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 static inline BOOL shader_is_version_token(DWORD token) {
142 return shader_is_pshader_version(token) ||
143 shader_is_vshader_version(token);
146 void shader_buffer_init(struct SHADER_BUFFER *buffer)
148 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
149 buffer->buffer[0] = '\0';
152 buffer->newline = TRUE;
155 void shader_buffer_free(struct SHADER_BUFFER *buffer)
157 HeapFree(GetProcessHeap(), 0, buffer->buffer);
160 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
162 char* base = buffer->buffer + buffer->bsize;
165 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
167 if (rc < 0 || /* C89 */
168 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
170 ERR("The buffer allocated for the shader program string "
171 "is too small at %d bytes.\n", SHADER_PGMSIZE);
172 buffer->bsize = SHADER_PGMSIZE - 1;
176 if (buffer->newline) {
177 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
178 buffer->newline = FALSE;
184 if (buffer->buffer[buffer->bsize-1] == '\n') {
186 buffer->newline = TRUE;
191 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
196 va_start(args, format);
197 ret = shader_vaddline(buffer, format, args);
203 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
206 shader->device = device;
207 list_init(&shader->linked_programs);
210 /* Convert floating point offset relative
211 * to a register file to an absolute offset for float constants */
212 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
214 switch (register_type)
216 case WINED3DSPR_CONST: return register_idx;
217 case WINED3DSPR_CONST2: return 2048 + register_idx;
218 case WINED3DSPR_CONST3: return 4096 + register_idx;
219 case WINED3DSPR_CONST4: return 6144 + register_idx;
221 FIXME("Unsupported register type: %d\n", register_type);
226 static void shader_delete_constant_list(struct list* clist) {
229 struct local_constant* constant;
231 ptr = list_head(clist);
233 constant = LIST_ENTRY(ptr, struct local_constant, entry);
234 ptr = list_next(clist, ptr);
235 HeapFree(GetProcessHeap(), 0, constant);
240 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
245 bitmap[idx] |= (1 << shift);
248 static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
249 const struct wined3d_shader_register *reg, BOOL pshader)
253 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
254 if (pshader) reg_maps->texcoord[reg->idx] = 1;
255 else reg_maps->address[reg->idx] = 1;
258 case WINED3DSPR_TEMP:
259 reg_maps->temporary[reg->idx] = 1;
262 case WINED3DSPR_INPUT:
263 if (!pshader) reg_maps->input_registers |= 1 << reg->idx;
268 /* If relative addressing is used, we must assume that all registers
269 * are used. Even if it is a construct like v3[aL], we can't assume
270 * that v0, v1 and v2 aren't read because aL can be negative */
272 for (i = 0; i < MAX_REG_INPUT; ++i)
274 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
279 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[reg->idx] = TRUE;
284 case WINED3DSPR_RASTOUT:
285 if (reg->idx == 1) reg_maps->fog = 1;
288 case WINED3DSPR_MISCTYPE:
289 if (pshader && reg->idx == 0) reg_maps->vpos = 1;
292 case WINED3DSPR_CONST:
297 if (reg->idx <= ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
298 ((IWineD3DVertexShaderImpl *)This)->min_rel_offset = reg->idx;
299 else if (reg->idx >= ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
300 ((IWineD3DVertexShaderImpl *)This)->max_rel_offset = reg->idx;
302 reg_maps->usesrelconstF = TRUE;
306 set_bitmap_bit(reg_maps->constf, reg->idx);
310 case WINED3DSPR_CONSTINT:
311 reg_maps->integer_constants |= (1 << reg->idx);
314 case WINED3DSPR_CONSTBOOL:
315 reg_maps->boolean_constants |= (1 << reg->idx);
319 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
324 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
328 case WINED3DSIH_M4x4:
329 case WINED3DSIH_M3x4:
330 return param == 1 ? 3 : 0;
332 case WINED3DSIH_M4x3:
333 case WINED3DSIH_M3x3:
334 return param == 1 ? 2 : 0;
336 case WINED3DSIH_M3x2:
337 return param == 1 ? 1 : 0;
344 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
346 static const char *semantic_names[] =
348 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
349 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
350 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
351 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
352 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
353 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
354 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
355 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
356 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
357 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
358 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
359 /* WINED3DDECLUSAGE_FOG */ "FOG",
360 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
361 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
364 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
366 FIXME("Unrecognized usage %#x\n", usage);
367 return "UNRECOGNIZED";
370 return semantic_names[usage];
373 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
375 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
378 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
379 const struct wined3d_shader_semantic *s)
381 e->semantic_name = shader_semantic_name_from_usage(s->usage);
382 e->semantic_idx = s->usage_idx;
383 e->sysval_semantic = 0;
384 e->component_type = 0;
385 e->register_idx = s->reg.reg.idx;
386 e->mask = s->reg.write_mask;
389 /* Note that this does not count the loop register
390 * as an address register. */
392 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
393 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
394 struct wined3d_shader_signature_element *input_signature,
395 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
397 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
398 void *fe_data = This->baseShader.frontend_data;
399 struct wined3d_shader_version shader_version;
400 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
401 const DWORD* pToken = byte_code;
404 /* There are some minor differences between pixel and vertex shaders */
406 memset(reg_maps, 0, sizeof(*reg_maps));
408 /* get_registers_used is called on every compile on some 1.x shaders, which can result
409 * in stacking up a collection of local constants. Delete the old constants if existing
411 shader_delete_constant_list(&This->baseShader.constantsF);
412 shader_delete_constant_list(&This->baseShader.constantsB);
413 shader_delete_constant_list(&This->baseShader.constantsI);
415 fe->shader_read_header(fe_data, &pToken, &shader_version);
416 reg_maps->shader_version = shader_version;
417 pshader = shader_is_pshader_version(shader_version.type);
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 && pshader)
505 float *value = (float *) lconst->value;
506 if(value[0] < -1.0) value[0] = -1.0;
507 else if(value[0] > 1.0) value[0] = 1.0;
508 if(value[1] < -1.0) value[1] = -1.0;
509 else if(value[1] > 1.0) value[1] = 1.0;
510 if(value[2] < -1.0) value[2] = -1.0;
511 else if(value[2] > 1.0) value[2] = 1.0;
512 if(value[3] < -1.0) value[3] = -1.0;
513 else if(value[3] > 1.0) value[3] = 1.0;
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);
534 else if (ins.handler_idx == WINED3DSIH_DEFB)
536 struct wined3d_shader_dst_param dst;
537 struct wined3d_shader_src_param rel_addr;
539 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
540 if (!lconst) return E_OUTOFMEMORY;
542 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
543 lconst->idx = dst.reg.idx;
545 memcpy(lconst->value, pToken, sizeof(DWORD));
548 list_add_head(&This->baseShader.constantsB, &lconst->entry);
549 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
551 /* If there's a loop in the shader */
552 else if (ins.handler_idx == WINED3DSIH_LOOP
553 || ins.handler_idx == WINED3DSIH_REP)
555 struct wined3d_shader_src_param src, rel_addr;
557 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
559 /* Rep and Loop always use an integer constant for the control parameters */
560 if (ins.handler_idx == WINED3DSIH_REP)
562 reg_maps->integer_constants |= 1 << src.reg.idx;
566 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
567 reg_maps->integer_constants |= 1 << src.reg.idx;
571 if(cur_loop_depth > max_loop_depth)
572 max_loop_depth = cur_loop_depth;
574 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
575 || ins.handler_idx == WINED3DSIH_ENDREP)
579 /* For subroutine prototypes */
580 else if (ins.handler_idx == WINED3DSIH_LABEL)
582 struct wined3d_shader_src_param src, rel_addr;
584 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
585 reg_maps->labels[src.reg.idx] = 1;
587 /* Set texture, address, temporary registers */
591 BOOL color0_mov = FALSE;
593 /* This will loop over all the registers and try to
594 * make a bitmask of the ones we're interested in.
596 * Relative addressing tokens are ignored, but that's
597 * okay, since we'll catch any address registers when
598 * they are initialized (required by spec) */
602 struct wined3d_shader_dst_param dst_param;
603 struct wined3d_shader_src_param dst_rel_addr;
605 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
607 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
608 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
609 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
610 if (!pshader && shader_version.major < 3 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
612 reg_maps->texcoord_mask[dst_param.reg.type] |= dst_param.write_mask;
616 if(pshader && dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
618 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
619 ps->color0_mov = FALSE;
621 shader_record_register_usage(This, reg_maps, &dst_param.reg, pshader);
624 /* Declare 1.X samplers implicitly, based on the destination reg. number */
625 if (shader_version.major == 1
626 && pshader /* Filter different instructions with the same enum values in VS */
627 && (ins.handler_idx == WINED3DSIH_TEX
628 || ins.handler_idx == WINED3DSIH_TEXBEM
629 || ins.handler_idx == WINED3DSIH_TEXBEML
630 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
631 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
632 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
633 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
634 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
635 || ins.handler_idx == WINED3DSIH_TEXREG2AR
636 || ins.handler_idx == WINED3DSIH_TEXREG2GB
637 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
639 /* Fake sampler usage, only set reserved bit and ttype */
640 DWORD sampler_code = dst_param.reg.idx;
642 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
643 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
645 /* texbem is only valid with < 1.4 pixel shaders */
646 if (ins.handler_idx == WINED3DSIH_TEXBEM
647 || ins.handler_idx == WINED3DSIH_TEXBEML)
649 reg_maps->bumpmat[sampler_code] = TRUE;
650 if (ins.handler_idx == WINED3DSIH_TEXBEML)
652 reg_maps->luminanceparams[sampler_code] = TRUE;
656 else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
658 reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
660 else if(pshader && ins.handler_idx == WINED3DSIH_MOV)
662 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
663 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
664 * the mov and perform the sRGB write correction from the source register.
666 * However, if the mov is only partial, we can't do this, and if the write
667 * comes from an instruction other than MOV it is hard to do as well. If
668 * COLOROUT 0 is overwritten partially later, the marker is dropped again
670 if(dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
672 /* Used later when the source register is read */
678 if (ins.handler_idx == WINED3DSIH_NRM)
680 reg_maps->usesnrm = 1;
682 else if (ins.handler_idx == WINED3DSIH_DSY)
684 reg_maps->usesdsy = 1;
686 else if (ins.handler_idx == WINED3DSIH_DSX)
688 reg_maps->usesdsx = 1;
690 else if(ins.handler_idx == WINED3DSIH_TEXLDD)
692 reg_maps->usestexldd = 1;
694 else if(ins.handler_idx == WINED3DSIH_MOVA)
696 reg_maps->usesmova = 1;
699 limit = ins.src_count + (ins.predicate ? 1 : 0);
700 for (i = 0; i < limit; ++i)
702 struct wined3d_shader_src_param src_param, src_rel_addr;
705 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
706 count = get_instr_extra_regcount(ins.handler_idx, i);
708 shader_record_register_usage(This, reg_maps, &src_param.reg, pshader);
712 shader_record_register_usage(This, reg_maps, &src_param.reg, pshader);
718 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
719 if(src_param.reg.type == WINED3DSPR_TEMP &&
720 src_param.swizzle == WINED3DSP_NOSWIZZLE)
722 ps->color0_mov = TRUE;
723 ps->color0_reg = src_param.reg.idx;
729 reg_maps->loop_depth = max_loop_depth;
731 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
736 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
737 const struct wined3d_shader_version *shader_version)
741 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
743 switch (semantic->sampler_type)
745 case WINED3DSTT_2D: TRACE("_2d"); break;
746 case WINED3DSTT_CUBE: TRACE("_cube"); break;
747 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
748 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
753 /* Pixel shaders 3.0 don't have usage semantics */
754 if (shader_is_pshader_version(shader_version->type) && shader_version->major < 3)
759 switch (semantic->usage)
761 case WINED3DDECLUSAGE_POSITION:
762 TRACE("position%d", semantic->usage_idx);
764 case WINED3DDECLUSAGE_BLENDINDICES:
767 case WINED3DDECLUSAGE_BLENDWEIGHT:
770 case WINED3DDECLUSAGE_NORMAL:
771 TRACE("normal%d", semantic->usage_idx);
773 case WINED3DDECLUSAGE_PSIZE:
776 case WINED3DDECLUSAGE_COLOR:
777 if (semantic->usage_idx == 0) TRACE("color");
778 else TRACE("specular%d", (semantic->usage_idx - 1));
780 case WINED3DDECLUSAGE_TEXCOORD:
781 TRACE("texture%d", semantic->usage_idx);
783 case WINED3DDECLUSAGE_TANGENT:
786 case WINED3DDECLUSAGE_BINORMAL:
789 case WINED3DDECLUSAGE_TESSFACTOR:
792 case WINED3DDECLUSAGE_POSITIONT:
793 TRACE("positionT%d", semantic->usage_idx);
795 case WINED3DDECLUSAGE_FOG:
798 case WINED3DDECLUSAGE_DEPTH:
801 case WINED3DDECLUSAGE_SAMPLE:
805 FIXME("unknown_semantics(0x%08x)", semantic->usage);
810 static void shader_dump_register(const struct wined3d_shader_register *reg,
811 const struct wined3d_shader_version *shader_version)
813 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
814 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
815 UINT offset = reg->idx;
819 case WINED3DSPR_TEMP:
823 case WINED3DSPR_INPUT:
827 case WINED3DSPR_CONST:
828 case WINED3DSPR_CONST2:
829 case WINED3DSPR_CONST3:
830 case WINED3DSPR_CONST4:
832 offset = shader_get_float_offset(reg->type, reg->idx);
835 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
836 TRACE("%c", shader_is_pshader_version(shader_version->type) ? 't' : 'a');
839 case WINED3DSPR_RASTOUT:
840 TRACE("%s", rastout_reg_names[reg->idx]);
843 case WINED3DSPR_COLOROUT:
847 case WINED3DSPR_DEPTHOUT:
851 case WINED3DSPR_ATTROUT:
855 case WINED3DSPR_TEXCRDOUT:
856 /* Vertex shaders >= 3.0 use general purpose output registers
857 * (WINED3DSPR_OUTPUT), which can include an address token */
858 if (shader_version->major >= 3) TRACE("o");
862 case WINED3DSPR_CONSTINT:
866 case WINED3DSPR_CONSTBOOL:
870 case WINED3DSPR_LABEL:
874 case WINED3DSPR_LOOP:
878 case WINED3DSPR_SAMPLER:
882 case WINED3DSPR_MISCTYPE:
883 if (reg->idx > 1) FIXME("Unhandled misctype register %d\n", reg->idx);
884 else TRACE("%s", misctype_reg_names[reg->idx]);
887 case WINED3DSPR_PREDICATE:
891 case WINED3DSPR_IMMCONST:
896 TRACE("unhandled_rtype(%#x)", reg->type);
900 if (reg->type == WINED3DSPR_IMMCONST)
903 switch (reg->immconst_type)
905 case WINED3D_IMMCONST_FLOAT:
906 TRACE("%.8e", *(float *)reg->immconst_data);
909 case WINED3D_IMMCONST_FLOAT4:
910 TRACE("%.8e, %.8e, %.8e, %.8e",
911 *(float *)®->immconst_data[0], *(float *)®->immconst_data[1],
912 *(float *)®->immconst_data[2], *(float *)®->immconst_data[3]);
916 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
921 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
926 shader_dump_src_param(reg->rel_addr, shader_version);
930 if (reg->rel_addr) TRACE("]");
934 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
935 const struct wined3d_shader_version *shader_version)
937 DWORD write_mask = param->write_mask;
939 shader_dump_register(¶m->reg, shader_version);
941 if (write_mask != WINED3DSP_WRITEMASK_ALL)
943 static const char *write_mask_chars = "xyzw";
946 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
947 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
948 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
949 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
953 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
954 const struct wined3d_shader_version *shader_version)
956 DWORD src_modifier = param->modifiers;
957 DWORD swizzle = param->swizzle;
959 if (src_modifier == WINED3DSPSM_NEG
960 || src_modifier == WINED3DSPSM_BIASNEG
961 || src_modifier == WINED3DSPSM_SIGNNEG
962 || src_modifier == WINED3DSPSM_X2NEG
963 || src_modifier == WINED3DSPSM_ABSNEG)
965 else if (src_modifier == WINED3DSPSM_COMP)
967 else if (src_modifier == WINED3DSPSM_NOT)
970 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
973 shader_dump_register(¶m->reg, shader_version);
977 switch (src_modifier)
979 case WINED3DSPSM_NONE: break;
980 case WINED3DSPSM_NEG: break;
981 case WINED3DSPSM_NOT: break;
982 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
983 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
984 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
985 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
986 case WINED3DSPSM_COMP: break;
987 case WINED3DSPSM_X2: TRACE("_x2"); break;
988 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
989 case WINED3DSPSM_DZ: TRACE("_dz"); break;
990 case WINED3DSPSM_DW: TRACE("_dw"); break;
991 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
992 case WINED3DSPSM_ABS: TRACE(")"); break;
994 TRACE("_unknown_modifier(%#x)", src_modifier);
998 if (swizzle != WINED3DSP_NOSWIZZLE)
1000 static const char *swizzle_chars = "xyzw";
1001 DWORD swizzle_x = swizzle & 0x03;
1002 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1003 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1004 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1006 if (swizzle_x == swizzle_y
1007 && swizzle_x == swizzle_z
1008 && swizzle_x == swizzle_w)
1010 TRACE(".%c", swizzle_chars[swizzle_x]);
1014 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1015 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1020 /* Shared code in order to generate the bulk of the shader string.
1021 * NOTE: A description of how to parse tokens can be found on msdn */
1022 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
1023 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx)
1025 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
1026 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
1027 const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
1028 void *fe_data = This->baseShader.frontend_data;
1029 struct wined3d_shader_src_param src_rel_addr[4];
1030 struct wined3d_shader_src_param src_param[4];
1031 struct wined3d_shader_version shader_version;
1032 struct wined3d_shader_src_param dst_rel_addr;
1033 struct wined3d_shader_dst_param dst_param;
1034 struct wined3d_shader_instruction ins;
1035 struct wined3d_shader_context ctx;
1036 const DWORD *pToken = pFunction;
1039 /* Initialize current parsing state */
1041 ctx.reg_maps = reg_maps;
1042 ctx.buffer = buffer;
1043 ctx.backend_data = backend_ctx;
1046 ins.dst = &dst_param;
1047 ins.src = src_param;
1048 This->baseShader.parse_state.current_row = 0;
1050 fe->shader_read_header(fe_data, &pToken, &shader_version);
1052 while (!fe->shader_is_end(fe_data, &pToken))
1054 const char *comment;
1057 /* Skip comment tokens */
1058 fe->shader_read_comment(&pToken, &comment);
1059 if (comment) continue;
1062 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1064 /* Unknown opcode and its parameters */
1065 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1067 TRACE("Skipping unrecognized instruction.\n");
1068 pToken += param_size;
1073 if (ins.handler_idx == WINED3DSIH_DCL
1074 || ins.handler_idx == WINED3DSIH_NOP
1075 || ins.handler_idx == WINED3DSIH_DEF
1076 || ins.handler_idx == WINED3DSIH_DEFI
1077 || ins.handler_idx == WINED3DSIH_DEFB
1078 || ins.handler_idx == WINED3DSIH_PHASE
1079 || ins.handler_idx == WINED3DSIH_RET)
1081 pToken += param_size;
1085 /* Destination token */
1086 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1088 /* Predication token */
1089 if (ins.predicate) ins.predicate = *pToken++;
1091 /* Other source tokens */
1092 for (i = 0; i < ins.src_count; ++i)
1094 fe->shader_read_src_param(fe_data, &pToken, &src_param[i], &src_rel_addr[i]);
1097 /* Call appropriate function for output target */
1098 device->shader_backend->shader_handle_instruction(&ins);
1102 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1104 DWORD mmask = dst->modifiers;
1109 case 13: TRACE("_d8"); break;
1110 case 14: TRACE("_d4"); break;
1111 case 15: TRACE("_d2"); break;
1112 case 1: TRACE("_x2"); break;
1113 case 2: TRACE("_x4"); break;
1114 case 3: TRACE("_x8"); break;
1115 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1118 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1119 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1120 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1122 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1124 FIXME("_unrecognized_modifier(%#x)", mmask);
1127 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
1129 struct wined3d_shader_version shader_version;
1130 const DWORD* pToken = pFunction;
1133 TRACE("Parsing %p\n", pFunction);
1135 fe->shader_read_header(fe_data, &pToken, &shader_version);
1137 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version.type) ? "ps": "vs",
1138 shader_version.major, shader_version.minor);
1140 while (!fe->shader_is_end(fe_data, &pToken))
1142 struct wined3d_shader_instruction ins;
1143 const char *comment;
1147 fe->shader_read_comment(&pToken, &comment);
1150 TRACE("//%s\n", comment);
1154 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1155 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1157 TRACE("Skipping unrecognized instruction.\n");
1158 pToken += param_size;
1162 if (ins.handler_idx == WINED3DSIH_DCL)
1164 struct wined3d_shader_semantic semantic;
1166 fe->shader_read_semantic(&pToken, &semantic);
1168 shader_dump_decl_usage(&semantic, &shader_version);
1169 shader_dump_ins_modifiers(&semantic.reg);
1171 shader_dump_dst_param(&semantic.reg, &shader_version);
1173 else if (ins.handler_idx == WINED3DSIH_DEF)
1175 struct wined3d_shader_dst_param dst;
1176 struct wined3d_shader_src_param rel_addr;
1178 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1180 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1181 *(const float *)(pToken),
1182 *(const float *)(pToken + 1),
1183 *(const float *)(pToken + 2),
1184 *(const float *)(pToken + 3));
1187 else if (ins.handler_idx == WINED3DSIH_DEFI)
1189 struct wined3d_shader_dst_param dst;
1190 struct wined3d_shader_src_param rel_addr;
1192 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1194 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1201 else if (ins.handler_idx == WINED3DSIH_DEFB)
1203 struct wined3d_shader_dst_param dst;
1204 struct wined3d_shader_src_param rel_addr;
1206 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1208 TRACE("defb b%u = %s", dst.reg.idx, *pToken ? "true" : "false");
1213 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1214 struct wined3d_shader_dst_param dst_param;
1215 struct wined3d_shader_src_param src_param;
1219 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1222 /* Print out predication source token first - it follows
1223 * the destination token. */
1226 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1228 shader_dump_src_param(&src_param, &shader_version);
1232 /* PixWin marks instructions with the coissue flag with a '+' */
1233 if (ins.coissue) TRACE("+");
1235 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1237 if (ins.handler_idx == WINED3DSIH_IFC
1238 || ins.handler_idx == WINED3DSIH_BREAKC)
1242 case COMPARISON_GT: TRACE("_gt"); break;
1243 case COMPARISON_EQ: TRACE("_eq"); break;
1244 case COMPARISON_GE: TRACE("_ge"); break;
1245 case COMPARISON_LT: TRACE("_lt"); break;
1246 case COMPARISON_NE: TRACE("_ne"); break;
1247 case COMPARISON_LE: TRACE("_le"); break;
1248 default: TRACE("_(%u)", ins.flags);
1251 else if (ins.handler_idx == WINED3DSIH_TEX
1252 && shader_version.major >= 2
1253 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1258 /* We already read the destination token, print it. */
1261 shader_dump_ins_modifiers(&dst_param);
1263 shader_dump_dst_param(&dst_param, &shader_version);
1266 /* Other source tokens */
1267 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1269 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1270 TRACE(!i ? " " : ", ");
1271 shader_dump_src_param(&src_param, &shader_version);
1278 void shader_cleanup(IWineD3DBaseShader *iface)
1280 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1282 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1283 HeapFree(GetProcessHeap(), 0, This->baseShader.reg_maps.constf);
1284 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1285 shader_delete_constant_list(&This->baseShader.constantsF);
1286 shader_delete_constant_list(&This->baseShader.constantsB);
1287 shader_delete_constant_list(&This->baseShader.constantsI);
1288 list_remove(&This->baseShader.shader_list_entry);
1290 if (This->baseShader.frontend && This->baseShader.frontend_data)
1292 This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
1296 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1297 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1298 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1299 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1300 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1301 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1302 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1303 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1304 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1305 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1306 static void shader_none_free(IWineD3DDevice *iface) {}
1307 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1309 #define GLINFO_LOCATION (*gl_info)
1310 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1312 /* Set the shader caps to 0 for the none shader backend */
1313 pCaps->VertexShaderVersion = 0;
1314 pCaps->PixelShaderVersion = 0;
1315 pCaps->PixelShader1xMaxValue = 0.0;
1317 #undef GLINFO_LOCATION
1318 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1320 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1322 TRACE("Checking support for fixup:\n");
1323 dump_color_fixup_desc(fixup);
1326 /* Faked to make some apps happy. */
1327 if (!is_yuv_fixup(fixup))
1333 TRACE("[FAILED]\n");
1337 const shader_backend_t none_shader_backend = {
1338 shader_none_handle_instruction,
1340 shader_none_select_depth_blt,
1341 shader_none_deselect_depth_blt,
1342 shader_none_update_float_vertex_constants,
1343 shader_none_update_float_pixel_constants,
1344 shader_none_load_constants,
1345 shader_none_load_np2fixup_constants,
1346 shader_none_destroy,
1349 shader_none_dirty_const,
1350 shader_none_get_caps,
1351 shader_none_color_fixup_supported,