2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
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.
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.
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
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char * const shader_opcode_names[] =
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_DP2ADD */ "dp2add",
56 /* WINED3DSIH_DP3 */ "dp3",
57 /* WINED3DSIH_DP4 */ "dp4",
58 /* WINED3DSIH_DST */ "dst",
59 /* WINED3DSIH_DSX */ "dsx",
60 /* WINED3DSIH_DSY */ "dsy",
61 /* WINED3DSIH_ELSE */ "else",
62 /* WINED3DSIH_EMIT */ "emit",
63 /* WINED3DSIH_ENDIF */ "endif",
64 /* WINED3DSIH_ENDLOOP */ "endloop",
65 /* WINED3DSIH_ENDREP */ "endrep",
66 /* WINED3DSIH_EXP */ "exp",
67 /* WINED3DSIH_EXPP */ "expp",
68 /* WINED3DSIH_FRC */ "frc",
69 /* WINED3DSIH_IADD */ "iadd",
70 /* WINED3DSIH_IF */ "if",
71 /* WINED3DSIH_IFC */ "ifc",
72 /* WINED3DSIH_IGE */ "ige",
73 /* WINED3DSIH_LABEL */ "label",
74 /* WINED3DSIH_LIT */ "lit",
75 /* WINED3DSIH_LOG */ "log",
76 /* WINED3DSIH_LOGP */ "logp",
77 /* WINED3DSIH_LOOP */ "loop",
78 /* WINED3DSIH_LRP */ "lrp",
79 /* WINED3DSIH_LT */ "lt",
80 /* WINED3DSIH_M3x2 */ "m3x2",
81 /* WINED3DSIH_M3x3 */ "m3x3",
82 /* WINED3DSIH_M3x4 */ "m3x4",
83 /* WINED3DSIH_M4x3 */ "m4x3",
84 /* WINED3DSIH_M4x4 */ "m4x4",
85 /* WINED3DSIH_MAD */ "mad",
86 /* WINED3DSIH_MAX */ "max",
87 /* WINED3DSIH_MIN */ "min",
88 /* WINED3DSIH_MOV */ "mov",
89 /* WINED3DSIH_MOVA */ "mova",
90 /* WINED3DSIH_MUL */ "mul",
91 /* WINED3DSIH_NOP */ "nop",
92 /* WINED3DSIH_NRM */ "nrm",
93 /* WINED3DSIH_PHASE */ "phase",
94 /* WINED3DSIH_POW */ "pow",
95 /* WINED3DSIH_RCP */ "rcp",
96 /* WINED3DSIH_REP */ "rep",
97 /* WINED3DSIH_RET */ "ret",
98 /* WINED3DSIH_RSQ */ "rsq",
99 /* WINED3DSIH_SETP */ "setp",
100 /* WINED3DSIH_SGE */ "sge",
101 /* WINED3DSIH_SGN */ "sgn",
102 /* WINED3DSIH_SINCOS */ "sincos",
103 /* WINED3DSIH_SLT */ "slt",
104 /* WINED3DSIH_SUB */ "sub",
105 /* WINED3DSIH_TEX */ "texld",
106 /* WINED3DSIH_TEXBEM */ "texbem",
107 /* WINED3DSIH_TEXBEML */ "texbeml",
108 /* WINED3DSIH_TEXCOORD */ "texcrd",
109 /* WINED3DSIH_TEXDEPTH */ "texdepth",
110 /* WINED3DSIH_TEXDP3 */ "texdp3",
111 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
112 /* WINED3DSIH_TEXKILL */ "texkill",
113 /* WINED3DSIH_TEXLDD */ "texldd",
114 /* WINED3DSIH_TEXLDL */ "texldl",
115 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
116 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
117 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
118 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
119 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
120 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
121 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
122 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
123 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
124 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
125 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
126 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
129 static const char * const semantic_names[] =
131 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
132 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
133 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
134 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
135 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
136 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
137 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
138 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
139 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
140 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
141 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
142 /* WINED3DDECLUSAGE_FOG */ "FOG",
143 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
144 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
147 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
149 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
151 FIXME("Unrecognized usage %#x.\n", usage);
152 return "UNRECOGNIZED";
155 return semantic_names[usage];
158 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
162 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
164 if (!strcmp(name, semantic_names[i])) return i;
170 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
172 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
175 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
176 const struct wined3d_shader_semantic *s)
178 e->semantic_name = shader_semantic_name_from_usage(s->usage);
179 e->semantic_idx = s->usage_idx;
180 e->sysval_semantic = 0;
181 e->component_type = 0;
182 e->register_idx = s->reg.reg.idx;
183 e->mask = s->reg.write_mask;
186 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
187 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
189 e->semantic_name = shader_semantic_name_from_usage(usage);
190 e->semantic_idx = usage_idx;
191 e->sysval_semantic = 0;
192 e->component_type = 0;
193 e->register_idx = reg_idx;
194 e->mask = write_mask;
197 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
199 switch (version_token >> 16)
203 return &sm1_shader_frontend;
208 return &sm4_shader_frontend;
211 FIXME("Unrecognised version token %#x\n", version_token);
216 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
218 buffer->buffer[0] = '\0';
221 buffer->newline = TRUE;
224 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
226 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
229 ERR("Failed to allocate shader buffer memory.\n");
233 shader_buffer_clear(buffer);
237 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
239 HeapFree(GetProcessHeap(), 0, buffer->buffer);
242 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
244 char *base = buffer->buffer + buffer->bsize;
247 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
249 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
251 ERR("The buffer allocated for the shader program string "
252 "is too small at %d bytes.\n", SHADER_PGMSIZE);
253 buffer->bsize = SHADER_PGMSIZE - 1;
259 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
260 buffer->newline = FALSE;
268 if (buffer->buffer[buffer->bsize-1] == '\n')
271 buffer->newline = TRUE;
277 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
282 va_start(args, format);
283 ret = shader_vaddline(buffer, format, args);
289 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
290 void *parent, const struct wined3d_parent_ops *parent_ops)
293 shader->device = (IWineD3DDevice *)device;
294 shader->parent = parent;
295 shader->parent_ops = parent_ops;
296 list_init(&shader->linked_programs);
297 list_add_head(&device->shaders, &shader->shader_list_entry);
300 /* Convert floating point offset relative to a register file to an absolute
301 * offset for float constants. */
302 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
304 switch (register_type)
306 case WINED3DSPR_CONST: return register_idx;
307 case WINED3DSPR_CONST2: return 2048 + register_idx;
308 case WINED3DSPR_CONST3: return 4096 + register_idx;
309 case WINED3DSPR_CONST4: return 6144 + register_idx;
311 FIXME("Unsupported register type: %u.\n", register_type);
316 static void shader_delete_constant_list(struct list *clist)
318 struct local_constant *constant;
321 ptr = list_head(clist);
324 constant = LIST_ENTRY(ptr, struct local_constant, entry);
325 ptr = list_next(clist, ptr);
326 HeapFree(GetProcessHeap(), 0, constant);
331 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
336 bitmap[idx] |= (1 << shift);
339 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
340 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
344 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
345 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
346 else reg_maps->address |= 1 << reg->idx;
349 case WINED3DSPR_TEMP:
350 reg_maps->temporary |= 1 << reg->idx;
353 case WINED3DSPR_INPUT:
354 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
358 /* If relative addressing is used, we must assume that all registers
359 * are used. Even if it is a construct like v3[aL], we can't assume
360 * that v0, v1 and v2 aren't read because aL can be negative */
362 for (i = 0; i < MAX_REG_INPUT; ++i)
364 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
369 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
372 else reg_maps->input_registers |= 1 << reg->idx;
375 case WINED3DSPR_RASTOUT:
376 if (reg->idx == 1) reg_maps->fog = 1;
379 case WINED3DSPR_MISCTYPE:
380 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
382 if (!reg->idx) reg_maps->vpos = 1;
383 else if (reg->idx == 1) reg_maps->usesfacing = 1;
387 case WINED3DSPR_CONST:
390 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
392 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
394 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
396 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
398 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
401 reg_maps->usesrelconstF = TRUE;
405 set_bitmap_bit(reg_maps->constf, reg->idx);
409 case WINED3DSPR_CONSTINT:
410 reg_maps->integer_constants |= (1 << reg->idx);
413 case WINED3DSPR_CONSTBOOL:
414 reg_maps->boolean_constants |= (1 << reg->idx);
417 case WINED3DSPR_COLOROUT:
418 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
422 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
427 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
431 case WINED3DSIH_M4x4:
432 case WINED3DSIH_M3x4:
433 return param == 1 ? 3 : 0;
435 case WINED3DSIH_M4x3:
436 case WINED3DSIH_M3x3:
437 return param == 1 ? 2 : 0;
439 case WINED3DSIH_M3x2:
440 return param == 1 ? 1 : 0;
447 /* Note that this does not count the loop register as an address register. */
448 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
449 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
450 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
452 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
453 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
454 void *fe_data = shader->baseShader.frontend_data;
455 struct wined3d_shader_version shader_version;
456 const DWORD *ptr = byte_code;
458 memset(reg_maps, 0, sizeof(*reg_maps));
460 /* get_registers_used() is called on every compile on some 1.x shaders,
461 * which can result in stacking up a collection of local constants.
462 * Delete the old constants if existing. */
463 shader_delete_constant_list(&shader->baseShader.constantsF);
464 shader_delete_constant_list(&shader->baseShader.constantsB);
465 shader_delete_constant_list(&shader->baseShader.constantsI);
467 fe->shader_read_header(fe_data, &ptr, &shader_version);
468 reg_maps->shader_version = shader_version;
470 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
471 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
472 if (!reg_maps->constf)
474 ERR("Failed to allocate constant map memory.\n");
475 return E_OUTOFMEMORY;
478 while (!fe->shader_is_end(fe_data, &ptr))
480 struct wined3d_shader_instruction ins;
486 fe->shader_read_comment(&ptr, &comment, &comment_size);
487 if (comment) continue;
490 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
492 /* Unhandled opcode, and its parameters. */
493 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
495 TRACE("Skipping unrecognized instruction.\n");
500 /* Handle declarations. */
501 if (ins.handler_idx == WINED3DSIH_DCL)
503 struct wined3d_shader_semantic semantic;
505 fe->shader_read_semantic(&ptr, &semantic);
507 switch (semantic.reg.reg.type)
509 /* Mark input registers used. */
510 case WINED3DSPR_INPUT:
511 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
512 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
515 /* Vertex shader: mark 3.0 output registers used, save token. */
516 case WINED3DSPR_OUTPUT:
517 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
518 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
519 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
522 /* Save sampler usage token. */
523 case WINED3DSPR_SAMPLER:
524 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
528 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
532 else if (ins.handler_idx == WINED3DSIH_DEF)
534 struct wined3d_shader_src_param rel_addr;
535 struct wined3d_shader_dst_param dst;
537 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
538 if (!lconst) return E_OUTOFMEMORY;
540 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
541 lconst->idx = dst.reg.idx;
543 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
546 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
547 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
549 float *value = (float *)lconst->value;
550 if (value[0] < -1.0f) value[0] = -1.0f;
551 else if (value[0] > 1.0f) value[0] = 1.0f;
552 if (value[1] < -1.0f) value[1] = -1.0f;
553 else if (value[1] > 1.0f) value[1] = 1.0f;
554 if (value[2] < -1.0f) value[2] = -1.0f;
555 else if (value[2] > 1.0f) value[2] = 1.0f;
556 if (value[3] < -1.0f) value[3] = -1.0f;
557 else if (value[3] > 1.0f) value[3] = 1.0f;
560 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
562 else if (ins.handler_idx == WINED3DSIH_DEFI)
564 struct wined3d_shader_src_param rel_addr;
565 struct wined3d_shader_dst_param dst;
567 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
568 if (!lconst) return E_OUTOFMEMORY;
570 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
571 lconst->idx = dst.reg.idx;
573 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
576 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
577 reg_maps->local_int_consts |= (1 << dst.reg.idx);
579 else if (ins.handler_idx == WINED3DSIH_DEFB)
581 struct wined3d_shader_src_param rel_addr;
582 struct wined3d_shader_dst_param dst;
584 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
585 if (!lconst) return E_OUTOFMEMORY;
587 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
588 lconst->idx = dst.reg.idx;
590 memcpy(lconst->value, ptr, sizeof(DWORD));
593 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
594 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
596 /* If there's a loop in the shader. */
597 else if (ins.handler_idx == WINED3DSIH_LOOP
598 || ins.handler_idx == WINED3DSIH_REP)
600 struct wined3d_shader_src_param src, rel_addr;
602 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
604 /* Rep and Loop always use an integer constant for the control parameters. */
605 if (ins.handler_idx == WINED3DSIH_REP)
607 reg_maps->integer_constants |= 1 << src.reg.idx;
611 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
612 reg_maps->integer_constants |= 1 << src.reg.idx;
616 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
618 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
619 || ins.handler_idx == WINED3DSIH_ENDREP)
623 /* For subroutine prototypes. */
624 else if (ins.handler_idx == WINED3DSIH_LABEL)
626 struct wined3d_shader_src_param src, rel_addr;
628 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
629 reg_maps->labels |= 1 << src.reg.idx;
631 /* Set texture, address, temporary registers. */
634 BOOL color0_mov = FALSE;
637 /* This will loop over all the registers and try to
638 * make a bitmask of the ones we're interested in.
640 * Relative addressing tokens are ignored, but that's
641 * okay, since we'll catch any address registers when
642 * they are initialized (required by spec). */
645 struct wined3d_shader_src_param dst_rel_addr;
646 struct wined3d_shader_dst_param dst_param;
648 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
650 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
652 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
653 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
654 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
655 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
657 UINT idx = dst_param.reg.idx;
659 switch (dst_param.reg.type)
661 case WINED3DSPR_RASTOUT:
665 reg_maps->output_registers |= 1 << 10;
666 shader_signature_from_usage(&output_signature[10],
667 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
671 reg_maps->output_registers |= 1 << 11;
672 shader_signature_from_usage(&output_signature[11],
673 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
677 reg_maps->output_registers |= 1 << 11;
678 shader_signature_from_usage(&output_signature[11],
679 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
684 case WINED3DSPR_ATTROUT:
688 if (reg_maps->output_registers & (1 << idx))
690 output_signature[idx].mask |= dst_param.write_mask;
694 reg_maps->output_registers |= 1 << idx;
695 shader_signature_from_usage(&output_signature[idx],
696 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
701 case WINED3DSPR_TEXCRDOUT:
703 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
704 if (reg_maps->output_registers & (1 << idx))
706 output_signature[idx].mask |= dst_param.write_mask;
710 reg_maps->output_registers |= 1 << idx;
711 shader_signature_from_usage(&output_signature[idx],
712 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
721 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
723 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
725 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
727 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
728 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
729 * the mov and perform the sRGB write correction from the source register.
731 * However, if the mov is only partial, we can't do this, and if the write
732 * comes from an instruction other than MOV it is hard to do as well. If
733 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
735 ps->color0_mov = FALSE;
736 if (ins.handler_idx == WINED3DSIH_MOV
737 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
739 /* Used later when the source register is read. */
743 /* Also drop the MOV marker if the source register is overwritten prior to the shader
746 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
748 ps->color0_mov = FALSE;
752 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
753 if (shader_version.major == 1
754 && (ins.handler_idx == WINED3DSIH_TEX
755 || ins.handler_idx == WINED3DSIH_TEXBEM
756 || ins.handler_idx == WINED3DSIH_TEXBEML
757 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
758 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
759 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
760 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
761 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
762 || ins.handler_idx == WINED3DSIH_TEXREG2AR
763 || ins.handler_idx == WINED3DSIH_TEXREG2GB
764 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
766 /* Fake sampler usage, only set reserved bit and type. */
767 DWORD sampler_code = dst_param.reg.idx;
769 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
770 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
772 /* texbem is only valid with < 1.4 pixel shaders */
773 if (ins.handler_idx == WINED3DSIH_TEXBEM
774 || ins.handler_idx == WINED3DSIH_TEXBEML)
776 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
777 if (ins.handler_idx == WINED3DSIH_TEXBEML)
779 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
783 else if (ins.handler_idx == WINED3DSIH_BEM)
785 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
789 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
790 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
791 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
792 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
793 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
794 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
795 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
796 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
797 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
799 limit = ins.src_count + (ins.predicate ? 1 : 0);
800 for (i = 0; i < limit; ++i)
802 struct wined3d_shader_src_param src_param, src_rel_addr;
805 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
806 count = get_instr_extra_regcount(ins.handler_idx, i);
808 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
812 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
818 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
819 if (src_param.reg.type == WINED3DSPR_TEMP
820 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
822 ps->color0_mov = TRUE;
823 ps->color0_reg = src_param.reg.idx;
829 reg_maps->loop_depth = max_loop_depth;
831 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
836 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
838 DWORD map = 1 << max;
840 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
842 return wined3d_log2i(map);
845 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
846 const struct wined3d_shader_version *shader_version)
850 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
852 switch (semantic->sampler_type)
854 case WINED3DSTT_2D: TRACE("_2d"); break;
855 case WINED3DSTT_CUBE: TRACE("_cube"); break;
856 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
857 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
862 /* Pixel shaders 3.0 don't have usage semantics. */
863 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
866 switch (semantic->usage)
868 case WINED3DDECLUSAGE_POSITION:
869 TRACE("position%u", semantic->usage_idx);
872 case WINED3DDECLUSAGE_BLENDINDICES:
876 case WINED3DDECLUSAGE_BLENDWEIGHT:
880 case WINED3DDECLUSAGE_NORMAL:
881 TRACE("normal%u", semantic->usage_idx);
884 case WINED3DDECLUSAGE_PSIZE:
888 case WINED3DDECLUSAGE_COLOR:
889 if (!semantic->usage_idx) TRACE("color");
890 else TRACE("specular%u", (semantic->usage_idx - 1));
893 case WINED3DDECLUSAGE_TEXCOORD:
894 TRACE("texture%u", semantic->usage_idx);
897 case WINED3DDECLUSAGE_TANGENT:
901 case WINED3DDECLUSAGE_BINORMAL:
905 case WINED3DDECLUSAGE_TESSFACTOR:
909 case WINED3DDECLUSAGE_POSITIONT:
910 TRACE("positionT%u", semantic->usage_idx);
913 case WINED3DDECLUSAGE_FOG:
917 case WINED3DDECLUSAGE_DEPTH:
921 case WINED3DDECLUSAGE_SAMPLE:
926 FIXME("unknown_semantics(0x%08x)", semantic->usage);
931 static void shader_dump_register(const struct wined3d_shader_register *reg,
932 const struct wined3d_shader_version *shader_version)
934 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
935 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
936 UINT offset = reg->idx;
940 case WINED3DSPR_TEMP:
944 case WINED3DSPR_INPUT:
948 case WINED3DSPR_CONST:
949 case WINED3DSPR_CONST2:
950 case WINED3DSPR_CONST3:
951 case WINED3DSPR_CONST4:
953 offset = shader_get_float_offset(reg->type, reg->idx);
956 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
957 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
960 case WINED3DSPR_RASTOUT:
961 TRACE("%s", rastout_reg_names[reg->idx]);
964 case WINED3DSPR_COLOROUT:
968 case WINED3DSPR_DEPTHOUT:
972 case WINED3DSPR_ATTROUT:
976 case WINED3DSPR_TEXCRDOUT:
977 /* Vertex shaders >= 3.0 use general purpose output registers
978 * (WINED3DSPR_OUTPUT), which can include an address token. */
979 if (shader_version->major >= 3) TRACE("o");
983 case WINED3DSPR_CONSTINT:
987 case WINED3DSPR_CONSTBOOL:
991 case WINED3DSPR_LABEL:
995 case WINED3DSPR_LOOP:
999 case WINED3DSPR_SAMPLER:
1003 case WINED3DSPR_MISCTYPE:
1004 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1005 else TRACE("%s", misctype_reg_names[reg->idx]);
1008 case WINED3DSPR_PREDICATE:
1012 case WINED3DSPR_IMMCONST:
1016 case WINED3DSPR_CONSTBUFFER:
1021 TRACE("unhandled_rtype(%#x)", reg->type);
1025 if (reg->type == WINED3DSPR_IMMCONST)
1028 switch (reg->immconst_type)
1030 case WINED3D_IMMCONST_FLOAT:
1031 TRACE("%.8e", *(const float *)reg->immconst_data);
1034 case WINED3D_IMMCONST_FLOAT4:
1035 TRACE("%.8e, %.8e, %.8e, %.8e",
1036 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1037 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1041 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1046 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
1048 if (reg->array_idx != ~0U)
1050 TRACE("%u[%u", offset, reg->array_idx);
1054 shader_dump_src_param(reg->rel_addr, shader_version);
1063 shader_dump_src_param(reg->rel_addr, shader_version);
1066 TRACE("%u", offset);
1067 if (reg->rel_addr) TRACE("]");
1072 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1073 const struct wined3d_shader_version *shader_version)
1075 DWORD write_mask = param->write_mask;
1077 shader_dump_register(¶m->reg, shader_version);
1079 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1081 static const char *write_mask_chars = "xyzw";
1084 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1085 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1086 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1087 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1091 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1092 const struct wined3d_shader_version *shader_version)
1094 DWORD src_modifier = param->modifiers;
1095 DWORD swizzle = param->swizzle;
1097 if (src_modifier == WINED3DSPSM_NEG
1098 || src_modifier == WINED3DSPSM_BIASNEG
1099 || src_modifier == WINED3DSPSM_SIGNNEG
1100 || src_modifier == WINED3DSPSM_X2NEG
1101 || src_modifier == WINED3DSPSM_ABSNEG)
1103 else if (src_modifier == WINED3DSPSM_COMP)
1105 else if (src_modifier == WINED3DSPSM_NOT)
1108 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1111 shader_dump_register(¶m->reg, shader_version);
1115 switch (src_modifier)
1117 case WINED3DSPSM_NONE: break;
1118 case WINED3DSPSM_NEG: break;
1119 case WINED3DSPSM_NOT: break;
1120 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1121 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1122 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1123 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1124 case WINED3DSPSM_COMP: break;
1125 case WINED3DSPSM_X2: TRACE("_x2"); break;
1126 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1127 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1128 case WINED3DSPSM_DW: TRACE("_dw"); break;
1129 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1130 case WINED3DSPSM_ABS: TRACE(")"); break;
1131 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1135 if (swizzle != WINED3DSP_NOSWIZZLE)
1137 static const char *swizzle_chars = "xyzw";
1138 DWORD swizzle_x = swizzle & 0x03;
1139 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1140 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1141 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1143 if (swizzle_x == swizzle_y
1144 && swizzle_x == swizzle_z
1145 && swizzle_x == swizzle_w)
1147 TRACE(".%c", swizzle_chars[swizzle_x]);
1151 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1152 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1157 /* Shared code in order to generate the bulk of the shader string.
1158 * NOTE: A description of how to parse tokens can be found on MSDN. */
1159 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1160 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1162 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1163 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1164 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1165 void *fe_data = shader->baseShader.frontend_data;
1166 struct wined3d_shader_src_param src_rel_addr[4];
1167 struct wined3d_shader_src_param src_param[4];
1168 struct wined3d_shader_version shader_version;
1169 struct wined3d_shader_src_param dst_rel_addr;
1170 struct wined3d_shader_dst_param dst_param;
1171 struct wined3d_shader_instruction ins;
1172 struct wined3d_shader_context ctx;
1173 const DWORD *ptr = byte_code;
1176 /* Initialize current parsing state. */
1178 ctx.gl_info = &device->adapter->gl_info;
1179 ctx.reg_maps = reg_maps;
1180 ctx.buffer = buffer;
1181 ctx.backend_data = backend_ctx;
1184 ins.dst = &dst_param;
1185 ins.src = src_param;
1186 shader->baseShader.parse_state.current_row = 0;
1188 fe->shader_read_header(fe_data, &ptr, &shader_version);
1190 while (!fe->shader_is_end(fe_data, &ptr))
1192 const char *comment;
1196 /* Skip comment tokens. */
1197 fe->shader_read_comment(&ptr, &comment, &comment_size);
1198 if (comment) continue;
1201 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1203 /* Unknown opcode and its parameters. */
1204 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1206 TRACE("Skipping unrecognized instruction.\n");
1211 /* Nothing to do. */
1212 if (ins.handler_idx == WINED3DSIH_DCL
1213 || ins.handler_idx == WINED3DSIH_NOP
1214 || ins.handler_idx == WINED3DSIH_DEF
1215 || ins.handler_idx == WINED3DSIH_DEFI
1216 || ins.handler_idx == WINED3DSIH_DEFB
1217 || ins.handler_idx == WINED3DSIH_PHASE)
1223 /* Destination token */
1224 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1226 /* Predication token */
1229 FIXME("Predicates not implemented.\n");
1230 ins.predicate = *ptr++;
1233 /* Other source tokens */
1234 for (i = 0; i < ins.src_count; ++i)
1236 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1239 /* Call appropriate function for output target */
1240 device->shader_backend->shader_handle_instruction(&ins);
1244 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1246 DWORD mmask = dst->modifiers;
1251 case 13: TRACE("_d8"); break;
1252 case 14: TRACE("_d4"); break;
1253 case 15: TRACE("_d2"); break;
1254 case 1: TRACE("_x2"); break;
1255 case 2: TRACE("_x4"); break;
1256 case 3: TRACE("_x8"); break;
1257 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1260 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1261 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1262 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1264 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1265 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1268 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1270 struct wined3d_shader_version shader_version;
1271 const DWORD *ptr = byte_code;
1272 const char *type_prefix;
1275 TRACE("Parsing %p.\n", byte_code);
1277 fe->shader_read_header(fe_data, &ptr, &shader_version);
1279 switch (shader_version.type)
1281 case WINED3D_SHADER_TYPE_VERTEX:
1285 case WINED3D_SHADER_TYPE_GEOMETRY:
1289 case WINED3D_SHADER_TYPE_PIXEL:
1294 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1295 type_prefix = "unknown";
1299 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1301 while (!fe->shader_is_end(fe_data, &ptr))
1303 struct wined3d_shader_instruction ins;
1304 const char *comment;
1309 fe->shader_read_comment(&ptr, &comment, &comment_size);
1312 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1314 const char *end = comment + comment_size;
1315 const char *ptr = comment + 4;
1316 const char *line = ptr;
1323 UINT len = ptr - line;
1324 if (len && *(ptr - 1) == '\r') --len;
1325 TRACE("// %s\n", debugstr_an(line, len));
1330 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1332 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1336 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1337 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1339 TRACE("Skipping unrecognized instruction.\n");
1344 if (ins.handler_idx == WINED3DSIH_DCL)
1346 struct wined3d_shader_semantic semantic;
1348 fe->shader_read_semantic(&ptr, &semantic);
1350 shader_dump_decl_usage(&semantic, &shader_version);
1351 shader_dump_ins_modifiers(&semantic.reg);
1353 shader_dump_dst_param(&semantic.reg, &shader_version);
1355 else if (ins.handler_idx == WINED3DSIH_DEF)
1357 struct wined3d_shader_src_param rel_addr;
1358 struct wined3d_shader_dst_param dst;
1360 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1362 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1363 *(const float *)(ptr),
1364 *(const float *)(ptr + 1),
1365 *(const float *)(ptr + 2),
1366 *(const float *)(ptr + 3));
1369 else if (ins.handler_idx == WINED3DSIH_DEFI)
1371 struct wined3d_shader_src_param rel_addr;
1372 struct wined3d_shader_dst_param dst;
1374 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1376 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1383 else if (ins.handler_idx == WINED3DSIH_DEFB)
1385 struct wined3d_shader_src_param rel_addr;
1386 struct wined3d_shader_dst_param dst;
1388 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1390 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1395 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1396 struct wined3d_shader_dst_param dst_param;
1397 struct wined3d_shader_src_param src_param;
1401 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1404 /* Print out predication source token first - it follows
1405 * the destination token. */
1408 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1410 shader_dump_src_param(&src_param, &shader_version);
1414 /* PixWin marks instructions with the coissue flag with a '+' */
1415 if (ins.coissue) TRACE("+");
1417 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1419 if (ins.handler_idx == WINED3DSIH_IFC
1420 || ins.handler_idx == WINED3DSIH_BREAKC)
1424 case COMPARISON_GT: TRACE("_gt"); break;
1425 case COMPARISON_EQ: TRACE("_eq"); break;
1426 case COMPARISON_GE: TRACE("_ge"); break;
1427 case COMPARISON_LT: TRACE("_lt"); break;
1428 case COMPARISON_NE: TRACE("_ne"); break;
1429 case COMPARISON_LE: TRACE("_le"); break;
1430 default: TRACE("_(%u)", ins.flags);
1433 else if (ins.handler_idx == WINED3DSIH_TEX
1434 && shader_version.major >= 2
1435 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1440 /* We already read the destination token, print it. */
1443 shader_dump_ins_modifiers(&dst_param);
1445 shader_dump_dst_param(&dst_param, &shader_version);
1448 /* Other source tokens */
1449 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1451 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1452 TRACE(!i ? " " : ", ");
1453 shader_dump_src_param(&src_param, &shader_version);
1460 static void shader_cleanup(IWineD3DBaseShader *iface)
1462 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1464 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1465 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1466 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1467 shader_delete_constant_list(&shader->baseShader.constantsF);
1468 shader_delete_constant_list(&shader->baseShader.constantsB);
1469 shader_delete_constant_list(&shader->baseShader.constantsI);
1470 list_remove(&shader->baseShader.shader_list_entry);
1472 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1474 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1478 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1479 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1480 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1481 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1482 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1483 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1484 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1485 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1486 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1487 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1488 static void shader_none_free(IWineD3DDevice *iface) {}
1489 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1491 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1493 /* Set the shader caps to 0 for the none shader backend */
1494 caps->VertexShaderVersion = 0;
1495 caps->MaxVertexShaderConst = 0;
1496 caps->PixelShaderVersion = 0;
1497 caps->PixelShader1xMaxValue = 0.0f;
1498 caps->MaxPixelShaderConst = 0;
1499 caps->VSClipping = FALSE;
1502 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1504 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1506 TRACE("Checking support for fixup:\n");
1507 dump_color_fixup_desc(fixup);
1510 /* Faked to make some apps happy. */
1511 if (!is_complex_fixup(fixup))
1517 TRACE("[FAILED]\n");
1521 const shader_backend_t none_shader_backend = {
1522 shader_none_handle_instruction,
1524 shader_none_select_depth_blt,
1525 shader_none_deselect_depth_blt,
1526 shader_none_update_float_vertex_constants,
1527 shader_none_update_float_pixel_constants,
1528 shader_none_load_constants,
1529 shader_none_load_np2fixup_constants,
1530 shader_none_destroy,
1533 shader_none_dirty_const,
1534 shader_none_get_caps,
1535 shader_none_color_fixup_supported,
1538 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1542 *data_size = shader->baseShader.functionLength;
1546 if (*data_size < shader->baseShader.functionLength)
1548 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1549 * than the required size we should write the required size and
1550 * return D3DERR_MOREDATA. That's not actually true. */
1551 return WINED3DERR_INVALIDCALL;
1554 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1559 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1560 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1562 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1563 const struct wined3d_shader_frontend *fe;
1566 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1567 shader, byte_code, output_signature, float_const_count);
1569 fe = shader_select_frontend(*byte_code);
1572 FIXME("Unable to find frontend for shader.\n");
1573 return WINED3DERR_INVALIDCALL;
1575 shader->baseShader.frontend = fe;
1576 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1577 if (!shader->baseShader.frontend_data)
1579 FIXME("Failed to initialize frontend.\n");
1580 return WINED3DERR_INVALIDCALL;
1583 /* First pass: trace shader. */
1584 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1586 /* Initialize immediate constant lists. */
1587 list_init(&shader->baseShader.constantsF);
1588 list_init(&shader->baseShader.constantsB);
1589 list_init(&shader->baseShader.constantsI);
1591 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1592 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1593 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1594 byte_code, float_const_count);
1595 if (FAILED(hr)) return hr;
1597 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1598 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1599 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1604 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1606 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1608 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1609 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1610 || IsEqualGUID(riid, &IID_IWineD3DBase)
1611 || IsEqualGUID(riid, &IID_IUnknown))
1613 IUnknown_AddRef(iface);
1618 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1621 return E_NOINTERFACE;
1624 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1626 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1627 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1629 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1634 /* Do not call while under the GL lock. */
1635 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1637 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1638 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1640 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1644 shader_cleanup((IWineD3DBaseShader *)iface);
1645 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1646 HeapFree(GetProcessHeap(), 0, shader);
1652 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1654 TRACE("iface %p.\n", iface);
1656 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1659 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1661 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1663 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1666 /* Set local constants for d3d8 shaders. */
1667 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1668 UINT start_idx, const float *src_data, UINT count)
1670 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1671 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1674 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1676 end_idx = start_idx + count;
1677 if (end_idx > device->d3d_vshader_constantF)
1679 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1680 end_idx = device->d3d_vshader_constantF;
1683 for (i = start_idx; i < end_idx; ++i)
1685 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1686 if (!lconst) return E_OUTOFMEMORY;
1689 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1690 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1696 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1698 /* IUnknown methods */
1699 vertexshader_QueryInterface,
1700 vertexshader_AddRef,
1701 vertexshader_Release,
1702 /* IWineD3DBase methods */
1703 vertexshader_GetParent,
1704 /* IWineD3DBaseShader methods */
1705 vertexshader_GetFunction,
1706 /* IWineD3DVertexShader methods */
1707 vertexshader_SetLocalConstantsF,
1710 void find_vs_compile_args(const struct wined3d_state *state,
1711 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1713 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1714 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1715 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1716 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1717 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1720 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1722 if (usage_idx1 != usage_idx2) return FALSE;
1723 if (usage1 == usage2) return TRUE;
1724 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1725 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1730 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1731 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1733 WORD map = shader->baseShader.reg_maps.input_registers;
1736 for (i = 0; map; map >>= 1, ++i)
1738 if (!(map & 1)) continue;
1740 if (match_usage(shader->attributes[i].usage,
1741 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1750 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1752 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1753 shader->baseShader.reg_maps.shader_version.minor);
1754 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1756 shader->baseShader.limits.texcoord = 0;
1757 shader->baseShader.limits.attributes = 16;
1758 shader->baseShader.limits.packed_input = 0;
1760 switch (shader_version)
1762 case WINED3D_SHADER_VERSION(1, 0):
1763 case WINED3D_SHADER_VERSION(1, 1):
1764 shader->baseShader.limits.temporary = 12;
1765 shader->baseShader.limits.constant_bool = 0;
1766 shader->baseShader.limits.constant_int = 0;
1767 shader->baseShader.limits.address = 1;
1768 shader->baseShader.limits.packed_output = 12;
1769 shader->baseShader.limits.sampler = 0;
1770 shader->baseShader.limits.label = 0;
1771 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1772 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1774 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1777 case WINED3D_SHADER_VERSION(2, 0):
1778 case WINED3D_SHADER_VERSION(2, 1):
1779 shader->baseShader.limits.temporary = 12;
1780 shader->baseShader.limits.constant_bool = 16;
1781 shader->baseShader.limits.constant_int = 16;
1782 shader->baseShader.limits.address = 1;
1783 shader->baseShader.limits.packed_output = 12;
1784 shader->baseShader.limits.sampler = 0;
1785 shader->baseShader.limits.label = 16;
1786 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1789 case WINED3D_SHADER_VERSION(4, 0):
1790 FIXME("Using 3.0 limits for 4.0 shader.\n");
1793 case WINED3D_SHADER_VERSION(3, 0):
1794 shader->baseShader.limits.temporary = 32;
1795 shader->baseShader.limits.constant_bool = 32;
1796 shader->baseShader.limits.constant_int = 32;
1797 shader->baseShader.limits.address = 1;
1798 shader->baseShader.limits.packed_output = 12;
1799 shader->baseShader.limits.sampler = 4;
1800 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1801 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1802 * even though they are capable of supporting much more (GL
1803 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1804 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1805 * shaders to 256. */
1806 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1810 shader->baseShader.limits.temporary = 12;
1811 shader->baseShader.limits.constant_bool = 16;
1812 shader->baseShader.limits.constant_int = 16;
1813 shader->baseShader.limits.address = 1;
1814 shader->baseShader.limits.packed_output = 12;
1815 shader->baseShader.limits.sampler = 0;
1816 shader->baseShader.limits.label = 16;
1817 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1818 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1819 shader->baseShader.reg_maps.shader_version.major,
1820 shader->baseShader.reg_maps.shader_version.minor);
1824 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1825 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1826 void *parent, const struct wined3d_parent_ops *parent_ops)
1828 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1829 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1834 if (!byte_code) return WINED3DERR_INVALIDCALL;
1836 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1837 shader_init(&shader->baseShader, device, parent, parent_ops);
1839 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1840 output_signature, device->d3d_vshader_constantF);
1843 WARN("Failed to set function, hr %#x.\n", hr);
1844 shader_cleanup((IWineD3DBaseShader *)shader);
1848 map = shader->baseShader.reg_maps.input_registers;
1849 for (i = 0; map; map >>= 1, ++i)
1851 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1853 shader->attributes[i].usage =
1854 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1855 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1858 if (output_signature)
1860 for (i = 0; i < output_signature->element_count; ++i)
1862 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1863 reg_maps->output_registers |= 1 << e->register_idx;
1864 shader->baseShader.output_signature[e->register_idx] = *e;
1868 vertexshader_set_limits(shader);
1870 if (device->vs_selected_mode == SHADER_ARB
1871 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1872 && shader->min_rel_offset <= shader->max_rel_offset)
1874 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1876 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1877 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1878 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1880 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1882 shader->rel_offset = shader->min_rel_offset + 63;
1884 else if (shader->max_rel_offset > 63)
1886 shader->rel_offset = shader->min_rel_offset;
1890 shader->rel_offset = 0;
1894 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1895 && !list_empty(&shader->baseShader.constantsF);
1900 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1901 REFIID riid, void **object)
1903 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1905 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1906 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1907 || IsEqualGUID(riid, &IID_IWineD3DBase)
1908 || IsEqualGUID(riid, &IID_IUnknown))
1910 IUnknown_AddRef(iface);
1915 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1918 return E_NOINTERFACE;
1921 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1923 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1924 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1926 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1931 /* Do not call while under the GL lock. */
1932 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1934 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1935 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1937 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1941 shader_cleanup((IWineD3DBaseShader *)iface);
1942 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1943 HeapFree(GetProcessHeap(), 0, shader);
1949 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1951 TRACE("iface %p.\n", iface);
1953 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1956 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1958 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1960 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1963 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1965 /* IUnknown methods */
1966 geometryshader_QueryInterface,
1967 geometryshader_AddRef,
1968 geometryshader_Release,
1969 /* IWineD3DBase methods */
1970 geometryshader_GetParent,
1971 /* IWineD3DBaseShader methods */
1972 geometryshader_GetFunction,
1975 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1976 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1977 void *parent, const struct wined3d_parent_ops *parent_ops)
1981 shader->vtbl = &wined3d_geometryshader_vtbl;
1982 shader_init(&shader->base_shader, device, parent, parent_ops);
1984 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1987 WARN("Failed to set function, hr %#x.\n", hr);
1988 shader_cleanup((IWineD3DBaseShader *)shader);
1992 shader->base_shader.load_local_constsF = FALSE;
1997 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1999 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2001 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2002 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2003 || IsEqualGUID(riid, &IID_IWineD3DBase)
2004 || IsEqualGUID(riid, &IID_IUnknown))
2006 IUnknown_AddRef(iface);
2011 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2014 return E_NOINTERFACE;
2017 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2019 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2020 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2022 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2027 /* Do not call while under the GL lock. */
2028 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2030 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2031 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2033 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2037 shader_cleanup((IWineD3DBaseShader *)iface);
2038 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2039 HeapFree(GetProcessHeap(), 0, shader);
2045 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2047 TRACE("iface %p.\n", iface);
2049 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2052 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2054 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2056 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2059 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2061 /* IUnknown methods */
2062 pixelshader_QueryInterface,
2064 pixelshader_Release,
2065 /* IWineD3DBase methods */
2066 pixelshader_GetParent,
2067 /* IWineD3DBaseShader methods */
2068 pixelshader_GetFunction
2071 void find_ps_compile_args(const struct wined3d_state *state,
2072 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2074 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2075 IWineD3DBaseTextureImpl *texture;
2078 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2079 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2081 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2082 if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2085 if (shader->baseShader.reg_maps.shader_version.major == 1
2086 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2088 for (i = 0; i < 4; ++i)
2090 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2091 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2092 if (flags & WINED3DTTFF_PROJECTED)
2093 tex_transform |= WINED3D_PSARGS_PROJECTED;
2094 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2098 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2100 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2101 texture = state->textures[i];
2104 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2107 args->color_fixup[i] = texture->resource.format->color_fixup;
2109 if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2110 args->shadow |= 1 << i;
2112 /* Flag samplers that need NP2 texcoord fixup. */
2113 if (!texture->baseTexture.pow2Matrix_identity)
2115 args->np2_fixup |= (1 << i);
2118 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2120 if (device->strided_streams.position_transformed)
2122 args->vp_mode = pretransformed;
2124 else if (use_vs(state))
2126 args->vp_mode = vertexshader;
2130 args->vp_mode = fixedfunction;
2132 args->fog = FOG_OFF;
2136 args->vp_mode = vertexshader;
2137 if (state->render_states[WINED3DRS_FOGENABLE])
2139 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2141 case WINED3DFOG_NONE:
2142 if (device->strided_streams.position_transformed || use_vs(state))
2144 args->fog = FOG_LINEAR;
2148 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2150 case WINED3DFOG_NONE: /* Fall through. */
2151 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2152 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2153 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2157 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2158 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2159 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2164 args->fog = FOG_OFF;
2169 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2171 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2172 shader->baseShader.reg_maps.shader_version.minor);
2174 shader->baseShader.limits.attributes = 0;
2175 shader->baseShader.limits.address = 0;
2176 shader->baseShader.limits.packed_output = 0;
2178 switch (shader_version)
2180 case WINED3D_SHADER_VERSION(1, 0):
2181 case WINED3D_SHADER_VERSION(1, 1):
2182 case WINED3D_SHADER_VERSION(1, 2):
2183 case WINED3D_SHADER_VERSION(1, 3):
2184 shader->baseShader.limits.temporary = 2;
2185 shader->baseShader.limits.constant_float = 8;
2186 shader->baseShader.limits.constant_int = 0;
2187 shader->baseShader.limits.constant_bool = 0;
2188 shader->baseShader.limits.texcoord = 4;
2189 shader->baseShader.limits.sampler = 4;
2190 shader->baseShader.limits.packed_input = 0;
2191 shader->baseShader.limits.label = 0;
2194 case WINED3D_SHADER_VERSION(1, 4):
2195 shader->baseShader.limits.temporary = 6;
2196 shader->baseShader.limits.constant_float = 8;
2197 shader->baseShader.limits.constant_int = 0;
2198 shader->baseShader.limits.constant_bool = 0;
2199 shader->baseShader.limits.texcoord = 6;
2200 shader->baseShader.limits.sampler = 6;
2201 shader->baseShader.limits.packed_input = 0;
2202 shader->baseShader.limits.label = 0;
2205 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2206 case WINED3D_SHADER_VERSION(2, 0):
2207 shader->baseShader.limits.temporary = 32;
2208 shader->baseShader.limits.constant_float = 32;
2209 shader->baseShader.limits.constant_int = 16;
2210 shader->baseShader.limits.constant_bool = 16;
2211 shader->baseShader.limits.texcoord = 8;
2212 shader->baseShader.limits.sampler = 16;
2213 shader->baseShader.limits.packed_input = 0;
2216 case WINED3D_SHADER_VERSION(2, 1):
2217 shader->baseShader.limits.temporary = 32;
2218 shader->baseShader.limits.constant_float = 32;
2219 shader->baseShader.limits.constant_int = 16;
2220 shader->baseShader.limits.constant_bool = 16;
2221 shader->baseShader.limits.texcoord = 8;
2222 shader->baseShader.limits.sampler = 16;
2223 shader->baseShader.limits.packed_input = 0;
2224 shader->baseShader.limits.label = 16;
2227 case WINED3D_SHADER_VERSION(4, 0):
2228 FIXME("Using 3.0 limits for 4.0 shader.\n");
2231 case WINED3D_SHADER_VERSION(3, 0):
2232 shader->baseShader.limits.temporary = 32;
2233 shader->baseShader.limits.constant_float = 224;
2234 shader->baseShader.limits.constant_int = 16;
2235 shader->baseShader.limits.constant_bool = 16;
2236 shader->baseShader.limits.texcoord = 0;
2237 shader->baseShader.limits.sampler = 16;
2238 shader->baseShader.limits.packed_input = 12;
2239 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2243 shader->baseShader.limits.temporary = 32;
2244 shader->baseShader.limits.constant_float = 32;
2245 shader->baseShader.limits.constant_int = 16;
2246 shader->baseShader.limits.constant_bool = 16;
2247 shader->baseShader.limits.texcoord = 8;
2248 shader->baseShader.limits.sampler = 16;
2249 shader->baseShader.limits.packed_input = 0;
2250 shader->baseShader.limits.label = 0;
2251 FIXME("Unrecognized pixel shader version %u.%u\n",
2252 shader->baseShader.reg_maps.shader_version.major,
2253 shader->baseShader.reg_maps.shader_version.minor);
2257 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2258 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2259 void *parent, const struct wined3d_parent_ops *parent_ops)
2261 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2262 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2265 if (!byte_code) return WINED3DERR_INVALIDCALL;
2267 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2268 shader_init(&shader->baseShader, device, parent, parent_ops);
2270 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2271 output_signature, device->d3d_pshader_constantF);
2274 WARN("Failed to set function, hr %#x.\n", hr);
2275 shader_cleanup((IWineD3DBaseShader *)shader);
2279 pixelshader_set_limits(shader);
2281 for (i = 0; i < MAX_REG_INPUT; ++i)
2283 if (shader->input_reg_used[i])
2286 highest_reg_used = i;
2290 /* Don't do any register mapping magic if it is not needed, or if we can't
2291 * achieve anything anyway */
2292 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2293 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2295 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2297 /* This happens with relative addressing. The input mapper function
2298 * warns about this if the higher registers are declared too, so
2299 * don't write a FIXME here */
2300 WARN("More varying registers used than supported\n");
2303 for (i = 0; i < MAX_REG_INPUT; ++i)
2305 shader->input_reg_map[i] = i;
2308 shader->declared_in_count = highest_reg_used + 1;
2312 shader->declared_in_count = 0;
2313 for (i = 0; i < MAX_REG_INPUT; ++i)
2315 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2316 else shader->input_reg_map[i] = ~0U;
2320 shader->baseShader.load_local_constsF = FALSE;
2325 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2327 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2330 if (reg_maps->shader_version.major != 1) return;
2332 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2334 /* We don't sample from this sampler. */
2335 if (!sampler_type[i]) continue;
2339 WARN("No texture bound to sampler %u, using 2D.\n", i);
2340 sampler_type[i] = WINED3DSTT_2D;
2344 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2346 case GL_TEXTURE_RECTANGLE_ARB:
2348 /* We have to select between texture rectangles and 2D
2349 * textures later because 2.0 and 3.0 shaders only have
2350 * WINED3DSTT_2D as well. */
2351 sampler_type[i] = WINED3DSTT_2D;
2355 sampler_type[i] = WINED3DSTT_VOLUME;
2358 case GL_TEXTURE_CUBE_MAP_ARB:
2359 sampler_type[i] = WINED3DSTT_CUBE;
2363 FIXME("Unrecognized texture type %#x, using 2D.\n",
2364 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2365 sampler_type[i] = WINED3DSTT_2D;