2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 static const char *shader_opcode_names[] =
37 /* WINED3DSIH_ABS */ "abs",
38 /* WINED3DSIH_ADD */ "add",
39 /* WINED3DSIH_BEM */ "bem",
40 /* WINED3DSIH_BREAK */ "break",
41 /* WINED3DSIH_BREAKC */ "breakc",
42 /* WINED3DSIH_BREAKP */ "breakp",
43 /* WINED3DSIH_CALL */ "call",
44 /* WINED3DSIH_CALLNZ */ "callnz",
45 /* WINED3DSIH_CMP */ "cmp",
46 /* WINED3DSIH_CND */ "cnd",
47 /* WINED3DSIH_CRS */ "crs",
48 /* WINED3DSIH_DCL */ "dcl",
49 /* WINED3DSIH_DEF */ "def",
50 /* WINED3DSIH_DEFB */ "defb",
51 /* WINED3DSIH_DEFI */ "defi",
52 /* WINED3DSIH_DP2ADD */ "dp2add",
53 /* WINED3DSIH_DP3 */ "dp3",
54 /* WINED3DSIH_DP4 */ "dp4",
55 /* WINED3DSIH_DST */ "dst",
56 /* WINED3DSIH_DSX */ "dsx",
57 /* WINED3DSIH_DSY */ "dsy",
58 /* WINED3DSIH_ELSE */ "else",
59 /* WINED3DSIH_ENDIF */ "endif",
60 /* WINED3DSIH_ENDLOOP */ "endloop",
61 /* WINED3DSIH_ENDREP */ "endrep",
62 /* WINED3DSIH_EXP */ "exp",
63 /* WINED3DSIH_EXPP */ "expp",
64 /* WINED3DSIH_FRC */ "frc",
65 /* WINED3DSIH_IF */ "if",
66 /* WINED3DSIH_IFC */ "ifc",
67 /* WINED3DSIH_LABEL */ "label",
68 /* WINED3DSIH_LIT */ "lit",
69 /* WINED3DSIH_LOG */ "log",
70 /* WINED3DSIH_LOGP */ "logp",
71 /* WINED3DSIH_LOOP */ "loop",
72 /* WINED3DSIH_LRP */ "lrp",
73 /* WINED3DSIH_M3x2 */ "m3x2",
74 /* WINED3DSIH_M3x3 */ "m3x3",
75 /* WINED3DSIH_M3x4 */ "m3x4",
76 /* WINED3DSIH_M4x3 */ "m4x3",
77 /* WINED3DSIH_M4x4 */ "m4x4",
78 /* WINED3DSIH_MAD */ "mad",
79 /* WINED3DSIH_MAX */ "max",
80 /* WINED3DSIH_MIN */ "min",
81 /* WINED3DSIH_MOV */ "mov",
82 /* WINED3DSIH_MOVA */ "mova",
83 /* WINED3DSIH_MUL */ "mul",
84 /* WINED3DSIH_NOP */ "nop",
85 /* WINED3DSIH_NRM */ "nrm",
86 /* WINED3DSIH_PHASE */ "phase",
87 /* WINED3DSIH_POW */ "pow",
88 /* WINED3DSIH_RCP */ "rcp",
89 /* WINED3DSIH_REP */ "rep",
90 /* WINED3DSIH_RET */ "ret",
91 /* WINED3DSIH_RSQ */ "rsq",
92 /* WINED3DSIH_SETP */ "setp",
93 /* WINED3DSIH_SGE */ "sge",
94 /* WINED3DSIH_SGN */ "sgn",
95 /* WINED3DSIH_SINCOS */ "sincos",
96 /* WINED3DSIH_SLT */ "slt",
97 /* WINED3DSIH_SUB */ "sub",
98 /* WINED3DSIH_TEX */ "texld",
99 /* WINED3DSIH_TEXBEM */ "texbem",
100 /* WINED3DSIH_TEXBEML */ "texbeml",
101 /* WINED3DSIH_TEXCOORD */ "texcrd",
102 /* WINED3DSIH_TEXDEPTH */ "texdepth",
103 /* WINED3DSIH_TEXDP3 */ "texdp3",
104 /* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
105 /* WINED3DSIH_TEXKILL */ "texkill",
106 /* WINED3DSIH_TEXLDD */ "texldd",
107 /* WINED3DSIH_TEXLDL */ "texldl",
108 /* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
109 /* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
110 /* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
111 /* WINED3DSIH_TEXM3x3 */ "texm3x3",
112 /* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
113 /* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
114 /* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
115 /* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
116 /* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
117 /* WINED3DSIH_TEXREG2AR */ "texreg2ar",
118 /* WINED3DSIH_TEXREG2GB */ "texreg2gb",
119 /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
122 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
124 switch (version_token >> 16)
128 return &sm1_shader_frontend;
133 return &sm4_shader_frontend;
136 FIXME("Unrecognised version token %#x\n", version_token);
141 void shader_buffer_init(struct SHADER_BUFFER *buffer)
143 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
144 buffer->buffer[0] = '\0';
147 buffer->newline = TRUE;
150 void shader_buffer_free(struct SHADER_BUFFER *buffer)
152 HeapFree(GetProcessHeap(), 0, buffer->buffer);
155 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
157 char* base = buffer->buffer + buffer->bsize;
160 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
162 if (rc < 0 || /* C89 */
163 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
165 ERR("The buffer allocated for the shader program string "
166 "is too small at %d bytes.\n", SHADER_PGMSIZE);
167 buffer->bsize = SHADER_PGMSIZE - 1;
171 if (buffer->newline) {
172 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
173 buffer->newline = FALSE;
179 if (buffer->buffer[buffer->bsize-1] == '\n') {
181 buffer->newline = TRUE;
186 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
191 va_start(args, format);
192 ret = shader_vaddline(buffer, format, args);
198 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
201 shader->device = device;
202 list_init(&shader->linked_programs);
205 /* Convert floating point offset relative
206 * to a register file to an absolute offset for float constants */
207 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
209 switch (register_type)
211 case WINED3DSPR_CONST: return register_idx;
212 case WINED3DSPR_CONST2: return 2048 + register_idx;
213 case WINED3DSPR_CONST3: return 4096 + register_idx;
214 case WINED3DSPR_CONST4: return 6144 + register_idx;
216 FIXME("Unsupported register type: %d\n", register_type);
221 static void shader_delete_constant_list(struct list* clist) {
224 struct local_constant* constant;
226 ptr = list_head(clist);
228 constant = LIST_ENTRY(ptr, struct local_constant, entry);
229 ptr = list_next(clist, ptr);
230 HeapFree(GetProcessHeap(), 0, constant);
235 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
240 bitmap[idx] |= (1 << shift);
243 static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
244 const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
248 case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
249 if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord[reg->idx] = 1;
250 else reg_maps->address[reg->idx] = 1;
253 case WINED3DSPR_TEMP:
254 reg_maps->temporary[reg->idx] = 1;
257 case WINED3DSPR_INPUT:
258 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
262 /* If relative addressing is used, we must assume that all registers
263 * are used. Even if it is a construct like v3[aL], we can't assume
264 * that v0, v1 and v2 aren't read because aL can be negative */
266 for (i = 0; i < MAX_REG_INPUT; ++i)
268 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
273 ((IWineD3DPixelShaderImpl *)This)->input_reg_used[reg->idx] = TRUE;
276 else reg_maps->input_registers |= 1 << reg->idx;
279 case WINED3DSPR_RASTOUT:
280 if (reg->idx == 1) reg_maps->fog = 1;
283 case WINED3DSPR_MISCTYPE:
284 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
286 if (reg->idx == 0) reg_maps->vpos = 1;
287 else if (reg->idx == 1) reg_maps->usesfacing = 1;
291 case WINED3DSPR_CONST:
294 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
296 if (reg->idx <= ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
297 ((IWineD3DVertexShaderImpl *)This)->min_rel_offset = reg->idx;
298 else if (reg->idx >= ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
299 ((IWineD3DVertexShaderImpl *)This)->max_rel_offset = reg->idx;
301 reg_maps->usesrelconstF = TRUE;
305 set_bitmap_bit(reg_maps->constf, reg->idx);
309 case WINED3DSPR_CONSTINT:
310 reg_maps->integer_constants |= (1 << reg->idx);
313 case WINED3DSPR_CONSTBOOL:
314 reg_maps->boolean_constants |= (1 << reg->idx);
317 case WINED3DSPR_COLOROUT:
318 reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
322 TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
327 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
331 case WINED3DSIH_M4x4:
332 case WINED3DSIH_M3x4:
333 return param == 1 ? 3 : 0;
335 case WINED3DSIH_M4x3:
336 case WINED3DSIH_M3x3:
337 return param == 1 ? 2 : 0;
339 case WINED3DSIH_M3x2:
340 return param == 1 ? 1 : 0;
347 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
349 static const char *semantic_names[] =
351 /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
352 /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
353 /* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
354 /* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
355 /* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
356 /* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
357 /* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
358 /* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
359 /* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
360 /* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
361 /* WINED3DDECLUSAGE_COLOR */ "COLOR",
362 /* WINED3DDECLUSAGE_FOG */ "FOG",
363 /* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
364 /* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
367 if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
369 FIXME("Unrecognized usage %#x\n", usage);
370 return "UNRECOGNIZED";
373 return semantic_names[usage];
376 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
378 return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
381 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
382 const struct wined3d_shader_semantic *s)
384 e->semantic_name = shader_semantic_name_from_usage(s->usage);
385 e->semantic_idx = s->usage_idx;
386 e->sysval_semantic = 0;
387 e->component_type = 0;
388 e->register_idx = s->reg.reg.idx;
389 e->mask = s->reg.write_mask;
392 /* Note that this does not count the loop register
393 * as an address register. */
395 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
396 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
397 struct wined3d_shader_signature_element *input_signature,
398 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
400 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
401 void *fe_data = This->baseShader.frontend_data;
402 struct wined3d_shader_version shader_version;
403 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
404 const DWORD* pToken = byte_code;
406 /* There are some minor differences between pixel and vertex shaders */
408 memset(reg_maps, 0, sizeof(*reg_maps));
410 /* get_registers_used is called on every compile on some 1.x shaders, which can result
411 * in stacking up a collection of local constants. Delete the old constants if existing
413 shader_delete_constant_list(&This->baseShader.constantsF);
414 shader_delete_constant_list(&This->baseShader.constantsB);
415 shader_delete_constant_list(&This->baseShader.constantsI);
417 fe->shader_read_header(fe_data, &pToken, &shader_version);
418 reg_maps->shader_version = shader_version;
420 reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
421 sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
422 if(!reg_maps->constf) {
423 ERR("Out of memory\n");
424 return E_OUTOFMEMORY;
427 while (!fe->shader_is_end(fe_data, &pToken))
429 struct wined3d_shader_instruction ins;
434 fe->shader_read_comment(&pToken, &comment);
435 if (comment) continue;
438 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
440 /* Unhandled opcode, and its parameters */
441 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
443 TRACE("Skipping unrecognized instruction.\n");
444 pToken += param_size;
448 /* Handle declarations */
449 if (ins.handler_idx == WINED3DSIH_DCL)
451 struct wined3d_shader_semantic semantic;
453 fe->shader_read_semantic(&pToken, &semantic);
455 switch (semantic.reg.reg.type)
457 /* Vshader: mark attributes used
458 * Pshader: mark 3.0 input registers used, save token */
459 case WINED3DSPR_INPUT:
460 reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
461 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
463 attributes[semantic.reg.reg.idx].usage = semantic.usage;
464 attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
468 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
472 /* Vshader: mark 3.0 output registers used, save token */
473 case WINED3DSPR_OUTPUT:
474 reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
475 shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
476 if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
479 /* Save sampler usage token */
480 case WINED3DSPR_SAMPLER:
481 reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
485 TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
489 else if (ins.handler_idx == WINED3DSIH_DEF)
491 struct wined3d_shader_dst_param dst;
492 struct wined3d_shader_src_param rel_addr;
494 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
495 if (!lconst) return E_OUTOFMEMORY;
497 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
498 lconst->idx = dst.reg.idx;
500 memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
503 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
504 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
506 float *value = (float *) lconst->value;
507 if(value[0] < -1.0) value[0] = -1.0;
508 else if(value[0] > 1.0) value[0] = 1.0;
509 if(value[1] < -1.0) value[1] = -1.0;
510 else if(value[1] > 1.0) value[1] = 1.0;
511 if(value[2] < -1.0) value[2] = -1.0;
512 else if(value[2] > 1.0) value[2] = 1.0;
513 if(value[3] < -1.0) value[3] = -1.0;
514 else if(value[3] > 1.0) value[3] = 1.0;
517 list_add_head(&This->baseShader.constantsF, &lconst->entry);
519 else if (ins.handler_idx == WINED3DSIH_DEFI)
521 struct wined3d_shader_dst_param dst;
522 struct wined3d_shader_src_param rel_addr;
524 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
525 if (!lconst) return E_OUTOFMEMORY;
527 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
528 lconst->idx = dst.reg.idx;
530 memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
533 list_add_head(&This->baseShader.constantsI, &lconst->entry);
534 reg_maps->local_int_consts |= (1 << dst.reg.idx);
536 else if (ins.handler_idx == WINED3DSIH_DEFB)
538 struct wined3d_shader_dst_param dst;
539 struct wined3d_shader_src_param rel_addr;
541 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
542 if (!lconst) return E_OUTOFMEMORY;
544 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
545 lconst->idx = dst.reg.idx;
547 memcpy(lconst->value, pToken, sizeof(DWORD));
550 list_add_head(&This->baseShader.constantsB, &lconst->entry);
551 reg_maps->local_bool_consts |= (1 << dst.reg.idx);
553 /* If there's a loop in the shader */
554 else if (ins.handler_idx == WINED3DSIH_LOOP
555 || ins.handler_idx == WINED3DSIH_REP)
557 struct wined3d_shader_src_param src, rel_addr;
559 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
561 /* Rep and Loop always use an integer constant for the control parameters */
562 if (ins.handler_idx == WINED3DSIH_REP)
564 reg_maps->integer_constants |= 1 << src.reg.idx;
568 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
569 reg_maps->integer_constants |= 1 << src.reg.idx;
573 if(cur_loop_depth > max_loop_depth)
574 max_loop_depth = cur_loop_depth;
576 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
577 || ins.handler_idx == WINED3DSIH_ENDREP)
581 /* For subroutine prototypes */
582 else if (ins.handler_idx == WINED3DSIH_LABEL)
584 struct wined3d_shader_src_param src, rel_addr;
586 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
587 reg_maps->labels[src.reg.idx] = 1;
589 /* Set texture, address, temporary registers */
593 BOOL color0_mov = FALSE;
595 /* This will loop over all the registers and try to
596 * make a bitmask of the ones we're interested in.
598 * Relative addressing tokens are ignored, but that's
599 * okay, since we'll catch any address registers when
600 * they are initialized (required by spec) */
604 struct wined3d_shader_dst_param dst_param;
605 struct wined3d_shader_src_param dst_rel_addr;
607 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
609 shader_record_register_usage(This, reg_maps, &dst_param.reg, shader_version.type);
611 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
612 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
613 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
614 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
615 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
617 reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
620 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
621 && dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
623 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
624 * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
625 * the mov and perform the sRGB write correction from the source register.
627 * However, if the mov is only partial, we can't do this, and if the write
628 * comes from an instruction other than MOV it is hard to do as well. If
629 * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
630 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
632 ps->color0_mov = FALSE;
633 if (ins.handler_idx == WINED3DSIH_MOV)
635 /* Used later when the source register is read. */
640 /* Declare 1.X samplers implicitly, based on the destination reg. number */
641 if (shader_version.major == 1
642 && (ins.handler_idx == WINED3DSIH_TEX
643 || ins.handler_idx == WINED3DSIH_TEXBEM
644 || ins.handler_idx == WINED3DSIH_TEXBEML
645 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
646 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
647 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
648 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
649 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
650 || ins.handler_idx == WINED3DSIH_TEXREG2AR
651 || ins.handler_idx == WINED3DSIH_TEXREG2GB
652 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
654 /* Fake sampler usage, only set reserved bit and ttype */
655 DWORD sampler_code = dst_param.reg.idx;
657 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
658 reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
660 /* texbem is only valid with < 1.4 pixel shaders */
661 if (ins.handler_idx == WINED3DSIH_TEXBEM
662 || ins.handler_idx == WINED3DSIH_TEXBEML)
664 reg_maps->bumpmat[sampler_code] = TRUE;
665 if (ins.handler_idx == WINED3DSIH_TEXBEML)
667 reg_maps->luminanceparams[sampler_code] = TRUE;
671 else if (ins.handler_idx == WINED3DSIH_BEM)
673 reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
677 if (ins.handler_idx == WINED3DSIH_NRM)
679 reg_maps->usesnrm = 1;
681 else if (ins.handler_idx == WINED3DSIH_DSY)
683 reg_maps->usesdsy = 1;
685 else if (ins.handler_idx == WINED3DSIH_DSX)
687 reg_maps->usesdsx = 1;
689 else if(ins.handler_idx == WINED3DSIH_TEXLDD)
691 reg_maps->usestexldd = 1;
693 else if(ins.handler_idx == WINED3DSIH_TEXLDL)
695 reg_maps->usestexldl = 1;
697 else if(ins.handler_idx == WINED3DSIH_MOVA)
699 reg_maps->usesmova = 1;
701 else if(ins.handler_idx == WINED3DSIH_IFC)
703 reg_maps->usesifc = 1;
705 else if(ins.handler_idx == WINED3DSIH_CALL)
707 reg_maps->usescall = 1;
710 limit = ins.src_count + (ins.predicate ? 1 : 0);
711 for (i = 0; i < limit; ++i)
713 struct wined3d_shader_src_param src_param, src_rel_addr;
716 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
717 count = get_instr_extra_regcount(ins.handler_idx, i);
719 shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
723 shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
729 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
730 if(src_param.reg.type == WINED3DSPR_TEMP &&
731 src_param.swizzle == WINED3DSP_NOSWIZZLE)
733 ps->color0_mov = TRUE;
734 ps->color0_reg = src_param.reg.idx;
740 reg_maps->loop_depth = max_loop_depth;
742 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
747 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
748 const struct wined3d_shader_version *shader_version)
752 if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
754 switch (semantic->sampler_type)
756 case WINED3DSTT_2D: TRACE("_2d"); break;
757 case WINED3DSTT_CUBE: TRACE("_cube"); break;
758 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
759 default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
764 /* Pixel shaders 3.0 don't have usage semantics */
765 if (shader_is_pshader_version(shader_version->type) && shader_version->major < 3)
770 switch (semantic->usage)
772 case WINED3DDECLUSAGE_POSITION:
773 TRACE("position%d", semantic->usage_idx);
775 case WINED3DDECLUSAGE_BLENDINDICES:
778 case WINED3DDECLUSAGE_BLENDWEIGHT:
781 case WINED3DDECLUSAGE_NORMAL:
782 TRACE("normal%d", semantic->usage_idx);
784 case WINED3DDECLUSAGE_PSIZE:
787 case WINED3DDECLUSAGE_COLOR:
788 if (semantic->usage_idx == 0) TRACE("color");
789 else TRACE("specular%d", (semantic->usage_idx - 1));
791 case WINED3DDECLUSAGE_TEXCOORD:
792 TRACE("texture%d", semantic->usage_idx);
794 case WINED3DDECLUSAGE_TANGENT:
797 case WINED3DDECLUSAGE_BINORMAL:
800 case WINED3DDECLUSAGE_TESSFACTOR:
803 case WINED3DDECLUSAGE_POSITIONT:
804 TRACE("positionT%d", semantic->usage_idx);
806 case WINED3DDECLUSAGE_FOG:
809 case WINED3DDECLUSAGE_DEPTH:
812 case WINED3DDECLUSAGE_SAMPLE:
816 FIXME("unknown_semantics(0x%08x)", semantic->usage);
821 static void shader_dump_register(const struct wined3d_shader_register *reg,
822 const struct wined3d_shader_version *shader_version)
824 static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
825 static const char * const misctype_reg_names[] = {"vPos", "vFace"};
826 UINT offset = reg->idx;
830 case WINED3DSPR_TEMP:
834 case WINED3DSPR_INPUT:
838 case WINED3DSPR_CONST:
839 case WINED3DSPR_CONST2:
840 case WINED3DSPR_CONST3:
841 case WINED3DSPR_CONST4:
843 offset = shader_get_float_offset(reg->type, reg->idx);
846 case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
847 TRACE("%c", shader_is_pshader_version(shader_version->type) ? 't' : 'a');
850 case WINED3DSPR_RASTOUT:
851 TRACE("%s", rastout_reg_names[reg->idx]);
854 case WINED3DSPR_COLOROUT:
858 case WINED3DSPR_DEPTHOUT:
862 case WINED3DSPR_ATTROUT:
866 case WINED3DSPR_TEXCRDOUT:
867 /* Vertex shaders >= 3.0 use general purpose output registers
868 * (WINED3DSPR_OUTPUT), which can include an address token */
869 if (shader_version->major >= 3) TRACE("o");
873 case WINED3DSPR_CONSTINT:
877 case WINED3DSPR_CONSTBOOL:
881 case WINED3DSPR_LABEL:
885 case WINED3DSPR_LOOP:
889 case WINED3DSPR_SAMPLER:
893 case WINED3DSPR_MISCTYPE:
894 if (reg->idx > 1) FIXME("Unhandled misctype register %d\n", reg->idx);
895 else TRACE("%s", misctype_reg_names[reg->idx]);
898 case WINED3DSPR_PREDICATE:
902 case WINED3DSPR_IMMCONST:
907 TRACE("unhandled_rtype(%#x)", reg->type);
911 if (reg->type == WINED3DSPR_IMMCONST)
914 switch (reg->immconst_type)
916 case WINED3D_IMMCONST_FLOAT:
917 TRACE("%.8e", *(float *)reg->immconst_data);
920 case WINED3D_IMMCONST_FLOAT4:
921 TRACE("%.8e, %.8e, %.8e, %.8e",
922 *(float *)®->immconst_data[0], *(float *)®->immconst_data[1],
923 *(float *)®->immconst_data[2], *(float *)®->immconst_data[3]);
927 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
932 else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
937 shader_dump_src_param(reg->rel_addr, shader_version);
941 if (reg->rel_addr) TRACE("]");
945 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
946 const struct wined3d_shader_version *shader_version)
948 DWORD write_mask = param->write_mask;
950 shader_dump_register(¶m->reg, shader_version);
952 if (write_mask != WINED3DSP_WRITEMASK_ALL)
954 static const char *write_mask_chars = "xyzw";
957 if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
958 if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
959 if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
960 if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
964 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
965 const struct wined3d_shader_version *shader_version)
967 DWORD src_modifier = param->modifiers;
968 DWORD swizzle = param->swizzle;
970 if (src_modifier == WINED3DSPSM_NEG
971 || src_modifier == WINED3DSPSM_BIASNEG
972 || src_modifier == WINED3DSPSM_SIGNNEG
973 || src_modifier == WINED3DSPSM_X2NEG
974 || src_modifier == WINED3DSPSM_ABSNEG)
976 else if (src_modifier == WINED3DSPSM_COMP)
978 else if (src_modifier == WINED3DSPSM_NOT)
981 if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
984 shader_dump_register(¶m->reg, shader_version);
988 switch (src_modifier)
990 case WINED3DSPSM_NONE: break;
991 case WINED3DSPSM_NEG: break;
992 case WINED3DSPSM_NOT: break;
993 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
994 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
995 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
996 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
997 case WINED3DSPSM_COMP: break;
998 case WINED3DSPSM_X2: TRACE("_x2"); break;
999 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
1000 case WINED3DSPSM_DZ: TRACE("_dz"); break;
1001 case WINED3DSPSM_DW: TRACE("_dw"); break;
1002 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
1003 case WINED3DSPSM_ABS: TRACE(")"); break;
1005 TRACE("_unknown_modifier(%#x)", src_modifier);
1009 if (swizzle != WINED3DSP_NOSWIZZLE)
1011 static const char *swizzle_chars = "xyzw";
1012 DWORD swizzle_x = swizzle & 0x03;
1013 DWORD swizzle_y = (swizzle >> 2) & 0x03;
1014 DWORD swizzle_z = (swizzle >> 4) & 0x03;
1015 DWORD swizzle_w = (swizzle >> 6) & 0x03;
1017 if (swizzle_x == swizzle_y
1018 && swizzle_x == swizzle_z
1019 && swizzle_x == swizzle_w)
1021 TRACE(".%c", swizzle_chars[swizzle_x]);
1025 TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1026 swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1031 /* Shared code in order to generate the bulk of the shader string.
1032 * NOTE: A description of how to parse tokens can be found on msdn */
1033 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
1034 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx)
1036 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
1037 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
1038 const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
1039 void *fe_data = This->baseShader.frontend_data;
1040 struct wined3d_shader_src_param src_rel_addr[4];
1041 struct wined3d_shader_src_param src_param[4];
1042 struct wined3d_shader_version shader_version;
1043 struct wined3d_shader_src_param dst_rel_addr;
1044 struct wined3d_shader_dst_param dst_param;
1045 struct wined3d_shader_instruction ins;
1046 struct wined3d_shader_context ctx;
1047 const DWORD *pToken = pFunction;
1050 /* Initialize current parsing state */
1052 ctx.reg_maps = reg_maps;
1053 ctx.buffer = buffer;
1054 ctx.backend_data = backend_ctx;
1057 ins.dst = &dst_param;
1058 ins.src = src_param;
1059 This->baseShader.parse_state.current_row = 0;
1061 fe->shader_read_header(fe_data, &pToken, &shader_version);
1063 while (!fe->shader_is_end(fe_data, &pToken))
1065 const char *comment;
1068 /* Skip comment tokens */
1069 fe->shader_read_comment(&pToken, &comment);
1070 if (comment) continue;
1073 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1075 /* Unknown opcode and its parameters */
1076 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1078 TRACE("Skipping unrecognized instruction.\n");
1079 pToken += param_size;
1084 if (ins.handler_idx == WINED3DSIH_DCL
1085 || ins.handler_idx == WINED3DSIH_NOP
1086 || ins.handler_idx == WINED3DSIH_DEF
1087 || ins.handler_idx == WINED3DSIH_DEFI
1088 || ins.handler_idx == WINED3DSIH_DEFB
1089 || ins.handler_idx == WINED3DSIH_PHASE)
1091 pToken += param_size;
1095 /* Destination token */
1096 if (ins.dst_count) fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1098 /* Predication token */
1099 if (ins.predicate) ins.predicate = *pToken++;
1101 /* Other source tokens */
1102 for (i = 0; i < ins.src_count; ++i)
1104 fe->shader_read_src_param(fe_data, &pToken, &src_param[i], &src_rel_addr[i]);
1107 /* Call appropriate function for output target */
1108 device->shader_backend->shader_handle_instruction(&ins);
1112 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1114 DWORD mmask = dst->modifiers;
1119 case 13: TRACE("_d8"); break;
1120 case 14: TRACE("_d4"); break;
1121 case 15: TRACE("_d2"); break;
1122 case 1: TRACE("_x2"); break;
1123 case 2: TRACE("_x4"); break;
1124 case 3: TRACE("_x8"); break;
1125 default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1128 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1129 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1130 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1132 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1134 FIXME("_unrecognized_modifier(%#x)", mmask);
1137 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
1139 struct wined3d_shader_version shader_version;
1140 const DWORD* pToken = pFunction;
1141 const char *type_prefix;
1144 TRACE("Parsing %p\n", pFunction);
1146 fe->shader_read_header(fe_data, &pToken, &shader_version);
1148 switch (shader_version.type)
1150 case WINED3D_SHADER_TYPE_VERTEX:
1154 case WINED3D_SHADER_TYPE_GEOMETRY:
1158 case WINED3D_SHADER_TYPE_PIXEL:
1163 FIXME("Unhandled shader type %#x.\n", shader_version.type);
1164 type_prefix = "unknown";
1168 TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1170 while (!fe->shader_is_end(fe_data, &pToken))
1172 struct wined3d_shader_instruction ins;
1173 const char *comment;
1177 fe->shader_read_comment(&pToken, &comment);
1180 TRACE("//%s\n", comment);
1184 fe->shader_read_opcode(fe_data, &pToken, &ins, ¶m_size);
1185 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1187 TRACE("Skipping unrecognized instruction.\n");
1188 pToken += param_size;
1192 if (ins.handler_idx == WINED3DSIH_DCL)
1194 struct wined3d_shader_semantic semantic;
1196 fe->shader_read_semantic(&pToken, &semantic);
1198 shader_dump_decl_usage(&semantic, &shader_version);
1199 shader_dump_ins_modifiers(&semantic.reg);
1201 shader_dump_dst_param(&semantic.reg, &shader_version);
1203 else if (ins.handler_idx == WINED3DSIH_DEF)
1205 struct wined3d_shader_dst_param dst;
1206 struct wined3d_shader_src_param rel_addr;
1208 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1210 TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1211 *(const float *)(pToken),
1212 *(const float *)(pToken + 1),
1213 *(const float *)(pToken + 2),
1214 *(const float *)(pToken + 3));
1217 else if (ins.handler_idx == WINED3DSIH_DEFI)
1219 struct wined3d_shader_dst_param dst;
1220 struct wined3d_shader_src_param rel_addr;
1222 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1224 TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1231 else if (ins.handler_idx == WINED3DSIH_DEFB)
1233 struct wined3d_shader_dst_param dst;
1234 struct wined3d_shader_src_param rel_addr;
1236 fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1238 TRACE("defb b%u = %s", dst.reg.idx, *pToken ? "true" : "false");
1243 struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1244 struct wined3d_shader_dst_param dst_param;
1245 struct wined3d_shader_src_param src_param;
1249 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1252 /* Print out predication source token first - it follows
1253 * the destination token. */
1256 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1258 shader_dump_src_param(&src_param, &shader_version);
1262 /* PixWin marks instructions with the coissue flag with a '+' */
1263 if (ins.coissue) TRACE("+");
1265 TRACE("%s", shader_opcode_names[ins.handler_idx]);
1267 if (ins.handler_idx == WINED3DSIH_IFC
1268 || ins.handler_idx == WINED3DSIH_BREAKC)
1272 case COMPARISON_GT: TRACE("_gt"); break;
1273 case COMPARISON_EQ: TRACE("_eq"); break;
1274 case COMPARISON_GE: TRACE("_ge"); break;
1275 case COMPARISON_LT: TRACE("_lt"); break;
1276 case COMPARISON_NE: TRACE("_ne"); break;
1277 case COMPARISON_LE: TRACE("_le"); break;
1278 default: TRACE("_(%u)", ins.flags);
1281 else if (ins.handler_idx == WINED3DSIH_TEX
1282 && shader_version.major >= 2
1283 && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1288 /* We already read the destination token, print it. */
1291 shader_dump_ins_modifiers(&dst_param);
1293 shader_dump_dst_param(&dst_param, &shader_version);
1296 /* Other source tokens */
1297 for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1299 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1300 TRACE(!i ? " " : ", ");
1301 shader_dump_src_param(&src_param, &shader_version);
1308 void shader_cleanup(IWineD3DBaseShader *iface)
1310 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1312 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1313 HeapFree(GetProcessHeap(), 0, This->baseShader.reg_maps.constf);
1314 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1315 shader_delete_constant_list(&This->baseShader.constantsF);
1316 shader_delete_constant_list(&This->baseShader.constantsB);
1317 shader_delete_constant_list(&This->baseShader.constantsI);
1318 list_remove(&This->baseShader.shader_list_entry);
1320 if (This->baseShader.frontend && This->baseShader.frontend_data)
1322 This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
1326 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1327 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1328 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1329 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1330 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1331 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1332 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1333 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1334 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1335 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1336 static void shader_none_free(IWineD3DDevice *iface) {}
1337 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1339 #define GLINFO_LOCATION (*gl_info)
1340 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1342 /* Set the shader caps to 0 for the none shader backend */
1343 pCaps->VertexShaderVersion = 0;
1344 pCaps->PixelShaderVersion = 0;
1345 pCaps->PixelShader1xMaxValue = 0.0;
1347 #undef GLINFO_LOCATION
1348 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1350 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1352 TRACE("Checking support for fixup:\n");
1353 dump_color_fixup_desc(fixup);
1356 /* Faked to make some apps happy. */
1357 if (!is_yuv_fixup(fixup))
1363 TRACE("[FAILED]\n");
1367 const shader_backend_t none_shader_backend = {
1368 shader_none_handle_instruction,
1370 shader_none_select_depth_blt,
1371 shader_none_deselect_depth_blt,
1372 shader_none_update_float_vertex_constants,
1373 shader_none_update_float_pixel_constants,
1374 shader_none_load_constants,
1375 shader_none_load_np2fixup_constants,
1376 shader_none_destroy,
1379 shader_none_dirty_const,
1380 shader_none_get_caps,
1381 shader_none_color_fixup_supported,