[WINED3D|DDRAW|D3D8|D3D9]
[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 2009-2011 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #include "config.h"
26
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 * const shader_opcode_names[] =
37 {
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DEF */ "def",
53 /* WINED3DSIH_DEFB */ "defb",
54 /* WINED3DSIH_DEFI */ "defi",
55 /* WINED3DSIH_DIV */ "div",
56 /* WINED3DSIH_DP2ADD */ "dp2add",
57 /* WINED3DSIH_DP3 */ "dp3",
58 /* WINED3DSIH_DP4 */ "dp4",
59 /* WINED3DSIH_DST */ "dst",
60 /* WINED3DSIH_DSX */ "dsx",
61 /* WINED3DSIH_DSY */ "dsy",
62 /* WINED3DSIH_ELSE */ "else",
63 /* WINED3DSIH_EMIT */ "emit",
64 /* WINED3DSIH_ENDIF */ "endif",
65 /* WINED3DSIH_ENDLOOP */ "endloop",
66 /* WINED3DSIH_ENDREP */ "endrep",
67 /* WINED3DSIH_EQ */ "eq",
68 /* WINED3DSIH_EXP */ "exp",
69 /* WINED3DSIH_EXPP */ "expp",
70 /* WINED3DSIH_FRC */ "frc",
71 /* WINED3DSIH_FTOI */ "ftoi",
72 /* WINED3DSIH_GE */ "ge",
73 /* WINED3DSIH_IADD */ "iadd",
74 /* WINED3DSIH_IEQ */ "ieq",
75 /* WINED3DSIH_IF */ "if",
76 /* WINED3DSIH_IFC */ "ifc",
77 /* WINED3DSIH_IGE */ "ige",
78 /* WINED3DSIH_IMUL */ "imul",
79 /* WINED3DSIH_ITOF */ "itof",
80 /* WINED3DSIH_LABEL */ "label",
81 /* WINED3DSIH_LD */ "ld",
82 /* WINED3DSIH_LIT */ "lit",
83 /* WINED3DSIH_LOG */ "log",
84 /* WINED3DSIH_LOGP */ "logp",
85 /* WINED3DSIH_LOOP */ "loop",
86 /* WINED3DSIH_LRP */ "lrp",
87 /* WINED3DSIH_LT */ "lt",
88 /* WINED3DSIH_M3x2 */ "m3x2",
89 /* WINED3DSIH_M3x3 */ "m3x3",
90 /* WINED3DSIH_M3x4 */ "m3x4",
91 /* WINED3DSIH_M4x3 */ "m4x3",
92 /* WINED3DSIH_M4x4 */ "m4x4",
93 /* WINED3DSIH_MAD */ "mad",
94 /* WINED3DSIH_MAX */ "max",
95 /* WINED3DSIH_MIN */ "min",
96 /* WINED3DSIH_MOV */ "mov",
97 /* WINED3DSIH_MOVA */ "mova",
98 /* WINED3DSIH_MOVC */ "movc",
99 /* WINED3DSIH_MUL */ "mul",
100 /* WINED3DSIH_NOP */ "nop",
101 /* WINED3DSIH_NRM */ "nrm",
102 /* WINED3DSIH_PHASE */ "phase",
103 /* WINED3DSIH_POW */ "pow",
104 /* WINED3DSIH_RCP */ "rcp",
105 /* WINED3DSIH_REP */ "rep",
106 /* WINED3DSIH_RET */ "ret",
107 /* WINED3DSIH_ROUND_NI */ "round_ni",
108 /* WINED3DSIH_RSQ */ "rsq",
109 /* WINED3DSIH_SAMPLE */ "sample",
110 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
111 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
112 /* WINED3DSIH_SETP */ "setp",
113 /* WINED3DSIH_SGE */ "sge",
114 /* WINED3DSIH_SGN */ "sgn",
115 /* WINED3DSIH_SINCOS */ "sincos",
116 /* WINED3DSIH_SLT */ "slt",
117 /* WINED3DSIH_SQRT */ "sqrt",
118 /* WINED3DSIH_SUB */ "sub",
119 /* WINED3DSIH_TEX */ "texld",
120 /* WINED3DSIH_TEXBEM */ "texbem",
121 /* WINED3DSIH_TEXBEML */ "texbeml",
122 /* WINED3DSIH_TEXCOORD */ "texcrd",
123 /* WINED3DSIH_TEXDEPTH */ "texdepth",
124 /* WINED3DSIH_TEXDP3 */ "texdp3",
125 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
126 /* WINED3DSIH_TEXKILL */ "texkill",
127 /* WINED3DSIH_TEXLDD */ "texldd",
128 /* WINED3DSIH_TEXLDL */ "texldl",
129 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
130 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
131 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
132 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
133 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
134 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
135 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
136 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
137 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
138 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
139 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
140 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
141 /* WINED3DSIH_UDIV */ "udiv",
142 /* WINED3DSIH_USHR */ "ushr",
143 /* WINED3DSIH_UTOF */ "utof",
144 /* WINED3DSIH_XOR */ "xor",
145 };
146
147 static const char * const semantic_names[] =
148 {
149 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
150 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
151 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
152 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
153 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
154 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
155 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
156 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
157 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
158 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
159 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
160 /* WINED3DDECLUSAGE_FOG */ "FOG",
161 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
162 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
163 };
164
165 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
166 {
167 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
168 {
169 FIXME("Unrecognized usage %#x.\n", usage);
170 return "UNRECOGNIZED";
171 }
172
173 return semantic_names[usage];
174 }
175
176 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
177 {
178 unsigned int i;
179
180 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
181 {
182 if (!strcmp(name, semantic_names[i])) return i;
183 }
184
185 return ~0U;
186 }
187
188 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
189 {
190 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
191 }
192
193 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
194 const struct wined3d_shader_semantic *s)
195 {
196 e->semantic_name = shader_semantic_name_from_usage(s->usage);
197 e->semantic_idx = s->usage_idx;
198 e->sysval_semantic = 0;
199 e->component_type = 0;
200 e->register_idx = s->reg.reg.idx;
201 e->mask = s->reg.write_mask;
202 }
203
204 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
205 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
206 {
207 e->semantic_name = shader_semantic_name_from_usage(usage);
208 e->semantic_idx = usage_idx;
209 e->sysval_semantic = 0;
210 e->component_type = 0;
211 e->register_idx = reg_idx;
212 e->mask = write_mask;
213 }
214
215 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
216 {
217 switch (version_token >> 16)
218 {
219 case WINED3D_SM1_VS:
220 case WINED3D_SM1_PS:
221 return &sm1_shader_frontend;
222
223 case WINED3D_SM4_PS:
224 case WINED3D_SM4_VS:
225 case WINED3D_SM4_GS:
226 return &sm4_shader_frontend;
227
228 default:
229 FIXME("Unrecognised version token %#x\n", version_token);
230 return NULL;
231 }
232 }
233
234 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
235 {
236 buffer->buffer[0] = '\0';
237 buffer->bsize = 0;
238 buffer->lineNo = 0;
239 buffer->newline = TRUE;
240 }
241
242 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
243 {
244 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
245 if (!buffer->buffer)
246 {
247 ERR("Failed to allocate shader buffer memory.\n");
248 return FALSE;
249 }
250
251 shader_buffer_clear(buffer);
252 return TRUE;
253 }
254
255 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
256 {
257 HeapFree(GetProcessHeap(), 0, buffer->buffer);
258 }
259
260 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
261 {
262 char *base = buffer->buffer + buffer->bsize;
263 int rc;
264
265 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
266
267 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
268 {
269 ERR("The buffer allocated for the shader program string "
270 "is too small at %d bytes.\n", SHADER_PGMSIZE);
271 buffer->bsize = SHADER_PGMSIZE - 1;
272 return -1;
273 }
274
275 if (buffer->newline)
276 {
277 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
278 buffer->newline = FALSE;
279 }
280 else
281 {
282 TRACE("%s", base);
283 }
284
285 buffer->bsize += rc;
286 if (buffer->buffer[buffer->bsize-1] == '\n')
287 {
288 ++buffer->lineNo;
289 buffer->newline = TRUE;
290 }
291
292 return 0;
293 }
294
295 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
296 {
297 va_list args;
298 int ret;
299
300 va_start(args, format);
301 ret = shader_vaddline(buffer, format, args);
302 va_end(args);
303
304 return ret;
305 }
306
307 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
308 void *parent, const struct wined3d_parent_ops *parent_ops)
309 {
310 shader->ref = 1;
311 shader->device = device;
312 shader->parent = parent;
313 shader->parent_ops = parent_ops;
314 list_init(&shader->linked_programs);
315 list_add_head(&device->shaders, &shader->shader_list_entry);
316 }
317
318 /* Convert floating point offset relative to a register file to an absolute
319 * offset for float constants. */
320 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
321 {
322 switch (register_type)
323 {
324 case WINED3DSPR_CONST: return register_idx;
325 case WINED3DSPR_CONST2: return 2048 + register_idx;
326 case WINED3DSPR_CONST3: return 4096 + register_idx;
327 case WINED3DSPR_CONST4: return 6144 + register_idx;
328 default:
329 FIXME("Unsupported register type: %u.\n", register_type);
330 return register_idx;
331 }
332 }
333
334 static void shader_delete_constant_list(struct list *clist)
335 {
336 struct wined3d_shader_lconst *constant;
337 struct list *ptr;
338
339 ptr = list_head(clist);
340 while (ptr)
341 {
342 constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
343 ptr = list_next(clist, ptr);
344 HeapFree(GetProcessHeap(), 0, constant);
345 }
346 list_init(clist);
347 }
348
349 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
350 {
351 DWORD idx, shift;
352 idx = bit >> 5;
353 shift = bit & 0x1f;
354 bitmap[idx] |= (1 << shift);
355 }
356
357 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
358 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
359 {
360 switch (reg->type)
361 {
362 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
363 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
364 else reg_maps->address |= 1 << reg->idx;
365 break;
366
367 case WINED3DSPR_TEMP:
368 reg_maps->temporary |= 1 << reg->idx;
369 break;
370
371 case WINED3DSPR_INPUT:
372 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
373 {
374 if (reg->rel_addr)
375 {
376 /* If relative addressing is used, we must assume that all registers
377 * are used. Even if it is a construct like v3[aL], we can't assume
378 * that v0, v1 and v2 aren't read because aL can be negative */
379 unsigned int i;
380 for (i = 0; i < MAX_REG_INPUT; ++i)
381 {
382 shader->u.ps.input_reg_used[i] = TRUE;
383 }
384 }
385 else
386 {
387 shader->u.ps.input_reg_used[reg->idx] = TRUE;
388 }
389 }
390 else reg_maps->input_registers |= 1 << reg->idx;
391 break;
392
393 case WINED3DSPR_RASTOUT:
394 if (reg->idx == 1) reg_maps->fog = 1;
395 break;
396
397 case WINED3DSPR_MISCTYPE:
398 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
399 {
400 if (!reg->idx) reg_maps->vpos = 1;
401 else if (reg->idx == 1) reg_maps->usesfacing = 1;
402 }
403 break;
404
405 case WINED3DSPR_CONST:
406 if (reg->rel_addr)
407 {
408 if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
409 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
410 reg_maps->usesrelconstF = TRUE;
411 }
412 else
413 {
414 set_bitmap_bit(reg_maps->constf, reg->idx);
415 }
416 break;
417
418 case WINED3DSPR_CONSTINT:
419 reg_maps->integer_constants |= (1 << reg->idx);
420 break;
421
422 case WINED3DSPR_CONSTBOOL:
423 reg_maps->boolean_constants |= (1 << reg->idx);
424 break;
425
426 case WINED3DSPR_COLOROUT:
427 reg_maps->rt_mask |= (1 << reg->idx);
428 break;
429
430 default:
431 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
432 break;
433 }
434 }
435
436 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
437 {
438 switch (instr)
439 {
440 case WINED3DSIH_M4x4:
441 case WINED3DSIH_M3x4:
442 return param == 1 ? 3 : 0;
443
444 case WINED3DSIH_M4x3:
445 case WINED3DSIH_M3x3:
446 return param == 1 ? 2 : 0;
447
448 case WINED3DSIH_M3x2:
449 return param == 1 ? 1 : 0;
450
451 default:
452 return 0;
453 }
454 }
455
456 /* Note that this does not count the loop register as an address register. */
457 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
458 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
459 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
460 {
461 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
462 void *fe_data = shader->frontend_data;
463 struct wined3d_shader_version shader_version;
464 const DWORD *ptr = byte_code;
465
466 memset(reg_maps, 0, sizeof(*reg_maps));
467 reg_maps->min_rel_offset = ~0U;
468
469 fe->shader_read_header(fe_data, &ptr, &shader_version);
470 reg_maps->shader_version = shader_version;
471
472 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
473 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
474 if (!reg_maps->constf)
475 {
476 ERR("Failed to allocate constant map memory.\n");
477 return E_OUTOFMEMORY;
478 }
479
480 while (!fe->shader_is_end(fe_data, &ptr))
481 {
482 struct wined3d_shader_instruction ins;
483 const char *comment;
484 UINT comment_size;
485 UINT param_size;
486
487 /* Skip comments. */
488 fe->shader_read_comment(&ptr, &comment, &comment_size);
489 if (comment) continue;
490
491 /* Fetch opcode. */
492 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
493
494 /* Unhandled opcode, and its parameters. */
495 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
496 {
497 TRACE("Skipping unrecognized instruction.\n");
498 ptr += param_size;
499 continue;
500 }
501
502 /* Handle declarations. */
503 if (ins.handler_idx == WINED3DSIH_DCL)
504 {
505 struct wined3d_shader_semantic semantic;
506
507 fe->shader_read_semantic(&ptr, &semantic);
508
509 switch (semantic.reg.reg.type)
510 {
511 /* Mark input registers used. */
512 case WINED3DSPR_INPUT:
513 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
514 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
515 break;
516
517 /* Vertex shader: mark 3.0 output registers used, save token. */
518 case WINED3DSPR_OUTPUT:
519 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
520 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
521 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
522 break;
523
524 /* Save sampler usage token. */
525 case WINED3DSPR_SAMPLER:
526 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
527 break;
528
529 default:
530 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
531 break;
532 }
533 }
534 else if (ins.handler_idx == WINED3DSIH_DEF)
535 {
536 struct wined3d_shader_src_param rel_addr;
537 struct wined3d_shader_dst_param dst;
538
539 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
540 if (!lconst) return E_OUTOFMEMORY;
541
542 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
543 lconst->idx = dst.reg.idx;
544
545 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
546 ptr += 4;
547
548 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
549 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
550 {
551 float *value = (float *)lconst->value;
552 if (value[0] < -1.0f) value[0] = -1.0f;
553 else if (value[0] > 1.0f) value[0] = 1.0f;
554 if (value[1] < -1.0f) value[1] = -1.0f;
555 else if (value[1] > 1.0f) value[1] = 1.0f;
556 if (value[2] < -1.0f) value[2] = -1.0f;
557 else if (value[2] > 1.0f) value[2] = 1.0f;
558 if (value[3] < -1.0f) value[3] = -1.0f;
559 else if (value[3] > 1.0f) value[3] = 1.0f;
560 }
561
562 list_add_head(&shader->constantsF, &lconst->entry);
563 }
564 else if (ins.handler_idx == WINED3DSIH_DEFI)
565 {
566 struct wined3d_shader_src_param rel_addr;
567 struct wined3d_shader_dst_param dst;
568
569 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
570 if (!lconst) return E_OUTOFMEMORY;
571
572 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
573 lconst->idx = dst.reg.idx;
574
575 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
576 ptr += 4;
577
578 list_add_head(&shader->constantsI, &lconst->entry);
579 reg_maps->local_int_consts |= (1 << dst.reg.idx);
580 }
581 else if (ins.handler_idx == WINED3DSIH_DEFB)
582 {
583 struct wined3d_shader_src_param rel_addr;
584 struct wined3d_shader_dst_param dst;
585
586 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
587 if (!lconst) return E_OUTOFMEMORY;
588
589 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
590 lconst->idx = dst.reg.idx;
591
592 memcpy(lconst->value, ptr, sizeof(DWORD));
593 ++ptr;
594
595 list_add_head(&shader->constantsB, &lconst->entry);
596 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
597 }
598 /* For subroutine prototypes. */
599 else if (ins.handler_idx == WINED3DSIH_LABEL)
600 {
601 struct wined3d_shader_src_param src, rel_addr;
602
603 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
604 reg_maps->labels |= 1 << src.reg.idx;
605 }
606 /* Set texture, address, temporary registers. */
607 else
608 {
609 BOOL color0_mov = FALSE;
610 unsigned int i, limit;
611
612 /* This will loop over all the registers and try to
613 * make a bitmask of the ones we're interested in.
614 *
615 * Relative addressing tokens are ignored, but that's
616 * okay, since we'll catch any address registers when
617 * they are initialized (required by spec). */
618 for (i = 0; i < ins.dst_count; ++i)
619 {
620 struct wined3d_shader_src_param dst_rel_addr;
621 struct wined3d_shader_dst_param dst_param;
622
623 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
624
625 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
626
627 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
628 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
629 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
630 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
631 {
632 UINT idx = dst_param.reg.idx;
633
634 switch (dst_param.reg.type)
635 {
636 case WINED3DSPR_RASTOUT:
637 switch (idx)
638 {
639 case 0: /* oPos */
640 reg_maps->output_registers |= 1 << 10;
641 shader_signature_from_usage(&output_signature[10],
642 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
643 break;
644
645 case 1: /* oFog */
646 reg_maps->output_registers |= 1 << 11;
647 shader_signature_from_usage(&output_signature[11],
648 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
649 break;
650
651 case 2: /* oPts */
652 reg_maps->output_registers |= 1 << 11;
653 shader_signature_from_usage(&output_signature[11],
654 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
655 break;
656 }
657 break;
658
659 case WINED3DSPR_ATTROUT:
660 if (idx < 2)
661 {
662 idx += 8;
663 if (reg_maps->output_registers & (1 << idx))
664 {
665 output_signature[idx].mask |= dst_param.write_mask;
666 }
667 else
668 {
669 reg_maps->output_registers |= 1 << idx;
670 shader_signature_from_usage(&output_signature[idx],
671 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
672 }
673 }
674 break;
675
676 case WINED3DSPR_TEXCRDOUT:
677
678 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
679 if (reg_maps->output_registers & (1 << idx))
680 {
681 output_signature[idx].mask |= dst_param.write_mask;
682 }
683 else
684 {
685 reg_maps->output_registers |= 1 << idx;
686 shader_signature_from_usage(&output_signature[idx],
687 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
688 }
689 break;
690
691 default:
692 break;
693 }
694 }
695
696 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
697 {
698 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
699 {
700 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
701 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
702 * the mov and perform the sRGB write correction from the source register.
703 *
704 * However, if the mov is only partial, we can't do this, and if the write
705 * comes from an instruction other than MOV it is hard to do as well. If
706 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
707 shader->u.ps.color0_mov = FALSE;
708 if (ins.handler_idx == WINED3DSIH_MOV
709 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
710 {
711 /* Used later when the source register is read. */
712 color0_mov = TRUE;
713 }
714 }
715 /* Also drop the MOV marker if the source register is overwritten prior to the shader
716 * end
717 */
718 else if (dst_param.reg.type == WINED3DSPR_TEMP
719 && dst_param.reg.idx == shader->u.ps.color0_reg)
720 {
721 shader->u.ps.color0_mov = FALSE;
722 }
723 }
724
725 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
726 if (shader_version.major == 1
727 && (ins.handler_idx == WINED3DSIH_TEX
728 || ins.handler_idx == WINED3DSIH_TEXBEM
729 || ins.handler_idx == WINED3DSIH_TEXBEML
730 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
731 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
732 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
733 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
734 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
735 || ins.handler_idx == WINED3DSIH_TEXREG2AR
736 || ins.handler_idx == WINED3DSIH_TEXREG2GB
737 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
738 {
739 /* Fake sampler usage, only set reserved bit and type. */
740 DWORD sampler_code = dst_param.reg.idx;
741
742 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
743 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
744
745 /* texbem is only valid with < 1.4 pixel shaders */
746 if (ins.handler_idx == WINED3DSIH_TEXBEM
747 || ins.handler_idx == WINED3DSIH_TEXBEML)
748 {
749 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
750 if (ins.handler_idx == WINED3DSIH_TEXBEML)
751 {
752 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
753 }
754 }
755 }
756 else if (ins.handler_idx == WINED3DSIH_BEM)
757 {
758 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
759 }
760 }
761
762 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
763 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
764 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
765 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
766 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
767 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
768 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
769 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
770 else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
771 else if (ins.handler_idx == WINED3DSIH_LOOP
772 || ins.handler_idx == WINED3DSIH_REP)
773 {
774 ++cur_loop_depth;
775 if (cur_loop_depth > max_loop_depth)
776 max_loop_depth = cur_loop_depth;
777 }
778 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
779 || ins.handler_idx == WINED3DSIH_ENDREP)
780 --cur_loop_depth;
781
782 limit = ins.src_count + (ins.predicate ? 1 : 0);
783 for (i = 0; i < limit; ++i)
784 {
785 struct wined3d_shader_src_param src_param, src_rel_addr;
786 unsigned int count;
787
788 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
789 count = get_instr_extra_regcount(ins.handler_idx, i);
790
791 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
792 while (count)
793 {
794 ++src_param.reg.idx;
795 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
796 --count;
797 }
798
799 if (color0_mov)
800 {
801 if (src_param.reg.type == WINED3DSPR_TEMP
802 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
803 {
804 shader->u.ps.color0_mov = TRUE;
805 shader->u.ps.color0_reg = src_param.reg.idx;
806 }
807 }
808 }
809 }
810 }
811 reg_maps->loop_depth = max_loop_depth;
812
813 /* PS before 2.0 don't have explicit color outputs. Instead the value of
814 * R0 is written to the render target. */
815 if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
816 reg_maps->rt_mask |= (1 << 0);
817
818 shader->functionLength = ((const char *)ptr - (const char *)byte_code);
819
820 return WINED3D_OK;
821 }
822
823 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
824 {
825 DWORD map = 1 << max;
826 map |= map - 1;
827 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
828
829 return wined3d_log2i(map);
830 }
831
832 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
833 const struct wined3d_shader_version *shader_version)
834 {
835 TRACE("dcl");
836
837 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
838 {
839 switch (semantic->sampler_type)
840 {
841 case WINED3DSTT_2D: TRACE("_2d"); break;
842 case WINED3DSTT_CUBE: TRACE("_cube"); break;
843 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
844 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
845 }
846 }
847 else
848 {
849 /* Pixel shaders 3.0 don't have usage semantics. */
850 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
851 else TRACE("_");
852
853 switch (semantic->usage)
854 {
855 case WINED3DDECLUSAGE_POSITION:
856 TRACE("position%u", semantic->usage_idx);
857 break;
858
859 case WINED3DDECLUSAGE_BLENDINDICES:
860 TRACE("blend");
861 break;
862
863 case WINED3DDECLUSAGE_BLENDWEIGHT:
864 TRACE("weight");
865 break;
866
867 case WINED3DDECLUSAGE_NORMAL:
868 TRACE("normal%u", semantic->usage_idx);
869 break;
870
871 case WINED3DDECLUSAGE_PSIZE:
872 TRACE("psize");
873 break;
874
875 case WINED3DDECLUSAGE_COLOR:
876 if (!semantic->usage_idx) TRACE("color");
877 else TRACE("specular%u", (semantic->usage_idx - 1));
878 break;
879
880 case WINED3DDECLUSAGE_TEXCOORD:
881 TRACE("texture%u", semantic->usage_idx);
882 break;
883
884 case WINED3DDECLUSAGE_TANGENT:
885 TRACE("tangent");
886 break;
887
888 case WINED3DDECLUSAGE_BINORMAL:
889 TRACE("binormal");
890 break;
891
892 case WINED3DDECLUSAGE_TESSFACTOR:
893 TRACE("tessfactor");
894 break;
895
896 case WINED3DDECLUSAGE_POSITIONT:
897 TRACE("positionT%u", semantic->usage_idx);
898 break;
899
900 case WINED3DDECLUSAGE_FOG:
901 TRACE("fog");
902 break;
903
904 case WINED3DDECLUSAGE_DEPTH:
905 TRACE("depth");
906 break;
907
908 case WINED3DDECLUSAGE_SAMPLE:
909 TRACE("sample");
910 break;
911
912 default:
913 FIXME("unknown_semantics(0x%08x)", semantic->usage);
914 }
915 }
916 }
917
918 static void shader_dump_register(const struct wined3d_shader_register *reg,
919 const struct wined3d_shader_version *shader_version)
920 {
921 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
922 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
923 UINT offset = reg->idx;
924
925 switch (reg->type)
926 {
927 case WINED3DSPR_TEMP:
928 TRACE("r");
929 break;
930
931 case WINED3DSPR_INPUT:
932 TRACE("v");
933 break;
934
935 case WINED3DSPR_CONST:
936 case WINED3DSPR_CONST2:
937 case WINED3DSPR_CONST3:
938 case WINED3DSPR_CONST4:
939 TRACE("c");
940 offset = shader_get_float_offset(reg->type, reg->idx);
941 break;
942
943 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
944 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
945 break;
946
947 case WINED3DSPR_RASTOUT:
948 TRACE("%s", rastout_reg_names[reg->idx]);
949 break;
950
951 case WINED3DSPR_COLOROUT:
952 TRACE("oC");
953 break;
954
955 case WINED3DSPR_DEPTHOUT:
956 TRACE("oDepth");
957 break;
958
959 case WINED3DSPR_ATTROUT:
960 TRACE("oD");
961 break;
962
963 case WINED3DSPR_TEXCRDOUT:
964 /* Vertex shaders >= 3.0 use general purpose output registers
965 * (WINED3DSPR_OUTPUT), which can include an address token. */
966 if (shader_version->major >= 3) TRACE("o");
967 else TRACE("oT");
968 break;
969
970 case WINED3DSPR_CONSTINT:
971 TRACE("i");
972 break;
973
974 case WINED3DSPR_CONSTBOOL:
975 TRACE("b");
976 break;
977
978 case WINED3DSPR_LABEL:
979 TRACE("l");
980 break;
981
982 case WINED3DSPR_LOOP:
983 TRACE("aL");
984 break;
985
986 case WINED3DSPR_SAMPLER:
987 TRACE("s");
988 break;
989
990 case WINED3DSPR_MISCTYPE:
991 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
992 else TRACE("%s", misctype_reg_names[reg->idx]);
993 break;
994
995 case WINED3DSPR_PREDICATE:
996 TRACE("p");
997 break;
998
999 case WINED3DSPR_IMMCONST:
1000 TRACE("l");
1001 break;
1002
1003 case WINED3DSPR_CONSTBUFFER:
1004 TRACE("cb");
1005 break;
1006
1007 case WINED3DSPR_NULL:
1008 TRACE("null");
1009 break;
1010
1011 case WINED3DSPR_RESOURCE:
1012 TRACE("t");
1013 break;
1014
1015 default:
1016 TRACE("unhandled_rtype(%#x)", reg->type);
1017 break;
1018 }
1019
1020 if (reg->type == WINED3DSPR_IMMCONST)
1021 {
1022 TRACE("(");
1023 switch (reg->immconst_type)
1024 {
1025 case WINED3D_IMMCONST_SCALAR:
1026 TRACE("%.8e", *(const float *)reg->immconst_data);
1027 break;
1028
1029 case WINED3D_IMMCONST_VEC4:
1030 TRACE("%.8e, %.8e, %.8e, %.8e",
1031 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1032 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1033 break;
1034
1035 default:
1036 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1037 break;
1038 }
1039 TRACE(")");
1040 }
1041 else if (reg->type != WINED3DSPR_RASTOUT
1042 && reg->type != WINED3DSPR_MISCTYPE
1043 && reg->type != WINED3DSPR_NULL)
1044 {
1045 if (reg->array_idx != ~0U)
1046 {
1047 TRACE("%u[%u", offset, reg->array_idx);
1048 if (reg->rel_addr)
1049 {
1050 TRACE(" + ");
1051 shader_dump_src_param(reg->rel_addr, shader_version);
1052 }
1053 TRACE("]");
1054 }
1055 else
1056 {
1057 if (reg->rel_addr)
1058 {
1059 TRACE("[");
1060 shader_dump_src_param(reg->rel_addr, shader_version);
1061 TRACE(" + ");
1062 }
1063 TRACE("%u", offset);
1064 if (reg->rel_addr) TRACE("]");
1065 }
1066 }
1067 }
1068
1069 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1070 const struct wined3d_shader_version *shader_version)
1071 {
1072 DWORD write_mask = param->write_mask;
1073
1074 shader_dump_register(&param->reg, shader_version);
1075
1076 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1077 {
1078 static const char *write_mask_chars = "xyzw";
1079
1080 TRACE(".");
1081 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1082 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1083 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1084 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1085 }
1086 }
1087
1088 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1089 const struct wined3d_shader_version *shader_version)
1090 {
1091 enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1092 DWORD swizzle = param->swizzle;
1093
1094 if (src_modifier == WINED3DSPSM_NEG
1095 || src_modifier == WINED3DSPSM_BIASNEG
1096 || src_modifier == WINED3DSPSM_SIGNNEG
1097 || src_modifier == WINED3DSPSM_X2NEG
1098 || src_modifier == WINED3DSPSM_ABSNEG)
1099 TRACE("-");
1100 else if (src_modifier == WINED3DSPSM_COMP)
1101 TRACE("1-");
1102 else if (src_modifier == WINED3DSPSM_NOT)
1103 TRACE("!");
1104
1105 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1106 TRACE("abs(");
1107
1108 shader_dump_register(&param->reg, shader_version);
1109
1110 if (src_modifier)
1111 {
1112 switch (src_modifier)
1113 {
1114 case WINED3DSPSM_NONE: break;
1115 case WINED3DSPSM_NEG: break;
1116 case WINED3DSPSM_NOT: break;
1117 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1118 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1119 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1120 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1121 case WINED3DSPSM_COMP: break;
1122 case WINED3DSPSM_X2: TRACE("_x2"); break;
1123 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1124 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1125 case WINED3DSPSM_DW: TRACE("_dw"); break;
1126 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1127 case WINED3DSPSM_ABS: TRACE(")"); break;
1128 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1129 }
1130 }
1131
1132 if (swizzle != WINED3DSP_NOSWIZZLE)
1133 {
1134 static const char *swizzle_chars = "xyzw";
1135 DWORD swizzle_x = swizzle & 0x03;
1136 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1137 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1138 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1139
1140 if (swizzle_x == swizzle_y
1141 && swizzle_x == swizzle_z
1142 && swizzle_x == swizzle_w)
1143 {
1144 TRACE(".%c", swizzle_chars[swizzle_x]);
1145 }
1146 else
1147 {
1148 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1149 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1150 }
1151 }
1152 }
1153
1154 /* Shared code in order to generate the bulk of the shader string.
1155 * NOTE: A description of how to parse tokens can be found on MSDN. */
1156 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1157 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1158 {
1159 struct wined3d_device *device = shader->device;
1160 const struct wined3d_shader_frontend *fe = shader->frontend;
1161 void *fe_data = shader->frontend_data;
1162 struct wined3d_shader_src_param dst_rel_addr[2];
1163 struct wined3d_shader_src_param src_rel_addr[4];
1164 struct wined3d_shader_dst_param dst_param[2];
1165 struct wined3d_shader_src_param src_param[4];
1166 struct wined3d_shader_version shader_version;
1167 struct wined3d_shader_loop_state loop_state;
1168 struct wined3d_shader_instruction ins;
1169 struct wined3d_shader_tex_mx tex_mx;
1170 struct wined3d_shader_context ctx;
1171 const DWORD *ptr = byte_code;
1172 DWORD i;
1173
1174 /* Initialize current parsing state. */
1175 tex_mx.current_row = 0;
1176 loop_state.current_depth = 0;
1177 loop_state.current_reg = 0;
1178
1179 ctx.shader = shader;
1180 ctx.gl_info = &device->adapter->gl_info;
1181 ctx.reg_maps = reg_maps;
1182 ctx.buffer = buffer;
1183 ctx.tex_mx = &tex_mx;
1184 ctx.loop_state = &loop_state;
1185 ctx.backend_data = backend_ctx;
1186
1187 ins.ctx = &ctx;
1188 ins.dst = dst_param;
1189 ins.src = src_param;
1190
1191 fe->shader_read_header(fe_data, &ptr, &shader_version);
1192
1193 while (!fe->shader_is_end(fe_data, &ptr))
1194 {
1195 const char *comment;
1196 UINT comment_size;
1197 UINT param_size;
1198
1199 /* Skip comment tokens. */
1200 fe->shader_read_comment(&ptr, &comment, &comment_size);
1201 if (comment) continue;
1202
1203 /* Read opcode. */
1204 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1205
1206 /* Unknown opcode and its parameters. */
1207 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1208 {
1209 TRACE("Skipping unrecognized instruction.\n");
1210 ptr += param_size;
1211 continue;
1212 }
1213
1214 /* Nothing to do. */
1215 if (ins.handler_idx == WINED3DSIH_DCL
1216 || ins.handler_idx == WINED3DSIH_NOP
1217 || ins.handler_idx == WINED3DSIH_DEF
1218 || ins.handler_idx == WINED3DSIH_DEFI
1219 || ins.handler_idx == WINED3DSIH_DEFB
1220 || ins.handler_idx == WINED3DSIH_PHASE)
1221 {
1222 ptr += param_size;
1223 continue;
1224 }
1225
1226 /* Destination tokens */
1227 for (i = 0; i < ins.dst_count; ++i)
1228 {
1229 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1230 }
1231
1232 /* Predication token */
1233 if (ins.predicate)
1234 {
1235 FIXME("Predicates not implemented.\n");
1236 ins.predicate = *ptr++;
1237 }
1238
1239 /* Other source tokens */
1240 for (i = 0; i < ins.src_count; ++i)
1241 {
1242 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1243 }
1244
1245 /* Call appropriate function for output target */
1246 device->shader_backend->shader_handle_instruction(&ins);
1247 }
1248 }
1249
1250 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1251 {
1252 DWORD mmask = dst->modifiers;
1253
1254 switch (dst->shift)
1255 {
1256 case 0: break;
1257 case 13: TRACE("_d8"); break;
1258 case 14: TRACE("_d4"); break;
1259 case 15: TRACE("_d2"); break;
1260 case 1: TRACE("_x2"); break;
1261 case 2: TRACE("_x4"); break;
1262 case 3: TRACE("_x8"); break;
1263 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1264 }
1265
1266 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1267 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1268 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1269
1270 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1271 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1272 }
1273
1274 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1275 {
1276 struct wined3d_shader_version shader_version;
1277 const DWORD *ptr = byte_code;
1278 const char *type_prefix;
1279 DWORD i;
1280
1281 TRACE("Parsing %p.\n", byte_code);
1282
1283 fe->shader_read_header(fe_data, &ptr, &shader_version);
1284
1285 switch (shader_version.type)
1286 {
1287 case WINED3D_SHADER_TYPE_VERTEX:
1288 type_prefix = "vs";
1289 break;
1290
1291 case WINED3D_SHADER_TYPE_GEOMETRY:
1292 type_prefix = "gs";
1293 break;
1294
1295 case WINED3D_SHADER_TYPE_PIXEL:
1296 type_prefix = "ps";
1297 break;
1298
1299 default:
1300 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1301 type_prefix = "unknown";
1302 break;
1303 }
1304
1305 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1306
1307 while (!fe->shader_is_end(fe_data, &ptr))
1308 {
1309 struct wined3d_shader_instruction ins;
1310 const char *comment;
1311 UINT comment_size;
1312 UINT param_size;
1313
1314 /* comment */
1315 fe->shader_read_comment(&ptr, &comment, &comment_size);
1316 if (comment)
1317 {
1318 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1319 {
1320 const char *end = comment + comment_size;
1321 const char *ptr = comment + 4;
1322 const char *line = ptr;
1323
1324 TRACE("// TEXT\n");
1325 while (ptr != end)
1326 {
1327 if (*ptr == '\n')
1328 {
1329 UINT len = ptr - line;
1330 if (len && *(ptr - 1) == '\r') --len;
1331 TRACE("// %s\n", debugstr_an(line, len));
1332 line = ++ptr;
1333 }
1334 else ++ptr;
1335 }
1336 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1337 }
1338 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1339 continue;
1340 }
1341
1342 fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1343 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1344 {
1345 TRACE("Skipping unrecognized instruction.\n");
1346 ptr += param_size;
1347 continue;
1348 }
1349
1350 if (ins.handler_idx == WINED3DSIH_DCL)
1351 {
1352 struct wined3d_shader_semantic semantic;
1353
1354 fe->shader_read_semantic(&ptr, &semantic);
1355
1356 shader_dump_decl_usage(&semantic, &shader_version);
1357 shader_dump_ins_modifiers(&semantic.reg);
1358 TRACE(" ");
1359 shader_dump_dst_param(&semantic.reg, &shader_version);
1360 }
1361 else if (ins.handler_idx == WINED3DSIH_DEF)
1362 {
1363 struct wined3d_shader_src_param rel_addr;
1364 struct wined3d_shader_dst_param dst;
1365
1366 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1367
1368 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1369 *(const float *)(ptr),
1370 *(const float *)(ptr + 1),
1371 *(const float *)(ptr + 2),
1372 *(const float *)(ptr + 3));
1373 ptr += 4;
1374 }
1375 else if (ins.handler_idx == WINED3DSIH_DEFI)
1376 {
1377 struct wined3d_shader_src_param rel_addr;
1378 struct wined3d_shader_dst_param dst;
1379
1380 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1381
1382 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1383 *(ptr),
1384 *(ptr + 1),
1385 *(ptr + 2),
1386 *(ptr + 3));
1387 ptr += 4;
1388 }
1389 else if (ins.handler_idx == WINED3DSIH_DEFB)
1390 {
1391 struct wined3d_shader_src_param rel_addr;
1392 struct wined3d_shader_dst_param dst;
1393
1394 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1395
1396 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1397 ++ptr;
1398 }
1399 else
1400 {
1401 struct wined3d_shader_src_param dst_rel_addr[2];
1402 struct wined3d_shader_src_param src_rel_addr;
1403 struct wined3d_shader_dst_param dst_param[2];
1404 struct wined3d_shader_src_param src_param;
1405
1406 for (i = 0; i < ins.dst_count; ++i)
1407 {
1408 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1409 }
1410
1411 /* Print out predication source token first - it follows
1412 * the destination token. */
1413 if (ins.predicate)
1414 {
1415 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1416 TRACE("(");
1417 shader_dump_src_param(&src_param, &shader_version);
1418 TRACE(") ");
1419 }
1420
1421 /* PixWin marks instructions with the coissue flag with a '+' */
1422 if (ins.coissue) TRACE("+");
1423
1424 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1425
1426 if (ins.handler_idx == WINED3DSIH_IFC
1427 || ins.handler_idx == WINED3DSIH_BREAKC)
1428 {
1429 switch (ins.flags)
1430 {
1431 case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1432 case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1433 case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1434 case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1435 case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1436 case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1437 default: TRACE("_(%u)", ins.flags);
1438 }
1439 }
1440 else if (ins.handler_idx == WINED3DSIH_TEX
1441 && shader_version.major >= 2
1442 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1443 {
1444 TRACE("p");
1445 }
1446
1447 /* We already read the destination tokens, print them. */
1448 for (i = 0; i < ins.dst_count; ++i)
1449 {
1450 shader_dump_ins_modifiers(&dst_param[i]);
1451 TRACE(!i ? " " : ", ");
1452 shader_dump_dst_param(&dst_param[i], &shader_version);
1453 }
1454
1455 /* Other source tokens */
1456 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1457 {
1458 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1459 TRACE(!i ? " " : ", ");
1460 shader_dump_src_param(&src_param, &shader_version);
1461 }
1462 }
1463 TRACE("\n");
1464 }
1465 }
1466
1467 static void shader_cleanup(struct wined3d_shader *shader)
1468 {
1469 shader->device->shader_backend->shader_destroy(shader);
1470 HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1471 HeapFree(GetProcessHeap(), 0, shader->function);
1472 shader_delete_constant_list(&shader->constantsF);
1473 shader_delete_constant_list(&shader->constantsB);
1474 shader_delete_constant_list(&shader->constantsI);
1475 list_remove(&shader->shader_list_entry);
1476
1477 if (shader->frontend && shader->frontend_data)
1478 shader->frontend->shader_free(shader->frontend_data);
1479 }
1480
1481 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1482 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1483 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1484 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1485 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1486 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1487 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1488 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1489 static void shader_none_load_np2fixup_constants(void *shader_priv,
1490 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1491 static void shader_none_destroy(struct wined3d_shader *shader) {}
1492 static HRESULT shader_none_alloc(struct wined3d_device *device) {return WINED3D_OK;}
1493 static void shader_none_free(struct wined3d_device *device) {}
1494 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1495
1496 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1497 {
1498 /* Set the shader caps to 0 for the none shader backend */
1499 caps->VertexShaderVersion = 0;
1500 caps->MaxVertexShaderConst = 0;
1501 caps->PixelShaderVersion = 0;
1502 caps->PixelShader1xMaxValue = 0.0f;
1503 caps->MaxPixelShaderConst = 0;
1504 caps->VSClipping = FALSE;
1505 }
1506
1507 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1508 {
1509 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1510 {
1511 TRACE("Checking support for fixup:\n");
1512 dump_color_fixup_desc(fixup);
1513 }
1514
1515 /* Faked to make some apps happy. */
1516 if (!is_complex_fixup(fixup))
1517 {
1518 TRACE("[OK]\n");
1519 return TRUE;
1520 }
1521
1522 TRACE("[FAILED]\n");
1523 return FALSE;
1524 }
1525
1526 const struct wined3d_shader_backend_ops none_shader_backend =
1527 {
1528 shader_none_handle_instruction,
1529 shader_none_select,
1530 shader_none_select_depth_blt,
1531 shader_none_deselect_depth_blt,
1532 shader_none_update_float_vertex_constants,
1533 shader_none_update_float_pixel_constants,
1534 shader_none_load_constants,
1535 shader_none_load_np2fixup_constants,
1536 shader_none_destroy,
1537 shader_none_alloc,
1538 shader_none_free,
1539 shader_none_context_destroyed,
1540 shader_none_get_caps,
1541 shader_none_color_fixup_supported,
1542 };
1543
1544 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1545 const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1546 enum wined3d_shader_type type, unsigned int max_version)
1547 {
1548 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1549 const struct wined3d_shader_frontend *fe;
1550 HRESULT hr;
1551 unsigned int backend_version;
1552
1553 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1554 shader, byte_code, output_signature, float_const_count);
1555
1556 fe = shader_select_frontend(*byte_code);
1557 if (!fe)
1558 {
1559 FIXME("Unable to find frontend for shader.\n");
1560 return WINED3DERR_INVALIDCALL;
1561 }
1562 shader->frontend = fe;
1563 shader->frontend_data = fe->shader_init(byte_code, output_signature);
1564 if (!shader->frontend_data)
1565 {
1566 FIXME("Failed to initialize frontend.\n");
1567 return WINED3DERR_INVALIDCALL;
1568 }
1569
1570 /* First pass: trace shader. */
1571 if (TRACE_ON(d3d_shader))
1572 shader_trace_init(fe, shader->frontend_data, byte_code);
1573
1574 /* Initialize immediate constant lists. */
1575 list_init(&shader->constantsF);
1576 list_init(&shader->constantsB);
1577 list_init(&shader->constantsI);
1578
1579 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1580 hr = shader_get_registers_used(shader, fe,
1581 reg_maps, shader->input_signature, shader->output_signature,
1582 byte_code, float_const_count);
1583 if (FAILED(hr)) return hr;
1584
1585 if (reg_maps->shader_version.type != type)
1586 {
1587 WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1588 return WINED3DERR_INVALIDCALL;
1589 }
1590 if (reg_maps->shader_version.major > max_version)
1591 {
1592 WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1593 return WINED3DERR_INVALIDCALL;
1594 }
1595 switch (type)
1596 {
1597 case WINED3D_SHADER_TYPE_VERTEX:
1598 backend_version = shader->device->vshader_version;
1599 break;
1600 case WINED3D_SHADER_TYPE_PIXEL:
1601 backend_version = shader->device->pshader_version;
1602 break;
1603 default:
1604 FIXME("No backend version-checking for this shader type\n");
1605 backend_version = 0;
1606 }
1607 if (reg_maps->shader_version.major > backend_version)
1608 {
1609 WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1610 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1611 return WINED3DERR_INVALIDCALL;
1612 }
1613
1614 shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1615 if (!shader->function)
1616 return E_OUTOFMEMORY;
1617 memcpy(shader->function, byte_code, shader->functionLength);
1618
1619 return WINED3D_OK;
1620 }
1621
1622 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1623 {
1624 ULONG refcount = InterlockedIncrement(&shader->ref);
1625
1626 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1627
1628 return refcount;
1629 }
1630
1631 /* Do not call while under the GL lock. */
1632 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1633 {
1634 ULONG refcount = InterlockedDecrement(&shader->ref);
1635
1636 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1637
1638 if (!refcount)
1639 {
1640 shader_cleanup(shader);
1641 shader->parent_ops->wined3d_object_destroyed(shader->parent);
1642 HeapFree(GetProcessHeap(), 0, shader);
1643 }
1644
1645 return refcount;
1646 }
1647
1648 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1649 {
1650 TRACE("shader %p.\n", shader);
1651
1652 return shader->parent;
1653 }
1654
1655 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1656 void *byte_code, UINT *byte_code_size)
1657 {
1658 TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1659
1660 if (!byte_code)
1661 {
1662 *byte_code_size = shader->functionLength;
1663 return WINED3D_OK;
1664 }
1665
1666 if (*byte_code_size < shader->functionLength)
1667 {
1668 /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1669 * than the required size we should write the required size and
1670 * return D3DERR_MOREDATA. That's not actually true. */
1671 return WINED3DERR_INVALIDCALL;
1672 }
1673
1674 memcpy(byte_code, shader->function, shader->functionLength);
1675
1676 return WINED3D_OK;
1677 }
1678
1679 /* Set local constants for d3d8 shaders. */
1680 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1681 UINT start_idx, const float *src_data, UINT count)
1682 {
1683 UINT end_idx = start_idx + count;
1684 UINT i;
1685
1686 TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1687
1688 if (end_idx > shader->limits.constant_float)
1689 {
1690 WARN("end_idx %u > float constants limit %u.\n",
1691 end_idx, shader->limits.constant_float);
1692 end_idx = shader->limits.constant_float;
1693 }
1694
1695 for (i = start_idx; i < end_idx; ++i)
1696 {
1697 struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1698 if (!lconst)
1699 return E_OUTOFMEMORY;
1700
1701 lconst->idx = i;
1702 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1703 list_add_head(&shader->constantsF, &lconst->entry);
1704 }
1705
1706 return WINED3D_OK;
1707 }
1708
1709 void find_vs_compile_args(const struct wined3d_state *state,
1710 const struct wined3d_shader *shader, struct vs_compile_args *args)
1711 {
1712 args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1713 == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1714 args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1715 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1716 args->swizzle_map = shader->device->strided_streams.swizzle_map;
1717 }
1718
1719 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1720 {
1721 if (usage_idx1 != usage_idx2) return FALSE;
1722 if (usage1 == usage2) return TRUE;
1723 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1724 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1725
1726 return FALSE;
1727 }
1728
1729 BOOL vshader_get_input(const struct wined3d_shader *shader,
1730 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1731 {
1732 WORD map = shader->reg_maps.input_registers;
1733 unsigned int i;
1734
1735 for (i = 0; map; map >>= 1, ++i)
1736 {
1737 if (!(map & 1)) continue;
1738
1739 if (match_usage(shader->u.vs.attributes[i].usage,
1740 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1741 {
1742 *regnum = i;
1743 return TRUE;
1744 }
1745 }
1746 return FALSE;
1747 }
1748
1749 static void vertexshader_set_limits(struct wined3d_shader *shader)
1750 {
1751 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1752 shader->reg_maps.shader_version.minor);
1753 struct wined3d_device *device = shader->device;
1754
1755 shader->limits.texcoord = 0;
1756 shader->limits.attributes = 16;
1757 shader->limits.packed_input = 0;
1758
1759 switch (shader_version)
1760 {
1761 case WINED3D_SHADER_VERSION(1, 0):
1762 case WINED3D_SHADER_VERSION(1, 1):
1763 shader->limits.temporary = 12;
1764 shader->limits.constant_bool = 0;
1765 shader->limits.constant_int = 0;
1766 shader->limits.address = 1;
1767 shader->limits.packed_output = 12;
1768 shader->limits.sampler = 0;
1769 shader->limits.label = 0;
1770 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1771 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1772 * constants? */
1773 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1774 break;
1775
1776 case WINED3D_SHADER_VERSION(2, 0):
1777 case WINED3D_SHADER_VERSION(2, 1):
1778 shader->limits.temporary = 12;
1779 shader->limits.constant_bool = 16;
1780 shader->limits.constant_int = 16;
1781 shader->limits.address = 1;
1782 shader->limits.packed_output = 12;
1783 shader->limits.sampler = 0;
1784 shader->limits.label = 16;
1785 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1786 break;
1787
1788 case WINED3D_SHADER_VERSION(4, 0):
1789 FIXME("Using 3.0 limits for 4.0 shader.\n");
1790 /* Fall through. */
1791
1792 case WINED3D_SHADER_VERSION(3, 0):
1793 shader->limits.temporary = 32;
1794 shader->limits.constant_bool = 32;
1795 shader->limits.constant_int = 32;
1796 shader->limits.address = 1;
1797 shader->limits.packed_output = 12;
1798 shader->limits.sampler = 4;
1799 shader->limits.label = 16; /* FIXME: 2048 */
1800 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1801 * even though they are capable of supporting much more (GL
1802 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1803 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1804 * shaders to 256. */
1805 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1806 break;
1807
1808 default:
1809 shader->limits.temporary = 12;
1810 shader->limits.constant_bool = 16;
1811 shader->limits.constant_int = 16;
1812 shader->limits.address = 1;
1813 shader->limits.packed_output = 12;
1814 shader->limits.sampler = 0;
1815 shader->limits.label = 16;
1816 shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1817 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1818 shader->reg_maps.shader_version.major,
1819 shader->reg_maps.shader_version.minor);
1820 }
1821 }
1822
1823 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1824 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1825 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1826 {
1827 struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1828 unsigned int i;
1829 HRESULT hr;
1830 WORD map;
1831
1832 if (!byte_code) return WINED3DERR_INVALIDCALL;
1833
1834 shader_init(shader, device, parent, parent_ops);
1835 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1836 WINED3D_SHADER_TYPE_VERTEX, max_version);
1837 if (FAILED(hr))
1838 {
1839 WARN("Failed to set function, hr %#x.\n", hr);
1840 shader_cleanup(shader);
1841 return hr;
1842 }
1843
1844 map = reg_maps->input_registers;
1845 for (i = 0; map; map >>= 1, ++i)
1846 {
1847 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1848 continue;
1849
1850 shader->u.vs.attributes[i].usage =
1851 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1852 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1853 }
1854
1855 if (output_signature)
1856 {
1857 for (i = 0; i < output_signature->element_count; ++i)
1858 {
1859 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1860 reg_maps->output_registers |= 1 << e->register_idx;
1861 shader->output_signature[e->register_idx] = *e;
1862 }
1863 }
1864
1865 vertexshader_set_limits(shader);
1866
1867 shader->load_local_constsF = reg_maps->usesrelconstF
1868 && !list_empty(&shader->constantsF);
1869
1870 return WINED3D_OK;
1871 }
1872
1873 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1874 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1875 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1876 {
1877 HRESULT hr;
1878
1879 shader_init(shader, device, parent, parent_ops);
1880 hr = shader_set_function(shader, byte_code, output_signature, 0,
1881 WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1882 if (FAILED(hr))
1883 {
1884 WARN("Failed to set function, hr %#x.\n", hr);
1885 shader_cleanup(shader);
1886 return hr;
1887 }
1888
1889 shader->load_local_constsF = FALSE;
1890
1891 return WINED3D_OK;
1892 }
1893
1894 void find_ps_compile_args(const struct wined3d_state *state,
1895 const struct wined3d_shader *shader, struct ps_compile_args *args)
1896 {
1897 struct wined3d_device *device = shader->device;
1898 const struct wined3d_texture *texture;
1899 UINT i;
1900
1901 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1902 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1903 {
1904 const struct wined3d_surface *rt = state->fb->render_targets[0];
1905 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
1906 }
1907
1908 if (shader->reg_maps.shader_version.major == 1
1909 && shader->reg_maps.shader_version.minor <= 3)
1910 {
1911 for (i = 0; i < 4; ++i)
1912 {
1913 DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
1914
1915 if (flags & WINED3D_TTFF_PROJECTED)
1916 {
1917 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
1918 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
1919 DWORD max_valid = WINED3D_TTFF_COUNT4;
1920
1921 if (!state->vertex_shader)
1922 {
1923 unsigned int j;
1924 unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
1925 for (j = 0; j < state->vertex_declaration->element_count; ++j)
1926 {
1927 struct wined3d_vertex_declaration_element *element =
1928 &state->vertex_declaration->elements[j];
1929
1930 if (element->usage == WINED3DDECLUSAGE_TEXCOORD
1931 && element->usage_idx == index)
1932 {
1933 max_valid = element->format->component_count;
1934 break;
1935 }
1936 }
1937 }
1938
1939 if (!tex_transform || tex_transform > max_valid)
1940 {
1941 WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
1942 tex_transform, max_valid);
1943 tex_transform = max_valid;
1944 }
1945
1946 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
1947 || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
1948 || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
1949 tex_transform |= WINED3D_PSARGS_PROJECTED;
1950 else
1951 WARN("Application requested projected texture with unsuitable texture coordinates.\n");
1952
1953 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1954 }
1955 }
1956 }
1957
1958 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
1959 {
1960 if (!shader->reg_maps.sampler_type[i])
1961 continue;
1962
1963 texture = state->textures[i];
1964 if (!texture)
1965 {
1966 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
1967 continue;
1968 }
1969 args->color_fixup[i] = texture->resource.format->color_fixup;
1970
1971 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
1972 args->shadow |= 1 << i;
1973
1974 /* Flag samplers that need NP2 texcoord fixup. */
1975 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
1976 args->np2_fixup |= (1 << i);
1977 }
1978 if (shader->reg_maps.shader_version.major >= 3)
1979 {
1980 if (device->strided_streams.position_transformed)
1981 {
1982 args->vp_mode = pretransformed;
1983 }
1984 else if (use_vs(state))
1985 {
1986 args->vp_mode = vertexshader;
1987 }
1988 else
1989 {
1990 args->vp_mode = fixedfunction;
1991 }
1992 args->fog = FOG_OFF;
1993 }
1994 else
1995 {
1996 args->vp_mode = vertexshader;
1997 if (state->render_states[WINED3D_RS_FOGENABLE])
1998 {
1999 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2000 {
2001 case WINED3D_FOG_NONE:
2002 if (device->strided_streams.position_transformed || use_vs(state))
2003 {
2004 args->fog = FOG_LINEAR;
2005 break;
2006 }
2007
2008 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2009 {
2010 case WINED3D_FOG_NONE: /* Fall through. */
2011 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2012 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2013 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2014 }
2015 break;
2016
2017 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2018 case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
2019 case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
2020 }
2021 }
2022 else
2023 {
2024 args->fog = FOG_OFF;
2025 }
2026 }
2027 }
2028
2029 static void pixelshader_set_limits(struct wined3d_shader *shader)
2030 {
2031 DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2032 shader->reg_maps.shader_version.minor);
2033
2034 shader->limits.attributes = 0;
2035 shader->limits.address = 0;
2036 shader->limits.packed_output = 0;
2037
2038 switch (shader_version)
2039 {
2040 case WINED3D_SHADER_VERSION(1, 0):
2041 case WINED3D_SHADER_VERSION(1, 1):
2042 case WINED3D_SHADER_VERSION(1, 2):
2043 case WINED3D_SHADER_VERSION(1, 3):
2044 shader->limits.temporary = 2;
2045 shader->limits.constant_float = 8;
2046 shader->limits.constant_int = 0;
2047 shader->limits.constant_bool = 0;
2048 shader->limits.texcoord = 4;
2049 shader->limits.sampler = 4;
2050 shader->limits.packed_input = 0;
2051 shader->limits.label = 0;
2052 break;
2053
2054 case WINED3D_SHADER_VERSION(1, 4):
2055 shader->limits.temporary = 6;
2056 shader->limits.constant_float = 8;
2057 shader->limits.constant_int = 0;
2058 shader->limits.constant_bool = 0;
2059 shader->limits.texcoord = 6;
2060 shader->limits.sampler = 6;
2061 shader->limits.packed_input = 0;
2062 shader->limits.label = 0;
2063 break;
2064
2065 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2066 case WINED3D_SHADER_VERSION(2, 0):
2067 shader->limits.temporary = 32;
2068 shader->limits.constant_float = 32;
2069 shader->limits.constant_int = 16;
2070 shader->limits.constant_bool = 16;
2071 shader->limits.texcoord = 8;
2072 shader->limits.sampler = 16;
2073 shader->limits.packed_input = 0;
2074 break;
2075
2076 case WINED3D_SHADER_VERSION(2, 1):
2077 shader->limits.temporary = 32;
2078 shader->limits.constant_float = 32;
2079 shader->limits.constant_int = 16;
2080 shader->limits.constant_bool = 16;
2081 shader->limits.texcoord = 8;
2082 shader->limits.sampler = 16;
2083 shader->limits.packed_input = 0;
2084 shader->limits.label = 16;
2085 break;
2086
2087 case WINED3D_SHADER_VERSION(4, 0):
2088 FIXME("Using 3.0 limits for 4.0 shader.\n");
2089 /* Fall through. */
2090
2091 case WINED3D_SHADER_VERSION(3, 0):
2092 shader->limits.temporary = 32;
2093 shader->limits.constant_float = 224;
2094 shader->limits.constant_int = 16;
2095 shader->limits.constant_bool = 16;
2096 shader->limits.texcoord = 0;
2097 shader->limits.sampler = 16;
2098 shader->limits.packed_input = 12;
2099 shader->limits.label = 16; /* FIXME: 2048 */
2100 break;
2101
2102 default:
2103 shader->limits.temporary = 32;
2104 shader->limits.constant_float = 32;
2105 shader->limits.constant_int = 16;
2106 shader->limits.constant_bool = 16;
2107 shader->limits.texcoord = 8;
2108 shader->limits.sampler = 16;
2109 shader->limits.packed_input = 0;
2110 shader->limits.label = 0;
2111 FIXME("Unrecognized pixel shader version %u.%u\n",
2112 shader->reg_maps.shader_version.major,
2113 shader->reg_maps.shader_version.minor);
2114 }
2115 }
2116
2117 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2118 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2119 void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2120 {
2121 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2122 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2123 HRESULT hr;
2124
2125 if (!byte_code) return WINED3DERR_INVALIDCALL;
2126
2127 shader_init(shader, device, parent, parent_ops);
2128 hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2129 WINED3D_SHADER_TYPE_PIXEL, max_version);
2130 if (FAILED(hr))
2131 {
2132 WARN("Failed to set function, hr %#x.\n", hr);
2133 shader_cleanup(shader);
2134 return hr;
2135 }
2136
2137 pixelshader_set_limits(shader);
2138
2139 for (i = 0; i < MAX_REG_INPUT; ++i)
2140 {
2141 if (shader->u.ps.input_reg_used[i])
2142 {
2143 ++num_regs_used;
2144 highest_reg_used = i;
2145 }
2146 }
2147
2148 /* Don't do any register mapping magic if it is not needed, or if we can't
2149 * achieve anything anyway */
2150 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2151 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2152 {
2153 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2154 {
2155 /* This happens with relative addressing. The input mapper function
2156 * warns about this if the higher registers are declared too, so
2157 * don't write a FIXME here */
2158 WARN("More varying registers used than supported\n");
2159 }
2160
2161 for (i = 0; i < MAX_REG_INPUT; ++i)
2162 {
2163 shader->u.ps.input_reg_map[i] = i;
2164 }
2165
2166 shader->u.ps.declared_in_count = highest_reg_used + 1;
2167 }
2168 else
2169 {
2170 shader->u.ps.declared_in_count = 0;
2171 for (i = 0; i < MAX_REG_INPUT; ++i)
2172 {
2173 if (shader->u.ps.input_reg_used[i])
2174 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2175 else shader->u.ps.input_reg_map[i] = ~0U;
2176 }
2177 }
2178
2179 shader->load_local_constsF = FALSE;
2180
2181 return WINED3D_OK;
2182 }
2183
2184 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2185 {
2186 enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2187 unsigned int i;
2188
2189 if (reg_maps->shader_version.major != 1) return;
2190
2191 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2192 {
2193 /* We don't sample from this sampler. */
2194 if (!sampler_type[i]) continue;
2195
2196 if (!textures[i])
2197 {
2198 WARN("No texture bound to sampler %u, using 2D.\n", i);
2199 sampler_type[i] = WINED3DSTT_2D;
2200 continue;
2201 }
2202
2203 switch (textures[i]->target)
2204 {
2205 case GL_TEXTURE_RECTANGLE_ARB:
2206 case GL_TEXTURE_2D:
2207 /* We have to select between texture rectangles and 2D
2208 * textures later because 2.0 and 3.0 shaders only have
2209 * WINED3DSTT_2D as well. */
2210 sampler_type[i] = WINED3DSTT_2D;
2211 break;
2212
2213 case GL_TEXTURE_3D:
2214 sampler_type[i] = WINED3DSTT_VOLUME;
2215 break;
2216
2217 case GL_TEXTURE_CUBE_MAP_ARB:
2218 sampler_type[i] = WINED3DSTT_CUBE;
2219 break;
2220
2221 default:
2222 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2223 sampler_type[i] = WINED3DSTT_2D;
2224 }
2225 }
2226 }
2227
2228 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2229 const struct wined3d_shader_signature *output_signature, void *parent,
2230 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2231 {
2232 struct wined3d_shader *object;
2233 HRESULT hr;
2234
2235 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2236 device, byte_code, output_signature, parent, parent_ops, shader);
2237
2238 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2239 if (!object)
2240 {
2241 ERR("Failed to allocate shader memory.\n");
2242 return E_OUTOFMEMORY;
2243 }
2244
2245 hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2246 if (FAILED(hr))
2247 {
2248 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2249 HeapFree(GetProcessHeap(), 0, object);
2250 return hr;
2251 }
2252
2253 TRACE("Created geometry shader %p.\n", object);
2254 *shader = object;
2255
2256 return WINED3D_OK;
2257 }
2258
2259 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2260 const struct wined3d_shader_signature *output_signature, void *parent,
2261 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2262 {
2263 struct wined3d_shader *object;
2264 HRESULT hr;
2265
2266 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2267 device, byte_code, output_signature, parent, parent_ops, shader);
2268
2269 if (device->ps_selected_mode == SHADER_NONE)
2270 return WINED3DERR_INVALIDCALL;
2271
2272 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2273 if (!object)
2274 {
2275 ERR("Failed to allocate shader memory.\n");
2276 return E_OUTOFMEMORY;
2277 }
2278
2279 hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2280 if (FAILED(hr))
2281 {
2282 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2283 HeapFree(GetProcessHeap(), 0, object);
2284 return hr;
2285 }
2286
2287 TRACE("Created pixel shader %p.\n", object);
2288 *shader = object;
2289
2290 return WINED3D_OK;
2291 }
2292
2293 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2294 const struct wined3d_shader_signature *output_signature, void *parent,
2295 const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2296 {
2297 struct wined3d_shader *object;
2298 HRESULT hr;
2299
2300 TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2301 device, byte_code, output_signature, parent, parent_ops, shader);
2302
2303 if (device->vs_selected_mode == SHADER_NONE)
2304 return WINED3DERR_INVALIDCALL;
2305
2306 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2307 if (!object)
2308 {
2309 ERR("Failed to allocate shader memory.\n");
2310 return E_OUTOFMEMORY;
2311 }
2312
2313 hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2314 if (FAILED(hr))
2315 {
2316 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2317 HeapFree(GetProcessHeap(), 0, object);
2318 return hr;
2319 }
2320
2321 TRACE("Created vertex shader %p.\n", object);
2322 *shader = object;
2323
2324 return WINED3D_OK;
2325 }