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 2009-2010 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static const char * const shader_opcode_names[] =
38 /* WINED3DSIH_ABS */ "abs",
39 /* WINED3DSIH_ADD */ "add",
40 /* WINED3DSIH_AND */ "and",
41 /* WINED3DSIH_BEM */ "bem",
42 /* WINED3DSIH_BREAK */ "break",
43 /* WINED3DSIH_BREAKC */ "breakc",
44 /* WINED3DSIH_BREAKP */ "breakp",
45 /* WINED3DSIH_CALL */ "call",
46 /* WINED3DSIH_CALLNZ */ "callnz",
47 /* WINED3DSIH_CMP */ "cmp",
48 /* WINED3DSIH_CND */ "cnd",
49 /* WINED3DSIH_CRS */ "crs",
50 /* WINED3DSIH_CUT */ "cut",
51 /* WINED3DSIH_DCL */ "dcl",
52 /* WINED3DSIH_DEF */ "def",
53 /* WINED3DSIH_DEFB */ "defb",
54 /* WINED3DSIH_DEFI */ "defi",
55 /* WINED3DSIH_DIV */ "div",
56 /* WINED3DSIH_DP2ADD */ "dp2add",
57 /* WINED3DSIH_DP3 */ "dp3",
58 /* WINED3DSIH_DP4 */ "dp4",
59 /* WINED3DSIH_DST */ "dst",
60 /* WINED3DSIH_DSX */ "dsx",
61 /* WINED3DSIH_DSY */ "dsy",
62 /* WINED3DSIH_ELSE */ "else",
63 /* WINED3DSIH_EMIT */ "emit",
64 /* WINED3DSIH_ENDIF */ "endif",
65 /* WINED3DSIH_ENDLOOP */ "endloop",
66 /* WINED3DSIH_ENDREP */ "endrep",
67 /* WINED3DSIH_EXP */ "exp",
68 /* WINED3DSIH_EXPP */ "expp",
69 /* WINED3DSIH_FRC */ "frc",
70 /* WINED3DSIH_FTOI */ "ftoi",
71 /* WINED3DSIH_IADD */ "iadd",
72 /* WINED3DSIH_IEQ */ "ieq",
73 /* WINED3DSIH_IF */ "if",
74 /* WINED3DSIH_IFC */ "ifc",
75 /* WINED3DSIH_IGE */ "ige",
76 /* WINED3DSIH_IMUL */ "imul",
77 /* WINED3DSIH_ITOF */ "itof",
78 /* WINED3DSIH_LABEL */ "label",
79 /* WINED3DSIH_LD */ "ld",
80 /* WINED3DSIH_LIT */ "lit",
81 /* WINED3DSIH_LOG */ "log",
82 /* WINED3DSIH_LOGP */ "logp",
83 /* WINED3DSIH_LOOP */ "loop",
84 /* WINED3DSIH_LRP */ "lrp",
85 /* WINED3DSIH_LT */ "lt",
86 /* WINED3DSIH_M3x2 */ "m3x2",
87 /* WINED3DSIH_M3x3 */ "m3x3",
88 /* WINED3DSIH_M3x4 */ "m3x4",
89 /* WINED3DSIH_M4x3 */ "m4x3",
90 /* WINED3DSIH_M4x4 */ "m4x4",
91 /* WINED3DSIH_MAD */ "mad",
92 /* WINED3DSIH_MAX */ "max",
93 /* WINED3DSIH_MIN */ "min",
94 /* WINED3DSIH_MOV */ "mov",
95 /* WINED3DSIH_MOVA */ "mova",
96 /* WINED3DSIH_MOVC */ "movc",
97 /* WINED3DSIH_MUL */ "mul",
98 /* WINED3DSIH_NOP */ "nop",
99 /* WINED3DSIH_NRM */ "nrm",
100 /* WINED3DSIH_PHASE */ "phase",
101 /* WINED3DSIH_POW */ "pow",
102 /* WINED3DSIH_RCP */ "rcp",
103 /* WINED3DSIH_REP */ "rep",
104 /* WINED3DSIH_RET */ "ret",
105 /* WINED3DSIH_RSQ */ "rsq",
106 /* WINED3DSIH_SAMPLE */ "sample",
107 /* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
108 /* WINED3DSIH_SAMPLE_LOD */ "sample_l",
109 /* WINED3DSIH_SETP */ "setp",
110 /* WINED3DSIH_SGE */ "sge",
111 /* WINED3DSIH_SGN */ "sgn",
112 /* WINED3DSIH_SINCOS */ "sincos",
113 /* WINED3DSIH_SLT */ "slt",
114 /* WINED3DSIH_SQRT */ "sqrt",
115 /* WINED3DSIH_SUB */ "sub",
116 /* WINED3DSIH_TEX */ "texld",
117 /* WINED3DSIH_TEXBEM */ "texbem",
118 /* WINED3DSIH_TEXBEML */ "texbeml",
119 /* WINED3DSIH_TEXCOORD */ "texcrd",
120 /* WINED3DSIH_TEXDEPTH */ "texdepth",
121 /* WINED3DSIH_TEXDP3 */ "texdp3",
122 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
123 /* WINED3DSIH_TEXKILL */ "texkill",
124 /* WINED3DSIH_TEXLDD */ "texldd",
125 /* WINED3DSIH_TEXLDL */ "texldl",
126 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
127 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
128 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
129 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
130 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
131 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
132 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
133 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
134 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
135 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
136 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
137 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
138 /* WINED3DSIH_UTOF */ "utof",
141 static const char * const semantic_names[] =
143 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
144 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
145 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
146 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
147 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
148 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
149 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
150 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
151 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
152 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
153 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
154 /* WINED3DDECLUSAGE_FOG */ "FOG",
155 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
156 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
159 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
161 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
163 FIXME("Unrecognized usage %#x.\n", usage);
164 return "UNRECOGNIZED";
167 return semantic_names[usage];
170 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
174 for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
176 if (!strcmp(name, semantic_names[i])) return i;
182 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
184 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
187 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
188 const struct wined3d_shader_semantic *s)
190 e->semantic_name = shader_semantic_name_from_usage(s->usage);
191 e->semantic_idx = s->usage_idx;
192 e->sysval_semantic = 0;
193 e->component_type = 0;
194 e->register_idx = s->reg.reg.idx;
195 e->mask = s->reg.write_mask;
198 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
199 WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
201 e->semantic_name = shader_semantic_name_from_usage(usage);
202 e->semantic_idx = usage_idx;
203 e->sysval_semantic = 0;
204 e->component_type = 0;
205 e->register_idx = reg_idx;
206 e->mask = write_mask;
209 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
211 switch (version_token >> 16)
215 return &sm1_shader_frontend;
220 return &sm4_shader_frontend;
223 FIXME("Unrecognised version token %#x\n", version_token);
228 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
230 buffer->buffer[0] = '\0';
233 buffer->newline = TRUE;
236 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
238 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
241 ERR("Failed to allocate shader buffer memory.\n");
245 shader_buffer_clear(buffer);
249 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
251 HeapFree(GetProcessHeap(), 0, buffer->buffer);
254 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
256 char *base = buffer->buffer + buffer->bsize;
259 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
261 if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
263 ERR("The buffer allocated for the shader program string "
264 "is too small at %d bytes.\n", SHADER_PGMSIZE);
265 buffer->bsize = SHADER_PGMSIZE - 1;
271 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
272 buffer->newline = FALSE;
280 if (buffer->buffer[buffer->bsize-1] == '\n')
283 buffer->newline = TRUE;
289 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
294 va_start(args, format);
295 ret = shader_vaddline(buffer, format, args);
301 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
302 void *parent, const struct wined3d_parent_ops *parent_ops)
305 shader->device = device;
306 shader->parent = parent;
307 shader->parent_ops = parent_ops;
308 list_init(&shader->linked_programs);
309 list_add_head(&device->shaders, &shader->shader_list_entry);
312 /* Convert floating point offset relative to a register file to an absolute
313 * offset for float constants. */
314 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
316 switch (register_type)
318 case WINED3DSPR_CONST: return register_idx;
319 case WINED3DSPR_CONST2: return 2048 + register_idx;
320 case WINED3DSPR_CONST3: return 4096 + register_idx;
321 case WINED3DSPR_CONST4: return 6144 + register_idx;
323 FIXME("Unsupported register type: %u.\n", register_type);
328 static void shader_delete_constant_list(struct list *clist)
330 struct local_constant *constant;
333 ptr = list_head(clist);
336 constant = LIST_ENTRY(ptr, struct local_constant, entry);
337 ptr = list_next(clist, ptr);
338 HeapFree(GetProcessHeap(), 0, constant);
343 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
348 bitmap[idx] |= (1 << shift);
351 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_reg_maps *reg_maps,
352 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
356 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
357 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
358 else reg_maps->address |= 1 << reg->idx;
361 case WINED3DSPR_TEMP:
362 reg_maps->temporary |= 1 << reg->idx;
365 case WINED3DSPR_INPUT:
366 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
370 /* If relative addressing is used, we must assume that all registers
371 * are used. Even if it is a construct like v3[aL], we can't assume
372 * that v0, v1 and v2 aren't read because aL can be negative */
374 for (i = 0; i < MAX_REG_INPUT; ++i)
376 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
381 ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
384 else reg_maps->input_registers |= 1 << reg->idx;
387 case WINED3DSPR_RASTOUT:
388 if (reg->idx == 1) reg_maps->fog = 1;
391 case WINED3DSPR_MISCTYPE:
392 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
394 if (!reg->idx) reg_maps->vpos = 1;
395 else if (reg->idx == 1) reg_maps->usesfacing = 1;
399 case WINED3DSPR_CONST:
402 if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
403 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
404 reg_maps->usesrelconstF = TRUE;
408 set_bitmap_bit(reg_maps->constf, reg->idx);
412 case WINED3DSPR_CONSTINT:
413 reg_maps->integer_constants |= (1 << reg->idx);
416 case WINED3DSPR_CONSTBOOL:
417 reg_maps->boolean_constants |= (1 << reg->idx);
420 case WINED3DSPR_COLOROUT:
421 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
425 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
430 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
434 case WINED3DSIH_M4x4:
435 case WINED3DSIH_M3x4:
436 return param == 1 ? 3 : 0;
438 case WINED3DSIH_M4x3:
439 case WINED3DSIH_M3x3:
440 return param == 1 ? 2 : 0;
442 case WINED3DSIH_M3x2:
443 return param == 1 ? 1 : 0;
450 /* Note that this does not count the loop register as an address register. */
451 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
452 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
453 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
455 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
456 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
457 void *fe_data = shader->baseShader.frontend_data;
458 struct wined3d_shader_version shader_version;
459 const DWORD *ptr = byte_code;
461 memset(reg_maps, 0, sizeof(*reg_maps));
462 reg_maps->min_rel_offset = ~0U;
464 fe->shader_read_header(fe_data, &ptr, &shader_version);
465 reg_maps->shader_version = shader_version;
467 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
468 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
469 if (!reg_maps->constf)
471 ERR("Failed to allocate constant map memory.\n");
472 return E_OUTOFMEMORY;
475 while (!fe->shader_is_end(fe_data, &ptr))
477 struct wined3d_shader_instruction ins;
483 fe->shader_read_comment(&ptr, &comment, &comment_size);
484 if (comment) continue;
487 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
489 /* Unhandled opcode, and its parameters. */
490 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
492 TRACE("Skipping unrecognized instruction.\n");
497 /* Handle declarations. */
498 if (ins.handler_idx == WINED3DSIH_DCL)
500 struct wined3d_shader_semantic semantic;
502 fe->shader_read_semantic(&ptr, &semantic);
504 switch (semantic.reg.reg.type)
506 /* Mark input registers used. */
507 case WINED3DSPR_INPUT:
508 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
509 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
512 /* Vertex shader: mark 3.0 output registers used, save token. */
513 case WINED3DSPR_OUTPUT:
514 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
515 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
516 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
519 /* Save sampler usage token. */
520 case WINED3DSPR_SAMPLER:
521 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
525 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
529 else if (ins.handler_idx == WINED3DSIH_DEF)
531 struct wined3d_shader_src_param rel_addr;
532 struct wined3d_shader_dst_param dst;
534 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
535 if (!lconst) return E_OUTOFMEMORY;
537 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
538 lconst->idx = dst.reg.idx;
540 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
543 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
544 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
546 float *value = (float *)lconst->value;
547 if (value[0] < -1.0f) value[0] = -1.0f;
548 else if (value[0] > 1.0f) value[0] = 1.0f;
549 if (value[1] < -1.0f) value[1] = -1.0f;
550 else if (value[1] > 1.0f) value[1] = 1.0f;
551 if (value[2] < -1.0f) value[2] = -1.0f;
552 else if (value[2] > 1.0f) value[2] = 1.0f;
553 if (value[3] < -1.0f) value[3] = -1.0f;
554 else if (value[3] > 1.0f) value[3] = 1.0f;
557 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
559 else if (ins.handler_idx == WINED3DSIH_DEFI)
561 struct wined3d_shader_src_param rel_addr;
562 struct wined3d_shader_dst_param dst;
564 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
565 if (!lconst) return E_OUTOFMEMORY;
567 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
568 lconst->idx = dst.reg.idx;
570 memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
573 list_add_head(&shader->baseShader.constantsI, &lconst->entry);
574 reg_maps->local_int_consts |= (1 << dst.reg.idx);
576 else if (ins.handler_idx == WINED3DSIH_DEFB)
578 struct wined3d_shader_src_param rel_addr;
579 struct wined3d_shader_dst_param dst;
581 local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
582 if (!lconst) return E_OUTOFMEMORY;
584 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
585 lconst->idx = dst.reg.idx;
587 memcpy(lconst->value, ptr, sizeof(DWORD));
590 list_add_head(&shader->baseShader.constantsB, &lconst->entry);
591 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
593 /* If there's a loop in the shader. */
594 else if (ins.handler_idx == WINED3DSIH_LOOP
595 || ins.handler_idx == WINED3DSIH_REP)
597 struct wined3d_shader_src_param src, rel_addr;
599 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
601 /* Rep and Loop always use an integer constant for the control parameters. */
602 if (ins.handler_idx == WINED3DSIH_REP)
604 reg_maps->integer_constants |= 1 << src.reg.idx;
608 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
609 reg_maps->integer_constants |= 1 << src.reg.idx;
613 if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
615 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
616 || ins.handler_idx == WINED3DSIH_ENDREP)
620 /* For subroutine prototypes. */
621 else if (ins.handler_idx == WINED3DSIH_LABEL)
623 struct wined3d_shader_src_param src, rel_addr;
625 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
626 reg_maps->labels |= 1 << src.reg.idx;
628 /* Set texture, address, temporary registers. */
631 BOOL color0_mov = FALSE;
634 /* This will loop over all the registers and try to
635 * make a bitmask of the ones we're interested in.
637 * Relative addressing tokens are ignored, but that's
638 * okay, since we'll catch any address registers when
639 * they are initialized (required by spec). */
640 for (i = 0; i < ins.dst_count; ++i)
642 struct wined3d_shader_src_param dst_rel_addr;
643 struct wined3d_shader_dst_param dst_param;
645 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
647 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
649 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
650 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
651 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
652 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
654 UINT idx = dst_param.reg.idx;
656 switch (dst_param.reg.type)
658 case WINED3DSPR_RASTOUT:
662 reg_maps->output_registers |= 1 << 10;
663 shader_signature_from_usage(&output_signature[10],
664 WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
668 reg_maps->output_registers |= 1 << 11;
669 shader_signature_from_usage(&output_signature[11],
670 WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
674 reg_maps->output_registers |= 1 << 11;
675 shader_signature_from_usage(&output_signature[11],
676 WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
681 case WINED3DSPR_ATTROUT:
685 if (reg_maps->output_registers & (1 << idx))
687 output_signature[idx].mask |= dst_param.write_mask;
691 reg_maps->output_registers |= 1 << idx;
692 shader_signature_from_usage(&output_signature[idx],
693 WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
698 case WINED3DSPR_TEXCRDOUT:
700 reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
701 if (reg_maps->output_registers & (1 << idx))
703 output_signature[idx].mask |= dst_param.write_mask;
707 reg_maps->output_registers |= 1 << idx;
708 shader_signature_from_usage(&output_signature[idx],
709 WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
718 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
720 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
722 if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
724 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
725 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
726 * the mov and perform the sRGB write correction from the source register.
728 * However, if the mov is only partial, we can't do this, and if the write
729 * comes from an instruction other than MOV it is hard to do as well. If
730 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
732 ps->color0_mov = FALSE;
733 if (ins.handler_idx == WINED3DSIH_MOV
734 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
736 /* Used later when the source register is read. */
740 /* Also drop the MOV marker if the source register is overwritten prior to the shader
743 else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
745 ps->color0_mov = FALSE;
749 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
750 if (shader_version.major == 1
751 && (ins.handler_idx == WINED3DSIH_TEX
752 || ins.handler_idx == WINED3DSIH_TEXBEM
753 || ins.handler_idx == WINED3DSIH_TEXBEML
754 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
755 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
756 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
757 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
758 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
759 || ins.handler_idx == WINED3DSIH_TEXREG2AR
760 || ins.handler_idx == WINED3DSIH_TEXREG2GB
761 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
763 /* Fake sampler usage, only set reserved bit and type. */
764 DWORD sampler_code = dst_param.reg.idx;
766 TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
767 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
769 /* texbem is only valid with < 1.4 pixel shaders */
770 if (ins.handler_idx == WINED3DSIH_TEXBEM
771 || ins.handler_idx == WINED3DSIH_TEXBEML)
773 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
774 if (ins.handler_idx == WINED3DSIH_TEXBEML)
776 reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
780 else if (ins.handler_idx == WINED3DSIH_BEM)
782 reg_maps->bumpmat |= 1 << dst_param.reg.idx;
786 if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
787 else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
788 else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
789 else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
790 else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
791 else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
792 else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
793 else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
794 else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
796 limit = ins.src_count + (ins.predicate ? 1 : 0);
797 for (i = 0; i < limit; ++i)
799 struct wined3d_shader_src_param src_param, src_rel_addr;
802 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
803 count = get_instr_extra_regcount(ins.handler_idx, i);
805 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
809 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
815 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
816 if (src_param.reg.type == WINED3DSPR_TEMP
817 && src_param.swizzle == WINED3DSP_NOSWIZZLE)
819 ps->color0_mov = TRUE;
820 ps->color0_reg = src_param.reg.idx;
826 reg_maps->loop_depth = max_loop_depth;
828 shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
833 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
835 DWORD map = 1 << max;
837 map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
839 return wined3d_log2i(map);
842 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
843 const struct wined3d_shader_version *shader_version)
847 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
849 switch (semantic->sampler_type)
851 case WINED3DSTT_2D: TRACE("_2d"); break;
852 case WINED3DSTT_CUBE: TRACE("_cube"); break;
853 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
854 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
859 /* Pixel shaders 3.0 don't have usage semantics. */
860 if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
863 switch (semantic->usage)
865 case WINED3DDECLUSAGE_POSITION:
866 TRACE("position%u", semantic->usage_idx);
869 case WINED3DDECLUSAGE_BLENDINDICES:
873 case WINED3DDECLUSAGE_BLENDWEIGHT:
877 case WINED3DDECLUSAGE_NORMAL:
878 TRACE("normal%u", semantic->usage_idx);
881 case WINED3DDECLUSAGE_PSIZE:
885 case WINED3DDECLUSAGE_COLOR:
886 if (!semantic->usage_idx) TRACE("color");
887 else TRACE("specular%u", (semantic->usage_idx - 1));
890 case WINED3DDECLUSAGE_TEXCOORD:
891 TRACE("texture%u", semantic->usage_idx);
894 case WINED3DDECLUSAGE_TANGENT:
898 case WINED3DDECLUSAGE_BINORMAL:
902 case WINED3DDECLUSAGE_TESSFACTOR:
906 case WINED3DDECLUSAGE_POSITIONT:
907 TRACE("positionT%u", semantic->usage_idx);
910 case WINED3DDECLUSAGE_FOG:
914 case WINED3DDECLUSAGE_DEPTH:
918 case WINED3DDECLUSAGE_SAMPLE:
923 FIXME("unknown_semantics(0x%08x)", semantic->usage);
928 static void shader_dump_register(const struct wined3d_shader_register *reg,
929 const struct wined3d_shader_version *shader_version)
931 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
932 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
933 UINT offset = reg->idx;
937 case WINED3DSPR_TEMP:
941 case WINED3DSPR_INPUT:
945 case WINED3DSPR_CONST:
946 case WINED3DSPR_CONST2:
947 case WINED3DSPR_CONST3:
948 case WINED3DSPR_CONST4:
950 offset = shader_get_float_offset(reg->type, reg->idx);
953 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
954 TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
957 case WINED3DSPR_RASTOUT:
958 TRACE("%s", rastout_reg_names[reg->idx]);
961 case WINED3DSPR_COLOROUT:
965 case WINED3DSPR_DEPTHOUT:
969 case WINED3DSPR_ATTROUT:
973 case WINED3DSPR_TEXCRDOUT:
974 /* Vertex shaders >= 3.0 use general purpose output registers
975 * (WINED3DSPR_OUTPUT), which can include an address token. */
976 if (shader_version->major >= 3) TRACE("o");
980 case WINED3DSPR_CONSTINT:
984 case WINED3DSPR_CONSTBOOL:
988 case WINED3DSPR_LABEL:
992 case WINED3DSPR_LOOP:
996 case WINED3DSPR_SAMPLER:
1000 case WINED3DSPR_MISCTYPE:
1001 if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1002 else TRACE("%s", misctype_reg_names[reg->idx]);
1005 case WINED3DSPR_PREDICATE:
1009 case WINED3DSPR_IMMCONST:
1013 case WINED3DSPR_CONSTBUFFER:
1017 case WINED3DSPR_NULL:
1021 case WINED3DSPR_RESOURCE:
1026 TRACE("unhandled_rtype(%#x)", reg->type);
1030 if (reg->type == WINED3DSPR_IMMCONST)
1033 switch (reg->immconst_type)
1035 case WINED3D_IMMCONST_SCALAR:
1036 TRACE("%.8e", *(const float *)reg->immconst_data);
1039 case WINED3D_IMMCONST_VEC4:
1040 TRACE("%.8e, %.8e, %.8e, %.8e",
1041 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1042 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1046 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1051 else if (reg->type != WINED3DSPR_RASTOUT
1052 && reg->type != WINED3DSPR_MISCTYPE
1053 && reg->type != WINED3DSPR_NULL)
1055 if (reg->array_idx != ~0U)
1057 TRACE("%u[%u", offset, reg->array_idx);
1061 shader_dump_src_param(reg->rel_addr, shader_version);
1070 shader_dump_src_param(reg->rel_addr, shader_version);
1073 TRACE("%u", offset);
1074 if (reg->rel_addr) TRACE("]");
1079 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1080 const struct wined3d_shader_version *shader_version)
1082 DWORD write_mask = param->write_mask;
1084 shader_dump_register(¶m->reg, shader_version);
1086 if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1088 static const char *write_mask_chars = "xyzw";
1091 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1092 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1093 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1094 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1098 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1099 const struct wined3d_shader_version *shader_version)
1101 DWORD src_modifier = param->modifiers;
1102 DWORD swizzle = param->swizzle;
1104 if (src_modifier == WINED3DSPSM_NEG
1105 || src_modifier == WINED3DSPSM_BIASNEG
1106 || src_modifier == WINED3DSPSM_SIGNNEG
1107 || src_modifier == WINED3DSPSM_X2NEG
1108 || src_modifier == WINED3DSPSM_ABSNEG)
1110 else if (src_modifier == WINED3DSPSM_COMP)
1112 else if (src_modifier == WINED3DSPSM_NOT)
1115 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1118 shader_dump_register(¶m->reg, shader_version);
1122 switch (src_modifier)
1124 case WINED3DSPSM_NONE: break;
1125 case WINED3DSPSM_NEG: break;
1126 case WINED3DSPSM_NOT: break;
1127 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
1128 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1129 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
1130 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1131 case WINED3DSPSM_COMP: break;
1132 case WINED3DSPSM_X2: TRACE("_x2"); break;
1133 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1134 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1135 case WINED3DSPSM_DW: TRACE("_dw"); break;
1136 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1137 case WINED3DSPSM_ABS: TRACE(")"); break;
1138 default: TRACE("_unknown_modifier(%#x)", src_modifier);
1142 if (swizzle != WINED3DSP_NOSWIZZLE)
1144 static const char *swizzle_chars = "xyzw";
1145 DWORD swizzle_x = swizzle & 0x03;
1146 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1147 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1148 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1150 if (swizzle_x == swizzle_y
1151 && swizzle_x == swizzle_z
1152 && swizzle_x == swizzle_w)
1154 TRACE(".%c", swizzle_chars[swizzle_x]);
1158 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1159 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1164 /* Shared code in order to generate the bulk of the shader string.
1165 * NOTE: A description of how to parse tokens can be found on MSDN. */
1166 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1167 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1169 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1170 IWineD3DDeviceImpl *device = shader->baseShader.device;
1171 const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1172 void *fe_data = shader->baseShader.frontend_data;
1173 struct wined3d_shader_src_param dst_rel_addr[2];
1174 struct wined3d_shader_src_param src_rel_addr[4];
1175 struct wined3d_shader_dst_param dst_param[2];
1176 struct wined3d_shader_src_param src_param[4];
1177 struct wined3d_shader_version shader_version;
1178 struct wined3d_shader_loop_state loop_state;
1179 struct wined3d_shader_instruction ins;
1180 struct wined3d_shader_tex_mx tex_mx;
1181 struct wined3d_shader_context ctx;
1182 const DWORD *ptr = byte_code;
1185 /* Initialize current parsing state. */
1186 tex_mx.current_row = 0;
1187 loop_state.current_depth = 0;
1188 loop_state.current_reg = 0;
1191 ctx.gl_info = &device->adapter->gl_info;
1192 ctx.reg_maps = reg_maps;
1193 ctx.buffer = buffer;
1194 ctx.tex_mx = &tex_mx;
1195 ctx.loop_state = &loop_state;
1196 ctx.backend_data = backend_ctx;
1199 ins.dst = dst_param;
1200 ins.src = src_param;
1202 fe->shader_read_header(fe_data, &ptr, &shader_version);
1204 while (!fe->shader_is_end(fe_data, &ptr))
1206 const char *comment;
1210 /* Skip comment tokens. */
1211 fe->shader_read_comment(&ptr, &comment, &comment_size);
1212 if (comment) continue;
1215 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1217 /* Unknown opcode and its parameters. */
1218 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1220 TRACE("Skipping unrecognized instruction.\n");
1225 /* Nothing to do. */
1226 if (ins.handler_idx == WINED3DSIH_DCL
1227 || ins.handler_idx == WINED3DSIH_NOP
1228 || ins.handler_idx == WINED3DSIH_DEF
1229 || ins.handler_idx == WINED3DSIH_DEFI
1230 || ins.handler_idx == WINED3DSIH_DEFB
1231 || ins.handler_idx == WINED3DSIH_PHASE)
1237 /* Destination tokens */
1238 for (i = 0; i < ins.dst_count; ++i)
1240 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1243 /* Predication token */
1246 FIXME("Predicates not implemented.\n");
1247 ins.predicate = *ptr++;
1250 /* Other source tokens */
1251 for (i = 0; i < ins.src_count; ++i)
1253 fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1256 /* Call appropriate function for output target */
1257 device->shader_backend->shader_handle_instruction(&ins);
1261 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1263 DWORD mmask = dst->modifiers;
1268 case 13: TRACE("_d8"); break;
1269 case 14: TRACE("_d4"); break;
1270 case 15: TRACE("_d2"); break;
1271 case 1: TRACE("_x2"); break;
1272 case 2: TRACE("_x4"); break;
1273 case 3: TRACE("_x8"); break;
1274 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1277 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1278 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1279 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1281 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1282 if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1285 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1287 struct wined3d_shader_version shader_version;
1288 const DWORD *ptr = byte_code;
1289 const char *type_prefix;
1292 TRACE("Parsing %p.\n", byte_code);
1294 fe->shader_read_header(fe_data, &ptr, &shader_version);
1296 switch (shader_version.type)
1298 case WINED3D_SHADER_TYPE_VERTEX:
1302 case WINED3D_SHADER_TYPE_GEOMETRY:
1306 case WINED3D_SHADER_TYPE_PIXEL:
1311 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1312 type_prefix = "unknown";
1316 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1318 while (!fe->shader_is_end(fe_data, &ptr))
1320 struct wined3d_shader_instruction ins;
1321 const char *comment;
1326 fe->shader_read_comment(&ptr, &comment, &comment_size);
1329 if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1331 const char *end = comment + comment_size;
1332 const char *ptr = comment + 4;
1333 const char *line = ptr;
1340 UINT len = ptr - line;
1341 if (len && *(ptr - 1) == '\r') --len;
1342 TRACE("// %s\n", debugstr_an(line, len));
1347 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1349 else TRACE("// %s\n", debugstr_an(comment, comment_size));
1353 fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size);
1354 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1356 TRACE("Skipping unrecognized instruction.\n");
1361 if (ins.handler_idx == WINED3DSIH_DCL)
1363 struct wined3d_shader_semantic semantic;
1365 fe->shader_read_semantic(&ptr, &semantic);
1367 shader_dump_decl_usage(&semantic, &shader_version);
1368 shader_dump_ins_modifiers(&semantic.reg);
1370 shader_dump_dst_param(&semantic.reg, &shader_version);
1372 else if (ins.handler_idx == WINED3DSIH_DEF)
1374 struct wined3d_shader_src_param rel_addr;
1375 struct wined3d_shader_dst_param dst;
1377 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1379 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1380 *(const float *)(ptr),
1381 *(const float *)(ptr + 1),
1382 *(const float *)(ptr + 2),
1383 *(const float *)(ptr + 3));
1386 else if (ins.handler_idx == WINED3DSIH_DEFI)
1388 struct wined3d_shader_src_param rel_addr;
1389 struct wined3d_shader_dst_param dst;
1391 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1393 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1400 else if (ins.handler_idx == WINED3DSIH_DEFB)
1402 struct wined3d_shader_src_param rel_addr;
1403 struct wined3d_shader_dst_param dst;
1405 fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1407 TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1412 struct wined3d_shader_src_param dst_rel_addr[2];
1413 struct wined3d_shader_src_param src_rel_addr;
1414 struct wined3d_shader_dst_param dst_param[2];
1415 struct wined3d_shader_src_param src_param;
1417 for (i = 0; i < ins.dst_count; ++i)
1419 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1422 /* Print out predication source token first - it follows
1423 * the destination token. */
1426 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1428 shader_dump_src_param(&src_param, &shader_version);
1432 /* PixWin marks instructions with the coissue flag with a '+' */
1433 if (ins.coissue) TRACE("+");
1435 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1437 if (ins.handler_idx == WINED3DSIH_IFC
1438 || ins.handler_idx == WINED3DSIH_BREAKC)
1442 case COMPARISON_GT: TRACE("_gt"); break;
1443 case COMPARISON_EQ: TRACE("_eq"); break;
1444 case COMPARISON_GE: TRACE("_ge"); break;
1445 case COMPARISON_LT: TRACE("_lt"); break;
1446 case COMPARISON_NE: TRACE("_ne"); break;
1447 case COMPARISON_LE: TRACE("_le"); break;
1448 default: TRACE("_(%u)", ins.flags);
1451 else if (ins.handler_idx == WINED3DSIH_TEX
1452 && shader_version.major >= 2
1453 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1458 /* We already read the destination tokens, print them. */
1459 for (i = 0; i < ins.dst_count; ++i)
1461 shader_dump_ins_modifiers(&dst_param[i]);
1462 TRACE(!i ? " " : ", ");
1463 shader_dump_dst_param(&dst_param[i], &shader_version);
1466 /* Other source tokens */
1467 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1469 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1470 TRACE(!i ? " " : ", ");
1471 shader_dump_src_param(&src_param, &shader_version);
1478 static void shader_cleanup(IWineD3DBaseShader *iface)
1480 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1482 shader->baseShader.device->shader_backend->shader_destroy(iface);
1483 HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1484 HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1485 shader_delete_constant_list(&shader->baseShader.constantsF);
1486 shader_delete_constant_list(&shader->baseShader.constantsB);
1487 shader_delete_constant_list(&shader->baseShader.constantsI);
1488 list_remove(&shader->baseShader.shader_list_entry);
1490 if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1492 shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1496 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1497 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1498 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1499 enum tex_types tex_type, const SIZE *ds_mask_size) {}
1500 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1501 static void shader_none_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1502 static void shader_none_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1503 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1504 static void shader_none_load_np2fixup_constants(void *shader_priv,
1505 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1506 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1507 static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
1508 static void shader_none_free(IWineD3DDeviceImpl *device) {}
1509 static BOOL shader_none_dirty_const(void) {return FALSE;}
1511 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1513 /* Set the shader caps to 0 for the none shader backend */
1514 caps->VertexShaderVersion = 0;
1515 caps->MaxVertexShaderConst = 0;
1516 caps->PixelShaderVersion = 0;
1517 caps->PixelShader1xMaxValue = 0.0f;
1518 caps->MaxPixelShaderConst = 0;
1519 caps->VSClipping = FALSE;
1522 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1524 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1526 TRACE("Checking support for fixup:\n");
1527 dump_color_fixup_desc(fixup);
1530 /* Faked to make some apps happy. */
1531 if (!is_complex_fixup(fixup))
1537 TRACE("[FAILED]\n");
1541 const shader_backend_t none_shader_backend = {
1542 shader_none_handle_instruction,
1544 shader_none_select_depth_blt,
1545 shader_none_deselect_depth_blt,
1546 shader_none_update_float_vertex_constants,
1547 shader_none_update_float_pixel_constants,
1548 shader_none_load_constants,
1549 shader_none_load_np2fixup_constants,
1550 shader_none_destroy,
1553 shader_none_dirty_const,
1554 shader_none_get_caps,
1555 shader_none_color_fixup_supported,
1558 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1562 *data_size = shader->baseShader.functionLength;
1566 if (*data_size < shader->baseShader.functionLength)
1568 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1569 * than the required size we should write the required size and
1570 * return D3DERR_MOREDATA. That's not actually true. */
1571 return WINED3DERR_INVALIDCALL;
1574 memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1579 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1580 const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1582 struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1583 const struct wined3d_shader_frontend *fe;
1586 TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1587 shader, byte_code, output_signature, float_const_count);
1589 fe = shader_select_frontend(*byte_code);
1592 FIXME("Unable to find frontend for shader.\n");
1593 return WINED3DERR_INVALIDCALL;
1595 shader->baseShader.frontend = fe;
1596 shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1597 if (!shader->baseShader.frontend_data)
1599 FIXME("Failed to initialize frontend.\n");
1600 return WINED3DERR_INVALIDCALL;
1603 /* First pass: trace shader. */
1604 if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1606 /* Initialize immediate constant lists. */
1607 list_init(&shader->baseShader.constantsF);
1608 list_init(&shader->baseShader.constantsB);
1609 list_init(&shader->baseShader.constantsI);
1611 /* Second pass: figure out which registers are used, what the semantics are, etc. */
1612 hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1613 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1614 byte_code, float_const_count);
1615 if (FAILED(hr)) return hr;
1617 shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1618 if (!shader->baseShader.function) return E_OUTOFMEMORY;
1619 memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1624 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1626 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1628 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1629 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1630 || IsEqualGUID(riid, &IID_IWineD3DBase)
1631 || IsEqualGUID(riid, &IID_IUnknown))
1633 IUnknown_AddRef(iface);
1638 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1641 return E_NOINTERFACE;
1644 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1646 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1647 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1649 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1654 /* Do not call while under the GL lock. */
1655 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1657 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1658 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1660 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1664 shader_cleanup((IWineD3DBaseShader *)iface);
1665 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1666 HeapFree(GetProcessHeap(), 0, shader);
1672 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1674 TRACE("iface %p.\n", iface);
1676 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1679 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1681 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1683 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1686 /* Set local constants for d3d8 shaders. */
1687 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1688 UINT start_idx, const float *src_data, UINT count)
1690 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1691 IWineD3DDeviceImpl *device = shader->baseShader.device;
1694 TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1696 end_idx = start_idx + count;
1697 if (end_idx > device->d3d_vshader_constantF)
1699 WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1700 end_idx = device->d3d_vshader_constantF;
1703 for (i = start_idx; i < end_idx; ++i)
1705 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1706 if (!lconst) return E_OUTOFMEMORY;
1709 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1710 list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1716 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1718 /* IUnknown methods */
1719 vertexshader_QueryInterface,
1720 vertexshader_AddRef,
1721 vertexshader_Release,
1722 /* IWineD3DBase methods */
1723 vertexshader_GetParent,
1724 /* IWineD3DBaseShader methods */
1725 vertexshader_GetFunction,
1726 /* IWineD3DVertexShader methods */
1727 vertexshader_SetLocalConstantsF,
1730 void find_vs_compile_args(const struct wined3d_state *state,
1731 IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1733 args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1734 == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1735 args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1736 && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1737 args->swizzle_map = shader->baseShader.device->strided_streams.swizzle_map;
1740 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1742 if (usage_idx1 != usage_idx2) return FALSE;
1743 if (usage1 == usage2) return TRUE;
1744 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1745 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1750 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1751 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1753 WORD map = shader->baseShader.reg_maps.input_registers;
1756 for (i = 0; map; map >>= 1, ++i)
1758 if (!(map & 1)) continue;
1760 if (match_usage(shader->attributes[i].usage,
1761 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1770 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1772 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1773 shader->baseShader.reg_maps.shader_version.minor);
1774 IWineD3DDeviceImpl *device = shader->baseShader.device;
1776 shader->baseShader.limits.texcoord = 0;
1777 shader->baseShader.limits.attributes = 16;
1778 shader->baseShader.limits.packed_input = 0;
1780 switch (shader_version)
1782 case WINED3D_SHADER_VERSION(1, 0):
1783 case WINED3D_SHADER_VERSION(1, 1):
1784 shader->baseShader.limits.temporary = 12;
1785 shader->baseShader.limits.constant_bool = 0;
1786 shader->baseShader.limits.constant_int = 0;
1787 shader->baseShader.limits.address = 1;
1788 shader->baseShader.limits.packed_output = 12;
1789 shader->baseShader.limits.sampler = 0;
1790 shader->baseShader.limits.label = 0;
1791 /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1792 * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1794 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1797 case WINED3D_SHADER_VERSION(2, 0):
1798 case WINED3D_SHADER_VERSION(2, 1):
1799 shader->baseShader.limits.temporary = 12;
1800 shader->baseShader.limits.constant_bool = 16;
1801 shader->baseShader.limits.constant_int = 16;
1802 shader->baseShader.limits.address = 1;
1803 shader->baseShader.limits.packed_output = 12;
1804 shader->baseShader.limits.sampler = 0;
1805 shader->baseShader.limits.label = 16;
1806 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1809 case WINED3D_SHADER_VERSION(4, 0):
1810 FIXME("Using 3.0 limits for 4.0 shader.\n");
1813 case WINED3D_SHADER_VERSION(3, 0):
1814 shader->baseShader.limits.temporary = 32;
1815 shader->baseShader.limits.constant_bool = 32;
1816 shader->baseShader.limits.constant_int = 32;
1817 shader->baseShader.limits.address = 1;
1818 shader->baseShader.limits.packed_output = 12;
1819 shader->baseShader.limits.sampler = 4;
1820 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1821 /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1822 * even though they are capable of supporting much more (GL
1823 * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1824 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1825 * shaders to 256. */
1826 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1830 shader->baseShader.limits.temporary = 12;
1831 shader->baseShader.limits.constant_bool = 16;
1832 shader->baseShader.limits.constant_int = 16;
1833 shader->baseShader.limits.address = 1;
1834 shader->baseShader.limits.packed_output = 12;
1835 shader->baseShader.limits.sampler = 0;
1836 shader->baseShader.limits.label = 16;
1837 shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1838 FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1839 shader->baseShader.reg_maps.shader_version.major,
1840 shader->baseShader.reg_maps.shader_version.minor);
1844 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1845 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1846 void *parent, const struct wined3d_parent_ops *parent_ops)
1848 struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1853 if (!byte_code) return WINED3DERR_INVALIDCALL;
1855 shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1856 shader_init(&shader->baseShader, device, parent, parent_ops);
1858 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1859 output_signature, device->d3d_vshader_constantF);
1862 WARN("Failed to set function, hr %#x.\n", hr);
1863 shader_cleanup((IWineD3DBaseShader *)shader);
1867 map = reg_maps->input_registers;
1868 for (i = 0; map; map >>= 1, ++i)
1870 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1872 shader->attributes[i].usage =
1873 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1874 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1877 if (output_signature)
1879 for (i = 0; i < output_signature->element_count; ++i)
1881 struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1882 reg_maps->output_registers |= 1 << e->register_idx;
1883 shader->baseShader.output_signature[e->register_idx] = *e;
1887 vertexshader_set_limits(shader);
1889 shader->baseShader.load_local_constsF = reg_maps->usesrelconstF
1890 && !list_empty(&shader->baseShader.constantsF);
1895 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1896 REFIID riid, void **object)
1898 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1900 if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1901 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1902 || IsEqualGUID(riid, &IID_IWineD3DBase)
1903 || IsEqualGUID(riid, &IID_IUnknown))
1905 IUnknown_AddRef(iface);
1910 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1913 return E_NOINTERFACE;
1916 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1918 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1919 ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1921 TRACE("%p increasing refcount to %u.\n", shader, refcount);
1926 /* Do not call while under the GL lock. */
1927 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1929 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1930 ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1932 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1936 shader_cleanup((IWineD3DBaseShader *)iface);
1937 shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1938 HeapFree(GetProcessHeap(), 0, shader);
1944 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1946 TRACE("iface %p.\n", iface);
1948 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1951 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1953 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1955 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1958 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1960 /* IUnknown methods */
1961 geometryshader_QueryInterface,
1962 geometryshader_AddRef,
1963 geometryshader_Release,
1964 /* IWineD3DBase methods */
1965 geometryshader_GetParent,
1966 /* IWineD3DBaseShader methods */
1967 geometryshader_GetFunction,
1970 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
1971 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1972 void *parent, const struct wined3d_parent_ops *parent_ops)
1976 shader->vtbl = &wined3d_geometryshader_vtbl;
1977 shader_init(&shader->base_shader, device, parent, parent_ops);
1979 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
1982 WARN("Failed to set function, hr %#x.\n", hr);
1983 shader_cleanup((IWineD3DBaseShader *)shader);
1987 shader->base_shader.load_local_constsF = FALSE;
1992 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
1994 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1996 if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
1997 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1998 || IsEqualGUID(riid, &IID_IWineD3DBase)
1999 || IsEqualGUID(riid, &IID_IUnknown))
2001 IUnknown_AddRef(iface);
2006 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2009 return E_NOINTERFACE;
2012 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2014 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2015 ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2017 TRACE("%p increasing refcount to %u.\n", shader, refcount);
2022 /* Do not call while under the GL lock. */
2023 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2025 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2026 ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2028 TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2032 shader_cleanup((IWineD3DBaseShader *)iface);
2033 shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2034 HeapFree(GetProcessHeap(), 0, shader);
2040 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2042 TRACE("iface %p.\n", iface);
2044 return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2047 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2049 TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2051 return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2054 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2056 /* IUnknown methods */
2057 pixelshader_QueryInterface,
2059 pixelshader_Release,
2060 /* IWineD3DBase methods */
2061 pixelshader_GetParent,
2062 /* IWineD3DBaseShader methods */
2063 pixelshader_GetFunction
2066 void find_ps_compile_args(const struct wined3d_state *state,
2067 IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2069 IWineD3DDeviceImpl *device = shader->baseShader.device;
2070 IWineD3DBaseTextureImpl *texture;
2073 memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2074 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2076 IWineD3DSurfaceImpl *rt = device->render_targets[0];
2077 if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2080 if (shader->baseShader.reg_maps.shader_version.major == 1
2081 && shader->baseShader.reg_maps.shader_version.minor <= 3)
2083 for (i = 0; i < 4; ++i)
2085 DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2086 DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2087 if (flags & WINED3DTTFF_PROJECTED)
2088 tex_transform |= WINED3D_PSARGS_PROJECTED;
2089 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2093 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2095 if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2096 texture = state->textures[i];
2099 args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2102 args->color_fixup[i] = texture->resource.format->color_fixup;
2104 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2105 args->shadow |= 1 << i;
2107 /* Flag samplers that need NP2 texcoord fixup. */
2108 if (!texture->baseTexture.pow2Matrix_identity)
2110 args->np2_fixup |= (1 << i);
2113 if (shader->baseShader.reg_maps.shader_version.major >= 3)
2115 if (device->strided_streams.position_transformed)
2117 args->vp_mode = pretransformed;
2119 else if (use_vs(state))
2121 args->vp_mode = vertexshader;
2125 args->vp_mode = fixedfunction;
2127 args->fog = FOG_OFF;
2131 args->vp_mode = vertexshader;
2132 if (state->render_states[WINED3DRS_FOGENABLE])
2134 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2136 case WINED3DFOG_NONE:
2137 if (device->strided_streams.position_transformed || use_vs(state))
2139 args->fog = FOG_LINEAR;
2143 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2145 case WINED3DFOG_NONE: /* Fall through. */
2146 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2147 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2148 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2152 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2153 case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
2154 case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
2159 args->fog = FOG_OFF;
2164 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2166 DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2167 shader->baseShader.reg_maps.shader_version.minor);
2169 shader->baseShader.limits.attributes = 0;
2170 shader->baseShader.limits.address = 0;
2171 shader->baseShader.limits.packed_output = 0;
2173 switch (shader_version)
2175 case WINED3D_SHADER_VERSION(1, 0):
2176 case WINED3D_SHADER_VERSION(1, 1):
2177 case WINED3D_SHADER_VERSION(1, 2):
2178 case WINED3D_SHADER_VERSION(1, 3):
2179 shader->baseShader.limits.temporary = 2;
2180 shader->baseShader.limits.constant_float = 8;
2181 shader->baseShader.limits.constant_int = 0;
2182 shader->baseShader.limits.constant_bool = 0;
2183 shader->baseShader.limits.texcoord = 4;
2184 shader->baseShader.limits.sampler = 4;
2185 shader->baseShader.limits.packed_input = 0;
2186 shader->baseShader.limits.label = 0;
2189 case WINED3D_SHADER_VERSION(1, 4):
2190 shader->baseShader.limits.temporary = 6;
2191 shader->baseShader.limits.constant_float = 8;
2192 shader->baseShader.limits.constant_int = 0;
2193 shader->baseShader.limits.constant_bool = 0;
2194 shader->baseShader.limits.texcoord = 6;
2195 shader->baseShader.limits.sampler = 6;
2196 shader->baseShader.limits.packed_input = 0;
2197 shader->baseShader.limits.label = 0;
2200 /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2201 case WINED3D_SHADER_VERSION(2, 0):
2202 shader->baseShader.limits.temporary = 32;
2203 shader->baseShader.limits.constant_float = 32;
2204 shader->baseShader.limits.constant_int = 16;
2205 shader->baseShader.limits.constant_bool = 16;
2206 shader->baseShader.limits.texcoord = 8;
2207 shader->baseShader.limits.sampler = 16;
2208 shader->baseShader.limits.packed_input = 0;
2211 case WINED3D_SHADER_VERSION(2, 1):
2212 shader->baseShader.limits.temporary = 32;
2213 shader->baseShader.limits.constant_float = 32;
2214 shader->baseShader.limits.constant_int = 16;
2215 shader->baseShader.limits.constant_bool = 16;
2216 shader->baseShader.limits.texcoord = 8;
2217 shader->baseShader.limits.sampler = 16;
2218 shader->baseShader.limits.packed_input = 0;
2219 shader->baseShader.limits.label = 16;
2222 case WINED3D_SHADER_VERSION(4, 0):
2223 FIXME("Using 3.0 limits for 4.0 shader.\n");
2226 case WINED3D_SHADER_VERSION(3, 0):
2227 shader->baseShader.limits.temporary = 32;
2228 shader->baseShader.limits.constant_float = 224;
2229 shader->baseShader.limits.constant_int = 16;
2230 shader->baseShader.limits.constant_bool = 16;
2231 shader->baseShader.limits.texcoord = 0;
2232 shader->baseShader.limits.sampler = 16;
2233 shader->baseShader.limits.packed_input = 12;
2234 shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2238 shader->baseShader.limits.temporary = 32;
2239 shader->baseShader.limits.constant_float = 32;
2240 shader->baseShader.limits.constant_int = 16;
2241 shader->baseShader.limits.constant_bool = 16;
2242 shader->baseShader.limits.texcoord = 8;
2243 shader->baseShader.limits.sampler = 16;
2244 shader->baseShader.limits.packed_input = 0;
2245 shader->baseShader.limits.label = 0;
2246 FIXME("Unrecognized pixel shader version %u.%u\n",
2247 shader->baseShader.reg_maps.shader_version.major,
2248 shader->baseShader.reg_maps.shader_version.minor);
2252 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2253 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2254 void *parent, const struct wined3d_parent_ops *parent_ops)
2256 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2257 unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2260 if (!byte_code) return WINED3DERR_INVALIDCALL;
2262 shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2263 shader_init(&shader->baseShader, device, parent, parent_ops);
2265 hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2266 output_signature, device->d3d_pshader_constantF);
2269 WARN("Failed to set function, hr %#x.\n", hr);
2270 shader_cleanup((IWineD3DBaseShader *)shader);
2274 pixelshader_set_limits(shader);
2276 for (i = 0; i < MAX_REG_INPUT; ++i)
2278 if (shader->input_reg_used[i])
2281 highest_reg_used = i;
2285 /* Don't do any register mapping magic if it is not needed, or if we can't
2286 * achieve anything anyway */
2287 if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2288 || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2290 if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2292 /* This happens with relative addressing. The input mapper function
2293 * warns about this if the higher registers are declared too, so
2294 * don't write a FIXME here */
2295 WARN("More varying registers used than supported\n");
2298 for (i = 0; i < MAX_REG_INPUT; ++i)
2300 shader->input_reg_map[i] = i;
2303 shader->declared_in_count = highest_reg_used + 1;
2307 shader->declared_in_count = 0;
2308 for (i = 0; i < MAX_REG_INPUT; ++i)
2310 if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2311 else shader->input_reg_map[i] = ~0U;
2315 shader->baseShader.load_local_constsF = FALSE;
2320 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2322 WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2325 if (reg_maps->shader_version.major != 1) return;
2327 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2329 /* We don't sample from this sampler. */
2330 if (!sampler_type[i]) continue;
2334 WARN("No texture bound to sampler %u, using 2D.\n", i);
2335 sampler_type[i] = WINED3DSTT_2D;
2339 switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2341 case GL_TEXTURE_RECTANGLE_ARB:
2343 /* We have to select between texture rectangles and 2D
2344 * textures later because 2.0 and 3.0 shaders only have
2345 * WINED3DSTT_2D as well. */
2346 sampler_type[i] = WINED3DSTT_2D;
2350 sampler_type[i] = WINED3DSTT_VOLUME;
2353 case GL_TEXTURE_CUBE_MAP_ARB:
2354 sampler_type[i] = WINED3DSTT_CUBE;
2358 FIXME("Unrecognized texture type %#x, using 2D.\n",
2359 ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2360 sampler_type[i] = WINED3DSTT_2D;