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_DIV */ "div",
56 /* WINED3DSIH_DP2ADD */ "dp2add",
57 /* WINED3DSIH_DP3 */ "dp3",
58 /* WINED3DSIH_DP4 */ "dp4",
59 /* WINED3DSIH_DST */ "dst",
60 /* WINED3DSIH_DSX */ "dsx",
61 /* WINED3DSIH_DSY */ "dsy",
62 /* WINED3DSIH_ELSE */ "else",
63 /* WINED3DSIH_EMIT */ "emit",
64 /* WINED3DSIH_ENDIF */ "endif",
65 /* WINED3DSIH_ENDLOOP */ "endloop",
66 /* WINED3DSIH_ENDREP */ "endrep",
67 /* WINED3DSIH_EXP */ "exp",
68 /* WINED3DSIH_EXPP */ "expp",
69 /* WINED3DSIH_FRC */ "frc",
70 /* WINED3DSIH_FTOI */ "ftoi",
71 /* WINED3DSIH_IADD */ "iadd",
72 /* WINED3DSIH_IEQ */ "ieq",
73 /* WINED3DSIH_IF */ "if",
74 /* WINED3DSIH_IFC */ "ifc",
75 /* WINED3DSIH_IGE */ "ige",
76 /* WINED3DSIH_IMUL */ "imul",
77 /* WINED3DSIH_ITOF */ "itof",
78 /* WINED3DSIH_LABEL */ "label",
79 /* WINED3DSIH_LD */ "ld",
80 /* WINED3DSIH_LIT */ "lit",
81 /* WINED3DSIH_LOG */ "log",
82 /* WINED3DSIH_LOGP */ "logp",
83 /* WINED3DSIH_LOOP */ "loop",
84 /* WINED3DSIH_LRP */ "lrp",
85 /* WINED3DSIH_LT */ "lt",
86 /* WINED3DSIH_M3x2 */ "m3x2",
87 /* WINED3DSIH_M3x3 */ "m3x3",
88 /* WINED3DSIH_M3x4 */ "m3x4",
89 /* WINED3DSIH_M4x3 */ "m4x3",
90 /* WINED3DSIH_M4x4 */ "m4x4",
91 /* WINED3DSIH_MAD */ "mad",
92 /* WINED3DSIH_MAX */ "max",
93 /* WINED3DSIH_MIN */ "min",
94 /* WINED3DSIH_MOV */ "mov",
95 /* WINED3DSIH_MOVA */ "mova",
96 /* WINED3DSIH_MOVC */ "movc",
97 /* WINED3DSIH_MUL */ "mul",
98 /* WINED3DSIH_NOP */ "nop",
99 /* WINED3DSIH_NRM */ "nrm",
100 /* WINED3DSIH_PHASE */ "phase",
101 /* WINED3DSIH_POW */ "pow",
102 /* WINED3DSIH_RCP */ "rcp",
103 /* WINED3DSIH_REP */ "rep",
104 /* WINED3DSIH_RET */ "ret",
105 /* WINED3DSIH_RSQ */ "rsq",
106 /* WINED3DSIH_SAMPLE */ "sample",
107 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
108 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
109 /* WINED3DSIH_SETP */ "setp",
110 /* WINED3DSIH_SGE */ "sge",
111 /* WINED3DSIH_SGN */ "sgn",
112 /* WINED3DSIH_SINCOS */ "sincos",
113 /* WINED3DSIH_SLT */ "slt",
114 /* WINED3DSIH_SUB */ "sub",
115 /* WINED3DSIH_TEX */ "texld",
116 /* WINED3DSIH_TEXBEM */ "texbem",
117 /* WINED3DSIH_TEXBEML */ "texbeml",
118 /* WINED3DSIH_TEXCOORD */ "texcrd",
119 /* WINED3DSIH_TEXDEPTH */ "texdepth",
120 /* WINED3DSIH_TEXDP3 */ "texdp3",
121 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
122 /* WINED3DSIH_TEXKILL */ "texkill",
123 /* WINED3DSIH_TEXLDD */ "texldd",
124 /* WINED3DSIH_TEXLDL */ "texldl",
125 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
126 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
127 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
128 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
129 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
130 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
131 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
132 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
133 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
134 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
135 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
136 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
137 /* WINED3DSIH_UTOF */ "utof",
140 static const char * const semantic_names[] =
142 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
143 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
144 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
145 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
146 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
147 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
148 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
149 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
150 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
151 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
152 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
153 /* WINED3DDECLUSAGE_FOG */ "FOG",
154 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
155 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
158 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
160 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
162 FIXME("Unrecognized usage %#x.\n", usage);
163 return "UNRECOGNIZED";
166 return semantic_names[usage];
169 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
173 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
175 if (!strcmp(name, semantic_names[i])) return i;
181 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
183 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
186 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
187 const struct wined3d_shader_semantic *s)
189 e->semantic_name = shader_semantic_name_from_usage(s->usage);
190 e->semantic_idx = s->usage_idx;
191 e->sysval_semantic = 0;
192 e->component_type = 0;
193 e->register_idx = s->reg.reg.idx;
194 e->mask = s->reg.write_mask;
197 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
198 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
200 e->semantic_name = shader_semantic_name_from_usage(usage);
201 e->semantic_idx = usage_idx;
202 e->sysval_semantic = 0;
203 e->component_type = 0;
204 e->register_idx = reg_idx;
205 e->mask = write_mask;
208 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
210 switch (version_token >> 16)
214 return &sm1_shader_frontend;
219 return &sm4_shader_frontend;
222 FIXME("Unrecognised version token %#x\n", version_token);
227 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
229 buffer->buffer[0] = '\0';
232 buffer->newline = TRUE;
235 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
237 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
240 ERR("Failed to allocate shader buffer memory.\n");
244 shader_buffer_clear(buffer);
248 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
250 HeapFree(GetProcessHeap(), 0, buffer->buffer);
253 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
255 char *base = buffer->buffer + buffer->bsize;
258 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
260 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
262 ERR("The buffer allocated for the shader program string "
263 "is too small at %d bytes.\n", SHADER_PGMSIZE);
264 buffer->bsize = SHADER_PGMSIZE - 1;
270 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
271 buffer->newline = FALSE;
279 if (buffer->buffer[buffer->bsize-1] == '\n')
282 buffer->newline = TRUE;
288 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
293 va_start(args, format);
294 ret = shader_vaddline(buffer, format, args);
300 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
301 void *parent, const struct wined3d_parent_ops *parent_ops)
304 shader->device = (IWineD3DDevice *)device;
305 shader->parent = parent;
306 shader->parent_ops = parent_ops;
307 list_init(&shader->linked_programs);
308 list_add_head(&device->shaders, &shader->shader_list_entry);
311 /* Convert floating point offset relative to a register file to an absolute
312 * offset for float constants. */
313 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
315 switch (register_type)
317 case WINED3DSPR_CONST: return register_idx;
318 case WINED3DSPR_CONST2: return 2048 + register_idx;
319 case WINED3DSPR_CONST3: return 4096 + register_idx;
320 case WINED3DSPR_CONST4: return 6144 + register_idx;
322 FIXME("Unsupported register type: %u.\n", register_type);
327 static void shader_delete_constant_list(struct list *clist)
329 struct local_constant *constant;
332 ptr = list_head(clist);
335 constant = LIST_ENTRY(ptr, struct local_constant, entry);
336 ptr = list_next(clist, ptr);
337 HeapFree(GetProcessHeap(), 0, constant);
342 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
347 bitmap[idx] |= (1 << shift);
350 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
351 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
355 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
356 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
357 else reg_maps->address |= 1 << reg->idx;
360 case WINED3DSPR_TEMP:
361 reg_maps->temporary |= 1 << reg->idx;
364 case WINED3DSPR_INPUT:
365 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
369 /* If relative addressing is used, we must assume that all registers
370 * are used. Even if it is a construct like v3[aL], we can't assume
371 * that v0, v1 and v2 aren't read because aL can be negative */
373 for (i = 0; i < MAX_REG_INPUT; ++i)
375 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
380 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
383 else reg_maps->input_registers |= 1 << reg->idx;
386 case WINED3DSPR_RASTOUT:
387 if (reg->idx == 1) reg_maps->fog = 1;
390 case WINED3DSPR_MISCTYPE:
391 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
393 if (!reg->idx) reg_maps->vpos = 1;
394 else if (reg->idx == 1) reg_maps->usesfacing = 1;
398 case WINED3DSPR_CONST:
401 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
403 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
405 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
407 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
409 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
412 reg_maps->usesrelconstF = TRUE;
416 set_bitmap_bit(reg_maps->constf, reg->idx);
420 case WINED3DSPR_CONSTINT:
421 reg_maps->integer_constants |= (1 << reg->idx);
424 case WINED3DSPR_CONSTBOOL:
425 reg_maps->boolean_constants |= (1 << reg->idx);
428 case WINED3DSPR_COLOROUT:
429 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
433 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
438 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
442 case WINED3DSIH_M4x4:
443 case WINED3DSIH_M3x4:
444 return param == 1 ? 3 : 0;
446 case WINED3DSIH_M4x3:
447 case WINED3DSIH_M3x3:
448 return param == 1 ? 2 : 0;
450 case WINED3DSIH_M3x2:
451 return param == 1 ? 1 : 0;
458 /* Note that this does not count the loop register as an address register. */
459 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
460 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
461 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
463 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
464 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
465 void *fe_data = shader->baseShader.frontend_data;
466 struct wined3d_shader_version shader_version;
467 const DWORD *ptr = byte_code;
469 memset(reg_maps, 0, sizeof(*reg_maps));
471 /* get_registers_used() is called on every compile on some 1.x shaders,
472 * which can result in stacking up a collection of local constants.
473 * Delete the old constants if existing. */
474 shader_delete_constant_list(&shader->baseShader.constantsF);
475 shader_delete_constant_list(&shader->baseShader.constantsB);
476 shader_delete_constant_list(&shader->baseShader.constantsI);
478 fe->shader_read_header(fe_data, &ptr, &shader_version);
479 reg_maps->shader_version = shader_version;
481 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
482 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
483 if (!reg_maps->constf)
485 ERR("Failed to allocate constant map memory.\n");
486 return E_OUTOFMEMORY;
489 while (!fe->shader_is_end(fe_data, &ptr))
491 struct wined3d_shader_instruction ins;
497 fe->shader_read_comment(&ptr, &comment, &comment_size);
498 if (comment) continue;
501 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
503 /* Unhandled opcode, and its parameters. */
504 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
506 TRACE("Skipping unrecognized instruction.\n");
511 /* Handle declarations. */
512 if (ins.handler_idx == WINED3DSIH_DCL)
514 struct wined3d_shader_semantic semantic;
516 fe->shader_read_semantic(&ptr, &semantic);
518 switch (semantic.reg.reg.type)
520 /* Mark input registers used. */
521 case WINED3DSPR_INPUT:
522 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
523 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
526 /* Vertex shader: mark 3.0 output registers used, save token. */
527 case WINED3DSPR_OUTPUT:
528 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
529 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
530 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
533 /* Save sampler usage token. */
534 case WINED3DSPR_SAMPLER:
535 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
539 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
543 else if (ins.handler_idx == WINED3DSIH_DEF)
545 struct wined3d_shader_src_param rel_addr;
546 struct wined3d_shader_dst_param dst;
548 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
549 if (!lconst) return E_OUTOFMEMORY;
551 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
552 lconst->idx = dst.reg.idx;
554 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
557 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
558 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
560 float *value = (float *)lconst->value;
561 if (value[0] < -1.0f) value[0] = -1.0f;
562 else if (value[0] > 1.0f) value[0] = 1.0f;
563 if (value[1] < -1.0f) value[1] = -1.0f;
564 else if (value[1] > 1.0f) value[1] = 1.0f;
565 if (value[2] < -1.0f) value[2] = -1.0f;
566 else if (value[2] > 1.0f) value[2] = 1.0f;
567 if (value[3] < -1.0f) value[3] = -1.0f;
568 else if (value[3] > 1.0f) value[3] = 1.0f;
571 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
573 else if (ins.handler_idx == WINED3DSIH_DEFI)
575 struct wined3d_shader_src_param rel_addr;
576 struct wined3d_shader_dst_param dst;
578 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
579 if (!lconst) return E_OUTOFMEMORY;
581 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
582 lconst->idx = dst.reg.idx;
584 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
587 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
588 reg_maps->local_int_consts |= (1 << dst.reg.idx);
590 else if (ins.handler_idx == WINED3DSIH_DEFB)
592 struct wined3d_shader_src_param rel_addr;
593 struct wined3d_shader_dst_param dst;
595 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
596 if (!lconst) return E_OUTOFMEMORY;
598 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
599 lconst->idx = dst.reg.idx;
601 memcpy(lconst->value, ptr, sizeof(DWORD));
604 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
605 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
607 /* If there's a loop in the shader. */
608 else if (ins.handler_idx == WINED3DSIH_LOOP
609 || ins.handler_idx == WINED3DSIH_REP)
611 struct wined3d_shader_src_param src, rel_addr;
613 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
615 /* Rep and Loop always use an integer constant for the control parameters. */
616 if (ins.handler_idx == WINED3DSIH_REP)
618 reg_maps->integer_constants |= 1 << src.reg.idx;
622 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
623 reg_maps->integer_constants |= 1 << src.reg.idx;
627 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
629 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
630 || ins.handler_idx == WINED3DSIH_ENDREP)
634 /* For subroutine prototypes. */
635 else if (ins.handler_idx == WINED3DSIH_LABEL)
637 struct wined3d_shader_src_param src, rel_addr;
639 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
640 reg_maps->labels |= 1 << src.reg.idx;
642 /* Set texture, address, temporary registers. */
645 BOOL color0_mov = FALSE;
648 /* This will loop over all the registers and try to
649 * make a bitmask of the ones we're interested in.
651 * Relative addressing tokens are ignored, but that's
652 * okay, since we'll catch any address registers when
653 * they are initialized (required by spec). */
654 for (i = 0; i < ins.dst_count; ++i)
656 struct wined3d_shader_src_param dst_rel_addr;
657 struct wined3d_shader_dst_param dst_param;
659 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
661 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
663 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
664 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
665 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
666 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
668 UINT idx = dst_param.reg.idx;
670 switch (dst_param.reg.type)
672 case WINED3DSPR_RASTOUT:
676 reg_maps->output_registers |= 1 << 10;
677 shader_signature_from_usage(&output_signature[10],
678 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
682 reg_maps->output_registers |= 1 << 11;
683 shader_signature_from_usage(&output_signature[11],
684 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
688 reg_maps->output_registers |= 1 << 11;
689 shader_signature_from_usage(&output_signature[11],
690 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
695 case WINED3DSPR_ATTROUT:
699 if (reg_maps->output_registers & (1 << idx))
701 output_signature[idx].mask |= dst_param.write_mask;
705 reg_maps->output_registers |= 1 << idx;
706 shader_signature_from_usage(&output_signature[idx],
707 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
712 case WINED3DSPR_TEXCRDOUT:
714 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
715 if (reg_maps->output_registers & (1 << idx))
717 output_signature[idx].mask |= dst_param.write_mask;
721 reg_maps->output_registers |= 1 << idx;
722 shader_signature_from_usage(&output_signature[idx],
723 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
732 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
734 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
736 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
738 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
739 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
740 * the mov and perform the sRGB write correction from the source register.
742 * However, if the mov is only partial, we can't do this, and if the write
743 * comes from an instruction other than MOV it is hard to do as well. If
744 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
746 ps->color0_mov = FALSE;
747 if (ins.handler_idx == WINED3DSIH_MOV
748 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
750 /* Used later when the source register is read. */
754 /* Also drop the MOV marker if the source register is overwritten prior to the shader
757 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
759 ps->color0_mov = FALSE;
763 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
764 if (shader_version.major == 1
765 && (ins.handler_idx == WINED3DSIH_TEX
766 || ins.handler_idx == WINED3DSIH_TEXBEM
767 || ins.handler_idx == WINED3DSIH_TEXBEML
768 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
769 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
770 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
771 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
772 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
773 || ins.handler_idx == WINED3DSIH_TEXREG2AR
774 || ins.handler_idx == WINED3DSIH_TEXREG2GB
775 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
777 /* Fake sampler usage, only set reserved bit and type. */
778 DWORD sampler_code = dst_param.reg.idx;
780 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
781 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
783 /* texbem is only valid with < 1.4 pixel shaders */
784 if (ins.handler_idx == WINED3DSIH_TEXBEM
785 || ins.handler_idx == WINED3DSIH_TEXBEML)
787 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
788 if (ins.handler_idx == WINED3DSIH_TEXBEML)
790 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
794 else if (ins.handler_idx == WINED3DSIH_BEM)
796 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
800 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
801 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
802 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
803 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
804 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
805 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
806 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
807 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
808 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
810 limit = ins.src_count + (ins.predicate ? 1 : 0);
811 for (i = 0; i < limit; ++i)
813 struct wined3d_shader_src_param src_param, src_rel_addr;
816 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
817 count = get_instr_extra_regcount(ins.handler_idx, i);
819 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
823 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
829 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
830 if (src_param.reg.type == WINED3DSPR_TEMP
831 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
833 ps->color0_mov = TRUE;
834 ps->color0_reg = src_param.reg.idx;
840 reg_maps->loop_depth = max_loop_depth;
842 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
847 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
849 DWORD map = 1 << max;
851 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
853 return wined3d_log2i(map);
856 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
857 const struct wined3d_shader_version *shader_version)
861 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
863 switch (semantic->sampler_type)
865 case WINED3DSTT_2D: TRACE("_2d"); break;
866 case WINED3DSTT_CUBE: TRACE("_cube"); break;
867 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
868 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
873 /* Pixel shaders 3.0 don't have usage semantics. */
874 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
877 switch (semantic->usage)
879 case WINED3DDECLUSAGE_POSITION:
880 TRACE("position%u", semantic->usage_idx);
883 case WINED3DDECLUSAGE_BLENDINDICES:
887 case WINED3DDECLUSAGE_BLENDWEIGHT:
891 case WINED3DDECLUSAGE_NORMAL:
892 TRACE("normal%u", semantic->usage_idx);
895 case WINED3DDECLUSAGE_PSIZE:
899 case WINED3DDECLUSAGE_COLOR:
900 if (!semantic->usage_idx) TRACE("color");
901 else TRACE("specular%u", (semantic->usage_idx - 1));
904 case WINED3DDECLUSAGE_TEXCOORD:
905 TRACE("texture%u", semantic->usage_idx);
908 case WINED3DDECLUSAGE_TANGENT:
912 case WINED3DDECLUSAGE_BINORMAL:
916 case WINED3DDECLUSAGE_TESSFACTOR:
920 case WINED3DDECLUSAGE_POSITIONT:
921 TRACE("positionT%u", semantic->usage_idx);
924 case WINED3DDECLUSAGE_FOG:
928 case WINED3DDECLUSAGE_DEPTH:
932 case WINED3DDECLUSAGE_SAMPLE:
937 FIXME("unknown_semantics(0x%08x)", semantic->usage);
942 static void shader_dump_register(const struct wined3d_shader_register *reg,
943 const struct wined3d_shader_version *shader_version)
945 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
946 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
947 UINT offset = reg->idx;
951 case WINED3DSPR_TEMP:
955 case WINED3DSPR_INPUT:
959 case WINED3DSPR_CONST:
960 case WINED3DSPR_CONST2:
961 case WINED3DSPR_CONST3:
962 case WINED3DSPR_CONST4:
964 offset = shader_get_float_offset(reg->type, reg->idx);
967 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
968 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
971 case WINED3DSPR_RASTOUT:
972 TRACE("%s", rastout_reg_names[reg->idx]);
975 case WINED3DSPR_COLOROUT:
979 case WINED3DSPR_DEPTHOUT:
983 case WINED3DSPR_ATTROUT:
987 case WINED3DSPR_TEXCRDOUT:
988 /* Vertex shaders >= 3.0 use general purpose output registers
989 * (WINED3DSPR_OUTPUT), which can include an address token. */
990 if (shader_version->major >= 3) TRACE("o");
994 case WINED3DSPR_CONSTINT:
998 case WINED3DSPR_CONSTBOOL:
1002 case WINED3DSPR_LABEL:
1006 case WINED3DSPR_LOOP:
1010 case WINED3DSPR_SAMPLER:
1014 case WINED3DSPR_MISCTYPE:
1015 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1016 else TRACE("%s", misctype_reg_names[reg->idx]);
1019 case WINED3DSPR_PREDICATE:
1023 case WINED3DSPR_IMMCONST:
1027 case WINED3DSPR_CONSTBUFFER:
1031 case WINED3DSPR_NULL:
1035 case WINED3DSPR_RESOURCE:
1040 TRACE("unhandled_rtype(%#x)", reg->type);
1044 if (reg->type == WINED3DSPR_IMMCONST)
1047 switch (reg->immconst_type)
1049 case WINED3D_IMMCONST_SCALAR:
1050 TRACE("%.8e", *(const float *)reg->immconst_data);
1053 case WINED3D_IMMCONST_VEC4:
1054 TRACE("%.8e, %.8e, %.8e, %.8e",
1055 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1056 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1060 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1065 else if (reg->type != WINED3DSPR_RASTOUT
1066 && reg->type != WINED3DSPR_MISCTYPE
1067 && reg->type != WINED3DSPR_NULL)
1069 if (reg->array_idx != ~0U)
1071 TRACE("%u[%u", offset, reg->array_idx);
1075 shader_dump_src_param(reg->rel_addr, shader_version);
1084 shader_dump_src_param(reg->rel_addr, shader_version);
1087 TRACE("%u", offset);
1088 if (reg->rel_addr) TRACE("]");
1093 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1094 const struct wined3d_shader_version *shader_version)
1096 DWORD write_mask = param->write_mask;
1098 shader_dump_register(¶m->reg, shader_version);
1100 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1102 static const char *write_mask_chars = "xyzw";
1105 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1106 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1107 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1108 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1112 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1113 const struct wined3d_shader_version *shader_version)
1115 DWORD src_modifier = param->modifiers;
1116 DWORD swizzle = param->swizzle;
1118 if (src_modifier == WINED3DSPSM_NEG
1119 || src_modifier == WINED3DSPSM_BIASNEG
1120 || src_modifier == WINED3DSPSM_SIGNNEG
1121 || src_modifier == WINED3DSPSM_X2NEG
1122 || src_modifier == WINED3DSPSM_ABSNEG)
1124 else if (src_modifier == WINED3DSPSM_COMP)
1126 else if (src_modifier == WINED3DSPSM_NOT)
1129 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1132 shader_dump_register(¶m->reg, shader_version);
1136 switch (src_modifier)
1138 case WINED3DSPSM_NONE: break;
1139 case WINED3DSPSM_NEG: break;
1140 case WINED3DSPSM_NOT: break;
1141 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1142 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1143 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1144 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1145 case WINED3DSPSM_COMP: break;
1146 case WINED3DSPSM_X2: TRACE("_x2"); break;
1147 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1148 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1149 case WINED3DSPSM_DW: TRACE("_dw"); break;
1150 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1151 case WINED3DSPSM_ABS: TRACE(")"); break;
1152 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1156 if (swizzle != WINED3DSP_NOSWIZZLE)
1158 static const char *swizzle_chars = "xyzw";
1159 DWORD swizzle_x = swizzle & 0x03;
1160 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1161 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1162 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1164 if (swizzle_x == swizzle_y
1165 && swizzle_x == swizzle_z
1166 && swizzle_x == swizzle_w)
1168 TRACE(".%c", swizzle_chars[swizzle_x]);
1172 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1173 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1178 /* Shared code in order to generate the bulk of the shader string.
1179 * NOTE: A description of how to parse tokens can be found on MSDN. */
1180 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1181 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1183 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1184 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1185 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1186 void *fe_data = shader->baseShader.frontend_data;
1187 struct wined3d_shader_src_param dst_rel_addr[2];
1188 struct wined3d_shader_src_param src_rel_addr[4];
1189 struct wined3d_shader_dst_param dst_param[2];
1190 struct wined3d_shader_src_param src_param[4];
1191 struct wined3d_shader_version shader_version;
1192 struct wined3d_shader_instruction ins;
1193 struct wined3d_shader_context ctx;
1194 const DWORD *ptr = byte_code;
1197 /* Initialize current parsing state. */
1199 ctx.gl_info = &device->adapter->gl_info;
1200 ctx.reg_maps = reg_maps;
1201 ctx.buffer = buffer;
1202 ctx.backend_data = backend_ctx;
1205 ins.dst = dst_param;
1206 ins.src = src_param;
1207 shader->baseShader.parse_state.current_row = 0;
1209 fe->shader_read_header(fe_data, &ptr, &shader_version);
1211 while (!fe->shader_is_end(fe_data, &ptr))
1213 const char *comment;
1217 /* Skip comment tokens. */
1218 fe->shader_read_comment(&ptr, &comment, &comment_size);
1219 if (comment) continue;
1222 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1224 /* Unknown opcode and its parameters. */
1225 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1227 TRACE("Skipping unrecognized instruction.\n");
1232 /* Nothing to do. */
1233 if (ins.handler_idx == WINED3DSIH_DCL
1234 || ins.handler_idx == WINED3DSIH_NOP
1235 || ins.handler_idx == WINED3DSIH_DEF
1236 || ins.handler_idx == WINED3DSIH_DEFI
1237 || ins.handler_idx == WINED3DSIH_DEFB
1238 || ins.handler_idx == WINED3DSIH_PHASE)
1244 /* Destination tokens */
1245 for (i = 0; i < ins.dst_count; ++i)
1247 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1250 /* Predication token */
1253 FIXME("Predicates not implemented.\n");
1254 ins.predicate = *ptr++;
1257 /* Other source tokens */
1258 for (i = 0; i < ins.src_count; ++i)
1260 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1263 /* Call appropriate function for output target */
1264 device->shader_backend->shader_handle_instruction(&ins);
1268 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1270 DWORD mmask = dst->modifiers;
1275 case 13: TRACE("_d8"); break;
1276 case 14: TRACE("_d4"); break;
1277 case 15: TRACE("_d2"); break;
1278 case 1: TRACE("_x2"); break;
1279 case 2: TRACE("_x4"); break;
1280 case 3: TRACE("_x8"); break;
1281 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1284 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1285 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1286 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1288 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1289 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1292 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1294 struct wined3d_shader_version shader_version;
1295 const DWORD *ptr = byte_code;
1296 const char *type_prefix;
1299 TRACE("Parsing %p.\n", byte_code);
1301 fe->shader_read_header(fe_data, &ptr, &shader_version);
1303 switch (shader_version.type)
1305 case WINED3D_SHADER_TYPE_VERTEX:
1309 case WINED3D_SHADER_TYPE_GEOMETRY:
1313 case WINED3D_SHADER_TYPE_PIXEL:
1318 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1319 type_prefix = "unknown";
1323 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1325 while (!fe->shader_is_end(fe_data, &ptr))
1327 struct wined3d_shader_instruction ins;
1328 const char *comment;
1333 fe->shader_read_comment(&ptr, &comment, &comment_size);
1336 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1338 const char *end = comment + comment_size;
1339 const char *ptr = comment + 4;
1340 const char *line = ptr;
1347 UINT len = ptr - line;
1348 if (len && *(ptr - 1) == '\r') --len;
1349 TRACE("// %s\n", debugstr_an(line, len));
1354 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1356 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1360 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1361 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1363 TRACE("Skipping unrecognized instruction.\n");
1368 if (ins.handler_idx == WINED3DSIH_DCL)
1370 struct wined3d_shader_semantic semantic;
1372 fe->shader_read_semantic(&ptr, &semantic);
1374 shader_dump_decl_usage(&semantic, &shader_version);
1375 shader_dump_ins_modifiers(&semantic.reg);
1377 shader_dump_dst_param(&semantic.reg, &shader_version);
1379 else if (ins.handler_idx == WINED3DSIH_DEF)
1381 struct wined3d_shader_src_param rel_addr;
1382 struct wined3d_shader_dst_param dst;
1384 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1386 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1387 *(const float *)(ptr),
1388 *(const float *)(ptr + 1),
1389 *(const float *)(ptr + 2),
1390 *(const float *)(ptr + 3));
1393 else if (ins.handler_idx == WINED3DSIH_DEFI)
1395 struct wined3d_shader_src_param rel_addr;
1396 struct wined3d_shader_dst_param dst;
1398 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1400 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1407 else if (ins.handler_idx == WINED3DSIH_DEFB)
1409 struct wined3d_shader_src_param rel_addr;
1410 struct wined3d_shader_dst_param dst;
1412 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1414 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1419 struct wined3d_shader_src_param dst_rel_addr[2];
1420 struct wined3d_shader_src_param src_rel_addr;
1421 struct wined3d_shader_dst_param dst_param[2];
1422 struct wined3d_shader_src_param src_param;
1424 for (i = 0; i < ins.dst_count; ++i)
1426 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1429 /* Print out predication source token first - it follows
1430 * the destination token. */
1433 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1435 shader_dump_src_param(&src_param, &shader_version);
1439 /* PixWin marks instructions with the coissue flag with a '+' */
1440 if (ins.coissue) TRACE("+");
1442 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1444 if (ins.handler_idx == WINED3DSIH_IFC
1445 || ins.handler_idx == WINED3DSIH_BREAKC)
1449 case COMPARISON_GT: TRACE("_gt"); break;
1450 case COMPARISON_EQ: TRACE("_eq"); break;
1451 case COMPARISON_GE: TRACE("_ge"); break;
1452 case COMPARISON_LT: TRACE("_lt"); break;
1453 case COMPARISON_NE: TRACE("_ne"); break;
1454 case COMPARISON_LE: TRACE("_le"); break;
1455 default: TRACE("_(%u)", ins.flags);
1458 else if (ins.handler_idx == WINED3DSIH_TEX
1459 && shader_version.major >= 2
1460 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1465 /* We already read the destination tokens, print them. */
1466 for (i = 0; i < ins.dst_count; ++i)
1468 shader_dump_ins_modifiers(&dst_param[i]);
1469 TRACE(!i ? " " : ", ");
1470 shader_dump_dst_param(&dst_param[i], &shader_version);
1473 /* Other source tokens */
1474 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1476 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1477 TRACE(!i ? " " : ", ");
1478 shader_dump_src_param(&src_param, &shader_version);
1485 static void shader_cleanup(IWineD3DBaseShader *iface)
1487 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1489 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1490 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1491 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1492 shader_delete_constant_list(&shader->baseShader.constantsF);
1493 shader_delete_constant_list(&shader->baseShader.constantsB);
1494 shader_delete_constant_list(&shader->baseShader.constantsI);
1495 list_remove(&shader->baseShader.shader_list_entry);
1497 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1499 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1503 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1504 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1505 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1506 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1507 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1508 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1509 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1510 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1511 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1512 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1513 static void shader_none_free(IWineD3DDevice *iface) {}
1514 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1516 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1518 /* Set the shader caps to 0 for the none shader backend */
1519 caps->VertexShaderVersion = 0;
1520 caps->MaxVertexShaderConst = 0;
1521 caps->PixelShaderVersion = 0;
1522 caps->PixelShader1xMaxValue = 0.0f;
1523 caps->MaxPixelShaderConst = 0;
1524 caps->VSClipping = FALSE;
1527 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1529 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1531 TRACE("Checking support for fixup:\n");
1532 dump_color_fixup_desc(fixup);
1535 /* Faked to make some apps happy. */
1536 if (!is_complex_fixup(fixup))
1542 TRACE("[FAILED]\n");
1546 const shader_backend_t none_shader_backend = {
1547 shader_none_handle_instruction,
1549 shader_none_select_depth_blt,
1550 shader_none_deselect_depth_blt,
1551 shader_none_update_float_vertex_constants,
1552 shader_none_update_float_pixel_constants,
1553 shader_none_load_constants,
1554 shader_none_load_np2fixup_constants,
1555 shader_none_destroy,
1558 shader_none_dirty_const,
1559 shader_none_get_caps,
1560 shader_none_color_fixup_supported,
1563 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1567 *data_size = shader->baseShader.functionLength;
1571 if (*data_size < shader->baseShader.functionLength)
1573 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1574 * than the required size we should write the required size and
1575 * return D3DERR_MOREDATA. That's not actually true. */
1576 return WINED3DERR_INVALIDCALL;
1579 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1584 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1585 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1587 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1588 const struct wined3d_shader_frontend *fe;
1591 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1592 shader, byte_code, output_signature, float_const_count);
1594 fe = shader_select_frontend(*byte_code);
1597 FIXME("Unable to find frontend for shader.\n");
1598 return WINED3DERR_INVALIDCALL;
1600 shader->baseShader.frontend = fe;
1601 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1602 if (!shader->baseShader.frontend_data)
1604 FIXME("Failed to initialize frontend.\n");
1605 return WINED3DERR_INVALIDCALL;
1608 /* First pass: trace shader. */
1609 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1611 /* Initialize immediate constant lists. */
1612 list_init(&shader->baseShader.constantsF);
1613 list_init(&shader->baseShader.constantsB);
1614 list_init(&shader->baseShader.constantsI);
1616 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1617 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1618 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1619 byte_code, float_const_count);
1620 if (FAILED(hr)) return hr;
1622 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1623 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1624 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1629 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1631 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1633 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1634 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1635 || IsEqualGUID(riid, &IID_IWineD3DBase)
1636 || IsEqualGUID(riid, &IID_IUnknown))
1638 IUnknown_AddRef(iface);
1643 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1646 return E_NOINTERFACE;
1649 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1651 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1652 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1654 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1659 /* Do not call while under the GL lock. */
1660 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1662 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1663 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1665 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1669 shader_cleanup((IWineD3DBaseShader *)iface);
1670 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1671 HeapFree(GetProcessHeap(), 0, shader);
1677 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1679 TRACE("iface %p.\n", iface);
1681 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1684 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1686 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1688 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1691 /* Set local constants for d3d8 shaders. */
1692 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1693 UINT start_idx, const float *src_data, UINT count)
1695 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1696 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1699 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1701 end_idx = start_idx + count;
1702 if (end_idx > device->d3d_vshader_constantF)
1704 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1705 end_idx = device->d3d_vshader_constantF;
1708 for (i = start_idx; i < end_idx; ++i)
1710 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1711 if (!lconst) return E_OUTOFMEMORY;
1714 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1715 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1721 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1723 /* IUnknown methods */
1724 vertexshader_QueryInterface,
1725 vertexshader_AddRef,
1726 vertexshader_Release,
1727 /* IWineD3DBase methods */
1728 vertexshader_GetParent,
1729 /* IWineD3DBaseShader methods */
1730 vertexshader_GetFunction,
1731 /* IWineD3DVertexShader methods */
1732 vertexshader_SetLocalConstantsF,
1735 void find_vs_compile_args(const struct wined3d_state *state,
1736 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1738 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1739 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1740 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1741 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1742 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1745 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1747 if (usage_idx1 != usage_idx2) return FALSE;
1748 if (usage1 == usage2) return TRUE;
1749 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1750 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1755 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1756 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1758 WORD map = shader->baseShader.reg_maps.input_registers;
1761 for (i = 0; map; map >>= 1, ++i)
1763 if (!(map & 1)) continue;
1765 if (match_usage(shader->attributes[i].usage,
1766 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1775 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1777 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1778 shader->baseShader.reg_maps.shader_version.minor);
1779 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1781 shader->baseShader.limits.texcoord = 0;
1782 shader->baseShader.limits.attributes = 16;
1783 shader->baseShader.limits.packed_input = 0;
1785 switch (shader_version)
1787 case WINED3D_SHADER_VERSION(1, 0):
1788 case WINED3D_SHADER_VERSION(1, 1):
1789 shader->baseShader.limits.temporary = 12;
1790 shader->baseShader.limits.constant_bool = 0;
1791 shader->baseShader.limits.constant_int = 0;
1792 shader->baseShader.limits.address = 1;
1793 shader->baseShader.limits.packed_output = 12;
1794 shader->baseShader.limits.sampler = 0;
1795 shader->baseShader.limits.label = 0;
1796 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1797 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1799 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1802 case WINED3D_SHADER_VERSION(2, 0):
1803 case WINED3D_SHADER_VERSION(2, 1):
1804 shader->baseShader.limits.temporary = 12;
1805 shader->baseShader.limits.constant_bool = 16;
1806 shader->baseShader.limits.constant_int = 16;
1807 shader->baseShader.limits.address = 1;
1808 shader->baseShader.limits.packed_output = 12;
1809 shader->baseShader.limits.sampler = 0;
1810 shader->baseShader.limits.label = 16;
1811 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1814 case WINED3D_SHADER_VERSION(4, 0):
1815 FIXME("Using 3.0 limits for 4.0 shader.\n");
1818 case WINED3D_SHADER_VERSION(3, 0):
1819 shader->baseShader.limits.temporary = 32;
1820 shader->baseShader.limits.constant_bool = 32;
1821 shader->baseShader.limits.constant_int = 32;
1822 shader->baseShader.limits.address = 1;
1823 shader->baseShader.limits.packed_output = 12;
1824 shader->baseShader.limits.sampler = 4;
1825 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1826 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1827 * even though they are capable of supporting much more (GL
1828 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1829 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1830 * shaders to 256. */
1831 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1835 shader->baseShader.limits.temporary = 12;
1836 shader->baseShader.limits.constant_bool = 16;
1837 shader->baseShader.limits.constant_int = 16;
1838 shader->baseShader.limits.address = 1;
1839 shader->baseShader.limits.packed_output = 12;
1840 shader->baseShader.limits.sampler = 0;
1841 shader->baseShader.limits.label = 16;
1842 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1843 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1844 shader->baseShader.reg_maps.shader_version.major,
1845 shader->baseShader.reg_maps.shader_version.minor);
1849 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1850 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1851 void *parent, const struct wined3d_parent_ops *parent_ops)
1853 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1854 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1859 if (!byte_code) return WINED3DERR_INVALIDCALL;
1861 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1862 shader_init(&shader->baseShader, device, parent, parent_ops);
1864 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1865 output_signature, device->d3d_vshader_constantF);
1868 WARN("Failed to set function, hr %#x.\n", hr);
1869 shader_cleanup((IWineD3DBaseShader *)shader);
1873 map = shader->baseShader.reg_maps.input_registers;
1874 for (i = 0; map; map >>= 1, ++i)
1876 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1878 shader->attributes[i].usage =
1879 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1880 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1883 if (output_signature)
1885 for (i = 0; i < output_signature->element_count; ++i)
1887 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1888 reg_maps->output_registers |= 1 << e->register_idx;
1889 shader->baseShader.output_signature[e->register_idx] = *e;
1893 vertexshader_set_limits(shader);
1895 if (device->vs_selected_mode == SHADER_ARB
1896 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1897 && shader->min_rel_offset <= shader->max_rel_offset)
1899 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1901 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1902 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1903 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1905 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1907 shader->rel_offset = shader->min_rel_offset + 63;
1909 else if (shader->max_rel_offset > 63)
1911 shader->rel_offset = shader->min_rel_offset;
1915 shader->rel_offset = 0;
1919 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1920 && !list_empty(&shader->baseShader.constantsF);
1925 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1926 REFIID riid, void **object)
1928 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1930 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1931 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1932 || IsEqualGUID(riid, &IID_IWineD3DBase)
1933 || IsEqualGUID(riid, &IID_IUnknown))
1935 IUnknown_AddRef(iface);
1940 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1943 return E_NOINTERFACE;
1946 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1948 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1949 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1951 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1956 /* Do not call while under the GL lock. */
1957 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1959 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1960 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1962 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1966 shader_cleanup((IWineD3DBaseShader *)iface);
1967 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1968 HeapFree(GetProcessHeap(), 0, shader);
1974 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1976 TRACE("iface %p.\n", iface);
1978 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1981 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1983 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1985 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1988 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1990 /* IUnknown methods */
1991 geometryshader_QueryInterface,
1992 geometryshader_AddRef,
1993 geometryshader_Release,
1994 /* IWineD3DBase methods */
1995 geometryshader_GetParent,
1996 /* IWineD3DBaseShader methods */
1997 geometryshader_GetFunction,
2000 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2001 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2002 void *parent, const struct wined3d_parent_ops *parent_ops)
2006 shader->vtbl = &wined3d_geometryshader_vtbl;
2007 shader_init(&shader->base_shader, device, parent, parent_ops);
2009 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
2012 WARN("Failed to set function, hr %#x.\n", hr);
2013 shader_cleanup((IWineD3DBaseShader *)shader);
2017 shader->base_shader.load_local_constsF = FALSE;
2022 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
2024 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2026 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2027 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2028 || IsEqualGUID(riid, &IID_IWineD3DBase)
2029 || IsEqualGUID(riid, &IID_IUnknown))
2031 IUnknown_AddRef(iface);
2036 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2039 return E_NOINTERFACE;
2042 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2044 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2045 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2047 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2052 /* Do not call while under the GL lock. */
2053 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2055 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2056 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2058 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2062 shader_cleanup((IWineD3DBaseShader *)iface);
2063 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2064 HeapFree(GetProcessHeap(), 0, shader);
2070 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2072 TRACE("iface %p.\n", iface);
2074 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2077 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2079 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2081 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2084 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2086 /* IUnknown methods */
2087 pixelshader_QueryInterface,
2089 pixelshader_Release,
2090 /* IWineD3DBase methods */
2091 pixelshader_GetParent,
2092 /* IWineD3DBaseShader methods */
2093 pixelshader_GetFunction
2096 void find_ps_compile_args(const struct wined3d_state *state,
2097 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2099 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2100 IWineD3DBaseTextureImpl *texture;
2103 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2104 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2106 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2107 if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2110 if (shader->baseShader.reg_maps.shader_version.major == 1
2111 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2113 for (i = 0; i < 4; ++i)
2115 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2116 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2117 if (flags & WINED3DTTFF_PROJECTED)
2118 tex_transform |= WINED3D_PSARGS_PROJECTED;
2119 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2123 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2125 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2126 texture = state->textures[i];
2129 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2132 args->color_fixup[i] = texture->resource.format->color_fixup;
2134 if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2135 args->shadow |= 1 << i;
2137 /* Flag samplers that need NP2 texcoord fixup. */
2138 if (!texture->baseTexture.pow2Matrix_identity)
2140 args->np2_fixup |= (1 << i);
2143 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2145 if (device->strided_streams.position_transformed)
2147 args->vp_mode = pretransformed;
2149 else if (use_vs(state))
2151 args->vp_mode = vertexshader;
2155 args->vp_mode = fixedfunction;
2157 args->fog = FOG_OFF;
2161 args->vp_mode = vertexshader;
2162 if (state->render_states[WINED3DRS_FOGENABLE])
2164 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2166 case WINED3DFOG_NONE:
2167 if (device->strided_streams.position_transformed || use_vs(state))
2169 args->fog = FOG_LINEAR;
2173 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2175 case WINED3DFOG_NONE: /* Fall through. */
2176 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2177 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2178 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2182 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2183 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2184 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2189 args->fog = FOG_OFF;
2194 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2196 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2197 shader->baseShader.reg_maps.shader_version.minor);
2199 shader->baseShader.limits.attributes = 0;
2200 shader->baseShader.limits.address = 0;
2201 shader->baseShader.limits.packed_output = 0;
2203 switch (shader_version)
2205 case WINED3D_SHADER_VERSION(1, 0):
2206 case WINED3D_SHADER_VERSION(1, 1):
2207 case WINED3D_SHADER_VERSION(1, 2):
2208 case WINED3D_SHADER_VERSION(1, 3):
2209 shader->baseShader.limits.temporary = 2;
2210 shader->baseShader.limits.constant_float = 8;
2211 shader->baseShader.limits.constant_int = 0;
2212 shader->baseShader.limits.constant_bool = 0;
2213 shader->baseShader.limits.texcoord = 4;
2214 shader->baseShader.limits.sampler = 4;
2215 shader->baseShader.limits.packed_input = 0;
2216 shader->baseShader.limits.label = 0;
2219 case WINED3D_SHADER_VERSION(1, 4):
2220 shader->baseShader.limits.temporary = 6;
2221 shader->baseShader.limits.constant_float = 8;
2222 shader->baseShader.limits.constant_int = 0;
2223 shader->baseShader.limits.constant_bool = 0;
2224 shader->baseShader.limits.texcoord = 6;
2225 shader->baseShader.limits.sampler = 6;
2226 shader->baseShader.limits.packed_input = 0;
2227 shader->baseShader.limits.label = 0;
2230 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2231 case WINED3D_SHADER_VERSION(2, 0):
2232 shader->baseShader.limits.temporary = 32;
2233 shader->baseShader.limits.constant_float = 32;
2234 shader->baseShader.limits.constant_int = 16;
2235 shader->baseShader.limits.constant_bool = 16;
2236 shader->baseShader.limits.texcoord = 8;
2237 shader->baseShader.limits.sampler = 16;
2238 shader->baseShader.limits.packed_input = 0;
2241 case WINED3D_SHADER_VERSION(2, 1):
2242 shader->baseShader.limits.temporary = 32;
2243 shader->baseShader.limits.constant_float = 32;
2244 shader->baseShader.limits.constant_int = 16;
2245 shader->baseShader.limits.constant_bool = 16;
2246 shader->baseShader.limits.texcoord = 8;
2247 shader->baseShader.limits.sampler = 16;
2248 shader->baseShader.limits.packed_input = 0;
2249 shader->baseShader.limits.label = 16;
2252 case WINED3D_SHADER_VERSION(4, 0):
2253 FIXME("Using 3.0 limits for 4.0 shader.\n");
2256 case WINED3D_SHADER_VERSION(3, 0):
2257 shader->baseShader.limits.temporary = 32;
2258 shader->baseShader.limits.constant_float = 224;
2259 shader->baseShader.limits.constant_int = 16;
2260 shader->baseShader.limits.constant_bool = 16;
2261 shader->baseShader.limits.texcoord = 0;
2262 shader->baseShader.limits.sampler = 16;
2263 shader->baseShader.limits.packed_input = 12;
2264 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2268 shader->baseShader.limits.temporary = 32;
2269 shader->baseShader.limits.constant_float = 32;
2270 shader->baseShader.limits.constant_int = 16;
2271 shader->baseShader.limits.constant_bool = 16;
2272 shader->baseShader.limits.texcoord = 8;
2273 shader->baseShader.limits.sampler = 16;
2274 shader->baseShader.limits.packed_input = 0;
2275 shader->baseShader.limits.label = 0;
2276 FIXME("Unrecognized pixel shader version %u.%u\n",
2277 shader->baseShader.reg_maps.shader_version.major,
2278 shader->baseShader.reg_maps.shader_version.minor);
2282 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2283 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2284 void *parent, const struct wined3d_parent_ops *parent_ops)
2286 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2287 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2290 if (!byte_code) return WINED3DERR_INVALIDCALL;
2292 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2293 shader_init(&shader->baseShader, device, parent, parent_ops);
2295 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2296 output_signature, device->d3d_pshader_constantF);
2299 WARN("Failed to set function, hr %#x.\n", hr);
2300 shader_cleanup((IWineD3DBaseShader *)shader);
2304 pixelshader_set_limits(shader);
2306 for (i = 0; i < MAX_REG_INPUT; ++i)
2308 if (shader->input_reg_used[i])
2311 highest_reg_used = i;
2315 /* Don't do any register mapping magic if it is not needed, or if we can't
2316 * achieve anything anyway */
2317 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2318 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2320 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2322 /* This happens with relative addressing. The input mapper function
2323 * warns about this if the higher registers are declared too, so
2324 * don't write a FIXME here */
2325 WARN("More varying registers used than supported\n");
2328 for (i = 0; i < MAX_REG_INPUT; ++i)
2330 shader->input_reg_map[i] = i;
2333 shader->declared_in_count = highest_reg_used + 1;
2337 shader->declared_in_count = 0;
2338 for (i = 0; i < MAX_REG_INPUT; ++i)
2340 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2341 else shader->input_reg_map[i] = ~0U;
2345 shader->baseShader.load_local_constsF = FALSE;
2350 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2352 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2355 if (reg_maps->shader_version.major != 1) return;
2357 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2359 /* We don't sample from this sampler. */
2360 if (!sampler_type[i]) continue;
2364 WARN("No texture bound to sampler %u, using 2D.\n", i);
2365 sampler_type[i] = WINED3DSTT_2D;
2369 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2371 case GL_TEXTURE_RECTANGLE_ARB:
2373 /* We have to select between texture rectangles and 2D
2374 * textures later because 2.0 and 3.0 shaders only have
2375 * WINED3DSTT_2D as well. */
2376 sampler_type[i] = WINED3DSTT_2D;
2380 sampler_type[i] = WINED3DSTT_VOLUME;
2383 case GL_TEXTURE_CUBE_MAP_ARB:
2384 sampler_type[i] = WINED3DSTT_CUBE;
2388 FIXME("Unrecognized texture type %#x, using 2D.\n",
2389 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2390 sampler_type[i] = WINED3DSTT_2D;