, or if we can't
2200 * achieve anything anyway */
2201 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2202 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2203 {
2204 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2205 {
2206 /* This happens with relative addressing. The input mapper function
2207 * warns about this if the higher registers are declared too, so
2208 * don't write a FIXME here */
2209 WARN("More varying registers used than supported\n");
2210 }
2211
2212 for (i = 0; i < MAX_REG_INPUT; ++i)
2213 {
2214 shader->input_reg_map[i] = i;
2215 }
2216
2217 shader->declared_in_count = highest_reg_used + 1;
2218 }
2219 else
2220 {
2221 shader->declared_in_count = 0;
2222 for (i = 0; i < MAX_REG_INPUT; ++i)
2223 {
2224 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2225 else shader->input_reg_map[i] = ~0U;
2226 }
2227 }
2228
2229 shader->baseShader.load_local_constsF = FALSE;
2230
2231 return WINED3D_OK;
2232 }
2233
2234 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2235 {
2236 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2237 unsigned int i;
2238
2239 if (reg_maps->shader_version.major != 1) return;
2240
2241 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2242 {
2243 /* We don't sample from this sampler. */
2244 if (!sampler_type[i]) continue;
2245
2246 if (!textures[i])
2247 {
2248 WARN("No texture bound to sampler %u, using 2D.\n", i);
2249 sampler_type[i] = WINED3DSTT_2D;
2250 continue;
2251 }
2252
2253 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
2254 {
2255 case GL_TEXTURE_RECTANGLE_ARB:
2256 case GL_TEXTURE_2D:
2257 /* We have to select between texture rectangles and 2D
2258 * textures later because 2.0 and 3.0 shaders only have
2259 * WINED3DSTT_2D as well. */
2260 sampler_type[i] = WINED3DSTT_2D;
2261 break;
2262
2263 case GL_TEXTURE_3D:
2264 sampler_type[i] = WINED3DSTT_VOLUME;
2265 break;
2266
2267 case GL_TEXTURE_CUBE_MAP_ARB:
2268 sampler_type[i] = WINED3DSTT_CUBE;
2269 break;
2270
2271 default:
2272 FIXME("Unrecognized texture type %#x, using 2D.\n",
2273 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
2274 sampler_type[i] = WINED3DSTT_2D;
2275 }
2276 }
2277 }