| /* |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers |
| * Copyright 2009-2011 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| #include <string.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| |
| /* pow, mul_high, sub_high, mul_low */ |
| const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f}; |
| /* cmp */ |
| const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f}; |
| |
| static const char * const shader_opcode_names[] = |
| { |
| /* WINED3DSIH_ABS */ "abs", |
| /* WINED3DSIH_ADD */ "add", |
| /* WINED3DSIH_AND */ "and", |
| /* WINED3DSIH_BEM */ "bem", |
| /* WINED3DSIH_BREAK */ "break", |
| /* WINED3DSIH_BREAKC */ "breakc", |
| /* WINED3DSIH_BREAKP */ "breakp", |
| /* WINED3DSIH_CALL */ "call", |
| /* WINED3DSIH_CALLNZ */ "callnz", |
| /* WINED3DSIH_CMP */ "cmp", |
| /* WINED3DSIH_CND */ "cnd", |
| /* WINED3DSIH_CRS */ "crs", |
| /* WINED3DSIH_CUT */ "cut", |
| /* WINED3DSIH_DCL */ "dcl", |
| /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer", |
| /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive", |
| /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology", |
| /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount", |
| /* WINED3DSIH_DEF */ "def", |
| /* WINED3DSIH_DEFB */ "defb", |
| /* WINED3DSIH_DEFI */ "defi", |
| /* WINED3DSIH_DIV */ "div", |
| /* WINED3DSIH_DP2 */ "dp2", |
| /* WINED3DSIH_DP2ADD */ "dp2add", |
| /* WINED3DSIH_DP3 */ "dp3", |
| /* WINED3DSIH_DP4 */ "dp4", |
| /* WINED3DSIH_DST */ "dst", |
| /* WINED3DSIH_DSX */ "dsx", |
| /* WINED3DSIH_DSY */ "dsy", |
| /* WINED3DSIH_ELSE */ "else", |
| /* WINED3DSIH_EMIT */ "emit", |
| /* WINED3DSIH_ENDIF */ "endif", |
| /* WINED3DSIH_ENDLOOP */ "endloop", |
| /* WINED3DSIH_ENDREP */ "endrep", |
| /* WINED3DSIH_EQ */ "eq", |
| /* WINED3DSIH_EXP */ "exp", |
| /* WINED3DSIH_EXPP */ "expp", |
| /* WINED3DSIH_FRC */ "frc", |
| /* WINED3DSIH_FTOI */ "ftoi", |
| /* WINED3DSIH_GE */ "ge", |
| /* WINED3DSIH_IADD */ "iadd", |
| /* WINED3DSIH_IEQ */ "ieq", |
| /* WINED3DSIH_IF */ "if", |
| /* WINED3DSIH_IFC */ "ifc", |
| /* WINED3DSIH_IGE */ "ige", |
| /* WINED3DSIH_IMUL */ "imul", |
| /* WINED3DSIH_ISHL */ "ishl", |
| /* WINED3DSIH_ITOF */ "itof", |
| /* WINED3DSIH_LABEL */ "label", |
| /* WINED3DSIH_LD */ "ld", |
| /* WINED3DSIH_LIT */ "lit", |
| /* WINED3DSIH_LOG */ "log", |
| /* WINED3DSIH_LOGP */ "logp", |
| /* WINED3DSIH_LOOP */ "loop", |
| /* WINED3DSIH_LRP */ "lrp", |
| /* WINED3DSIH_LT */ "lt", |
| /* WINED3DSIH_M3x2 */ "m3x2", |
| /* WINED3DSIH_M3x3 */ "m3x3", |
| /* WINED3DSIH_M3x4 */ "m3x4", |
| /* WINED3DSIH_M4x3 */ "m4x3", |
| /* WINED3DSIH_M4x4 */ "m4x4", |
| /* WINED3DSIH_MAD */ "mad", |
| /* WINED3DSIH_MAX */ "max", |
| /* WINED3DSIH_MIN */ "min", |
| /* WINED3DSIH_MOV */ "mov", |
| /* WINED3DSIH_MOVA */ "mova", |
| /* WINED3DSIH_MOVC */ "movc", |
| /* WINED3DSIH_MUL */ "mul", |
| /* WINED3DSIH_NE */ "ne", |
| /* WINED3DSIH_NOP */ "nop", |
| /* WINED3DSIH_NRM */ "nrm", |
| /* WINED3DSIH_OR */ "or", |
| /* WINED3DSIH_PHASE */ "phase", |
| /* WINED3DSIH_POW */ "pow", |
| /* WINED3DSIH_RCP */ "rcp", |
| /* WINED3DSIH_REP */ "rep", |
| /* WINED3DSIH_RET */ "ret", |
| /* WINED3DSIH_ROUND_NI */ "round_ni", |
| /* WINED3DSIH_RSQ */ "rsq", |
| /* WINED3DSIH_SAMPLE */ "sample", |
| /* WINED3DSIH_SAMPLE_GRAD */ "sample_d", |
| /* WINED3DSIH_SAMPLE_LOD */ "sample_l", |
| /* WINED3DSIH_SETP */ "setp", |
| /* WINED3DSIH_SGE */ "sge", |
| /* WINED3DSIH_SGN */ "sgn", |
| /* WINED3DSIH_SINCOS */ "sincos", |
| /* WINED3DSIH_SLT */ "slt", |
| /* WINED3DSIH_SQRT */ "sqrt", |
| /* WINED3DSIH_SUB */ "sub", |
| /* WINED3DSIH_TEX */ "texld", |
| /* WINED3DSIH_TEXBEM */ "texbem", |
| /* WINED3DSIH_TEXBEML */ "texbeml", |
| /* WINED3DSIH_TEXCOORD */ "texcrd", |
| /* WINED3DSIH_TEXDEPTH */ "texdepth", |
| /* WINED3DSIH_TEXDP3 */ "texdp3", |
| /* WINED3DSIH_TEXDP3TEX */ "texdp3tex", |
| /* WINED3DSIH_TEXKILL */ "texkill", |
| /* WINED3DSIH_TEXLDD */ "texldd", |
| /* WINED3DSIH_TEXLDL */ "texldl", |
| /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth", |
| /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad", |
| /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex", |
| /* WINED3DSIH_TEXM3x3 */ "texm3x3", |
| /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff", |
| /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad", |
| /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec", |
| /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex", |
| /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec", |
| /* WINED3DSIH_TEXREG2AR */ "texreg2ar", |
| /* WINED3DSIH_TEXREG2GB */ "texreg2gb", |
| /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb", |
| /* WINED3DSIH_UDIV */ "udiv", |
| /* WINED3DSIH_UGE */ "uge", |
| /* WINED3DSIH_USHR */ "ushr", |
| /* WINED3DSIH_UTOF */ "utof", |
| /* WINED3DSIH_XOR */ "xor", |
| }; |
| |
| static const char * const semantic_names[] = |
| { |
| /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION", |
| /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT", |
| /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES", |
| /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL", |
| /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE", |
| /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD", |
| /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT", |
| /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL", |
| /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR", |
| /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT", |
| /* WINED3D_DECL_USAGE_COLOR */ "COLOR", |
| /* WINED3D_DECL_USAGE_FOG */ "FOG", |
| /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH", |
| /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE", |
| }; |
| |
| static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage) |
| { |
| if (usage >= sizeof(semantic_names) / sizeof(*semantic_names)) |
| { |
| FIXME("Unrecognized usage %#x.\n", usage); |
| return "UNRECOGNIZED"; |
| } |
| |
| return semantic_names[usage]; |
| } |
| |
| static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i) |
| { |
| if (!strcmp(name, semantic_names[i])) return i; |
| } |
| |
| return ~0U; |
| } |
| |
| BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) |
| { |
| return !strcmp(semantic_name, shader_semantic_name_from_usage(usage)); |
| } |
| |
| static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e, |
| const struct wined3d_shader_semantic *s) |
| { |
| e->semantic_name = shader_semantic_name_from_usage(s->usage); |
| e->semantic_idx = s->usage_idx; |
| e->sysval_semantic = 0; |
| e->component_type = 0; |
| e->register_idx = s->reg.reg.idx[0].offset; |
| e->mask = s->reg.write_mask; |
| } |
| |
| static void shader_signature_from_usage(struct wined3d_shader_signature_element *e, |
| enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask) |
| { |
| e->semantic_name = shader_semantic_name_from_usage(usage); |
| e->semantic_idx = usage_idx; |
| e->sysval_semantic = 0; |
| e->component_type = 0; |
| e->register_idx = reg_idx; |
| e->mask = write_mask; |
| } |
| |
| static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) |
| { |
| switch (version_token >> 16) |
| { |
| case WINED3D_SM1_VS: |
| case WINED3D_SM1_PS: |
| return &sm1_shader_frontend; |
| |
| case WINED3D_SM4_PS: |
| case WINED3D_SM4_VS: |
| case WINED3D_SM4_GS: |
| return &sm4_shader_frontend; |
| |
| default: |
| FIXME("Unrecognised version token %#x\n", version_token); |
| return NULL; |
| } |
| } |
| |
| void string_buffer_clear(struct wined3d_string_buffer *buffer) |
| { |
| buffer->buffer[0] = '\0'; |
| buffer->content_size = 0; |
| } |
| |
| BOOL string_buffer_init(struct wined3d_string_buffer *buffer) |
| { |
| buffer->buffer_size = 32; |
| if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size))) |
| { |
| ERR("Failed to allocate shader buffer memory.\n"); |
| return FALSE; |
| } |
| |
| string_buffer_clear(buffer); |
| return TRUE; |
| } |
| |
| void string_buffer_free(struct wined3d_string_buffer *buffer) |
| { |
| HeapFree(GetProcessHeap(), 0, buffer->buffer); |
| } |
| |
| BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) |
| { |
| char *new_buffer; |
| unsigned int new_buffer_size = buffer->buffer_size * 2; |
| |
| while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size) |
| new_buffer_size *= 2; |
| if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size))) |
| { |
| ERR("Failed to grow buffer.\n"); |
| buffer->buffer[buffer->content_size] = '\0'; |
| return FALSE; |
| } |
| buffer->buffer = new_buffer; |
| buffer->buffer_size = new_buffer_size; |
| return TRUE; |
| } |
| |
| int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args) |
| { |
| unsigned int rem; |
| int rc; |
| |
| rem = buffer->buffer_size - buffer->content_size; |
| rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args); |
| if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */) |
| return rc; |
| |
| buffer->content_size += rc; |
| return 0; |
| } |
| |
| int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...) |
| { |
| va_list args; |
| int ret; |
| |
| for (;;) |
| { |
| va_start(args, format); |
| ret = shader_vaddline(buffer, format, args); |
| va_end(args); |
| if (!ret) |
| return ret; |
| if (!string_buffer_resize(buffer, ret)) |
| return -1; |
| } |
| } |
| |
| struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) |
| { |
| struct wined3d_string_buffer *buffer; |
| |
| if (list_empty(&list->list)) |
| { |
| buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer)); |
| if (!buffer || !string_buffer_init(buffer)) |
| { |
| ERR("Couldn't allocate buffer for temporary string.\n"); |
| if (buffer) |
| HeapFree(GetProcessHeap(), 0, buffer); |
| return NULL; |
| } |
| } |
| else |
| { |
| buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry); |
| list_remove(&buffer->entry); |
| } |
| string_buffer_clear(buffer); |
| return buffer; |
| } |
| |
| static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args) |
| { |
| if (!buffer) |
| return 0; |
| string_buffer_clear(buffer); |
| return shader_vaddline(buffer, format, args); |
| } |
| |
| void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) |
| { |
| va_list args; |
| int ret; |
| |
| for (;;) |
| { |
| va_start(args, format); |
| ret = string_buffer_vsprintf(buffer, format, args); |
| va_end(args); |
| if (!ret) |
| return; |
| if (!string_buffer_resize(buffer, ret)) |
| return; |
| } |
| } |
| |
| void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) |
| { |
| if (!buffer) |
| return; |
| list_add_head(&list->list, &buffer->entry); |
| } |
| |
| void string_buffer_list_init(struct wined3d_string_buffer_list *list) |
| { |
| list_init(&list->list); |
| } |
| |
| void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) |
| { |
| struct wined3d_string_buffer *buffer, *buffer_next; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry) |
| { |
| string_buffer_free(buffer); |
| HeapFree(GetProcessHeap(), 0, buffer); |
| } |
| list_init(&list->list); |
| } |
| |
| /* Convert floating point offset relative to a register file to an absolute |
| * offset for float constants. */ |
| static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx) |
| { |
| switch (register_type) |
| { |
| case WINED3DSPR_CONST: return register_idx; |
| case WINED3DSPR_CONST2: return 2048 + register_idx; |
| case WINED3DSPR_CONST3: return 4096 + register_idx; |
| case WINED3DSPR_CONST4: return 6144 + register_idx; |
| default: |
| FIXME("Unsupported register type: %u.\n", register_type); |
| return register_idx; |
| } |
| } |
| |
| static void shader_delete_constant_list(struct list *clist) |
| { |
| struct wined3d_shader_lconst *constant, *constant_next; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry) |
| HeapFree(GetProcessHeap(), 0, constant); |
| list_init(clist); |
| } |
| |
| static void shader_set_limits(struct wined3d_shader *shader) |
| { |
| static const struct limits_entry |
| { |
| unsigned int min_version; |
| unsigned int max_version; |
| struct wined3d_shader_limits limits; |
| } |
| vs_limits[] = |
| { |
| /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ |
| {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}}, |
| {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}}, |
| /* DX10 cards on Windows advertise a D3D9 constant limit of 256 |
| * even though they are capable of supporting much more (GL |
| * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the |
| * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 |
| * shaders to 256. */ |
| {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}}, |
| {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}}, |
| {0} |
| }, |
| gs_limits[] = |
| { |
| /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ |
| {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}}, |
| {0} |
| }, |
| ps_limits[] = |
| { |
| /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ |
| {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}}, |
| {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}}, |
| {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}}, |
| {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}}, |
| {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}}, |
| {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 0, 32}}, |
| {0} |
| }; |
| const struct limits_entry *limits_array; |
| DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major, |
| shader->reg_maps.shader_version.minor); |
| int i = 0; |
| |
| switch (shader->reg_maps.shader_version.type) |
| { |
| default: |
| FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type); |
| /* Fall-through. */ |
| case WINED3D_SHADER_TYPE_VERTEX: |
| limits_array = vs_limits; |
| break; |
| case WINED3D_SHADER_TYPE_GEOMETRY: |
| limits_array = gs_limits; |
| break; |
| case WINED3D_SHADER_TYPE_PIXEL: |
| limits_array = ps_limits; |
| break; |
| } |
| |
| while (limits_array[i].min_version && limits_array[i].min_version <= shader_version) |
| { |
| if (shader_version <= limits_array[i].max_version) |
| { |
| shader->limits = &limits_array[i].limits; |
| break; |
| } |
| ++i; |
| } |
| if (!shader->limits) |
| { |
| FIXME("Unexpected shader version \"%u.%u\".\n", |
| shader->reg_maps.shader_version.major, |
| shader->reg_maps.shader_version.minor); |
| shader->limits = &limits_array[max(0, i - 1)].limits; |
| } |
| } |
| |
| static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit) |
| { |
| DWORD idx, shift; |
| idx = bit >> 5; |
| shift = bit & 0x1f; |
| bitmap[idx] |= (1u << shift); |
| } |
| |
| static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps, |
| const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size) |
| { |
| switch (reg->type) |
| { |
| case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */ |
| if (shader_type == WINED3D_SHADER_TYPE_PIXEL) |
| reg_maps->texcoord |= 1u << reg->idx[0].offset; |
| else |
| reg_maps->address |= 1u << reg->idx[0].offset; |
| break; |
| |
| case WINED3DSPR_TEMP: |
| reg_maps->temporary |= 1u << reg->idx[0].offset; |
| break; |
| |
| case WINED3DSPR_INPUT: |
| if (shader_type == WINED3D_SHADER_TYPE_PIXEL) |
| { |
| if (reg->idx[0].rel_addr) |
| { |
| /* If relative addressing is used, we must assume that all registers |
| * are used. Even if it is a construct like v3[aL], we can't assume |
| * that v0, v1 and v2 aren't read because aL can be negative */ |
| unsigned int i; |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| shader->u.ps.input_reg_used[i] = TRUE; |
| } |
| } |
| else |
| { |
| shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE; |
| } |
| } |
| else |
| reg_maps->input_registers |= 1u << reg->idx[0].offset; |
| break; |
| |
| case WINED3DSPR_RASTOUT: |
| if (reg->idx[0].offset == 1) |
| reg_maps->fog = 1; |
| if (reg->idx[0].offset == 2) |
| reg_maps->point_size = 1; |
| break; |
| |
| case WINED3DSPR_MISCTYPE: |
| if (shader_type == WINED3D_SHADER_TYPE_PIXEL) |
| { |
| if (!reg->idx[0].offset) |
| reg_maps->vpos = 1; |
| else if (reg->idx[0].offset == 1) |
| reg_maps->usesfacing = 1; |
| } |
| break; |
| |
| case WINED3DSPR_CONST: |
| if (reg->idx[0].rel_addr) |
| { |
| if (reg->idx[0].offset < reg_maps->min_rel_offset) |
| reg_maps->min_rel_offset = reg->idx[0].offset; |
| if (reg->idx[0].offset > reg_maps->max_rel_offset) |
| reg_maps->max_rel_offset = reg->idx[0].offset; |
| reg_maps->usesrelconstF = TRUE; |
| } |
| else |
| { |
| if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size)) |
| { |
| WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset); |
| return FALSE; |
| } |
| else |
| { |
| set_bitmap_bit(reg_maps->constf, reg->idx[0].offset); |
| } |
| } |
| break; |
| |
| case WINED3DSPR_CONSTINT: |
| if (reg->idx[0].offset >= shader->limits->constant_int) |
| { |
| WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset); |
| return FALSE; |
| } |
| else |
| { |
| reg_maps->integer_constants |= (1u << reg->idx[0].offset); |
| } |
| break; |
| |
| case WINED3DSPR_CONSTBOOL: |
| if (reg->idx[0].offset >= shader->limits->constant_bool) |
| { |
| WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset); |
| return FALSE; |
| } |
| else |
| { |
| reg_maps->boolean_constants |= (1u << reg->idx[0].offset); |
| } |
| break; |
| |
| case WINED3DSPR_COLOROUT: |
| reg_maps->rt_mask |= (1u << reg->idx[0].offset); |
| break; |
| |
| default: |
| TRACE("Not recording register of type %#x and [%#x][%#x].\n", |
| reg->type, reg->idx[0].offset, reg->idx[1].offset); |
| break; |
| } |
| return TRUE; |
| } |
| |
| static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps, |
| unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx) |
| { |
| struct wined3d_shader_sampler_map_entry *entries, *entry; |
| struct wined3d_shader_sampler_map *map; |
| unsigned int i; |
| |
| map = ®_maps->sampler_map; |
| entries = map->entries; |
| for (i = 0; i < map->count; ++i) |
| { |
| if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx) |
| return; |
| } |
| |
| if (!map->size) |
| { |
| if (!(entries = HeapAlloc(GetProcessHeap(), 0, sizeof(*entries) * 4))) |
| { |
| ERR("Failed to allocate sampler map entries.\n"); |
| return; |
| } |
| map->size = 4; |
| map->entries = entries; |
| } |
| else if (map->count == map->size) |
| { |
| size_t new_size = map->size * 2; |
| |
| if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size |
| || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size))) |
| { |
| ERR("Failed to resize sampler map entries.\n"); |
| return; |
| } |
| map->size = new_size; |
| map->entries = entries; |
| } |
| |
| entry = &entries[map->count++]; |
| entry->resource_idx = resource_idx; |
| entry->sampler_idx = sampler_idx; |
| entry->bind_idx = bind_idx; |
| } |
| |
| static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param) |
| { |
| switch (instr) |
| { |
| case WINED3DSIH_M4x4: |
| case WINED3DSIH_M3x4: |
| return param == 1 ? 3 : 0; |
| |
| case WINED3DSIH_M4x3: |
| case WINED3DSIH_M3x3: |
| return param == 1 ? 2 : 0; |
| |
| case WINED3DSIH_M3x2: |
| return param == 1 ? 1 : 0; |
| |
| default: |
| return 0; |
| } |
| } |
| |
| /* Note that this does not count the loop register as an address register. */ |
| static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe, |
| struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature, |
| struct wined3d_shader_signature *output_signature, const DWORD *byte_code, DWORD constf_size) |
| { |
| struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)]; |
| struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT]; |
| unsigned int cur_loop_depth = 0, max_loop_depth = 0; |
| void *fe_data = shader->frontend_data; |
| struct wined3d_shader_version shader_version; |
| const DWORD *ptr = byte_code; |
| unsigned int i; |
| |
| memset(reg_maps, 0, sizeof(*reg_maps)); |
| memset(input_signature_elements, 0, sizeof(input_signature_elements)); |
| memset(output_signature_elements, 0, sizeof(output_signature_elements)); |
| reg_maps->min_rel_offset = ~0U; |
| |
| fe->shader_read_header(fe_data, &ptr, &shader_version); |
| reg_maps->shader_version = shader_version; |
| |
| shader_set_limits(shader); |
| |
| reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(*reg_maps->constf) * ((min(shader->limits->constant_float, constf_size) + 31) / 32)); |
| if (!reg_maps->constf) |
| { |
| ERR("Failed to allocate constant map memory.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| while (!fe->shader_is_end(fe_data, &ptr)) |
| { |
| struct wined3d_shader_instruction ins; |
| |
| /* Fetch opcode. */ |
| fe->shader_read_instruction(fe_data, &ptr, &ins); |
| |
| /* Unhandled opcode, and its parameters. */ |
| if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) |
| { |
| TRACE("Skipping unrecognized instruction.\n"); |
| continue; |
| } |
| |
| /* Handle declarations. */ |
| if (ins.handler_idx == WINED3DSIH_DCL) |
| { |
| struct wined3d_shader_semantic *semantic = &ins.declaration.semantic; |
| unsigned int reg_idx = semantic->reg.reg.idx[0].offset; |
| |
| switch (semantic->reg.reg.type) |
| { |
| /* Mark input registers used. */ |
| case WINED3DSPR_INPUT: |
| if (reg_idx >= MAX_REG_INPUT) |
| { |
| ERR("Invalid input register index %u.\n", reg_idx); |
| break; |
| } |
| if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3 |
| && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx) |
| return WINED3DERR_INVALIDCALL; |
| reg_maps->input_registers |= 1u << reg_idx; |
| shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic); |
| break; |
| |
| /* Vertex shader: mark 3.0 output registers used, save token. */ |
| case WINED3DSPR_OUTPUT: |
| if (reg_idx >= MAX_REG_OUTPUT) |
| { |
| ERR("Invalid output register index %u.\n", reg_idx); |
| break; |
| } |
| reg_maps->output_registers |= 1u << reg_idx; |
| shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic); |
| if (semantic->usage == WINED3D_DECL_USAGE_FOG) |
| reg_maps->fog = 1; |
| if (semantic->usage == WINED3D_DECL_USAGE_PSIZE) |
| reg_maps->point_size = 1; |
| break; |
| |
| case WINED3DSPR_SAMPLER: |
| shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx); |
| case WINED3DSPR_RESOURCE: |
| if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info)) |
| { |
| ERR("Invalid resource index %u.\n", reg_idx); |
| break; |
| } |
| reg_maps->resource_info[reg_idx].type = semantic->resource_type; |
| reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type; |
| break; |
| |
| default: |
| TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type); |
| break; |
| } |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER) |
| { |
| struct wined3d_shader_register *reg = &ins.declaration.src.reg; |
| if (reg->idx[0].offset >= WINED3D_MAX_CBS) |
| ERR("Invalid CB index %u.\n", reg->idx[0].offset); |
| else |
| reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset; |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE) |
| { |
| if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) |
| shader->u.gs.input_type = ins.declaration.primitive_type; |
| else |
| FIXME("Invalid instruction %#x for shader type %#x.\n", |
| ins.handler_idx, shader_version.type); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY) |
| { |
| if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) |
| shader->u.gs.output_type = ins.declaration.primitive_type; |
| else |
| FIXME("Invalid instruction %#x for shader type %#x.\n", |
| ins.handler_idx, shader_version.type); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT) |
| { |
| if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) |
| shader->u.gs.vertices_out = ins.declaration.count; |
| else |
| FIXME("Invalid instruction %#x for shader type %#x.\n", |
| ins.handler_idx, shader_version.type); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEF) |
| { |
| struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); |
| float *value; |
| if (!lconst) return E_OUTOFMEMORY; |
| |
| lconst->idx = ins.dst[0].reg.idx[0].offset; |
| memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); |
| value = (float *)lconst->value; |
| |
| /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */ |
| if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL) |
| { |
| if (value[0] < -1.0f) value[0] = -1.0f; |
| else if (value[0] > 1.0f) value[0] = 1.0f; |
| if (value[1] < -1.0f) value[1] = -1.0f; |
| else if (value[1] > 1.0f) value[1] = 1.0f; |
| if (value[2] < -1.0f) value[2] = -1.0f; |
| else if (value[2] > 1.0f) value[2] = 1.0f; |
| if (value[3] < -1.0f) value[3] = -1.0f; |
| else if (value[3] > 1.0f) value[3] = 1.0f; |
| } |
| |
| list_add_head(&shader->constantsF, &lconst->entry); |
| |
| if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1]) |
| || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3])) |
| { |
| shader->lconst_inf_or_nan = TRUE; |
| } |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEFI) |
| { |
| struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); |
| if (!lconst) return E_OUTOFMEMORY; |
| |
| lconst->idx = ins.dst[0].reg.idx[0].offset; |
| memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); |
| |
| list_add_head(&shader->constantsI, &lconst->entry); |
| reg_maps->local_int_consts |= (1u << lconst->idx); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEFB) |
| { |
| struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); |
| if (!lconst) return E_OUTOFMEMORY; |
| |
| lconst->idx = ins.dst[0].reg.idx[0].offset; |
| memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD)); |
| |
| list_add_head(&shader->constantsB, &lconst->entry); |
| reg_maps->local_bool_consts |= (1u << lconst->idx); |
| } |
| /* For subroutine prototypes. */ |
| else if (ins.handler_idx == WINED3DSIH_LABEL) |
| { |
| reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset; |
| } |
| /* Set texture, address, temporary registers. */ |
| else |
| { |
| BOOL color0_mov = FALSE; |
| unsigned int i; |
| |
| /* This will loop over all the registers and try to |
| * make a bitmask of the ones we're interested in. |
| * |
| * Relative addressing tokens are ignored, but that's |
| * okay, since we'll catch any address registers when |
| * they are initialized (required by spec). */ |
| for (i = 0; i < ins.dst_count; ++i) |
| { |
| if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, |
| shader_version.type, constf_size)) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX) |
| { |
| UINT idx = ins.dst[i].reg.idx[0].offset; |
| |
| switch (ins.dst[i].reg.type) |
| { |
| case WINED3DSPR_RASTOUT: |
| if (shader_version.major >= 3) |
| break; |
| switch (idx) |
| { |
| case 0: /* oPos */ |
| reg_maps->output_registers |= 1u << 10; |
| shader_signature_from_usage(&output_signature_elements[10], |
| WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL); |
| break; |
| |
| case 1: /* oFog */ |
| reg_maps->output_registers |= 1u << 11; |
| shader_signature_from_usage(&output_signature_elements[11], |
| WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0); |
| break; |
| |
| case 2: /* oPts */ |
| reg_maps->output_registers |= 1u << 11; |
| shader_signature_from_usage(&output_signature_elements[11], |
| WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1); |
| break; |
| } |
| break; |
| |
| case WINED3DSPR_ATTROUT: |
| if (shader_version.major >= 3) |
| break; |
| if (idx < 2) |
| { |
| idx += 8; |
| if (reg_maps->output_registers & (1u << idx)) |
| { |
| output_signature_elements[idx].mask |= ins.dst[i].write_mask; |
| } |
| else |
| { |
| reg_maps->output_registers |= 1u << idx; |
| shader_signature_from_usage(&output_signature_elements[idx], |
| WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask); |
| } |
| } |
| break; |
| |
| case WINED3DSPR_TEXCRDOUT: |
| if (shader_version.major >= 3) |
| { |
| reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask; |
| break; |
| } |
| reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask; |
| if (reg_maps->output_registers & (1u << idx)) |
| { |
| output_signature_elements[idx].mask |= ins.dst[i].write_mask; |
| } |
| else |
| { |
| reg_maps->output_registers |= 1u << idx; |
| shader_signature_from_usage(&output_signature_elements[idx], |
| WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask); |
| } |
| break; |
| |
| default: |
| break; |
| } |
| } |
| |
| if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL) |
| { |
| if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset) |
| { |
| /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to |
| * COLOROUT 0. If we know this in advance, the ARB shader backend can skip |
| * the mov and perform the sRGB write correction from the source register. |
| * |
| * However, if the mov is only partial, we can't do this, and if the write |
| * comes from an instruction other than MOV it is hard to do as well. If |
| * COLOROUT 0 is overwritten partially later, the marker is dropped again. */ |
| shader->u.ps.color0_mov = FALSE; |
| if (ins.handler_idx == WINED3DSIH_MOV |
| && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL) |
| { |
| /* Used later when the source register is read. */ |
| color0_mov = TRUE; |
| } |
| } |
| /* Also drop the MOV marker if the source register is overwritten prior to the shader |
| * end |
| */ |
| else if (ins.dst[i].reg.type == WINED3DSPR_TEMP |
| && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg) |
| { |
| shader->u.ps.color0_mov = FALSE; |
| } |
| } |
| |
| /* Declare 1.x samplers implicitly, based on the destination reg. number. */ |
| if (shader_version.major == 1 |
| && (ins.handler_idx == WINED3DSIH_TEX |
| || ins.handler_idx == WINED3DSIH_TEXBEM |
| || ins.handler_idx == WINED3DSIH_TEXBEML |
| || ins.handler_idx == WINED3DSIH_TEXDP3TEX |
| || ins.handler_idx == WINED3DSIH_TEXM3x2TEX |
| || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC |
| || ins.handler_idx == WINED3DSIH_TEXM3x3TEX |
| || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC |
| || ins.handler_idx == WINED3DSIH_TEXREG2AR |
| || ins.handler_idx == WINED3DSIH_TEXREG2GB |
| || ins.handler_idx == WINED3DSIH_TEXREG2RGB)) |
| { |
| unsigned int reg_idx = ins.dst[i].reg.idx[0].offset; |
| |
| TRACE("Setting fake 2D resource for 1.x pixelshader.\n"); |
| reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; |
| reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT; |
| shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx); |
| |
| /* texbem is only valid with < 1.4 pixel shaders */ |
| if (ins.handler_idx == WINED3DSIH_TEXBEM |
| || ins.handler_idx == WINED3DSIH_TEXBEML) |
| { |
| reg_maps->bumpmat |= 1u << reg_idx; |
| if (ins.handler_idx == WINED3DSIH_TEXBEML) |
| { |
| reg_maps->luminanceparams |= 1u << reg_idx; |
| } |
| } |
| } |
| else if (ins.handler_idx == WINED3DSIH_BEM) |
| { |
| reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset; |
| } |
| } |
| |
| if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1; |
| else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1; |
| else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1; |
| else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1; |
| else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1; |
| else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1; |
| else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1; |
| else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1; |
| else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1; |
| else if (ins.handler_idx == WINED3DSIH_LOOP |
| || ins.handler_idx == WINED3DSIH_REP) |
| { |
| ++cur_loop_depth; |
| if (cur_loop_depth > max_loop_depth) |
| max_loop_depth = cur_loop_depth; |
| } |
| else if (ins.handler_idx == WINED3DSIH_ENDLOOP |
| || ins.handler_idx == WINED3DSIH_ENDREP) |
| { |
| --cur_loop_depth; |
| } |
| else if (ins.handler_idx == WINED3DSIH_SAMPLE |
| || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD |
| || ins.handler_idx == WINED3DSIH_SAMPLE_LOD) |
| { |
| shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset, |
| ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count); |
| } |
| |
| if (ins.predicate) |
| if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, |
| shader_version.type, constf_size)) |
| return WINED3DERR_INVALIDCALL; |
| |
| for (i = 0; i < ins.src_count; ++i) |
| { |
| unsigned int count = get_instr_extra_regcount(ins.handler_idx, i); |
| struct wined3d_shader_register reg = ins.src[i].reg; |
| |
| if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, |
| shader_version.type, constf_size)) |
| return WINED3DERR_INVALIDCALL; |
| while (count) |
| { |
| ++reg.idx[0].offset; |
| if (!shader_record_register_usage(shader, reg_maps, ®, |
| shader_version.type, constf_size)) |
| return WINED3DERR_INVALIDCALL; |
| --count; |
| } |
| |
| if (color0_mov) |
| { |
| if (ins.src[i].reg.type == WINED3DSPR_TEMP |
| && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE) |
| { |
| shader->u.ps.color0_mov = TRUE; |
| shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset; |
| } |
| } |
| } |
| } |
| } |
| reg_maps->loop_depth = max_loop_depth; |
| |
| /* PS before 2.0 don't have explicit color outputs. Instead the value of |
| * R0 is written to the render target. */ |
| if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL) |
| reg_maps->rt_mask |= (1u << 0); |
| |
| shader->functionLength = ((const char *)ptr - (const char *)byte_code); |
| |
| if (input_signature->elements) |
| { |
| for (i = 0; i < input_signature->element_count; ++i) |
| { |
| reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx; |
| if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL |
| && input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION) |
| reg_maps->vpos = 1; |
| } |
| } |
| else if (!input_signature->elements && reg_maps->input_registers) |
| { |
| unsigned int count = count_bits(reg_maps->input_registers); |
| struct wined3d_shader_signature_element *e; |
| unsigned int i; |
| |
| if (!(input_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature->elements) * count))) |
| return E_OUTOFMEMORY; |
| input_signature->element_count = count; |
| |
| e = input_signature->elements; |
| for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i) |
| { |
| if (!(reg_maps->input_registers & (1u << i))) |
| continue; |
| input_signature_elements[i].register_idx = i; |
| *e++ = input_signature_elements[i]; |
| } |
| } |
| |
| if (output_signature->elements) |
| { |
| for (i = 0; i < output_signature->element_count; ++i) |
| { |
| reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx; |
| } |
| } |
| else if (reg_maps->output_registers) |
| { |
| unsigned int count = count_bits(reg_maps->output_registers); |
| struct wined3d_shader_signature_element *e; |
| |
| if (!(output_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature->elements) * count))) |
| return E_OUTOFMEMORY; |
| output_signature->element_count = count; |
| |
| e = output_signature->elements; |
| for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i) |
| { |
| if (!(reg_maps->output_registers & (1u << i))) |
| continue; |
| *e++ = output_signature_elements[i]; |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) |
| { |
| DWORD map = 1u << max; |
| map |= map - 1; |
| map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers; |
| |
| return wined3d_log2i(map); |
| } |
| |
| static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic, |
| const struct wined3d_shader_version *shader_version) |
| { |
| TRACE("dcl"); |
| |
| if (semantic->reg.reg.type == WINED3DSPR_SAMPLER) |
| { |
| switch (semantic->resource_type) |
| { |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2D: |
| TRACE("_2d"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_3D: |
| TRACE("_3d"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: |
| TRACE("_cube"); |
| break; |
| |
| default: |
| TRACE("_unknown_ttype(0x%08x)", semantic->resource_type); |
| break; |
| } |
| } |
| else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE) |
| { |
| TRACE("_resource_"); |
| switch (semantic->resource_type) |
| { |
| case WINED3D_SHADER_RESOURCE_BUFFER: |
| TRACE("buffer"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_1D: |
| TRACE("texture1d"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2D: |
| TRACE("texture2d"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS: |
| TRACE("texture2dms"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_3D: |
| TRACE("texture3d"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: |
| TRACE("texturecube"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY: |
| TRACE("texture1darray"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY: |
| TRACE("texture2darray"); |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY: |
| TRACE("texture2dmsarray"); |
| break; |
| |
| default: |
| TRACE("unknown"); |
| break; |
| } |
| switch (semantic->resource_data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| TRACE(" (float)"); |
| break; |
| |
| case WINED3D_DATA_INT: |
| TRACE(" (int)"); |
| break; |
| |
| case WINED3D_DATA_UINT: |
| TRACE(" (uint)"); |
| break; |
| |
| case WINED3D_DATA_UNORM: |
| TRACE(" (unorm)"); |
| break; |
| |
| case WINED3D_DATA_SNORM: |
| TRACE(" (snorm)"); |
| break; |
| |
| default: |
| TRACE(" (unknown)"); |
| break; |
| } |
| } |
| else |
| { |
| /* Pixel shaders 3.0 don't have usage semantics. */ |
| if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return; |
| else TRACE("_"); |
| |
| switch (semantic->usage) |
| { |
| case WINED3D_DECL_USAGE_POSITION: |
| TRACE("position%u", semantic->usage_idx); |
| break; |
| |
| case WINED3D_DECL_USAGE_BLEND_INDICES: |
| TRACE("blend"); |
| break; |
| |
| case WINED3D_DECL_USAGE_BLEND_WEIGHT: |
| TRACE("weight"); |
| break; |
| |
| case WINED3D_DECL_USAGE_NORMAL: |
| TRACE("normal%u", semantic->usage_idx); |
| break; |
| |
| case WINED3D_DECL_USAGE_PSIZE: |
| TRACE("psize"); |
| break; |
| |
| case WINED3D_DECL_USAGE_COLOR: |
| if (!semantic->usage_idx) TRACE("color"); |
| else TRACE("specular%u", (semantic->usage_idx - 1)); |
| break; |
| |
| case WINED3D_DECL_USAGE_TEXCOORD: |
| TRACE("texture%u", semantic->usage_idx); |
| break; |
| |
| case WINED3D_DECL_USAGE_TANGENT: |
| TRACE("tangent"); |
| break; |
| |
| case WINED3D_DECL_USAGE_BINORMAL: |
| TRACE("binormal"); |
| break; |
| |
| case WINED3D_DECL_USAGE_TESS_FACTOR: |
| TRACE("tessfactor"); |
| break; |
| |
| case WINED3D_DECL_USAGE_POSITIONT: |
| TRACE("positionT%u", semantic->usage_idx); |
| break; |
| |
| case WINED3D_DECL_USAGE_FOG: |
| TRACE("fog"); |
| break; |
| |
| case WINED3D_DECL_USAGE_DEPTH: |
| TRACE("depth"); |
| break; |
| |
| case WINED3D_DECL_USAGE_SAMPLE: |
| TRACE("sample"); |
| break; |
| |
| default: |
| FIXME("unknown_semantics(0x%08x)", semantic->usage); |
| } |
| } |
| } |
| |
| static void shader_dump_register(const struct wined3d_shader_register *reg, |
| const struct wined3d_shader_version *shader_version) |
| { |
| static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"}; |
| static const char * const misctype_reg_names[] = {"vPos", "vFace"}; |
| UINT offset = reg->idx[0].offset; |
| |
| switch (reg->type) |
| { |
| case WINED3DSPR_TEMP: |
| TRACE("r"); |
| break; |
| |
| case WINED3DSPR_INPUT: |
| TRACE("v"); |
| break; |
| |
| case WINED3DSPR_CONST: |
| case WINED3DSPR_CONST2: |
| case WINED3DSPR_CONST3: |
| case WINED3DSPR_CONST4: |
| TRACE("c"); |
| offset = shader_get_float_offset(reg->type, offset); |
| break; |
| |
| case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */ |
| TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a'); |
| break; |
| |
| case WINED3DSPR_RASTOUT: |
| TRACE("%s", rastout_reg_names[offset]); |
| break; |
| |
| case WINED3DSPR_COLOROUT: |
| TRACE("oC"); |
| break; |
| |
| case WINED3DSPR_DEPTHOUT: |
| TRACE("oDepth"); |
| break; |
| |
| case WINED3DSPR_ATTROUT: |
| TRACE("oD"); |
| break; |
| |
| case WINED3DSPR_TEXCRDOUT: |
| /* Vertex shaders >= 3.0 use general purpose output registers |
| * (WINED3DSPR_OUTPUT), which can include an address token. */ |
| if (shader_version->major >= 3) TRACE("o"); |
| else TRACE("oT"); |
| break; |
| |
| case WINED3DSPR_CONSTINT: |
| TRACE("i"); |
| break; |
| |
| case WINED3DSPR_CONSTBOOL: |
| TRACE("b"); |
| break; |
| |
| case WINED3DSPR_LABEL: |
| TRACE("l"); |
| break; |
| |
| case WINED3DSPR_LOOP: |
| TRACE("aL"); |
| break; |
| |
| case WINED3DSPR_SAMPLER: |
| TRACE("s"); |
| break; |
| |
| case WINED3DSPR_MISCTYPE: |
| if (offset > 1) |
| FIXME("Unhandled misctype register %u.\n", offset); |
| else |
| TRACE("%s", misctype_reg_names[offset]); |
| break; |
| |
| case WINED3DSPR_PREDICATE: |
| TRACE("p"); |
| break; |
| |
| case WINED3DSPR_IMMCONST: |
| TRACE("l"); |
| break; |
| |
| case WINED3DSPR_CONSTBUFFER: |
| TRACE("cb"); |
| break; |
| |
| case WINED3DSPR_PRIMID: |
| TRACE("primID"); |
| break; |
| |
| case WINED3DSPR_NULL: |
| TRACE("null"); |
| break; |
| |
| case WINED3DSPR_RESOURCE: |
| TRACE("t"); |
| break; |
| |
| default: |
| TRACE("unhandled_rtype(%#x)", reg->type); |
| break; |
| } |
| |
| if (reg->type == WINED3DSPR_IMMCONST) |
| { |
| TRACE("("); |
| switch (reg->immconst_type) |
| { |
| case WINED3D_IMMCONST_SCALAR: |
| switch (reg->data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| TRACE("%.8e", *(const float *)reg->immconst_data); |
| break; |
| case WINED3D_DATA_INT: |
| TRACE("%d", reg->immconst_data[0]); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| TRACE("%u", reg->immconst_data[0]); |
| break; |
| default: |
| TRACE("<unhandled data type %#x>", reg->data_type); |
| break; |
| } |
| break; |
| |
| case WINED3D_IMMCONST_VEC4: |
| switch (reg->data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| TRACE("%.8e, %.8e, %.8e, %.8e", |
| *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1], |
| *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]); |
| break; |
| case WINED3D_DATA_INT: |
| TRACE("%d, %d, %d, %d", |
| reg->immconst_data[0], reg->immconst_data[1], |
| reg->immconst_data[2], reg->immconst_data[3]); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| TRACE("%u, %u, %u, %u", |
| reg->immconst_data[0], reg->immconst_data[1], |
| reg->immconst_data[2], reg->immconst_data[3]); |
| break; |
| default: |
| TRACE("<unhandled data type %#x>", reg->data_type); |
| break; |
| } |
| break; |
| |
| default: |
| TRACE("<unhandled immconst_type %#x>", reg->immconst_type); |
| break; |
| } |
| TRACE(")"); |
| } |
| else if (reg->type != WINED3DSPR_RASTOUT |
| && reg->type != WINED3DSPR_MISCTYPE |
| && reg->type != WINED3DSPR_NULL) |
| { |
| if (offset != ~0U) |
| { |
| TRACE("["); |
| if (reg->idx[0].rel_addr) |
| { |
| shader_dump_src_param(reg->idx[0].rel_addr, shader_version); |
| TRACE(" + "); |
| } |
| TRACE("%u]", offset); |
| |
| if (reg->idx[1].offset != ~0U) |
| { |
| TRACE("["); |
| if (reg->idx[1].rel_addr) |
| { |
| shader_dump_src_param(reg->idx[1].rel_addr, shader_version); |
| TRACE(" + "); |
| } |
| TRACE("%u]", reg->idx[1].offset); |
| } |
| } |
| } |
| } |
| |
| void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, |
| const struct wined3d_shader_version *shader_version) |
| { |
| DWORD write_mask = param->write_mask; |
| |
| shader_dump_register(¶m->reg, shader_version); |
| |
| if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL) |
| { |
| static const char write_mask_chars[] = "xyzw"; |
| |
| TRACE("."); |
| if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]); |
| if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]); |
| if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]); |
| if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]); |
| } |
| } |
| |
| void shader_dump_src_param(const struct wined3d_shader_src_param *param, |
| const struct wined3d_shader_version *shader_version) |
| { |
| enum wined3d_shader_src_modifier src_modifier = param->modifiers; |
| DWORD swizzle = param->swizzle; |
| |
| if (src_modifier == WINED3DSPSM_NEG |
| || src_modifier == WINED3DSPSM_BIASNEG |
| || src_modifier == WINED3DSPSM_SIGNNEG |
| || src_modifier == WINED3DSPSM_X2NEG |
| || src_modifier == WINED3DSPSM_ABSNEG) |
| TRACE("-"); |
| else if (src_modifier == WINED3DSPSM_COMP) |
| TRACE("1-"); |
| else if (src_modifier == WINED3DSPSM_NOT) |
| TRACE("!"); |
| |
| if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG) |
| TRACE("abs("); |
| |
| shader_dump_register(¶m->reg, shader_version); |
| |
| switch (src_modifier) |
| { |
| case WINED3DSPSM_NONE: break; |
| case WINED3DSPSM_NEG: break; |
| case WINED3DSPSM_NOT: break; |
| case WINED3DSPSM_BIAS: TRACE("_bias"); break; |
| case WINED3DSPSM_BIASNEG: TRACE("_bias"); break; |
| case WINED3DSPSM_SIGN: TRACE("_bx2"); break; |
| case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break; |
| case WINED3DSPSM_COMP: break; |
| case WINED3DSPSM_X2: TRACE("_x2"); break; |
| case WINED3DSPSM_X2NEG: TRACE("_x2"); break; |
| case WINED3DSPSM_DZ: TRACE("_dz"); break; |
| case WINED3DSPSM_DW: TRACE("_dw"); break; |
| case WINED3DSPSM_ABSNEG: TRACE(")"); break; |
| case WINED3DSPSM_ABS: TRACE(")"); break; |
| default: TRACE("_unknown_modifier(%#x)", src_modifier); |
| } |
| |
| if (swizzle != WINED3DSP_NOSWIZZLE) |
| { |
| static const char swizzle_chars[] = "xyzw"; |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| |
| if (swizzle_x == swizzle_y |
| && swizzle_x == swizzle_z |
| && swizzle_x == swizzle_w) |
| { |
| TRACE(".%c", swizzle_chars[swizzle_x]); |
| } |
| else |
| { |
| TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y], |
| swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]); |
| } |
| } |
| } |
| |
| /* Shared code in order to generate the bulk of the shader string. |
| * NOTE: A description of how to parse tokens can be found on MSDN. */ |
| void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, |
| const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) |
| { |
| struct wined3d_device *device = shader->device; |
| const struct wined3d_shader_frontend *fe = shader->frontend; |
| void *fe_data = shader->frontend_data; |
| struct wined3d_shader_version shader_version; |
| struct wined3d_shader_loop_state loop_state; |
| struct wined3d_shader_instruction ins; |
| struct wined3d_shader_tex_mx tex_mx; |
| struct wined3d_shader_context ctx; |
| const DWORD *ptr = byte_code; |
| |
| /* Initialize current parsing state. */ |
| tex_mx.current_row = 0; |
| loop_state.current_depth = 0; |
| loop_state.current_reg = 0; |
| |
| ctx.shader = shader; |
| ctx.gl_info = &device->adapter->gl_info; |
| ctx.reg_maps = reg_maps; |
| ctx.buffer = buffer; |
| ctx.tex_mx = &tex_mx; |
| ctx.loop_state = &loop_state; |
| ctx.backend_data = backend_ctx; |
| ins.ctx = &ctx; |
| |
| fe->shader_read_header(fe_data, &ptr, &shader_version); |
| |
| while (!fe->shader_is_end(fe_data, &ptr)) |
| { |
| /* Read opcode. */ |
| fe->shader_read_instruction(fe_data, &ptr, &ins); |
| |
| /* Unknown opcode and its parameters. */ |
| if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) |
| { |
| TRACE("Skipping unrecognized instruction.\n"); |
| continue; |
| } |
| |
| if (ins.predicate) |
| FIXME("Predicates not implemented.\n"); |
| |
| /* Call appropriate function for output target */ |
| device->shader_backend->shader_handle_instruction(&ins); |
| } |
| } |
| |
| static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst) |
| { |
| DWORD mmask = dst->modifiers; |
| |
| switch (dst->shift) |
| { |
| case 0: break; |
| case 13: TRACE("_d8"); break; |
| case 14: TRACE("_d4"); break; |
| case 15: TRACE("_d2"); break; |
| case 1: TRACE("_x2"); break; |
| case 2: TRACE("_x4"); break; |
| case 3: TRACE("_x8"); break; |
| default: TRACE("_unhandled_shift(%d)", dst->shift); break; |
| } |
| |
| if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat"); |
| if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp"); |
| if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid"); |
| |
| mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID); |
| if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask); |
| } |
| |
| static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type) |
| { |
| switch (primitive_type) |
| { |
| case WINED3D_PT_UNDEFINED: |
| TRACE("undefined"); |
| break; |
| case WINED3D_PT_POINTLIST: |
| TRACE("pointlist"); |
| break; |
| case WINED3D_PT_LINELIST: |
| TRACE("linelist"); |
| break; |
| case WINED3D_PT_LINESTRIP: |
| TRACE("linestrip"); |
| break; |
| case WINED3D_PT_TRIANGLELIST: |
| TRACE("trianglelist"); |
| break; |
| case WINED3D_PT_TRIANGLESTRIP: |
| TRACE("trianglestrip"); |
| break; |
| case WINED3D_PT_TRIANGLEFAN: |
| TRACE("trianglefan"); |
| break; |
| case WINED3D_PT_LINELIST_ADJ: |
| TRACE("linelist_adj"); |
| break; |
| case WINED3D_PT_LINESTRIP_ADJ: |
| TRACE("linestrip_adj"); |
| break; |
| case WINED3D_PT_TRIANGLELIST_ADJ: |
| TRACE("trianglelist_adj"); |
| break; |
| case WINED3D_PT_TRIANGLESTRIP_ADJ: |
| TRACE("trianglestrip_adj"); |
| break; |
| default: |
| TRACE("<unrecognized_primitive_type %#x>", primitive_type); |
| break; |
| } |
| } |
| |
| static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code) |
| { |
| struct wined3d_shader_version shader_version; |
| const DWORD *ptr = byte_code; |
| const char *type_prefix; |
| DWORD i; |
| |
| TRACE("Parsing %p.\n", byte_code); |
| |
| fe->shader_read_header(fe_data, &ptr, &shader_version); |
| |
| switch (shader_version.type) |
| { |
| case WINED3D_SHADER_TYPE_VERTEX: |
| type_prefix = "vs"; |
| break; |
| |
| case WINED3D_SHADER_TYPE_GEOMETRY: |
| type_prefix = "gs"; |
| break; |
| |
| case WINED3D_SHADER_TYPE_PIXEL: |
| type_prefix = "ps"; |
| break; |
| |
| default: |
| FIXME("Unhandled shader type %#x.\n", shader_version.type); |
| type_prefix = "unknown"; |
| break; |
| } |
| |
| TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor); |
| |
| while (!fe->shader_is_end(fe_data, &ptr)) |
| { |
| struct wined3d_shader_instruction ins; |
| |
| fe->shader_read_instruction(fe_data, &ptr, &ins); |
| if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) |
| { |
| TRACE("Skipping unrecognized instruction.\n"); |
| continue; |
| } |
| |
| if (ins.handler_idx == WINED3DSIH_DCL) |
| { |
| shader_dump_decl_usage(&ins.declaration.semantic, &shader_version); |
| shader_dump_ins_modifiers(&ins.declaration.semantic.reg); |
| TRACE(" "); |
| shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER) |
| { |
| TRACE("%s ", shader_opcode_names[ins.handler_idx]); |
| shader_dump_src_param(&ins.declaration.src, &shader_version); |
| TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed"); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE |
| || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY) |
| { |
| TRACE("%s ", shader_opcode_names[ins.handler_idx]); |
| shader_dump_primitive_type(ins.declaration.primitive_type); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT) |
| { |
| TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEF) |
| { |
| TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type, |
| ins.dst[0].reg.idx[0].offset), |
| *(const float *)&ins.src[0].reg.immconst_data[0], |
| *(const float *)&ins.src[0].reg.immconst_data[1], |
| *(const float *)&ins.src[0].reg.immconst_data[2], |
| *(const float *)&ins.src[0].reg.immconst_data[3]); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEFI) |
| { |
| TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset, |
| ins.src[0].reg.immconst_data[0], |
| ins.src[0].reg.immconst_data[1], |
| ins.src[0].reg.immconst_data[2], |
| ins.src[0].reg.immconst_data[3]); |
| } |
| else if (ins.handler_idx == WINED3DSIH_DEFB) |
| { |
| TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false"); |
| } |
| else |
| { |
| if (ins.predicate) |
| { |
| TRACE("("); |
| shader_dump_src_param(ins.predicate, &shader_version); |
| TRACE(") "); |
| } |
| |
| /* PixWin marks instructions with the coissue flag with a '+' */ |
| if (ins.coissue) TRACE("+"); |
| |
| TRACE("%s", shader_opcode_names[ins.handler_idx]); |
| |
| if (ins.handler_idx == WINED3DSIH_IFC |
| || ins.handler_idx == WINED3DSIH_BREAKC) |
| { |
| switch (ins.flags) |
| { |
| case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break; |
| case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break; |
| case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break; |
| case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break; |
| case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break; |
| case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break; |
| default: TRACE("_(%u)", ins.flags); |
| } |
| } |
| else if (ins.handler_idx == WINED3DSIH_TEX |
| && shader_version.major >= 2 |
| && (ins.flags & WINED3DSI_TEXLD_PROJECT)) |
| { |
| TRACE("p"); |
| } |
| |
| for (i = 0; i < ins.dst_count; ++i) |
| { |
| shader_dump_ins_modifiers(&ins.dst[i]); |
| TRACE(!i ? " " : ", "); |
| shader_dump_dst_param(&ins.dst[i], &shader_version); |
| } |
| |
| /* Other source tokens */ |
| for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i) |
| { |
| TRACE(!i ? " " : ", "); |
| shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version); |
| } |
| } |
| TRACE("\n"); |
| } |
| } |
| |
| static void shader_cleanup(struct wined3d_shader *shader) |
| { |
| HeapFree(GetProcessHeap(), 0, shader->output_signature.elements); |
| HeapFree(GetProcessHeap(), 0, shader->input_signature.elements); |
| HeapFree(GetProcessHeap(), 0, shader->signature_strings); |
| shader->device->shader_backend->shader_destroy(shader); |
| HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf); |
| HeapFree(GetProcessHeap(), 0, shader->reg_maps.sampler_map.entries); |
| HeapFree(GetProcessHeap(), 0, shader->function); |
| shader_delete_constant_list(&shader->constantsF); |
| shader_delete_constant_list(&shader->constantsB); |
| shader_delete_constant_list(&shader->constantsI); |
| list_remove(&shader->shader_list_entry); |
| |
| if (shader->frontend && shader->frontend_data) |
| shader->frontend->shader_free(shader->frontend_data); |
| } |
| |
| struct shader_none_priv |
| { |
| const struct wined3d_vertex_pipe_ops *vertex_pipe; |
| const struct fragment_pipeline *fragment_pipe; |
| BOOL ffp_proj_control; |
| }; |
| |
| static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {} |
| static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, |
| enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) {} |
| static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {} |
| static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {} |
| static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {} |
| static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state) {} |
| static void shader_none_destroy(struct wined3d_shader *shader) {} |
| static void shader_none_free_context_data(struct wined3d_context *context) {} |
| static void shader_none_init_context_state(struct wined3d_context *context) {} |
| |
| /* Context activation is done by the caller. */ |
| static void shader_none_select(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct shader_none_priv *priv = shader_priv; |
| |
| priv->vertex_pipe->vp_enable(gl_info, !use_vs(state)); |
| priv->fragment_pipe->enable_extension(gl_info, !use_ps(state)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_none_disable(void *shader_priv, struct wined3d_context *context) |
| { |
| struct shader_none_priv *priv = shader_priv; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| priv->vertex_pipe->vp_enable(gl_info, FALSE); |
| priv->fragment_pipe->enable_extension(gl_info, FALSE); |
| |
| context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) |
| | (1u << WINED3D_SHADER_TYPE_VERTEX) |
| | (1u << WINED3D_SHADER_TYPE_GEOMETRY); |
| } |
| |
| static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, |
| const struct fragment_pipeline *fragment_pipe) |
| { |
| struct fragment_caps fragment_caps; |
| void *vertex_priv, *fragment_priv; |
| struct shader_none_priv *priv; |
| |
| if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv)))) |
| return E_OUTOFMEMORY; |
| |
| if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv))) |
| { |
| ERR("Failed to initialize vertex pipe.\n"); |
| HeapFree(GetProcessHeap(), 0, priv); |
| return E_FAIL; |
| } |
| |
| if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv))) |
| { |
| ERR("Failed to initialize fragment pipe.\n"); |
| vertex_pipe->vp_free(device); |
| HeapFree(GetProcessHeap(), 0, priv); |
| return E_FAIL; |
| } |
| |
| priv->vertex_pipe = vertex_pipe; |
| priv->fragment_pipe = fragment_pipe; |
| fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps); |
| priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; |
| |
| device->vertex_priv = vertex_priv; |
| device->fragment_priv = fragment_priv; |
| device->shader_priv = priv; |
| |
| return WINED3D_OK; |
| } |
| |
| static void shader_none_free(struct wined3d_device *device) |
| { |
| struct shader_none_priv *priv = device->shader_priv; |
| |
| priv->fragment_pipe->free_private(device); |
| priv->vertex_pipe->vp_free(device); |
| HeapFree(GetProcessHeap(), 0, priv); |
| } |
| |
| static BOOL shader_none_allocate_context_data(struct wined3d_context *context) |
| { |
| return TRUE; |
| } |
| |
| static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) |
| { |
| /* Set the shader caps to 0 for the none shader backend */ |
| caps->vs_version = 0; |
| caps->gs_version = 0; |
| caps->ps_version = 0; |
| caps->vs_uniform_count = 0; |
| caps->ps_uniform_count = 0; |
| caps->ps_1x_max_value = 0.0f; |
| caps->varying_count = 0; |
| caps->wined3d_caps = 0; |
| } |
| |
| static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| /* We "support" every possible fixup, since we don't support any shader |
| * model, and will never have to actually sample a texture. */ |
| return TRUE; |
| } |
| |
| static BOOL shader_none_has_ffp_proj_control(void *shader_priv) |
| { |
| struct shader_none_priv *priv = shader_priv; |
| |
| return priv->ffp_proj_control; |
| } |
| |
| const struct wined3d_shader_backend_ops none_shader_backend = |
| { |
| shader_none_handle_instruction, |
| shader_none_select, |
| shader_none_disable, |
| shader_none_select_depth_blt, |
| shader_none_deselect_depth_blt, |
| shader_none_update_float_vertex_constants, |
| shader_none_update_float_pixel_constants, |
| shader_none_load_constants, |
| shader_none_destroy, |
| shader_none_alloc, |
| shader_none_free, |
| shader_none_allocate_context_data, |
| shader_none_free_context_data, |
| shader_none_init_context_state, |
| shader_none_get_caps, |
| shader_none_color_fixup_supported, |
| shader_none_has_ffp_proj_control, |
| }; |
| |
| static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code, |
| const struct wined3d_shader_signature *output_signature, DWORD float_const_count, |
| enum wined3d_shader_type type, unsigned int max_version) |
| { |
| struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| const struct wined3d_shader_frontend *fe; |
| HRESULT hr; |
| unsigned int backend_version; |
| const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info; |
| |
| TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n", |
| shader, byte_code, output_signature, float_const_count, type, max_version); |
| |
| list_init(&shader->constantsF); |
| list_init(&shader->constantsB); |
| list_init(&shader->constantsI); |
| shader->lconst_inf_or_nan = FALSE; |
| |
| fe = shader_select_frontend(*byte_code); |
| if (!fe) |
| { |
| FIXME("Unable to find frontend for shader.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| shader->frontend = fe; |
| shader->frontend_data = fe->shader_init(byte_code, output_signature); |
| if (!shader->frontend_data) |
| { |
| FIXME("Failed to initialize frontend.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* First pass: trace shader. */ |
| if (TRACE_ON(d3d_shader)) |
| shader_trace_init(fe, shader->frontend_data, byte_code); |
| |
| /* Second pass: figure out which registers are used, what the semantics are, etc. */ |
| if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature, |
| &shader->output_signature, byte_code, float_const_count))) |
| return hr; |
| |
| if (reg_maps->shader_version.type != type) |
| { |
| WARN("Wrong shader type %d.\n", reg_maps->shader_version.type); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if (reg_maps->shader_version.major > max_version) |
| { |
| WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major); |
| return WINED3DERR_INVALIDCALL; |
| } |
| switch (type) |
| { |
| case WINED3D_SHADER_TYPE_VERTEX: |
| backend_version = d3d_info->limits.vs_version; |
| break; |
| case WINED3D_SHADER_TYPE_GEOMETRY: |
| backend_version = d3d_info->limits.gs_version; |
| break; |
| case WINED3D_SHADER_TYPE_PIXEL: |
| backend_version = d3d_info->limits.ps_version; |
| break; |
| default: |
| FIXME("No backend version-checking for this shader type\n"); |
| backend_version = 0; |
| } |
| if (reg_maps->shader_version.major > backend_version) |
| { |
| WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n", |
| reg_maps->shader_version.major, reg_maps->shader_version.minor); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength); |
| if (!shader->function) |
| return E_OUTOFMEMORY; |
| memcpy(shader->function, byte_code, shader->functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader) |
| { |
| ULONG refcount = InterlockedIncrement(&shader->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", shader, refcount); |
| |
| return refcount; |
| } |
| |
| ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader) |
| { |
| ULONG refcount = InterlockedDecrement(&shader->ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", shader, refcount); |
| |
| if (!refcount) |
| { |
| shader_cleanup(shader); |
| shader->parent_ops->wined3d_object_destroyed(shader->parent); |
| HeapFree(GetProcessHeap(), 0, shader); |
| } |
| |
| return refcount; |
| } |
| |
| void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader) |
| { |
| TRACE("shader %p.\n", shader); |
| |
| return shader->parent; |
| } |
| |
| HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader, |
| void *byte_code, UINT *byte_code_size) |
| { |
| TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size); |
| |
| if (!byte_code) |
| { |
| *byte_code_size = shader->functionLength; |
| return WINED3D_OK; |
| } |
| |
| if (*byte_code_size < shader->functionLength) |
| { |
| /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller |
| * than the required size we should write the required size and |
| * return D3DERR_MOREDATA. That's not actually true. */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| memcpy(byte_code, shader->function, shader->functionLength); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Set local constants for d3d8 shaders. */ |
| HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader, |
| UINT start_idx, const float *src_data, UINT count) |
| { |
| UINT end_idx = start_idx + count; |
| UINT i; |
| |
| TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count); |
| |
| if (end_idx > shader->limits->constant_float) |
| { |
| WARN("end_idx %u > float constants limit %u.\n", |
| end_idx, shader->limits->constant_float); |
| end_idx = shader->limits->constant_float; |
| } |
| |
| for (i = start_idx; i < end_idx; ++i) |
| { |
| struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); |
| float *value; |
| if (!lconst) |
| return E_OUTOFMEMORY; |
| |
| lconst->idx = i; |
| value = (float *)lconst->value; |
| memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float)); |
| list_add_head(&shader->constantsF, &lconst->entry); |
| |
| if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1]) |
| || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3])) |
| { |
| shader->lconst_inf_or_nan = TRUE; |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, |
| WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info) |
| { |
| args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE] |
| == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z; |
| args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING] |
| && state->render_states[WINED3D_RS_CLIPPLANEENABLE]; |
| args->point_size = state->gl_primitive_type == GL_POINTS; |
| args->per_vertex_point_size = shader->reg_maps.point_size; |
| args->swizzle_map = swizzle_map; |
| if (d3d_info->emulated_flatshading) |
| args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; |
| else |
| args->flatshading = FALSE; |
| } |
| |
| static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) |
| { |
| if (usage_idx1 != usage_idx2) |
| return FALSE; |
| if (usage1 == usage2) |
| return TRUE; |
| if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT) |
| return TRUE; |
| if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT) |
| return TRUE; |
| |
| return FALSE; |
| } |
| |
| BOOL vshader_get_input(const struct wined3d_shader *shader, |
| BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) |
| { |
| WORD map = shader->reg_maps.input_registers; |
| unsigned int i; |
| |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (!(map & 1)) continue; |
| |
| if (match_usage(shader->u.vs.attributes[i].usage, |
| shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req)) |
| { |
| *regnum = i; |
| return TRUE; |
| } |
| } |
| return FALSE; |
| } |
| |
| static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst, |
| const struct wined3d_shader_signature *src, char **signature_strings) |
| { |
| struct wined3d_shader_signature_element *e; |
| unsigned int i; |
| SIZE_T len; |
| char *ptr; |
| |
| ptr = *signature_strings; |
| |
| dst->element_count = src->element_count; |
| if (!(dst->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst->elements) * dst->element_count))) |
| return E_OUTOFMEMORY; |
| |
| for (i = 0; i < src->element_count; ++i) |
| { |
| e = &src->elements[i]; |
| dst->elements[i] = *e; |
| |
| len = strlen(e->semantic_name); |
| memcpy(ptr, e->semantic_name, len + 1); |
| dst->elements[i].semantic_name = ptr; |
| ptr += len + 1; |
| } |
| |
| *signature_strings = ptr; |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device, |
| const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| struct wined3d_shader_signature_element *e; |
| SIZE_T total, len; |
| unsigned int i; |
| HRESULT hr; |
| char *ptr; |
| |
| if (!desc->byte_code) |
| return WINED3DERR_INVALIDCALL; |
| |
| shader->ref = 1; |
| shader->device = device; |
| shader->parent = parent; |
| shader->parent_ops = parent_ops; |
| |
| total = 0; |
| if (desc->input_signature) |
| { |
| for (i = 0; i < desc->input_signature->element_count; ++i) |
| { |
| e = &desc->input_signature->elements[i]; |
| len = strlen(e->semantic_name); |
| if (len >= ~(SIZE_T)0 - total) |
| return E_OUTOFMEMORY; |
| |
| total += len + 1; |
| } |
| } |
| if (desc->output_signature) |
| { |
| for (i = 0; i < desc->output_signature->element_count; ++i) |
| { |
| e = &desc->output_signature->elements[i]; |
| len = strlen(e->semantic_name); |
| if (len >= ~(SIZE_T)0 - total) |
| return E_OUTOFMEMORY; |
| |
| total += len + 1; |
| } |
| } |
| if (!(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total))) |
| return E_OUTOFMEMORY; |
| ptr = shader->signature_strings; |
| |
| if (desc->input_signature && FAILED(hr = shader_signature_copy(&shader->input_signature, |
| desc->input_signature, &ptr))) |
| { |
| HeapFree(GetProcessHeap(), 0, shader->signature_strings); |
| return hr; |
| } |
| if (desc->output_signature && FAILED(hr = shader_signature_copy(&shader->output_signature, |
| desc->output_signature, &ptr))) |
| { |
| HeapFree(GetProcessHeap(), 0, shader->input_signature.elements); |
| HeapFree(GetProcessHeap(), 0, shader->signature_strings); |
| return hr; |
| } |
| |
| list_init(&shader->linked_programs); |
| list_add_head(&device->shaders, &shader->shader_list_entry); |
| |
| if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature, |
| float_const_count, type, desc->max_version))) |
| { |
| WARN("Failed to set function, hr %#x.\n", hr); |
| shader_cleanup(shader); |
| } |
| |
| return hr; |
| } |
| |
| static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device, |
| const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| unsigned int i; |
| HRESULT hr; |
| |
| if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count, |
| WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops))) |
| return hr; |
| |
| for (i = 0; i < shader->input_signature.element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i]; |
| |
| if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name) |
| continue; |
| |
| shader->u.vs.attributes[input->register_idx].usage = |
| shader_usage_from_semantic_name(input->semantic_name); |
| shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx; |
| } |
| |
| shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) || |
| shader->lconst_inf_or_nan; |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device, |
| const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| HRESULT hr; |
| |
| if (FAILED(hr = shader_init(shader, device, desc, 0, |
| WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops))) |
| return hr; |
| |
| shader->load_local_constsF = shader->lconst_inf_or_nan; |
| |
| return WINED3D_OK; |
| } |
| |
| void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, |
| BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| const struct wined3d_texture *texture; |
| UINT i; |
| |
| memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */ |
| if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE]) |
| { |
| unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags; |
| if (rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE) |
| { |
| static unsigned int warned = 0; |
| |
| args->srgb_correction = 1; |
| if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++) |
| WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB " |
| "support, expect rendering artifacts.\n"); |
| } |
| } |
| |
| if (shader->reg_maps.shader_version.major == 1 |
| && shader->reg_maps.shader_version.minor <= 3) |
| { |
| for (i = 0; i < shader->limits->sampler; ++i) |
| { |
| DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS]; |
| |
| if (flags & WINED3D_TTFF_PROJECTED) |
| { |
| DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED; |
| |
| if (!state->shader[WINED3D_SHADER_TYPE_VERTEX]) |
| { |
| enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type; |
| unsigned int j; |
| unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; |
| DWORD max_valid = WINED3D_TTFF_COUNT4; |
| |
| for (j = 0; j < state->vertex_declaration->element_count; ++j) |
| { |
| struct wined3d_vertex_declaration_element *element = |
| &state->vertex_declaration->elements[j]; |
| |
| if (element->usage == WINED3D_DECL_USAGE_TEXCOORD |
| && element->usage_idx == index) |
| { |
| max_valid = element->format->component_count; |
| break; |
| } |
| } |
| if (!tex_transform || tex_transform > max_valid) |
| { |
| WARN("Fixing up projected texture transform flags from %#x to %#x.\n", |
| tex_transform, max_valid); |
| tex_transform = max_valid; |
| } |
| if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1) |
| || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D |
| && tex_transform > WINED3D_TTFF_COUNT2) |
| || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D |
| && tex_transform > WINED3D_TTFF_COUNT3)) |
| tex_transform |= WINED3D_PSARGS_PROJECTED; |
| else |
| { |
| WARN("Application requested projected texture with unsuitable texture coordinates.\n"); |
| WARN("(texture unit %u, transform flags %#x, sampler type %u).\n", |
| i, tex_transform, resource_type); |
| } |
| } |
| else |
| tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED; |
| |
| args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; |
| } |
| } |
| } |
| if (shader->reg_maps.shader_version.major == 1 |
| && shader->reg_maps.shader_version.minor <= 4) |
| { |
| for (i = 0; i < shader->limits->sampler; ++i) |
| { |
| const struct wined3d_texture *texture = state->textures[i]; |
| |
| if (!shader->reg_maps.resource_info[i].type) |
| continue; |
| |
| /* Treat unbound textures as 2D. The dummy texture will provide |
| * the proper sample value. The tex_types bitmap defaults to |
| * 2D because of the memset. */ |
| if (!texture) |
| continue; |
| |
| switch (texture->target) |
| { |
| /* RECT textures are distinguished from 2D textures via np2_fixup */ |
| case GL_TEXTURE_RECTANGLE_ARB: |
| case GL_TEXTURE_2D: |
| break; |
| |
| case GL_TEXTURE_3D: |
| args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT; |
| break; |
| } |
| } |
| } |
| |
| for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) |
| { |
| if (!shader->reg_maps.resource_info[i].type) |
| continue; |
| |
| texture = state->textures[i]; |
| if (!texture) |
| { |
| args->color_fixup[i] = COLOR_FIXUP_IDENTITY; |
| continue; |
| } |
| args->color_fixup[i] = texture->resource.format->color_fixup; |
| |
| if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW) |
| args->shadow |= 1u << i; |
| |
| /* Flag samplers that need NP2 texcoord fixup. */ |
| if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) |
| args->np2_fixup |= (1u << i); |
| } |
| if (shader->reg_maps.shader_version.major >= 3) |
| { |
| if (position_transformed) |
| args->vp_mode = pretransformed; |
| else if (use_vs(state)) |
| args->vp_mode = vertexshader; |
| else |
| args->vp_mode = fixedfunction; |
| args->fog = WINED3D_FFP_PS_FOG_OFF; |
| } |
| else |
| { |
| args->vp_mode = vertexshader; |
| if (state->render_states[WINED3D_RS_FOGENABLE]) |
| { |
| switch (state->render_states[WINED3D_RS_FOGTABLEMODE]) |
| { |
| case WINED3D_FOG_NONE: |
| if (position_transformed || use_vs(state)) |
| { |
| args->fog = WINED3D_FFP_PS_FOG_LINEAR; |
| break; |
| } |
| |
| switch (state->render_states[WINED3D_RS_FOGVERTEXMODE]) |
| { |
| case WINED3D_FOG_NONE: /* Fall through. */ |
| case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break; |
| case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break; |
| case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break; |
| } |
| break; |
| |
| case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break; |
| case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break; |
| case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break; |
| } |
| } |
| else |
| { |
| args->fog = WINED3D_FFP_PS_FOG_OFF; |
| } |
| } |
| |
| if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info)) |
| { |
| const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| |
| args->texcoords_initialized = 0; |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| if (vs) |
| { |
| if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i)) |
| args->texcoords_initialized |= 1u << i; |
| } |
| else |
| { |
| const struct wined3d_stream_info *si = &context->stream_info; |
| unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; |
| |
| if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT) |
| & WINED3D_FFP_TCI_MASK |
| || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) |
| args->texcoords_initialized |= 1u << i; |
| } |
| } |
| } |
| else |
| { |
| args->texcoords_initialized = (1u << MAX_TEXTURES) - 1; |
| } |
| |
| args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] |
| && state->gl_primitive_type == GL_POINTS; |
| |
| if (d3d_info->emulated_flatshading) |
| args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; |
| } |
| |
| static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device, |
| const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| unsigned int i, highest_reg_used = 0, num_regs_used = 0; |
| HRESULT hr; |
| |
| if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count, |
| WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops))) |
| return hr; |
| |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (shader->u.ps.input_reg_used[i]) |
| { |
| ++num_regs_used; |
| highest_reg_used = i; |
| } |
| } |
| |
| /* Don't do any register mapping magic if it is not needed, or if we can't |
| * achieve anything anyway */ |
| if (highest_reg_used < (gl_info->limits.glsl_varyings / 4) |
| || num_regs_used > (gl_info->limits.glsl_varyings / 4)) |
| { |
| if (num_regs_used > (gl_info->limits.glsl_varyings / 4)) |
| { |
| /* This happens with relative addressing. The input mapper function |
| * warns about this if the higher registers are declared too, so |
| * don't write a FIXME here */ |
| WARN("More varying registers used than supported\n"); |
| } |
| |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| shader->u.ps.input_reg_map[i] = i; |
| } |
| |
| shader->u.ps.declared_in_count = highest_reg_used + 1; |
| } |
| else |
| { |
| shader->u.ps.declared_in_count = 0; |
| for (i = 0; i < MAX_REG_INPUT; ++i) |
| { |
| if (shader->u.ps.input_reg_used[i]) |
| shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++; |
| else shader->u.ps.input_reg_map[i] = ~0U; |
| } |
| } |
| |
| shader->load_local_constsF = shader->lconst_inf_or_nan; |
| |
| return WINED3D_OK; |
| } |
| |
| void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) |
| { |
| struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info; |
| unsigned int i; |
| |
| if (reg_maps->shader_version.major != 1) return; |
| |
| for (i = 0; i < shader->limits->sampler; ++i) |
| { |
| /* We don't sample from this sampler. */ |
| if (!resource_info[i].type) |
| continue; |
| |
| switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK) |
| { |
| case WINED3D_SHADER_TEX_2D: |
| resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; |
| break; |
| |
| case WINED3D_SHADER_TEX_3D: |
| resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D; |
| break; |
| |
| case WINED3D_SHADER_TEX_CUBE: |
| resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE; |
| break; |
| } |
| } |
| } |
| |
| HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) |
| { |
| struct wined3d_shader *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", |
| device, desc, parent, parent_ops, shader); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| if (FAILED(hr = geometryshader_init(object, device, desc, parent, parent_ops))) |
| { |
| WARN("Failed to initialize geometry shader, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created geometry shader %p.\n", object); |
| *shader = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) |
| { |
| struct wined3d_shader *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", |
| device, desc, parent, parent_ops, shader); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| if (FAILED(hr = pixelshader_init(object, device, desc, parent, parent_ops))) |
| { |
| WARN("Failed to initialize pixel shader, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created pixel shader %p.\n", object); |
| *shader = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) |
| { |
| struct wined3d_shader *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", |
| device, desc, parent, parent_ops, shader); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| if (FAILED(hr = vertexshader_init(object, device, desc, parent, parent_ops))) |
| { |
| WARN("Failed to initialize vertex shader, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created vertex shader %p.\n", object); |
| *shader = object; |
| |
| return WINED3D_OK; |
| } |