2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 static const char *shader_opcode_names[] =
37 /* WINED3DSIH_ABS */ "abs",
38 /* WINED3DSIH_ADD */ "add",
39 /* WINED3DSIH_BEM */ "bem",
40 /* WINED3DSIH_BREAK */ "break",
41 /* WINED3DSIH_BREAKC */ "breakc",
42 /* WINED3DSIH_BREAKP */ "breakp",
43 /* WINED3DSIH_CALL */ "call",
44 /* WINED3DSIH_CALLNZ */ "callnz",
45 /* WINED3DSIH_CMP */ "cmp",
46 /* WINED3DSIH_CND */ "cnd",
47 /* WINED3DSIH_CRS */ "crs",
48 /* WINED3DSIH_DCL */ "dcl",
49 /* WINED3DSIH_DEF */ "def",
50 /* WINED3DSIH_DEFB */ "defb",
51 /* WINED3DSIH_DEFI */ "defi",
52 /* WINED3DSIH_DP2ADD */ "dp2add",
53 /* WINED3DSIH_DP3 */ "dp3",
54 /* WINED3DSIH_DP4 */ "dp4",
55 /* WINED3DSIH_DST */ "dst",
56 /* WINED3DSIH_DSX */ "dsx",
57 /* WINED3DSIH_DSY */ "dsy",
58 /* WINED3DSIH_ELSE */ "else",
59 /* WINED3DSIH_ENDIF */ "endif",
60 /* WINED3DSIH_ENDLOOP */ "endloop",
61 /* WINED3DSIH_ENDREP */ "endrep",
62 /* WINED3DSIH_EXP */ "exp",
63 /* WINED3DSIH_EXPP */ "expp",
64 /* WINED3DSIH_FRC */ "frc",
65 /* WINED3DSIH_IF */ "if",
66 /* WINED3DSIH_IFC */ "ifc",
67 /* WINED3DSIH_LABEL */ "label",
68 /* WINED3DSIH_LIT */ "lit",
69 /* WINED3DSIH_LOG */ "log",
70 /* WINED3DSIH_LOGP */ "logp",
71 /* WINED3DSIH_LOOP */ "loop",
72 /* WINED3DSIH_LRP */ "lrp",
73 /* WINED3DSIH_M3x2 */ "m3x2",
74 /* WINED3DSIH_M3x3 */ "m3x3",
75 /* WINED3DSIH_M3x4 */ "m3x4",
76 /* WINED3DSIH_M4x3 */ "m4x3",
77 /* WINED3DSIH_M4x4 */ "m4x4",
78 /* WINED3DSIH_MAD */ "mad",
79 /* WINED3DSIH_MAX */ "max",
80 /* WINED3DSIH_MIN */ "min",
81 /* WINED3DSIH_MOV */ "mov",
82 /* WINED3DSIH_MOVA */ "mova",
83 /* WINED3DSIH_MUL */ "mul",
84 /* WINED3DSIH_NOP */ "nop",
85 /* WINED3DSIH_NRM */ "nrm",
86 /* WINED3DSIH_PHASE */ "phase",
87 /* WINED3DSIH_POW */ "pow",
88 /* WINED3DSIH_RCP */ "rcp",
89 /* WINED3DSIH_REP */ "rep",
90 /* WINED3DSIH_RET */ "ret",
91 /* WINED3DSIH_RSQ */ "rsq",
92 /* WINED3DSIH_SETP */ "setp",
93 /* WINED3DSIH_SGE */ "sge",
94 /* WINED3DSIH_SGN */ "sgn",
95 /* WINED3DSIH_SINCOS */ "sincos",
96 /* WINED3DSIH_SLT */ "slt",
97 /* WINED3DSIH_SUB */ "sub",
98 /* WINED3DSIH_TEX */ "texld",
99 /* WINED3DSIH_TEXBEM */ "texbem",
100 /* WINED3DSIH_TEXBEML */ "texbeml",
101 /* WINED3DSIH_TEXCOORD */ "texcrd",
102 /* WINED3DSIH_TEXDEPTH */ "texdepth",
103 /* WINED3DSIH_TEXDP3 */ "texdp3",
104 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
105 /* WINED3DSIH_TEXKILL */ "texkill",
106 /* WINED3DSIH_TEXLDD */ "texldd",
107 /* WINED3DSIH_TEXLDL */ "texldl",
108 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
109 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
110 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
111 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
112 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
113 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
114 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
115 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
116 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
117 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
118 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
119 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
122 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
124 switch (version_token >> 16)
128 return &sm1_shader_frontend;
133 return &sm4_shader_frontend;
136 FIXME("Unrecognised version token %#x\n", version_token);
141 void shader_buffer_init(struct SHADER_BUFFER *buffer)
143 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
144 buffer->buffer[0] = '\0';
147 buffer->newline = TRUE;
150 void shader_buffer_free(struct SHADER_BUFFER *buffer)
152 HeapFree(GetProcessHeap(), 0, buffer->buffer);
155 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
157 char* base = buffer->buffer + buffer->bsize;
160 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
162 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
164 ERR("The buffer allocated for the shader program string "
165 "is too small at %d bytes.\n", SHADER_PGMSIZE);
166 buffer->bsize = SHADER_PGMSIZE - 1;
170 if (buffer->newline) {
171 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
172 buffer->newline = FALSE;
178 if (buffer->buffer[buffer->bsize-1] == '\n') {
180 buffer->newline = TRUE;
185 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
190 va_start(args, format);
191 ret = shader_vaddline(buffer, format, args);
197 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
200 shader->device = device;
201 list_init(&shader->linked_programs);
204 /* Convert floating point offset relative
205 * to a register file to an absolute offset for float constants */
206 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
208 switch (register_type)
210 case WINED3DSPR_CONST: return register_idx;
211 case WINED3DSPR_CONST2: return 2048 + register_idx;
212 case WINED3DSPR_CONST3: return 4096 + register_idx;
213 case WINED3DSPR_CONST4: return 6144 + register_idx;
215 FIXME("Unsupported register type: %d\n", register_type);
220 static void shader_delete_constant_list(struct list* clist) {
223 struct local_constant* constant;
225 ptr = list_head(clist);
227 constant = LIST_ENTRY(ptr, struct local_constant, entry);
228 ptr = list_next(clist, ptr);
229 HeapFree(GetProcessHeap(), 0, constant);
234 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
239 bitmap[idx] |= (1 << shift);
242 static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
243 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
247 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
248 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord[reg->idx] = 1;
249 else reg_maps->address[reg->idx] = 1;
252 case WINED3DSPR_TEMP:
253 reg_maps->temporary[reg->idx] = 1;
256 case WINED3DSPR_INPUT:
257 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
261 /* If relative addressing is used, we must assume that all registers
262 * are used. Even if it is a construct like v3[aL], we can't assume
263 * that v0, v1 and v2 aren't read because aL can be negative */
265 for (i = 0; i < MAX_REG_INPUT; ++i)
267 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
272 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[reg->idx] = TRUE;
275 else reg_maps->input_registers |= 1 << reg->idx;
278 case WINED3DSPR_RASTOUT:
279 if (reg->idx == 1) reg_maps->fog = 1;
282 case WINED3DSPR_MISCTYPE:
283 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
285 if (reg->idx == 0) reg_maps->vpos = 1;
286 else if (reg->idx == 1) reg_maps->usesfacing = 1;
290 case WINED3DSPR_CONST:
293 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
295 if (reg->idx <= ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
296 ((IWineD3DVertexShaderImpl *)This)->min_rel_offset = reg->idx;
297 else if (reg->idx >= ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
298 ((IWineD3DVertexShaderImpl *)This)->max_rel_offset = reg->idx;
300 reg_maps->usesrelconstF = TRUE;
304 set_bitmap_bit(reg_maps->constf, reg->idx);
308 case WINED3DSPR_CONSTINT:
309 reg_maps->integer_constants |= (1 << reg->idx);
312 case WINED3DSPR_CONSTBOOL:
313 reg_maps->boolean_constants |= (1 << reg->idx);
316 case WINED3DSPR_COLOROUT:
317 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
321 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
326 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
330 case WINED3DSIH_M4x4:
331 case WINED3DSIH_M3x4:
332 return param == 1 ? 3 : 0;
334 case WINED3DSIH_M4x3:
335 case WINED3DSIH_M3x3:
336 return param == 1 ? 2 : 0;
338 case WINED3DSIH_M3x2:
339 return param == 1 ? 1 : 0;
346 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
348 static const char *semantic_names[] =
350 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
351 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
352 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
353 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
354 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
355 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
356 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
357 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
358 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
359 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
360 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
361 /* WINED3DDECLUSAGE_FOG */ "FOG",
362 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
363 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
366 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
368 FIXME("Unrecognized usage %#x\n", usage);
369 return "UNRECOGNIZED";
372 return semantic_names[usage];
375 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
377 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
380 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
381 const struct wined3d_shader_semantic *s)
383 e->semantic_name = shader_semantic_name_from_usage(s->usage);
384 e->semantic_idx = s->usage_idx;
385 e->sysval_semantic = 0;
386 e->component_type = 0;
387 e->register_idx = s->reg.reg.idx;
388 e->mask = s->reg.write_mask;
391 /* Note that this does not count the loop register
392 * as an address register. */
394 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
395 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
396 struct wined3d_shader_signature_element *input_signature,
397 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
399 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
400 void *fe_data = This->baseShader.frontend_data;
401 struct wined3d_shader_version shader_version;
402 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
403 const DWORD* pToken = byte_code;
405 /* There are some minor differences between pixel and vertex shaders */
407 memset(reg_maps, 0, sizeof(*reg_maps));
409 /* get_registers_used is called on every compile on some 1.x shaders, which can result
410 * in stacking up a collection of local constants. Delete the old constants if existing
412 shader_delete_constant_list(&This->baseShader.constantsF);
413 shader_delete_constant_list(&This->baseShader.constantsB);
414 shader_delete_constant_list(&This->baseShader.constantsI);
416 fe->shader_read_header(fe_data, &pToken, &shader_version);
417 reg_maps->shader_version = shader_version;
419 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
420 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
421 if(!reg_maps->constf) {
422 ERR("Out of memory\n");
423 return E_OUTOFMEMORY;
426 while (!fe->shader_is_end(fe_data, &pToken))
428 struct wined3d_shader_instruction ins;
433 fe->shader_read_comment(&pToken, &comment);
434 if (comment) continue;
437 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
439 /* Unhandled opcode, and its parameters */
440 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
442 TRACE("Skipping unrecognized instruction.\n");
443 pToken += param_size;
447 /* Handle declarations */
448 if (ins.handler_idx == WINED3DSIH_DCL)
450 struct wined3d_shader_semantic semantic;
452 fe->shader_read_semantic(&pToken, &semantic);
454 switch (semantic.reg.reg.type)
456 /* Vshader: mark attributes used
457 * Pshader: mark 3.0 input registers used, save token */
458 case WINED3DSPR_INPUT:
459 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
460 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
462 attributes[semantic.reg.reg.idx].usage = semantic.usage;
463 attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
467 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
471 /* Vshader: mark 3.0 output registers used, save token */
472 case WINED3DSPR_OUTPUT:
473 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
474 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
475 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
478 /* Save sampler usage token */
479 case WINED3DSPR_SAMPLER:
480 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
484 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
488 else if (ins.handler_idx == WINED3DSIH_DEF)
490 struct wined3d_shader_dst_param dst;
491 struct wined3d_shader_src_param rel_addr;
493 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
494 if (!lconst) return E_OUTOFMEMORY;
496 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
497 lconst->idx = dst.reg.idx;
499 memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
502 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
503 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
505 float *value = (float *) lconst->value;
506 if (value[0] < -1.0f) value[0] = -1.0f;
507 else if (value[0] > 1.0f) value[0] = 1.0f;
508 if (value[1] < -1.0f) value[1] = -1.0f;
509 else if (value[1] > 1.0f) value[1] = 1.0f;
510 if (value[2] < -1.0f) value[2] = -1.0f;
511 else if (value[2] > 1.0f) value[2] = 1.0f;
512 if (value[3] < -1.0f) value[3] = -1.0f;
513 else if (value[3] > 1.0f) value[3] = 1.0f;
516 list_add_head(&This->baseShader.constantsF, &lconst->entry);
518 else if (ins.handler_idx == WINED3DSIH_DEFI)
520 struct wined3d_shader_dst_param dst;
521 struct wined3d_shader_src_param rel_addr;
523 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
524 if (!lconst) return E_OUTOFMEMORY;
526 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
527 lconst->idx = dst.reg.idx;
529 memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
532 list_add_head(&This->baseShader.constantsI, &lconst->entry);
533 reg_maps->local_int_consts |= (1 << dst.reg.idx);
535 else if (ins.handler_idx == WINED3DSIH_DEFB)
537 struct wined3d_shader_dst_param dst;
538 struct wined3d_shader_src_param rel_addr;
540 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
541 if (!lconst) return E_OUTOFMEMORY;
543 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
544 lconst->idx = dst.reg.idx;
546 memcpy(lconst->value, pToken, sizeof(DWORD));
549 list_add_head(&This->baseShader.constantsB, &lconst->entry);
550 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
552 /* If there's a loop in the shader */
553 else if (ins.handler_idx == WINED3DSIH_LOOP
554 || ins.handler_idx == WINED3DSIH_REP)
556 struct wined3d_shader_src_param src, rel_addr;
558 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
560 /* Rep and Loop always use an integer constant for the control parameters */
561 if (ins.handler_idx == WINED3DSIH_REP)
563 reg_maps->integer_constants |= 1 << src.reg.idx;
567 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
568 reg_maps->integer_constants |= 1 << src.reg.idx;
572 if(cur_loop_depth > max_loop_depth)
573 max_loop_depth = cur_loop_depth;
575 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
576 || ins.handler_idx == WINED3DSIH_ENDREP)
580 /* For subroutine prototypes */
581 else if (ins.handler_idx == WINED3DSIH_LABEL)
583 struct wined3d_shader_src_param src, rel_addr;
585 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
586 reg_maps->labels[src.reg.idx] = 1;
588 /* Set texture, address, temporary registers */
592 BOOL color0_mov = FALSE;
594 /* This will loop over all the registers and try to
595 * make a bitmask of the ones we're interested in.
597 * Relative addressing tokens are ignored, but that's
598 * okay, since we'll catch any address registers when
599 * they are initialized (required by spec) */
603 struct wined3d_shader_dst_param dst_param;
604 struct wined3d_shader_src_param dst_rel_addr;
606 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
608 shader_record_register_usage(This, reg_maps, &dst_param.reg, shader_version.type);
610 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
611 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
612 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
613 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
614 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
616 reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
619 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
620 && dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
622 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
623 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
624 * the mov and perform the sRGB write correction from the source register.
626 * However, if the mov is only partial, we can't do this, and if the write
627 * comes from an instruction other than MOV it is hard to do as well. If
628 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
629 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
631 ps->color0_mov = FALSE;
632 if (ins.handler_idx == WINED3DSIH_MOV)
634 /* Used later when the source register is read. */
639 /* Declare 1.X samplers implicitly, based on the destination reg. number */
640 if (shader_version.major == 1
641 && (ins.handler_idx == WINED3DSIH_TEX
642 || ins.handler_idx == WINED3DSIH_TEXBEM
643 || ins.handler_idx == WINED3DSIH_TEXBEML
644 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
645 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
646 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
647 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
648 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
649 || ins.handler_idx == WINED3DSIH_TEXREG2AR
650 || ins.handler_idx == WINED3DSIH_TEXREG2GB
651 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
653 /* Fake sampler usage, only set reserved bit and ttype */
654 DWORD sampler_code = dst_param.reg.idx;
656 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
657 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
659 /* texbem is only valid with < 1.4 pixel shaders */
660 if (ins.handler_idx == WINED3DSIH_TEXBEM
661 || ins.handler_idx == WINED3DSIH_TEXBEML)
663 reg_maps->bumpmat[sampler_code] = TRUE;
664 if (ins.handler_idx == WINED3DSIH_TEXBEML)
666 reg_maps->luminanceparams[sampler_code] = TRUE;
670 else if (ins.handler_idx == WINED3DSIH_BEM)
672 reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
676 if (ins.handler_idx == WINED3DSIH_NRM)
678 reg_maps->usesnrm = 1;
680 else if (ins.handler_idx == WINED3DSIH_DSY)
682 reg_maps->usesdsy = 1;
684 else if (ins.handler_idx == WINED3DSIH_DSX)
686 reg_maps->usesdsx = 1;
688 else if(ins.handler_idx == WINED3DSIH_TEXLDD)
690 reg_maps->usestexldd = 1;
692 else if(ins.handler_idx == WINED3DSIH_TEXLDL)
694 reg_maps->usestexldl = 1;
696 else if(ins.handler_idx == WINED3DSIH_MOVA)
698 reg_maps->usesmova = 1;
700 else if(ins.handler_idx == WINED3DSIH_IFC)
702 reg_maps->usesifc = 1;
704 else if(ins.handler_idx == WINED3DSIH_CALL)
706 reg_maps->usescall = 1;
709 limit = ins.src_count + (ins.predicate ? 1 : 0);
710 for (i = 0; i < limit; ++i)
712 struct wined3d_shader_src_param src_param, src_rel_addr;
715 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
716 count = get_instr_extra_regcount(ins.handler_idx, i);
718 shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
722 shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
728 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
729 if(src_param.reg.type == WINED3DSPR_TEMP &&
730 src_param.swizzle == WINED3DSP_NOSWIZZLE)
732 ps->color0_mov = TRUE;
733 ps->color0_reg = src_param.reg.idx;
739 reg_maps->loop_depth = max_loop_depth;
741 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
746 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
747 const struct wined3d_shader_version *shader_version)
751 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
753 switch (semantic->sampler_type)
755 case WINED3DSTT_2D: TRACE("_2d"); break;
756 case WINED3DSTT_CUBE: TRACE("_cube"); break;
757 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
758 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
763 /* Pixel shaders 3.0 don't have usage semantics */
764 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
769 switch (semantic->usage)
771 case WINED3DDECLUSAGE_POSITION:
772 TRACE("position%d", semantic->usage_idx);
774 case WINED3DDECLUSAGE_BLENDINDICES:
777 case WINED3DDECLUSAGE_BLENDWEIGHT:
780 case WINED3DDECLUSAGE_NORMAL:
781 TRACE("normal%d", semantic->usage_idx);
783 case WINED3DDECLUSAGE_PSIZE:
786 case WINED3DDECLUSAGE_COLOR:
787 if (semantic->usage_idx == 0) TRACE("color");
788 else TRACE("specular%d", (semantic->usage_idx - 1));
790 case WINED3DDECLUSAGE_TEXCOORD:
791 TRACE("texture%d", semantic->usage_idx);
793 case WINED3DDECLUSAGE_TANGENT:
796 case WINED3DDECLUSAGE_BINORMAL:
799 case WINED3DDECLUSAGE_TESSFACTOR:
802 case WINED3DDECLUSAGE_POSITIONT:
803 TRACE("positionT%d", semantic->usage_idx);
805 case WINED3DDECLUSAGE_FOG:
808 case WINED3DDECLUSAGE_DEPTH:
811 case WINED3DDECLUSAGE_SAMPLE:
815 FIXME("unknown_semantics(0x%08x)", semantic->usage);
820 static void shader_dump_register(const struct wined3d_shader_register *reg,
821 const struct wined3d_shader_version *shader_version)
823 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
824 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
825 UINT offset = reg->idx;
829 case WINED3DSPR_TEMP:
833 case WINED3DSPR_INPUT:
837 case WINED3DSPR_CONST:
838 case WINED3DSPR_CONST2:
839 case WINED3DSPR_CONST3:
840 case WINED3DSPR_CONST4:
842 offset = shader_get_float_offset(reg->type, reg->idx);
845 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
846 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
849 case WINED3DSPR_RASTOUT:
850 TRACE("%s", rastout_reg_names[reg->idx]);
853 case WINED3DSPR_COLOROUT:
857 case WINED3DSPR_DEPTHOUT:
861 case WINED3DSPR_ATTROUT:
865 case WINED3DSPR_TEXCRDOUT:
866 /* Vertex shaders >= 3.0 use general purpose output registers
867 * (WINED3DSPR_OUTPUT), which can include an address token */
868 if (shader_version->major >= 3) TRACE("o");
872 case WINED3DSPR_CONSTINT:
876 case WINED3DSPR_CONSTBOOL:
880 case WINED3DSPR_LABEL:
884 case WINED3DSPR_LOOP:
888 case WINED3DSPR_SAMPLER:
892 case WINED3DSPR_MISCTYPE:
893 if (reg->idx > 1) FIXME("Unhandled misctype register %d\n", reg->idx);
894 else TRACE("%s", misctype_reg_names[reg->idx]);
897 case WINED3DSPR_PREDICATE:
901 case WINED3DSPR_IMMCONST:
906 TRACE("unhandled_rtype(%#x)", reg->type);
910 if (reg->type == WINED3DSPR_IMMCONST)
913 switch (reg->immconst_type)
915 case WINED3D_IMMCONST_FLOAT:
916 TRACE("%.8e", *(float *)reg->immconst_data);
919 case WINED3D_IMMCONST_FLOAT4:
920 TRACE("%.8e, %.8e, %.8e, %.8e",
921 *(float *)®->immconst_data[0], *(float *)®->immconst_data[1],
922 *(float *)®->immconst_data[2], *(float *)®->immconst_data[3]);
926 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
931 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
936 shader_dump_src_param(reg->rel_addr, shader_version);
940 if (reg->rel_addr) TRACE("]");
944 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
945 const struct wined3d_shader_version *shader_version)
947 DWORD write_mask = param->write_mask;
949 shader_dump_register(¶m->reg, shader_version);
951 if (write_mask != WINED3DSP_WRITEMASK_ALL)
953 static const char *write_mask_chars = "xyzw";
956 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
957 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
958 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
959 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
963 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
964 const struct wined3d_shader_version *shader_version)
966 DWORD src_modifier = param->modifiers;
967 DWORD swizzle = param->swizzle;
969 if (src_modifier == WINED3DSPSM_NEG
970 || src_modifier == WINED3DSPSM_BIASNEG
971 || src_modifier == WINED3DSPSM_SIGNNEG
972 || src_modifier == WINED3DSPSM_X2NEG
973 || src_modifier == WINED3DSPSM_ABSNEG)
975 else if (src_modifier == WINED3DSPSM_COMP)
977 else if (src_modifier == WINED3DSPSM_NOT)
980 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
983 shader_dump_register(¶m->reg, shader_version);
987 switch (src_modifier)
989 case WINED3DSPSM_NONE: break;
990 case WINED3DSPSM_NEG: break;
991 case WINED3DSPSM_NOT: break;
992 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
993 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
994 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
995 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
996 case WINED3DSPSM_COMP: break;
997 case WINED3DSPSM_X2: TRACE("_x2"); break;
998 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
999 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1000 case WINED3DSPSM_DW: TRACE("_dw"); break;
1001 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1002 case WINED3DSPSM_ABS: TRACE(")"); break;
1004 TRACE("_unknown_modifier(%#x)", src_modifier);
1008 if (swizzle != WINED3DSP_NOSWIZZLE)
1010 static const char *swizzle_chars = "xyzw";
1011 DWORD swizzle_x = swizzle & 0x03;
1012 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1013 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1014 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1016 if (swizzle_x == swizzle_y
1017 && swizzle_x == swizzle_z
1018 && swizzle_x == swizzle_w)
1020 TRACE(".%c", swizzle_chars[swizzle_x]);
1024 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1025 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1030 /* Shared code in order to generate the bulk of the shader string.
1031 * NOTE: A description of how to parse tokens can be found on msdn */
1032 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
1033 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx)
1035 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
1036 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
1037 const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
1038 void *fe_data = This->baseShader.frontend_data;
1039 struct wined3d_shader_src_param src_rel_addr[4];
1040 struct wined3d_shader_src_param src_param[4];
1041 struct wined3d_shader_version shader_version;
1042 struct wined3d_shader_src_param dst_rel_addr;
1043 struct wined3d_shader_dst_param dst_param;
1044 struct wined3d_shader_instruction ins;
1045 struct wined3d_shader_context ctx;
1046 const DWORD *pToken = pFunction;
1049 /* Initialize current parsing state */
1051 ctx.reg_maps = reg_maps;
1052 ctx.buffer = buffer;
1053 ctx.backend_data = backend_ctx;
1056 ins.dst = &dst_param;
1057 ins.src = src_param;
1058 This->baseShader.parse_state.current_row = 0;
1060 fe->shader_read_header(fe_data, &pToken, &shader_version);
1062 while (!fe->shader_is_end(fe_data, &pToken))
1064 const char *comment;
1067 /* Skip comment tokens */
1068 fe->shader_read_comment(&pToken, &comment);
1069 if (comment) continue;
1072 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1074 /* Unknown opcode and its parameters */
1075 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1077 TRACE("Skipping unrecognized instruction.\n");
1078 pToken += param_size;
1083 if (ins.handler_idx == WINED3DSIH_DCL
1084 || ins.handler_idx == WINED3DSIH_NOP
1085 || ins.handler_idx == WINED3DSIH_DEF
1086 || ins.handler_idx == WINED3DSIH_DEFI
1087 || ins.handler_idx == WINED3DSIH_DEFB
1088 || ins.handler_idx == WINED3DSIH_PHASE)
1090 pToken += param_size;
1094 /* Destination token */
1095 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1097 /* Predication token */
1098 if (ins.predicate) ins.predicate = *pToken++;
1100 /* Other source tokens */
1101 for (i = 0; i < ins.src_count; ++i)
1103 fe->shader_read_src_param(fe_data, &pToken, &src_param[i], &src_rel_addr[i]);
1106 /* Call appropriate function for output target */
1107 device->shader_backend->shader_handle_instruction(&ins);
1111 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1113 DWORD mmask = dst->modifiers;
1118 case 13: TRACE("_d8"); break;
1119 case 14: TRACE("_d4"); break;
1120 case 15: TRACE("_d2"); break;
1121 case 1: TRACE("_x2"); break;
1122 case 2: TRACE("_x4"); break;
1123 case 3: TRACE("_x8"); break;
1124 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1127 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1128 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1129 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1131 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1133 FIXME("_unrecognized_modifier(%#x)", mmask);
1136 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
1138 struct wined3d_shader_version shader_version;
1139 const DWORD* pToken = pFunction;
1140 const char *type_prefix;
1143 TRACE("Parsing %p\n", pFunction);
1145 fe->shader_read_header(fe_data, &pToken, &shader_version);
1147 switch (shader_version.type)
1149 case WINED3D_SHADER_TYPE_VERTEX:
1153 case WINED3D_SHADER_TYPE_GEOMETRY:
1157 case WINED3D_SHADER_TYPE_PIXEL:
1162 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1163 type_prefix = "unknown";
1167 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1169 while (!fe->shader_is_end(fe_data, &pToken))
1171 struct wined3d_shader_instruction ins;
1172 const char *comment;
1176 fe->shader_read_comment(&pToken, &comment);
1179 TRACE("//%s\n", comment);
1183 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1184 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1186 TRACE("Skipping unrecognized instruction.\n");
1187 pToken += param_size;
1191 if (ins.handler_idx == WINED3DSIH_DCL)
1193 struct wined3d_shader_semantic semantic;
1195 fe->shader_read_semantic(&pToken, &semantic);
1197 shader_dump_decl_usage(&semantic, &shader_version);
1198 shader_dump_ins_modifiers(&semantic.reg);
1200 shader_dump_dst_param(&semantic.reg, &shader_version);
1202 else if (ins.handler_idx == WINED3DSIH_DEF)
1204 struct wined3d_shader_dst_param dst;
1205 struct wined3d_shader_src_param rel_addr;
1207 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1209 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1210 *(const float *)(pToken),
1211 *(const float *)(pToken + 1),
1212 *(const float *)(pToken + 2),
1213 *(const float *)(pToken + 3));
1216 else if (ins.handler_idx == WINED3DSIH_DEFI)
1218 struct wined3d_shader_dst_param dst;
1219 struct wined3d_shader_src_param rel_addr;
1221 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1223 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1230 else if (ins.handler_idx == WINED3DSIH_DEFB)
1232 struct wined3d_shader_dst_param dst;
1233 struct wined3d_shader_src_param rel_addr;
1235 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1237 TRACE("defb b%u = %s", dst.reg.idx, *pToken ? "true" : "false");
1242 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1243 struct wined3d_shader_dst_param dst_param;
1244 struct wined3d_shader_src_param src_param;
1248 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1251 /* Print out predication source token first - it follows
1252 * the destination token. */
1255 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1257 shader_dump_src_param(&src_param, &shader_version);
1261 /* PixWin marks instructions with the coissue flag with a '+' */
1262 if (ins.coissue) TRACE("+");
1264 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1266 if (ins.handler_idx == WINED3DSIH_IFC
1267 || ins.handler_idx == WINED3DSIH_BREAKC)
1271 case COMPARISON_GT: TRACE("_gt"); break;
1272 case COMPARISON_EQ: TRACE("_eq"); break;
1273 case COMPARISON_GE: TRACE("_ge"); break;
1274 case COMPARISON_LT: TRACE("_lt"); break;
1275 case COMPARISON_NE: TRACE("_ne"); break;
1276 case COMPARISON_LE: TRACE("_le"); break;
1277 default: TRACE("_(%u)", ins.flags);
1280 else if (ins.handler_idx == WINED3DSIH_TEX
1281 && shader_version.major >= 2
1282 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1287 /* We already read the destination token, print it. */
1290 shader_dump_ins_modifiers(&dst_param);
1292 shader_dump_dst_param(&dst_param, &shader_version);
1295 /* Other source tokens */
1296 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1298 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1299 TRACE(!i ? " " : ", ");
1300 shader_dump_src_param(&src_param, &shader_version);
1307 void shader_cleanup(IWineD3DBaseShader *iface)
1309 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1311 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1312 HeapFree(GetProcessHeap(), 0, This->baseShader.reg_maps.constf);
1313 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1314 shader_delete_constant_list(&This->baseShader.constantsF);
1315 shader_delete_constant_list(&This->baseShader.constantsB);
1316 shader_delete_constant_list(&This->baseShader.constantsI);
1317 list_remove(&This->baseShader.shader_list_entry);
1319 if (This->baseShader.frontend && This->baseShader.frontend_data)
1321 This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
1325 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1326 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1327 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1328 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1329 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1330 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1331 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1332 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1333 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1334 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1335 static void shader_none_free(IWineD3DDevice *iface) {}
1336 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1338 #define GLINFO_LOCATION (*gl_info)
1339 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1341 /* Set the shader caps to 0 for the none shader backend */
1342 pCaps->VertexShaderVersion = 0;
1343 pCaps->PixelShaderVersion = 0;
1344 pCaps->PixelShader1xMaxValue = 0.0f;
1346 #undef GLINFO_LOCATION
1347 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1349 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1351 TRACE("Checking support for fixup:\n");
1352 dump_color_fixup_desc(fixup);
1355 /* Faked to make some apps happy. */
1356 if (!is_yuv_fixup(fixup))
1362 TRACE("[FAILED]\n");
1366 const shader_backend_t none_shader_backend = {
1367 shader_none_handle_instruction,
1369 shader_none_select_depth_blt,
1370 shader_none_deselect_depth_blt,
1371 shader_none_update_float_vertex_constants,
1372 shader_none_update_float_pixel_constants,
1373 shader_none_load_constants,
1374 shader_none_load_np2fixup_constants,
1375 shader_none_destroy,
1378 shader_none_dirty_const,
1379 shader_none_get_caps,
1380 shader_none_color_fixup_supported,