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 *shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_BEM */ "bem",
41 /* WINED3DSIH_BREAK */ "break",
42 /* WINED3DSIH_BREAKC */ "breakc",
43 /* WINED3DSIH_BREAKP */ "breakp",
44 /* WINED3DSIH_CALL */ "call",
45 /* WINED3DSIH_CALLNZ */ "callnz",
46 /* WINED3DSIH_CMP */ "cmp",
47 /* WINED3DSIH_CND */ "cnd",
48 /* WINED3DSIH_CRS */ "crs",
49 /* WINED3DSIH_CUT */ "cut",
50 /* WINED3DSIH_DCL */ "dcl",
51 /* WINED3DSIH_DEF */ "def",
52 /* WINED3DSIH_DEFB */ "defb",
53 /* WINED3DSIH_DEFI */ "defi",
54 /* WINED3DSIH_DP2ADD */ "dp2add",
55 /* WINED3DSIH_DP3 */ "dp3",
56 /* WINED3DSIH_DP4 */ "dp4",
57 /* WINED3DSIH_DST */ "dst",
58 /* WINED3DSIH_DSX */ "dsx",
59 /* WINED3DSIH_DSY */ "dsy",
60 /* WINED3DSIH_ELSE */ "else",
61 /* WINED3DSIH_EMIT */ "emit",
62 /* WINED3DSIH_ENDIF */ "endif",
63 /* WINED3DSIH_ENDLOOP */ "endloop",
64 /* WINED3DSIH_ENDREP */ "endrep",
65 /* WINED3DSIH_EXP */ "exp",
66 /* WINED3DSIH_EXPP */ "expp",
67 /* WINED3DSIH_FRC */ "frc",
68 /* WINED3DSIH_IADD */ "iadd",
69 /* WINED3DSIH_IF */ "if",
70 /* WINED3DSIH_IFC */ "ifc",
71 /* WINED3DSIH_IGE */ "ige",
72 /* WINED3DSIH_LABEL */ "label",
73 /* WINED3DSIH_LIT */ "lit",
74 /* WINED3DSIH_LOG */ "log",
75 /* WINED3DSIH_LOGP */ "logp",
76 /* WINED3DSIH_LOOP */ "loop",
77 /* WINED3DSIH_LRP */ "lrp",
78 /* WINED3DSIH_LT */ "lt",
79 /* WINED3DSIH_M3x2 */ "m3x2",
80 /* WINED3DSIH_M3x3 */ "m3x3",
81 /* WINED3DSIH_M3x4 */ "m3x4",
82 /* WINED3DSIH_M4x3 */ "m4x3",
83 /* WINED3DSIH_M4x4 */ "m4x4",
84 /* WINED3DSIH_MAD */ "mad",
85 /* WINED3DSIH_MAX */ "max",
86 /* WINED3DSIH_MIN */ "min",
87 /* WINED3DSIH_MOV */ "mov",
88 /* WINED3DSIH_MOVA */ "mova",
89 /* WINED3DSIH_MUL */ "mul",
90 /* WINED3DSIH_NOP */ "nop",
91 /* WINED3DSIH_NRM */ "nrm",
92 /* WINED3DSIH_PHASE */ "phase",
93 /* WINED3DSIH_POW */ "pow",
94 /* WINED3DSIH_RCP */ "rcp",
95 /* WINED3DSIH_REP */ "rep",
96 /* WINED3DSIH_RET */ "ret",
97 /* WINED3DSIH_RSQ */ "rsq",
98 /* WINED3DSIH_SETP */ "setp",
99 /* WINED3DSIH_SGE */ "sge",
100 /* WINED3DSIH_SGN */ "sgn",
101 /* WINED3DSIH_SINCOS */ "sincos",
102 /* WINED3DSIH_SLT */ "slt",
103 /* WINED3DSIH_SUB */ "sub",
104 /* WINED3DSIH_TEX */ "texld",
105 /* WINED3DSIH_TEXBEM */ "texbem",
106 /* WINED3DSIH_TEXBEML */ "texbeml",
107 /* WINED3DSIH_TEXCOORD */ "texcrd",
108 /* WINED3DSIH_TEXDEPTH */ "texdepth",
109 /* WINED3DSIH_TEXDP3 */ "texdp3",
110 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
111 /* WINED3DSIH_TEXKILL */ "texkill",
112 /* WINED3DSIH_TEXLDD */ "texldd",
113 /* WINED3DSIH_TEXLDL */ "texldl",
114 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
115 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
116 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
117 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
118 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
119 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
120 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
121 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
122 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
123 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
124 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
125 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
128 static const char *semantic_names[] =
130 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
131 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
132 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
133 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
134 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
135 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
136 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
137 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
138 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
139 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
140 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
141 /* WINED3DDECLUSAGE_FOG */ "FOG",
142 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
143 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
146 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
148 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
150 FIXME("Unrecognized usage %#x.\n", usage);
151 return "UNRECOGNIZED";
154 return semantic_names[usage];
157 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
161 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
163 if (!strcmp(name, semantic_names[i])) return i;
169 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
171 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
174 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
175 const struct wined3d_shader_semantic *s)
177 e->semantic_name = shader_semantic_name_from_usage(s->usage);
178 e->semantic_idx = s->usage_idx;
179 e->sysval_semantic = 0;
180 e->component_type = 0;
181 e->register_idx = s->reg.reg.idx;
182 e->mask = s->reg.write_mask;
185 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
187 switch (version_token >> 16)
191 return &sm1_shader_frontend;
196 return &sm4_shader_frontend;
199 FIXME("Unrecognised version token %#x\n", version_token);
204 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
206 buffer->buffer[0] = '\0';
209 buffer->newline = TRUE;
212 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
214 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
217 ERR("Failed to allocate shader buffer memory.\n");
221 shader_buffer_clear(buffer);
225 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
227 HeapFree(GetProcessHeap(), 0, buffer->buffer);
230 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
232 char *base = buffer->buffer + buffer->bsize;
235 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
237 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
239 ERR("The buffer allocated for the shader program string "
240 "is too small at %d bytes.\n", SHADER_PGMSIZE);
241 buffer->bsize = SHADER_PGMSIZE - 1;
247 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
248 buffer->newline = FALSE;
256 if (buffer->buffer[buffer->bsize-1] == '\n')
259 buffer->newline = TRUE;
265 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
270 va_start(args, format);
271 ret = shader_vaddline(buffer, format, args);
277 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
278 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
281 shader->device = (IWineD3DDevice *)device;
282 shader->parent = parent;
283 shader->parent_ops = parent_ops;
284 list_init(&shader->linked_programs);
285 list_add_head(&device->shaders, &shader->shader_list_entry);
288 /* Convert floating point offset relative to a register file to an absolute
289 * offset for float constants. */
290 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
292 switch (register_type)
294 case WINED3DSPR_CONST: return register_idx;
295 case WINED3DSPR_CONST2: return 2048 + register_idx;
296 case WINED3DSPR_CONST3: return 4096 + register_idx;
297 case WINED3DSPR_CONST4: return 6144 + register_idx;
299 FIXME("Unsupported register type: %u.\n", register_type);
304 static void shader_delete_constant_list(struct list *clist)
306 struct local_constant *constant;
309 ptr = list_head(clist);
312 constant = LIST_ENTRY(ptr, struct local_constant, entry);
313 ptr = list_next(clist, ptr);
314 HeapFree(GetProcessHeap(), 0, constant);
319 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
324 bitmap[idx] |= (1 << shift);
327 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
328 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
332 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
333 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
334 else reg_maps->address |= 1 << reg->idx;
337 case WINED3DSPR_TEMP:
338 reg_maps->temporary |= 1 << reg->idx;
341 case WINED3DSPR_INPUT:
342 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
346 /* If relative addressing is used, we must assume that all registers
347 * are used. Even if it is a construct like v3[aL], we can't assume
348 * that v0, v1 and v2 aren't read because aL can be negative */
350 for (i = 0; i < MAX_REG_INPUT; ++i)
352 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
357 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
360 else reg_maps->input_registers |= 1 << reg->idx;
363 case WINED3DSPR_RASTOUT:
364 if (reg->idx == 1) reg_maps->fog = 1;
367 case WINED3DSPR_MISCTYPE:
368 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
370 if (reg->idx == 0) reg_maps->vpos = 1;
371 else if (reg->idx == 1) reg_maps->usesfacing = 1;
375 case WINED3DSPR_CONST:
378 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
380 if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
382 ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
384 if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
386 ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
389 reg_maps->usesrelconstF = TRUE;
393 set_bitmap_bit(reg_maps->constf, reg->idx);
397 case WINED3DSPR_CONSTINT:
398 reg_maps->integer_constants |= (1 << reg->idx);
401 case WINED3DSPR_CONSTBOOL:
402 reg_maps->boolean_constants |= (1 << reg->idx);
405 case WINED3DSPR_COLOROUT:
406 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
410 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
415 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
419 case WINED3DSIH_M4x4:
420 case WINED3DSIH_M3x4:
421 return param == 1 ? 3 : 0;
423 case WINED3DSIH_M4x3:
424 case WINED3DSIH_M3x3:
425 return param == 1 ? 2 : 0;
427 case WINED3DSIH_M3x2:
428 return param == 1 ? 1 : 0;
435 /* Note that this does not count the loop register as an address register. */
436 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
437 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
438 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
440 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
441 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
442 void *fe_data = shader->baseShader.frontend_data;
443 struct wined3d_shader_version shader_version;
444 const DWORD *ptr = byte_code;
446 memset(reg_maps, 0, sizeof(*reg_maps));
448 /* get_registers_used() is called on every compile on some 1.x shaders,
449 * which can result in stacking up a collection of local constants.
450 * Delete the old constants if existing. */
451 shader_delete_constant_list(&shader->baseShader.constantsF);
452 shader_delete_constant_list(&shader->baseShader.constantsB);
453 shader_delete_constant_list(&shader->baseShader.constantsI);
455 fe->shader_read_header(fe_data, &ptr, &shader_version);
456 reg_maps->shader_version = shader_version;
458 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
459 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
460 if (!reg_maps->constf)
462 ERR("Failed to allocate constant map memory.\n");
463 return E_OUTOFMEMORY;
466 while (!fe->shader_is_end(fe_data, &ptr))
468 struct wined3d_shader_instruction ins;
474 fe->shader_read_comment(&ptr, &comment, &comment_size);
475 if (comment) continue;
478 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
480 /* Unhandled opcode, and its parameters. */
481 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
483 TRACE("Skipping unrecognized instruction.\n");
488 /* Handle declarations. */
489 if (ins.handler_idx == WINED3DSIH_DCL)
491 struct wined3d_shader_semantic semantic;
493 fe->shader_read_semantic(&ptr, &semantic);
495 switch (semantic.reg.reg.type)
497 /* Mark input registers used. */
498 case WINED3DSPR_INPUT:
499 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
500 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
503 /* Vertex shader: mark 3.0 output registers used, save token. */
504 case WINED3DSPR_OUTPUT:
505 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
506 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
507 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
510 /* Save sampler usage token. */
511 case WINED3DSPR_SAMPLER:
512 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
516 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
520 else if (ins.handler_idx == WINED3DSIH_DEF)
522 struct wined3d_shader_src_param rel_addr;
523 struct wined3d_shader_dst_param dst;
525 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
526 if (!lconst) return E_OUTOFMEMORY;
528 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
529 lconst->idx = dst.reg.idx;
531 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
534 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
535 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
537 float *value = (float *)lconst->value;
538 if (value[0] < -1.0f) value[0] = -1.0f;
539 else if (value[0] > 1.0f) value[0] = 1.0f;
540 if (value[1] < -1.0f) value[1] = -1.0f;
541 else if (value[1] > 1.0f) value[1] = 1.0f;
542 if (value[2] < -1.0f) value[2] = -1.0f;
543 else if (value[2] > 1.0f) value[2] = 1.0f;
544 if (value[3] < -1.0f) value[3] = -1.0f;
545 else if (value[3] > 1.0f) value[3] = 1.0f;
548 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
550 else if (ins.handler_idx == WINED3DSIH_DEFI)
552 struct wined3d_shader_src_param rel_addr;
553 struct wined3d_shader_dst_param dst;
555 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
556 if (!lconst) return E_OUTOFMEMORY;
558 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
559 lconst->idx = dst.reg.idx;
561 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
564 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
565 reg_maps->local_int_consts |= (1 << dst.reg.idx);
567 else if (ins.handler_idx == WINED3DSIH_DEFB)
569 struct wined3d_shader_src_param rel_addr;
570 struct wined3d_shader_dst_param dst;
572 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
573 if (!lconst) return E_OUTOFMEMORY;
575 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
576 lconst->idx = dst.reg.idx;
578 memcpy(lconst->value, ptr, sizeof(DWORD));
581 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
582 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
584 /* If there's a loop in the shader. */
585 else if (ins.handler_idx == WINED3DSIH_LOOP
586 || ins.handler_idx == WINED3DSIH_REP)
588 struct wined3d_shader_src_param src, rel_addr;
590 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
592 /* Rep and Loop always use an integer constant for the control parameters. */
593 if (ins.handler_idx == WINED3DSIH_REP)
595 reg_maps->integer_constants |= 1 << src.reg.idx;
599 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
600 reg_maps->integer_constants |= 1 << src.reg.idx;
604 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
606 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
607 || ins.handler_idx == WINED3DSIH_ENDREP)
611 /* For subroutine prototypes. */
612 else if (ins.handler_idx == WINED3DSIH_LABEL)
614 struct wined3d_shader_src_param src, rel_addr;
616 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
617 reg_maps->labels |= 1 << src.reg.idx;
619 /* Set texture, address, temporary registers. */
622 BOOL color0_mov = FALSE;
625 /* This will loop over all the registers and try to
626 * make a bitmask of the ones we're interested in.
628 * Relative addressing tokens are ignored, but that's
629 * okay, since we'll catch any address registers when
630 * they are initialized (required by spec). */
633 struct wined3d_shader_src_param dst_rel_addr;
634 struct wined3d_shader_dst_param dst_param;
636 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
638 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
640 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
641 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
642 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
643 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
644 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
646 reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
649 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
651 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
653 if (dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
655 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
656 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
657 * the mov and perform the sRGB write correction from the source register.
659 * However, if the mov is only partial, we can't do this, and if the write
660 * comes from an instruction other than MOV it is hard to do as well. If
661 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
663 ps->color0_mov = FALSE;
664 if (ins.handler_idx == WINED3DSIH_MOV)
666 /* Used later when the source register is read. */
670 /* Also drop the MOV marker if the source register is overwritten prior to the shader
673 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
675 ps->color0_mov = FALSE;
679 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
680 if (shader_version.major == 1
681 && (ins.handler_idx == WINED3DSIH_TEX
682 || ins.handler_idx == WINED3DSIH_TEXBEM
683 || ins.handler_idx == WINED3DSIH_TEXBEML
684 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
685 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
686 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
687 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
688 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
689 || ins.handler_idx == WINED3DSIH_TEXREG2AR
690 || ins.handler_idx == WINED3DSIH_TEXREG2GB
691 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
693 /* Fake sampler usage, only set reserved bit and type. */
694 DWORD sampler_code = dst_param.reg.idx;
696 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
697 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
699 /* texbem is only valid with < 1.4 pixel shaders */
700 if (ins.handler_idx == WINED3DSIH_TEXBEM
701 || ins.handler_idx == WINED3DSIH_TEXBEML)
703 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
704 if (ins.handler_idx == WINED3DSIH_TEXBEML)
706 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
710 else if (ins.handler_idx == WINED3DSIH_BEM)
712 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
716 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
717 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
718 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
719 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
720 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
721 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
722 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
723 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
725 limit = ins.src_count + (ins.predicate ? 1 : 0);
726 for (i = 0; i < limit; ++i)
728 struct wined3d_shader_src_param src_param, src_rel_addr;
731 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
732 count = get_instr_extra_regcount(ins.handler_idx, i);
734 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
738 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
744 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
745 if (src_param.reg.type == WINED3DSPR_TEMP
746 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
748 ps->color0_mov = TRUE;
749 ps->color0_reg = src_param.reg.idx;
755 reg_maps->loop_depth = max_loop_depth;
757 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
762 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
764 DWORD map = 1 << max;
766 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
768 return wined3d_log2i(map);
771 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
772 const struct wined3d_shader_version *shader_version)
776 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
778 switch (semantic->sampler_type)
780 case WINED3DSTT_2D: TRACE("_2d"); break;
781 case WINED3DSTT_CUBE: TRACE("_cube"); break;
782 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
783 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
788 /* Pixel shaders 3.0 don't have usage semantics. */
789 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
792 switch (semantic->usage)
794 case WINED3DDECLUSAGE_POSITION:
795 TRACE("position%u", semantic->usage_idx);
798 case WINED3DDECLUSAGE_BLENDINDICES:
802 case WINED3DDECLUSAGE_BLENDWEIGHT:
806 case WINED3DDECLUSAGE_NORMAL:
807 TRACE("normal%u", semantic->usage_idx);
810 case WINED3DDECLUSAGE_PSIZE:
814 case WINED3DDECLUSAGE_COLOR:
815 if (semantic->usage_idx == 0) TRACE("color");
816 else TRACE("specular%u", (semantic->usage_idx - 1));
819 case WINED3DDECLUSAGE_TEXCOORD:
820 TRACE("texture%u", semantic->usage_idx);
823 case WINED3DDECLUSAGE_TANGENT:
827 case WINED3DDECLUSAGE_BINORMAL:
831 case WINED3DDECLUSAGE_TESSFACTOR:
835 case WINED3DDECLUSAGE_POSITIONT:
836 TRACE("positionT%u", semantic->usage_idx);
839 case WINED3DDECLUSAGE_FOG:
843 case WINED3DDECLUSAGE_DEPTH:
847 case WINED3DDECLUSAGE_SAMPLE:
852 FIXME("unknown_semantics(0x%08x)", semantic->usage);
857 static void shader_dump_register(const struct wined3d_shader_register *reg,
858 const struct wined3d_shader_version *shader_version)
860 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
861 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
862 UINT offset = reg->idx;
866 case WINED3DSPR_TEMP:
870 case WINED3DSPR_INPUT:
874 case WINED3DSPR_CONST:
875 case WINED3DSPR_CONST2:
876 case WINED3DSPR_CONST3:
877 case WINED3DSPR_CONST4:
879 offset = shader_get_float_offset(reg->type, reg->idx);
882 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
883 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
886 case WINED3DSPR_RASTOUT:
887 TRACE("%s", rastout_reg_names[reg->idx]);
890 case WINED3DSPR_COLOROUT:
894 case WINED3DSPR_DEPTHOUT:
898 case WINED3DSPR_ATTROUT:
902 case WINED3DSPR_TEXCRDOUT:
903 /* Vertex shaders >= 3.0 use general purpose output registers
904 * (WINED3DSPR_OUTPUT), which can include an address token. */
905 if (shader_version->major >= 3) TRACE("o");
909 case WINED3DSPR_CONSTINT:
913 case WINED3DSPR_CONSTBOOL:
917 case WINED3DSPR_LABEL:
921 case WINED3DSPR_LOOP:
925 case WINED3DSPR_SAMPLER:
929 case WINED3DSPR_MISCTYPE:
930 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
931 else TRACE("%s", misctype_reg_names[reg->idx]);
934 case WINED3DSPR_PREDICATE:
938 case WINED3DSPR_IMMCONST:
942 case WINED3DSPR_CONSTBUFFER:
947 TRACE("unhandled_rtype(%#x)", reg->type);
951 if (reg->type == WINED3DSPR_IMMCONST)
954 switch (reg->immconst_type)
956 case WINED3D_IMMCONST_FLOAT:
957 TRACE("%.8e", *(const float *)reg->immconst_data);
960 case WINED3D_IMMCONST_FLOAT4:
961 TRACE("%.8e, %.8e, %.8e, %.8e",
962 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
963 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
967 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
972 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
974 if (reg->array_idx != ~0U)
976 TRACE("%u[%u", offset, reg->array_idx);
980 shader_dump_src_param(reg->rel_addr, shader_version);
989 shader_dump_src_param(reg->rel_addr, shader_version);
993 if (reg->rel_addr) TRACE("]");
998 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
999 const struct wined3d_shader_version *shader_version)
1001 DWORD write_mask = param->write_mask;
1003 shader_dump_register(¶m->reg, shader_version);
1005 if (write_mask != WINED3DSP_WRITEMASK_ALL)
1007 static const char *write_mask_chars = "xyzw";
1010 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1011 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1012 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1013 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1017 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1018 const struct wined3d_shader_version *shader_version)
1020 DWORD src_modifier = param->modifiers;
1021 DWORD swizzle = param->swizzle;
1023 if (src_modifier == WINED3DSPSM_NEG
1024 || src_modifier == WINED3DSPSM_BIASNEG
1025 || src_modifier == WINED3DSPSM_SIGNNEG
1026 || src_modifier == WINED3DSPSM_X2NEG
1027 || src_modifier == WINED3DSPSM_ABSNEG)
1029 else if (src_modifier == WINED3DSPSM_COMP)
1031 else if (src_modifier == WINED3DSPSM_NOT)
1034 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1037 shader_dump_register(¶m->reg, shader_version);
1041 switch (src_modifier)
1043 case WINED3DSPSM_NONE: break;
1044 case WINED3DSPSM_NEG: break;
1045 case WINED3DSPSM_NOT: break;
1046 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1047 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1048 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1049 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1050 case WINED3DSPSM_COMP: break;
1051 case WINED3DSPSM_X2: TRACE("_x2"); break;
1052 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1053 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1054 case WINED3DSPSM_DW: TRACE("_dw"); break;
1055 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1056 case WINED3DSPSM_ABS: TRACE(")"); break;
1057 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1061 if (swizzle != WINED3DSP_NOSWIZZLE)
1063 static const char *swizzle_chars = "xyzw";
1064 DWORD swizzle_x = swizzle & 0x03;
1065 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1066 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1067 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1069 if (swizzle_x == swizzle_y
1070 && swizzle_x == swizzle_z
1071 && swizzle_x == swizzle_w)
1073 TRACE(".%c", swizzle_chars[swizzle_x]);
1077 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1078 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1083 /* Shared code in order to generate the bulk of the shader string.
1084 * NOTE: A description of how to parse tokens can be found on MSDN. */
1085 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1086 const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1088 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1089 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1090 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1091 void *fe_data = shader->baseShader.frontend_data;
1092 struct wined3d_shader_src_param src_rel_addr[4];
1093 struct wined3d_shader_src_param src_param[4];
1094 struct wined3d_shader_version shader_version;
1095 struct wined3d_shader_src_param dst_rel_addr;
1096 struct wined3d_shader_dst_param dst_param;
1097 struct wined3d_shader_instruction ins;
1098 struct wined3d_shader_context ctx;
1099 const DWORD *ptr = byte_code;
1102 /* Initialize current parsing state. */
1104 ctx.gl_info = &device->adapter->gl_info;
1105 ctx.reg_maps = reg_maps;
1106 ctx.buffer = buffer;
1107 ctx.backend_data = backend_ctx;
1110 ins.dst = &dst_param;
1111 ins.src = src_param;
1112 shader->baseShader.parse_state.current_row = 0;
1114 fe->shader_read_header(fe_data, &ptr, &shader_version);
1116 while (!fe->shader_is_end(fe_data, &ptr))
1118 const char *comment;
1122 /* Skip comment tokens. */
1123 fe->shader_read_comment(&ptr, &comment, &comment_size);
1124 if (comment) continue;
1127 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1129 /* Unknown opcode and its parameters. */
1130 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1132 TRACE("Skipping unrecognized instruction.\n");
1137 /* Nothing to do. */
1138 if (ins.handler_idx == WINED3DSIH_DCL
1139 || ins.handler_idx == WINED3DSIH_NOP
1140 || ins.handler_idx == WINED3DSIH_DEF
1141 || ins.handler_idx == WINED3DSIH_DEFI
1142 || ins.handler_idx == WINED3DSIH_DEFB
1143 || ins.handler_idx == WINED3DSIH_PHASE)
1149 /* Destination token */
1150 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1152 /* Predication token */
1155 FIXME("Predicates not implemented.\n");
1156 ins.predicate = *ptr++;
1159 /* Other source tokens */
1160 for (i = 0; i < ins.src_count; ++i)
1162 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1165 /* Call appropriate function for output target */
1166 device->shader_backend->shader_handle_instruction(&ins);
1170 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1172 DWORD mmask = dst->modifiers;
1177 case 13: TRACE("_d8"); break;
1178 case 14: TRACE("_d4"); break;
1179 case 15: TRACE("_d2"); break;
1180 case 1: TRACE("_x2"); break;
1181 case 2: TRACE("_x4"); break;
1182 case 3: TRACE("_x8"); break;
1183 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1186 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1187 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1188 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1190 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1191 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1194 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1196 struct wined3d_shader_version shader_version;
1197 const DWORD *ptr = byte_code;
1198 const char *type_prefix;
1201 TRACE("Parsing %p.\n", byte_code);
1203 fe->shader_read_header(fe_data, &ptr, &shader_version);
1205 switch (shader_version.type)
1207 case WINED3D_SHADER_TYPE_VERTEX:
1211 case WINED3D_SHADER_TYPE_GEOMETRY:
1215 case WINED3D_SHADER_TYPE_PIXEL:
1220 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1221 type_prefix = "unknown";
1225 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1227 while (!fe->shader_is_end(fe_data, &ptr))
1229 struct wined3d_shader_instruction ins;
1230 const char *comment;
1235 fe->shader_read_comment(&ptr, &comment, &comment_size);
1238 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1240 const char *end = comment + comment_size;
1241 const char *ptr = comment + 4;
1242 const char *line = ptr;
1249 UINT len = ptr - line;
1250 if (len && *(ptr - 1) == '\r') --len;
1251 TRACE("// %s\n", debugstr_an(line, len));
1256 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1258 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1262 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1263 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1265 TRACE("Skipping unrecognized instruction.\n");
1270 if (ins.handler_idx == WINED3DSIH_DCL)
1272 struct wined3d_shader_semantic semantic;
1274 fe->shader_read_semantic(&ptr, &semantic);
1276 shader_dump_decl_usage(&semantic, &shader_version);
1277 shader_dump_ins_modifiers(&semantic.reg);
1279 shader_dump_dst_param(&semantic.reg, &shader_version);
1281 else if (ins.handler_idx == WINED3DSIH_DEF)
1283 struct wined3d_shader_src_param rel_addr;
1284 struct wined3d_shader_dst_param dst;
1286 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1288 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1289 *(const float *)(ptr),
1290 *(const float *)(ptr + 1),
1291 *(const float *)(ptr + 2),
1292 *(const float *)(ptr + 3));
1295 else if (ins.handler_idx == WINED3DSIH_DEFI)
1297 struct wined3d_shader_src_param rel_addr;
1298 struct wined3d_shader_dst_param dst;
1300 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1302 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1309 else if (ins.handler_idx == WINED3DSIH_DEFB)
1311 struct wined3d_shader_src_param rel_addr;
1312 struct wined3d_shader_dst_param dst;
1314 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1316 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1321 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1322 struct wined3d_shader_dst_param dst_param;
1323 struct wined3d_shader_src_param src_param;
1327 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
1330 /* Print out predication source token first - it follows
1331 * the destination token. */
1334 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1336 shader_dump_src_param(&src_param, &shader_version);
1340 /* PixWin marks instructions with the coissue flag with a '+' */
1341 if (ins.coissue) TRACE("+");
1343 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1345 if (ins.handler_idx == WINED3DSIH_IFC
1346 || ins.handler_idx == WINED3DSIH_BREAKC)
1350 case COMPARISON_GT: TRACE("_gt"); break;
1351 case COMPARISON_EQ: TRACE("_eq"); break;
1352 case COMPARISON_GE: TRACE("_ge"); break;
1353 case COMPARISON_LT: TRACE("_lt"); break;
1354 case COMPARISON_NE: TRACE("_ne"); break;
1355 case COMPARISON_LE: TRACE("_le"); break;
1356 default: TRACE("_(%u)", ins.flags);
1359 else if (ins.handler_idx == WINED3DSIH_TEX
1360 && shader_version.major >= 2
1361 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1366 /* We already read the destination token, print it. */
1369 shader_dump_ins_modifiers(&dst_param);
1371 shader_dump_dst_param(&dst_param, &shader_version);
1374 /* Other source tokens */
1375 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1377 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1378 TRACE(!i ? " " : ", ");
1379 shader_dump_src_param(&src_param, &shader_version);
1386 static void shader_cleanup(IWineD3DBaseShader *iface)
1388 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1390 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1391 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1392 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1393 shader_delete_constant_list(&shader->baseShader.constantsF);
1394 shader_delete_constant_list(&shader->baseShader.constantsB);
1395 shader_delete_constant_list(&shader->baseShader.constantsI);
1396 list_remove(&shader->baseShader.shader_list_entry);
1398 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1400 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1404 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1405 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1406 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1407 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1408 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1409 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1410 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1411 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1412 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1413 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1414 static void shader_none_free(IWineD3DDevice *iface) {}
1415 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1417 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1419 /* Set the shader caps to 0 for the none shader backend */
1420 caps->VertexShaderVersion = 0;
1421 caps->MaxVertexShaderConst = 0;
1422 caps->PixelShaderVersion = 0;
1423 caps->PixelShader1xMaxValue = 0.0f;
1424 caps->MaxPixelShaderConst = 0;
1425 caps->VSClipping = FALSE;
1428 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1430 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1432 TRACE("Checking support for fixup:\n");
1433 dump_color_fixup_desc(fixup);
1436 /* Faked to make some apps happy. */
1437 if (!is_complex_fixup(fixup))
1443 TRACE("[FAILED]\n");
1447 const shader_backend_t none_shader_backend = {
1448 shader_none_handle_instruction,
1450 shader_none_select_depth_blt,
1451 shader_none_deselect_depth_blt,
1452 shader_none_update_float_vertex_constants,
1453 shader_none_update_float_pixel_constants,
1454 shader_none_load_constants,
1455 shader_none_load_np2fixup_constants,
1456 shader_none_destroy,
1459 shader_none_dirty_const,
1460 shader_none_get_caps,
1461 shader_none_color_fixup_supported,
1464 static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
1466 *parent = shader->baseShader.parent;
1467 IUnknown_AddRef(*parent);
1468 TRACE("shader %p, returning %p.\n", shader, *parent);
1471 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1475 *data_size = shader->baseShader.functionLength;
1479 if (*data_size < shader->baseShader.functionLength)
1481 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1482 * than the required size we should write the required size and
1483 * return D3DERR_MOREDATA. That's not actually true. */
1484 return WINED3DERR_INVALIDCALL;
1487 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1492 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1493 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1495 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1496 const struct wined3d_shader_frontend *fe;
1499 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1500 shader, byte_code, output_signature, float_const_count);
1502 fe = shader_select_frontend(*byte_code);
1505 FIXME("Unable to find frontend for shader.\n");
1506 return WINED3DERR_INVALIDCALL;
1508 shader->baseShader.frontend = fe;
1509 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1510 if (!shader->baseShader.frontend_data)
1512 FIXME("Failed to initialize frontend.\n");
1513 return WINED3DERR_INVALIDCALL;
1516 /* First pass: trace shader. */
1517 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1519 /* Initialize immediate constant lists. */
1520 list_init(&shader->baseShader.constantsF);
1521 list_init(&shader->baseShader.constantsB);
1522 list_init(&shader->baseShader.constantsI);
1524 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1525 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1526 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1527 byte_code, float_const_count);
1528 if (FAILED(hr)) return hr;
1530 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1531 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1532 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1537 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1539 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1541 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1542 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1543 || IsEqualGUID(riid, &IID_IWineD3DBase)
1544 || IsEqualGUID(riid, &IID_IUnknown))
1546 IUnknown_AddRef(iface);
1551 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1554 return E_NOINTERFACE;
1557 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1559 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1560 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1562 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1567 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1569 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1570 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1572 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1576 shader_cleanup((IWineD3DBaseShader *)iface);
1577 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1578 HeapFree(GetProcessHeap(), 0, shader);
1584 static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
1586 TRACE("iface %p, parent %p.\n", iface, parent);
1588 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1593 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1595 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1597 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1600 /* Set local constants for d3d8 shaders. */
1601 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1602 UINT start_idx, const float *src_data, UINT count)
1604 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1605 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1608 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1610 end_idx = start_idx + count;
1611 if (end_idx > device->d3d_vshader_constantF)
1613 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1614 end_idx = device->d3d_vshader_constantF;
1617 for (i = start_idx; i < end_idx; ++i)
1619 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1620 if (!lconst) return E_OUTOFMEMORY;
1623 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1624 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1630 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1632 /* IUnknown methods */
1633 vertexshader_QueryInterface,
1634 vertexshader_AddRef,
1635 vertexshader_Release,
1636 /* IWineD3DBase methods */
1637 vertexshader_GetParent,
1638 /* IWineD3DBaseShader methods */
1639 vertexshader_GetFunction,
1640 /* IWineD3DVertexShader methods */
1641 vertexshader_SetLocalConstantsF,
1644 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
1645 IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
1647 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1648 args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
1649 && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
1650 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1653 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1655 if (usage_idx1 != usage_idx2) return FALSE;
1656 if (usage1 == usage2) return TRUE;
1657 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1658 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1663 BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1665 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1666 WORD map = shader->baseShader.reg_maps.input_registers;
1669 for (i = 0; map; map >>= 1, ++i)
1671 if (!(map & 1)) continue;
1673 if (match_usage(shader->attributes[i].usage,
1674 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1683 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1685 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1686 shader->baseShader.reg_maps.shader_version.minor);
1687 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1689 shader->baseShader.limits.texcoord = 0;
1690 shader->baseShader.limits.attributes = 16;
1691 shader->baseShader.limits.packed_input = 0;
1693 switch (shader_version)
1695 case WINED3D_SHADER_VERSION(1, 0):
1696 case WINED3D_SHADER_VERSION(1, 1):
1697 shader->baseShader.limits.temporary = 12;
1698 shader->baseShader.limits.constant_bool = 0;
1699 shader->baseShader.limits.constant_int = 0;
1700 shader->baseShader.limits.address = 1;
1701 shader->baseShader.limits.packed_output = 0;
1702 shader->baseShader.limits.sampler = 0;
1703 shader->baseShader.limits.label = 0;
1704 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1705 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1707 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1710 case WINED3D_SHADER_VERSION(2, 0):
1711 case WINED3D_SHADER_VERSION(2, 1):
1712 shader->baseShader.limits.temporary = 12;
1713 shader->baseShader.limits.constant_bool = 16;
1714 shader->baseShader.limits.constant_int = 16;
1715 shader->baseShader.limits.address = 1;
1716 shader->baseShader.limits.packed_output = 0;
1717 shader->baseShader.limits.sampler = 0;
1718 shader->baseShader.limits.label = 16;
1719 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1722 case WINED3D_SHADER_VERSION(4, 0):
1723 FIXME("Using 3.0 limits for 4.0 shader.\n");
1726 case WINED3D_SHADER_VERSION(3, 0):
1727 shader->baseShader.limits.temporary = 32;
1728 shader->baseShader.limits.constant_bool = 32;
1729 shader->baseShader.limits.constant_int = 32;
1730 shader->baseShader.limits.address = 1;
1731 shader->baseShader.limits.packed_output = 12;
1732 shader->baseShader.limits.sampler = 4;
1733 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1734 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1735 * even though they are capable of supporting much more (GL
1736 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1737 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1738 * shaders to 256. */
1739 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1743 shader->baseShader.limits.temporary = 12;
1744 shader->baseShader.limits.constant_bool = 16;
1745 shader->baseShader.limits.constant_int = 16;
1746 shader->baseShader.limits.address = 1;
1747 shader->baseShader.limits.packed_output = 0;
1748 shader->baseShader.limits.sampler = 0;
1749 shader->baseShader.limits.label = 16;
1750 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1751 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1752 shader->baseShader.reg_maps.shader_version.major,
1753 shader->baseShader.reg_maps.shader_version.minor);
1757 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1758 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1759 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1761 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1762 struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1767 if (!byte_code) return WINED3DERR_INVALIDCALL;
1769 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1770 shader_init(&shader->baseShader, device, parent, parent_ops);
1772 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1773 output_signature, device->d3d_vshader_constantF);
1776 WARN("Failed to set function, hr %#x.\n", hr);
1777 shader_cleanup((IWineD3DBaseShader *)shader);
1781 map = shader->baseShader.reg_maps.input_registers;
1782 for (i = 0; map; map >>= 1, ++i)
1784 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1786 shader->attributes[i].usage =
1787 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1788 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1791 if (output_signature)
1793 for (i = 0; i < output_signature->element_count; ++i)
1795 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1796 reg_maps->output_registers |= 1 << e->register_idx;
1797 shader->baseShader.output_signature[e->register_idx] = *e;
1801 vertexshader_set_limits(shader);
1803 if (device->vs_selected_mode == SHADER_ARB
1804 && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1805 && shader->min_rel_offset <= shader->max_rel_offset)
1807 if (shader->max_rel_offset - shader->min_rel_offset > 127)
1809 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1810 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1811 FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1813 else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1815 shader->rel_offset = shader->min_rel_offset + 63;
1817 else if (shader->max_rel_offset > 63)
1819 shader->rel_offset = shader->min_rel_offset;
1823 shader->rel_offset = 0;
1827 shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1828 && !list_empty(&shader->baseShader.constantsF);
1833 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1834 REFIID riid, void **object)
1836 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1838 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1839 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1840 || IsEqualGUID(riid, &IID_IWineD3DBase)
1841 || IsEqualGUID(riid, &IID_IUnknown))
1843 IUnknown_AddRef(iface);
1848 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1851 return E_NOINTERFACE;
1854 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1856 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1857 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1859 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1864 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1866 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1867 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1869 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1873 shader_cleanup((IWineD3DBaseShader *)iface);
1874 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1875 HeapFree(GetProcessHeap(), 0, shader);
1881 static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent)
1883 TRACE("iface %p, parent %p.\n", iface, parent);
1885 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1890 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1892 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1894 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1897 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1899 /* IUnknown methods */
1900 geometryshader_QueryInterface,
1901 geometryshader_AddRef,
1902 geometryshader_Release,
1903 /* IWineD3DBase methods */
1904 geometryshader_GetParent,
1905 /* IWineD3DBaseShader methods */
1906 geometryshader_GetFunction,
1909 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1910 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1911 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1915 shader->vtbl = &wined3d_geometryshader_vtbl;
1916 shader_init(&shader->base_shader, device, parent, parent_ops);
1918 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1921 WARN("Failed to set function, hr %#x.\n", hr);
1922 shader_cleanup((IWineD3DBaseShader *)shader);
1926 shader->base_shader.load_local_constsF = FALSE;
1931 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1933 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1935 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
1936 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1937 || IsEqualGUID(riid, &IID_IWineD3DBase)
1938 || IsEqualGUID(riid, &IID_IUnknown))
1940 IUnknown_AddRef(iface);
1945 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1948 return E_NOINTERFACE;
1951 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
1953 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1954 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1956 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1961 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
1963 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
1964 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1966 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1970 shader_cleanup((IWineD3DBaseShader *)iface);
1971 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1972 HeapFree(GetProcessHeap(), 0, shader);
1978 static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
1980 TRACE("iface %p, parent %p.\n", iface, parent);
1982 shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
1987 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
1989 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1991 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1994 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
1996 /* IUnknown methods */
1997 pixelshader_QueryInterface,
1999 pixelshader_Release,
2000 /* IWineD3DBase methods */
2001 pixelshader_GetParent,
2002 /* IWineD3DBaseShader methods */
2003 pixelshader_GetFunction
2006 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
2007 IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
2009 IWineD3DBaseTextureImpl *texture;
2012 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2013 args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
2014 args->np2_fixup = 0;
2016 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2018 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2019 texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
2022 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2025 args->color_fixup[i] = texture->resource.format_desc->color_fixup;
2027 /* Flag samplers that need NP2 texcoord fixup. */
2028 if (!texture->baseTexture.pow2Matrix_identity)
2030 args->np2_fixup |= (1 << i);
2033 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2035 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
2037 args->vp_mode = pretransformed;
2039 else if (use_vs(stateblock))
2041 args->vp_mode = vertexshader;
2045 args->vp_mode = fixedfunction;
2047 args->fog = FOG_OFF;
2051 args->vp_mode = vertexshader;
2052 if (stateblock->renderState[WINED3DRS_FOGENABLE])
2054 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
2056 case WINED3DFOG_NONE:
2057 if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
2058 || use_vs(stateblock))
2060 args->fog = FOG_LINEAR;
2064 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
2066 case WINED3DFOG_NONE: /* Fall through. */
2067 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2068 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2069 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2073 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2074 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2075 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2080 args->fog = FOG_OFF;
2085 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2087 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2088 shader->baseShader.reg_maps.shader_version.minor);
2090 shader->baseShader.limits.attributes = 0;
2091 shader->baseShader.limits.address = 0;
2092 shader->baseShader.limits.packed_output = 0;
2094 switch (shader_version)
2096 case WINED3D_SHADER_VERSION(1, 0):
2097 case WINED3D_SHADER_VERSION(1, 1):
2098 case WINED3D_SHADER_VERSION(1, 2):
2099 case WINED3D_SHADER_VERSION(1, 3):
2100 shader->baseShader.limits.temporary = 2;
2101 shader->baseShader.limits.constant_float = 8;
2102 shader->baseShader.limits.constant_int = 0;
2103 shader->baseShader.limits.constant_bool = 0;
2104 shader->baseShader.limits.texcoord = 4;
2105 shader->baseShader.limits.sampler = 4;
2106 shader->baseShader.limits.packed_input = 0;
2107 shader->baseShader.limits.label = 0;
2110 case WINED3D_SHADER_VERSION(1, 4):
2111 shader->baseShader.limits.temporary = 6;
2112 shader->baseShader.limits.constant_float = 8;
2113 shader->baseShader.limits.constant_int = 0;
2114 shader->baseShader.limits.constant_bool = 0;
2115 shader->baseShader.limits.texcoord = 6;
2116 shader->baseShader.limits.sampler = 6;
2117 shader->baseShader.limits.packed_input = 0;
2118 shader->baseShader.limits.label = 0;
2121 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2122 case WINED3D_SHADER_VERSION(2, 0):
2123 shader->baseShader.limits.temporary = 32;
2124 shader->baseShader.limits.constant_float = 32;
2125 shader->baseShader.limits.constant_int = 16;
2126 shader->baseShader.limits.constant_bool = 16;
2127 shader->baseShader.limits.texcoord = 8;
2128 shader->baseShader.limits.sampler = 16;
2129 shader->baseShader.limits.packed_input = 0;
2132 case WINED3D_SHADER_VERSION(2, 1):
2133 shader->baseShader.limits.temporary = 32;
2134 shader->baseShader.limits.constant_float = 32;
2135 shader->baseShader.limits.constant_int = 16;
2136 shader->baseShader.limits.constant_bool = 16;
2137 shader->baseShader.limits.texcoord = 8;
2138 shader->baseShader.limits.sampler = 16;
2139 shader->baseShader.limits.packed_input = 0;
2140 shader->baseShader.limits.label = 16;
2143 case WINED3D_SHADER_VERSION(4, 0):
2144 FIXME("Using 3.0 limits for 4.0 shader.\n");
2147 case WINED3D_SHADER_VERSION(3, 0):
2148 shader->baseShader.limits.temporary = 32;
2149 shader->baseShader.limits.constant_float = 224;
2150 shader->baseShader.limits.constant_int = 16;
2151 shader->baseShader.limits.constant_bool = 16;
2152 shader->baseShader.limits.texcoord = 0;
2153 shader->baseShader.limits.sampler = 16;
2154 shader->baseShader.limits.packed_input = 12;
2155 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2159 shader->baseShader.limits.temporary = 32;
2160 shader->baseShader.limits.constant_float = 32;
2161 shader->baseShader.limits.constant_int = 16;
2162 shader->baseShader.limits.constant_bool = 16;
2163 shader->baseShader.limits.texcoord = 8;
2164 shader->baseShader.limits.sampler = 16;
2165 shader->baseShader.limits.packed_input = 0;
2166 shader->baseShader.limits.label = 0;
2167 FIXME("Unrecognized pixel shader version %u.%u\n",
2168 shader->baseShader.reg_maps.shader_version.major,
2169 shader->baseShader.reg_maps.shader_version.minor);
2173 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2174 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2175 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
2177 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2178 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2181 if (!byte_code) return WINED3DERR_INVALIDCALL;
2183 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2184 shader_init(&shader->baseShader, device, parent, parent_ops);
2186 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2187 output_signature, device->d3d_pshader_constantF);
2190 WARN("Failed to set function, hr %#x.\n", hr);
2191 shader_cleanup((IWineD3DBaseShader *)shader);
2195 pixelshader_set_limits(shader);
2197 for (i = 0; i < MAX_REG_INPUT; ++i)
2199 if (shader->input_reg_used[i])
2202 highest_reg_used = i;
2206 /* Don't do any register mapping magic if it is not needed, or if we can't
2207 * achieve anything anyway */
2208 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2209 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2211 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2213 /* This happens with relative addressing. The input mapper function
2214 * warns about this if the higher registers are declared too, so
2215 * don't write a FIXME here */
2216 WARN("More varying registers used than supported\n");
2219 for (i = 0; i < MAX_REG_INPUT; ++i)
2221 shader->input_reg_map[i] = i;
2224 shader->declared_in_count = highest_reg_used + 1;
2228 shader->declared_in_count = 0;
2229 for (i = 0; i < MAX_REG_INPUT; ++i)
2231 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2232 else shader->input_reg_map[i] = ~0U;
2236 shader->baseShader.load_local_constsF = FALSE;
2241 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2243 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2246 if (reg_maps->shader_version.major != 1) return;
2248 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2250 /* We don't sample from this sampler. */
2251 if (!sampler_type[i]) continue;
2255 WARN("No texture bound to sampler %u, using 2D.\n", i);
2256 sampler_type[i] = WINED3DSTT_2D;
2260 switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
2262 case GL_TEXTURE_RECTANGLE_ARB:
2264 /* We have to select between texture rectangles and 2D
2265 * textures later because 2.0 and 3.0 shaders only have
2266 * WINED3DSTT_2D as well. */
2267 sampler_type[i] = WINED3DSTT_2D;
2271 sampler_type[i] = WINED3DSTT_VOLUME;
2274 case GL_TEXTURE_CUBE_MAP_ARB:
2275 sampler_type[i] = WINED3DSTT_CUBE;
2279 FIXME("Unrecognized texture type %#x, using 2D.\n",
2280 IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
2281 sampler_type[i] = WINED3DSTT_2D;