Sweden-Number/dlls/wined3d/shader_sm4.c

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/*
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode);
#define WINED3D_SM4_INSTRUCTION_MODIFIER (0x1u << 31)
#define WINED3D_SM4_MODIFIER_AOFFIMMI 0x1
#define WINED3D_SM4_AOFFIMMI_U_SHIFT 9
#define WINED3D_SM4_AOFFIMMI_U_MASK (0xfu << WINED3D_SM4_AOFFIMMI_U_SHIFT)
#define WINED3D_SM4_AOFFIMMI_V_SHIFT 13
#define WINED3D_SM4_AOFFIMMI_V_MASK (0xfu << WINED3D_SM4_AOFFIMMI_V_SHIFT)
#define WINED3D_SM4_AOFFIMMI_W_SHIFT 17
#define WINED3D_SM4_AOFFIMMI_W_MASK (0xfu << WINED3D_SM4_AOFFIMMI_W_SHIFT)
#define WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT 24
#define WINED3D_SM4_INSTRUCTION_LENGTH_MASK (0x1fu << WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT)
#define WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT 11
#define WINED3D_SM4_INSTRUCTION_FLAGS_MASK (0x7u << WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT)
#define WINED3D_SM4_RESOURCE_TYPE_SHIFT 11
#define WINED3D_SM4_RESOURCE_TYPE_MASK (0xfu << WINED3D_SM4_RESOURCE_TYPE_SHIFT)
#define WINED3D_SM4_PRIMITIVE_TYPE_SHIFT 11
#define WINED3D_SM4_PRIMITIVE_TYPE_MASK (0x3fu << WINED3D_SM4_PRIMITIVE_TYPE_SHIFT)
#define WINED3D_SM4_INDEX_TYPE_SHIFT 11
#define WINED3D_SM4_INDEX_TYPE_MASK (0x1u << WINED3D_SM4_INDEX_TYPE_SHIFT)
#define WINED3D_SM4_SAMPLER_MODE_SHIFT 11
#define WINED3D_SM4_SAMPLER_MODE_MASK (0xfu << WINED3D_SM4_SAMPLER_MODE_SHIFT)
#define WINED3D_SM4_SHADER_DATA_TYPE_SHIFT 11
#define WINED3D_SM4_SHADER_DATA_TYPE_MASK (0xfu << WINED3D_SM4_SHADER_DATA_TYPE_SHIFT)
#define WINED3D_SM4_INTERPOLATION_MODE_SHIFT 11
#define WINED3D_SM4_INTERPOLATION_MODE_MASK (0xfu << WINED3D_SM4_INTERPOLATION_MODE_SHIFT)
#define WINED3D_SM4_GLOBAL_FLAGS_SHIFT 11
#define WINED3D_SM4_GLOBAL_FLAGS_MASK (0xffu << WINED3D_SM4_GLOBAL_FLAGS_SHIFT)
#define WINED3D_SM5_PRECISE_SHIFT 19
#define WINED3D_SM5_PRECISE_MASK (0xfu << WINED3D_SM5_PRECISE_SHIFT)
#define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11
#define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT)
#define WINED3D_SM5_FP_ARRAY_SIZE_SHIFT 16
#define WINED3D_SM5_FP_TABLE_COUNT_MASK 0xffffu
#define WINED3D_SM5_UAV_FLAGS_SHIFT 15
#define WINED3D_SM5_UAV_FLAGS_MASK (0x1ffu << WINED3D_SM5_UAV_FLAGS_SHIFT)
#define WINED3D_SM5_SYNC_FLAGS_SHIFT 11
#define WINED3D_SM5_SYNC_FLAGS_MASK (0xffu << WINED3D_SM5_SYNC_FLAGS_SHIFT)
#define WINED3D_SM5_TESSELLATOR_SHIFT 11
#define WINED3D_SM5_TESSELLATOR_MASK (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT)
#define WINED3D_SM4_OPCODE_MASK 0xff
#define WINED3D_SM4_REGISTER_MODIFIER (0x1u << 31)
#define WINED3D_SM4_ADDRESSING_SHIFT1 25
#define WINED3D_SM4_ADDRESSING_MASK1 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT1)
#define WINED3D_SM4_ADDRESSING_SHIFT0 22
#define WINED3D_SM4_ADDRESSING_MASK0 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT0)
#define WINED3D_SM4_REGISTER_ORDER_SHIFT 20
#define WINED3D_SM4_REGISTER_ORDER_MASK (0x3u << WINED3D_SM4_REGISTER_ORDER_SHIFT)
#define WINED3D_SM4_REGISTER_TYPE_SHIFT 12
#define WINED3D_SM4_REGISTER_TYPE_MASK (0xffu << WINED3D_SM4_REGISTER_TYPE_SHIFT)
#define WINED3D_SM4_SWIZZLE_TYPE_SHIFT 2
#define WINED3D_SM4_SWIZZLE_TYPE_MASK (0x3u << WINED3D_SM4_SWIZZLE_TYPE_SHIFT)
#define WINED3D_SM4_IMMCONST_TYPE_SHIFT 0
#define WINED3D_SM4_IMMCONST_TYPE_MASK (0x3u << WINED3D_SM4_IMMCONST_TYPE_SHIFT)
#define WINED3D_SM4_WRITEMASK_SHIFT 4
#define WINED3D_SM4_WRITEMASK_MASK (0xfu << WINED3D_SM4_WRITEMASK_SHIFT)
#define WINED3D_SM4_SWIZZLE_SHIFT 4
#define WINED3D_SM4_SWIZZLE_MASK (0xffu << WINED3D_SM4_SWIZZLE_SHIFT)
#define WINED3D_SM4_VERSION_MAJOR(version) (((version) >> 4) & 0xf)
#define WINED3D_SM4_VERSION_MINOR(version) (((version) >> 0) & 0xf)
#define WINED3D_SM4_ADDRESSING_RELATIVE 0x2
#define WINED3D_SM4_ADDRESSING_OFFSET 0x1
#define WINED3D_SM4_INSTRUCTION_FLAG_SATURATE 0x4
#define WINED3D_SM4_CONDITIONAL_NZ (0x1u << 18)
enum wined3d_sm4_opcode
{
WINED3D_SM4_OP_ADD = 0x00,
WINED3D_SM4_OP_AND = 0x01,
WINED3D_SM4_OP_BREAK = 0x02,
WINED3D_SM4_OP_BREAKC = 0x03,
WINED3D_SM4_OP_CASE = 0x06,
WINED3D_SM4_OP_CONTINUE = 0x07,
WINED3D_SM4_OP_CONTINUEC = 0x08,
WINED3D_SM4_OP_CUT = 0x09,
WINED3D_SM4_OP_DEFAULT = 0x0a,
WINED3D_SM4_OP_DERIV_RTX = 0x0b,
WINED3D_SM4_OP_DERIV_RTY = 0x0c,
WINED3D_SM4_OP_DISCARD = 0x0d,
WINED3D_SM4_OP_DIV = 0x0e,
WINED3D_SM4_OP_DP2 = 0x0f,
WINED3D_SM4_OP_DP3 = 0x10,
WINED3D_SM4_OP_DP4 = 0x11,
WINED3D_SM4_OP_ELSE = 0x12,
WINED3D_SM4_OP_EMIT = 0x13,
WINED3D_SM4_OP_ENDIF = 0x15,
WINED3D_SM4_OP_ENDLOOP = 0x16,
WINED3D_SM4_OP_ENDSWITCH = 0x17,
WINED3D_SM4_OP_EQ = 0x18,
WINED3D_SM4_OP_EXP = 0x19,
WINED3D_SM4_OP_FRC = 0x1a,
WINED3D_SM4_OP_FTOI = 0x1b,
WINED3D_SM4_OP_FTOU = 0x1c,
WINED3D_SM4_OP_GE = 0x1d,
WINED3D_SM4_OP_IADD = 0x1e,
WINED3D_SM4_OP_IF = 0x1f,
WINED3D_SM4_OP_IEQ = 0x20,
WINED3D_SM4_OP_IGE = 0x21,
WINED3D_SM4_OP_ILT = 0x22,
WINED3D_SM4_OP_IMAD = 0x23,
WINED3D_SM4_OP_IMAX = 0x24,
WINED3D_SM4_OP_IMIN = 0x25,
WINED3D_SM4_OP_IMUL = 0x26,
WINED3D_SM4_OP_INE = 0x27,
WINED3D_SM4_OP_INEG = 0x28,
WINED3D_SM4_OP_ISHL = 0x29,
WINED3D_SM4_OP_ISHR = 0x2a,
WINED3D_SM4_OP_ITOF = 0x2b,
WINED3D_SM4_OP_LABEL = 0x2c,
WINED3D_SM4_OP_LD = 0x2d,
WINED3D_SM4_OP_LD2DMS = 0x2e,
WINED3D_SM4_OP_LOG = 0x2f,
WINED3D_SM4_OP_LOOP = 0x30,
WINED3D_SM4_OP_LT = 0x31,
WINED3D_SM4_OP_MAD = 0x32,
WINED3D_SM4_OP_MIN = 0x33,
WINED3D_SM4_OP_MAX = 0x34,
WINED3D_SM4_OP_SHADER_DATA = 0x35,
WINED3D_SM4_OP_MOV = 0x36,
WINED3D_SM4_OP_MOVC = 0x37,
WINED3D_SM4_OP_MUL = 0x38,
WINED3D_SM4_OP_NE = 0x39,
WINED3D_SM4_OP_NOP = 0x3a,
WINED3D_SM4_OP_NOT = 0x3b,
WINED3D_SM4_OP_OR = 0x3c,
WINED3D_SM4_OP_RESINFO = 0x3d,
WINED3D_SM4_OP_RET = 0x3e,
WINED3D_SM4_OP_RETC = 0x3f,
WINED3D_SM4_OP_ROUND_NE = 0x40,
WINED3D_SM4_OP_ROUND_NI = 0x41,
WINED3D_SM4_OP_ROUND_PI = 0x42,
WINED3D_SM4_OP_ROUND_Z = 0x43,
WINED3D_SM4_OP_RSQ = 0x44,
WINED3D_SM4_OP_SAMPLE = 0x45,
WINED3D_SM4_OP_SAMPLE_C = 0x46,
WINED3D_SM4_OP_SAMPLE_C_LZ = 0x47,
WINED3D_SM4_OP_SAMPLE_LOD = 0x48,
WINED3D_SM4_OP_SAMPLE_GRAD = 0x49,
WINED3D_SM4_OP_SAMPLE_B = 0x4a,
WINED3D_SM4_OP_SQRT = 0x4b,
WINED3D_SM4_OP_SWITCH = 0x4c,
WINED3D_SM4_OP_SINCOS = 0x4d,
WINED3D_SM4_OP_UDIV = 0x4e,
WINED3D_SM4_OP_ULT = 0x4f,
WINED3D_SM4_OP_UGE = 0x50,
WINED3D_SM4_OP_UMUL = 0x51,
WINED3D_SM4_OP_UMAX = 0x53,
WINED3D_SM4_OP_UMIN = 0x54,
WINED3D_SM4_OP_USHR = 0x55,
WINED3D_SM4_OP_UTOF = 0x56,
WINED3D_SM4_OP_XOR = 0x57,
WINED3D_SM4_OP_DCL_RESOURCE = 0x58,
WINED3D_SM4_OP_DCL_CONSTANT_BUFFER = 0x59,
WINED3D_SM4_OP_DCL_SAMPLER = 0x5a,
WINED3D_SM4_OP_DCL_INDEX_RANGE = 0x5b,
WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c,
WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d,
WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e,
WINED3D_SM4_OP_DCL_INPUT = 0x5f,
WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60,
WINED3D_SM4_OP_DCL_INPUT_SIV = 0x61,
WINED3D_SM4_OP_DCL_INPUT_PS = 0x62,
WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63,
WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64,
WINED3D_SM4_OP_DCL_OUTPUT = 0x65,
WINED3D_SM4_OP_DCL_OUTPUT_SIV = 0x67,
WINED3D_SM4_OP_DCL_TEMPS = 0x68,
WINED3D_SM4_OP_DCL_INDEXABLE_TEMP = 0x69,
WINED3D_SM4_OP_DCL_GLOBAL_FLAGS = 0x6a,
WINED3D_SM4_OP_LOD = 0x6c,
WINED3D_SM4_OP_GATHER4 = 0x6d,
WINED3D_SM4_OP_SAMPLE_POS = 0x6e,
WINED3D_SM4_OP_SAMPLE_INFO = 0x6f,
WINED3D_SM5_OP_HS_DECLS = 0x71,
WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE = 0x72,
WINED3D_SM5_OP_HS_FORK_PHASE = 0x73,
WINED3D_SM5_OP_HS_JOIN_PHASE = 0x74,
WINED3D_SM5_OP_EMIT_STREAM = 0x75,
WINED3D_SM5_OP_CUT_STREAM = 0x76,
WINED3D_SM5_OP_FCALL = 0x78,
WINED3D_SM5_OP_BUFINFO = 0x79,
WINED3D_SM5_OP_DERIV_RTX_COARSE = 0x7a,
WINED3D_SM5_OP_DERIV_RTX_FINE = 0x7b,
WINED3D_SM5_OP_DERIV_RTY_COARSE = 0x7c,
WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d,
WINED3D_SM5_OP_GATHER4_C = 0x7e,
WINED3D_SM5_OP_GATHER4_PO = 0x7f,
WINED3D_SM5_OP_GATHER4_PO_C = 0x80,
WINED3D_SM5_OP_RCP = 0x81,
WINED3D_SM5_OP_F32TOF16 = 0x82,
WINED3D_SM5_OP_F16TOF32 = 0x83,
WINED3D_SM5_OP_COUNTBITS = 0x86,
WINED3D_SM5_OP_FIRSTBIT_HI = 0x87,
WINED3D_SM5_OP_FIRSTBIT_LO = 0x88,
WINED3D_SM5_OP_FIRSTBIT_SHI = 0x89,
WINED3D_SM5_OP_UBFE = 0x8a,
WINED3D_SM5_OP_IBFE = 0x8b,
WINED3D_SM5_OP_BFI = 0x8c,
WINED3D_SM5_OP_BFREV = 0x8d,
WINED3D_SM5_OP_SWAPC = 0x8e,
WINED3D_SM5_OP_DCL_STREAM = 0x8f,
WINED3D_SM5_OP_DCL_FUNCTION_BODY = 0x90,
WINED3D_SM5_OP_DCL_FUNCTION_TABLE = 0x91,
WINED3D_SM5_OP_DCL_INTERFACE = 0x92,
WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93,
WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94,
WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95,
WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96,
WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97,
WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98,
WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99,
WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT = 0x9a,
WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b,
WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c,
WINED3D_SM5_OP_DCL_UAV_RAW = 0x9d,
WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e,
WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f,
WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0,
WINED3D_SM5_OP_DCL_RESOURCE_RAW = 0xa1,
WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2,
WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3,
WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4,
WINED3D_SM5_OP_LD_RAW = 0xa5,
WINED3D_SM5_OP_STORE_RAW = 0xa6,
WINED3D_SM5_OP_LD_STRUCTURED = 0xa7,
WINED3D_SM5_OP_STORE_STRUCTURED = 0xa8,
WINED3D_SM5_OP_ATOMIC_AND = 0xa9,
WINED3D_SM5_OP_ATOMIC_OR = 0xaa,
WINED3D_SM5_OP_ATOMIC_XOR = 0xab,
WINED3D_SM5_OP_ATOMIC_CMP_STORE = 0xac,
WINED3D_SM5_OP_ATOMIC_IADD = 0xad,
WINED3D_SM5_OP_ATOMIC_IMAX = 0xae,
WINED3D_SM5_OP_ATOMIC_IMIN = 0xaf,
WINED3D_SM5_OP_ATOMIC_UMAX = 0xb0,
WINED3D_SM5_OP_ATOMIC_UMIN = 0xb1,
WINED3D_SM5_OP_IMM_ATOMIC_ALLOC = 0xb2,
WINED3D_SM5_OP_IMM_ATOMIC_CONSUME = 0xb3,
WINED3D_SM5_OP_IMM_ATOMIC_IADD = 0xb4,
WINED3D_SM5_OP_IMM_ATOMIC_AND = 0xb5,
WINED3D_SM5_OP_IMM_ATOMIC_OR = 0xb6,
WINED3D_SM5_OP_IMM_ATOMIC_XOR = 0xb7,
WINED3D_SM5_OP_IMM_ATOMIC_EXCH = 0xb8,
WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH = 0xb9,
WINED3D_SM5_OP_IMM_ATOMIC_IMAX = 0xba,
WINED3D_SM5_OP_IMM_ATOMIC_IMIN = 0xbb,
WINED3D_SM5_OP_IMM_ATOMIC_UMAX = 0xbc,
WINED3D_SM5_OP_IMM_ATOMIC_UMIN = 0xbd,
WINED3D_SM5_OP_SYNC = 0xbe,
WINED3D_SM5_OP_EVAL_SAMPLE_INDEX = 0xcc,
WINED3D_SM5_OP_DCL_GS_INSTANCES = 0xce,
};
enum wined3d_sm4_register_type
{
WINED3D_SM4_RT_TEMP = 0x00,
WINED3D_SM4_RT_INPUT = 0x01,
WINED3D_SM4_RT_OUTPUT = 0x02,
WINED3D_SM4_RT_INDEXABLE_TEMP = 0x03,
WINED3D_SM4_RT_IMMCONST = 0x04,
WINED3D_SM4_RT_SAMPLER = 0x06,
WINED3D_SM4_RT_RESOURCE = 0x07,
WINED3D_SM4_RT_CONSTBUFFER = 0x08,
WINED3D_SM4_RT_IMMCONSTBUFFER = 0x09,
WINED3D_SM4_RT_PRIMID = 0x0b,
WINED3D_SM4_RT_DEPTHOUT = 0x0c,
WINED3D_SM4_RT_NULL = 0x0d,
WINED3D_SM4_RT_RASTERIZER = 0x0e,
WINED3D_SM4_RT_OMASK = 0x0f,
WINED3D_SM5_RT_STREAM = 0x10,
WINED3D_SM5_RT_FUNCTION_BODY = 0x11,
WINED3D_SM5_RT_FUNCTION_POINTER = 0x13,
WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID = 0x16,
WINED3D_SM5_RT_FORK_INSTANCE_ID = 0x17,
WINED3D_SM5_RT_JOIN_INSTANCE_ID = 0x18,
WINED3D_SM5_RT_INPUT_CONTROL_POINT = 0x19,
WINED3D_SM5_RT_OUTPUT_CONTROL_POINT = 0x1a,
WINED3D_SM5_RT_PATCH_CONSTANT_DATA = 0x1b,
WINED3D_SM5_RT_DOMAIN_LOCATION = 0x1c,
WINED3D_SM5_RT_UAV = 0x1e,
WINED3D_SM5_RT_SHARED_MEMORY = 0x1f,
WINED3D_SM5_RT_THREAD_ID = 0x20,
WINED3D_SM5_RT_THREAD_GROUP_ID = 0x21,
WINED3D_SM5_RT_LOCAL_THREAD_ID = 0x22,
WINED3D_SM5_RT_COVERAGE = 0x23,
WINED3D_SM5_RT_LOCAL_THREAD_INDEX = 0x24,
WINED3D_SM5_RT_GS_INSTANCE_ID = 0x25,
WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL = 0x26,
WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL = 0x27,
};
enum wined3d_sm4_output_primitive_type
{
WINED3D_SM4_OUTPUT_PT_POINTLIST = 0x1,
WINED3D_SM4_OUTPUT_PT_LINESTRIP = 0x3,
WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP = 0x5,
};
enum wined3d_sm4_input_primitive_type
{
WINED3D_SM4_INPUT_PT_POINT = 0x01,
WINED3D_SM4_INPUT_PT_LINE = 0x02,
WINED3D_SM4_INPUT_PT_TRIANGLE = 0x03,
WINED3D_SM4_INPUT_PT_LINEADJ = 0x06,
WINED3D_SM4_INPUT_PT_TRIANGLEADJ = 0x07,
WINED3D_SM5_INPUT_PT_PATCH1 = 0x08,
WINED3D_SM5_INPUT_PT_PATCH2 = 0x09,
WINED3D_SM5_INPUT_PT_PATCH3 = 0x0a,
WINED3D_SM5_INPUT_PT_PATCH4 = 0x0b,
WINED3D_SM5_INPUT_PT_PATCH5 = 0x0c,
WINED3D_SM5_INPUT_PT_PATCH6 = 0x0d,
WINED3D_SM5_INPUT_PT_PATCH7 = 0x0e,
WINED3D_SM5_INPUT_PT_PATCH8 = 0x0f,
WINED3D_SM5_INPUT_PT_PATCH9 = 0x10,
WINED3D_SM5_INPUT_PT_PATCH10 = 0x11,
WINED3D_SM5_INPUT_PT_PATCH11 = 0x12,
WINED3D_SM5_INPUT_PT_PATCH12 = 0x13,
WINED3D_SM5_INPUT_PT_PATCH13 = 0x14,
WINED3D_SM5_INPUT_PT_PATCH14 = 0x15,
WINED3D_SM5_INPUT_PT_PATCH15 = 0x16,
WINED3D_SM5_INPUT_PT_PATCH16 = 0x17,
WINED3D_SM5_INPUT_PT_PATCH17 = 0x18,
WINED3D_SM5_INPUT_PT_PATCH18 = 0x19,
WINED3D_SM5_INPUT_PT_PATCH19 = 0x1a,
WINED3D_SM5_INPUT_PT_PATCH20 = 0x1b,
WINED3D_SM5_INPUT_PT_PATCH21 = 0x1c,
WINED3D_SM5_INPUT_PT_PATCH22 = 0x1d,
WINED3D_SM5_INPUT_PT_PATCH23 = 0x1e,
WINED3D_SM5_INPUT_PT_PATCH24 = 0x1f,
WINED3D_SM5_INPUT_PT_PATCH25 = 0x20,
WINED3D_SM5_INPUT_PT_PATCH26 = 0x21,
WINED3D_SM5_INPUT_PT_PATCH27 = 0x22,
WINED3D_SM5_INPUT_PT_PATCH28 = 0x23,
WINED3D_SM5_INPUT_PT_PATCH29 = 0x24,
WINED3D_SM5_INPUT_PT_PATCH30 = 0x25,
WINED3D_SM5_INPUT_PT_PATCH31 = 0x26,
WINED3D_SM5_INPUT_PT_PATCH32 = 0x27,
};
enum wined3d_sm4_swizzle_type
{
WINED3D_SM4_SWIZZLE_NONE = 0x0,
WINED3D_SM4_SWIZZLE_VEC4 = 0x1,
WINED3D_SM4_SWIZZLE_SCALAR = 0x2,
};
enum wined3d_sm4_immconst_type
{
WINED3D_SM4_IMMCONST_SCALAR = 0x1,
WINED3D_SM4_IMMCONST_VEC4 = 0x2,
};
enum wined3d_sm4_resource_type
{
WINED3D_SM4_RESOURCE_BUFFER = 0x1,
WINED3D_SM4_RESOURCE_TEXTURE_1D = 0x2,
WINED3D_SM4_RESOURCE_TEXTURE_2D = 0x3,
WINED3D_SM4_RESOURCE_TEXTURE_2DMS = 0x4,
WINED3D_SM4_RESOURCE_TEXTURE_3D = 0x5,
WINED3D_SM4_RESOURCE_TEXTURE_CUBE = 0x6,
WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY = 0x7,
WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY = 0x8,
WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY = 0x9,
WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY = 0xa,
};
enum wined3d_sm4_data_type
{
WINED3D_SM4_DATA_UNORM = 0x1,
WINED3D_SM4_DATA_SNORM = 0x2,
WINED3D_SM4_DATA_INT = 0x3,
WINED3D_SM4_DATA_UINT = 0x4,
WINED3D_SM4_DATA_FLOAT = 0x5,
};
enum wined3d_sm4_sampler_mode
{
WINED3D_SM4_SAMPLER_DEFAULT = 0x0,
WINED3D_SM4_SAMPLER_COMPARISON = 0x1,
};
enum wined3d_sm4_shader_data_type
{
WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER = 0x3,
WINED3D_SM4_SHADER_DATA_MESSAGE = 0x4,
};
struct wined3d_shader_src_param_entry
{
struct list entry;
struct wined3d_shader_src_param param;
};
struct wined3d_sm4_data
{
struct wined3d_shader_version shader_version;
const DWORD *start, *end;
unsigned int output_map[MAX_REG_OUTPUT];
struct wined3d_shader_src_param src_param[5];
struct wined3d_shader_dst_param dst_param[2];
struct list src_free;
struct list src;
struct wined3d_shader_immediate_constant_buffer icb;
};
struct wined3d_sm4_opcode_info
{
enum wined3d_sm4_opcode opcode;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
const char *dst_info;
const char *src_info;
void (*read_opcode_func)(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv);
};
static const enum wined3d_primitive_type output_primitive_type_table[] =
{
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* WINED3D_SM4_OUTPUT_PT_POINTLIST */ WINED3D_PT_POINTLIST,
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* WINED3D_SM4_OUTPUT_PT_LINESTRIP */ WINED3D_PT_LINESTRIP,
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP */ WINED3D_PT_TRIANGLESTRIP,
};
static const enum wined3d_primitive_type input_primitive_type_table[] =
{
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* WINED3D_SM4_INPUT_PT_POINT */ WINED3D_PT_POINTLIST,
/* WINED3D_SM4_INPUT_PT_LINE */ WINED3D_PT_LINELIST,
/* WINED3D_SM4_INPUT_PT_TRIANGLE */ WINED3D_PT_TRIANGLELIST,
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* UNKNOWN */ WINED3D_PT_UNDEFINED,
/* WINED3D_SM4_INPUT_PT_LINEADJ */ WINED3D_PT_LINELIST_ADJ,
/* WINED3D_SM4_INPUT_PT_TRIANGLEADJ */ WINED3D_PT_TRIANGLELIST_ADJ,
};
static const enum wined3d_shader_resource_type resource_type_table[] =
{
/* 0 */ WINED3D_SHADER_RESOURCE_NONE,
/* WINED3D_SM4_RESOURCE_BUFFER */ WINED3D_SHADER_RESOURCE_BUFFER,
/* WINED3D_SM4_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D,
/* WINED3D_SM4_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D,
/* WINED3D_SM4_RESOURCE_TEXTURE_2DMS */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
/* WINED3D_SM4_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D,
/* WINED3D_SM4_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
/* WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
/* WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
/* WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
/* WINED3D_SM4_RESOURCE_TEXTURE_CUBEARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
};
static const enum wined3d_data_type data_type_table[] =
{
/* 0 */ WINED3D_DATA_FLOAT,
/* WINED3D_SM4_DATA_UNORM */ WINED3D_DATA_UNORM,
/* WINED3D_SM4_DATA_SNORM */ WINED3D_DATA_SNORM,
/* WINED3D_SM4_DATA_INT */ WINED3D_DATA_INT,
/* WINED3D_SM4_DATA_UINT */ WINED3D_DATA_UINT,
/* WINED3D_SM4_DATA_FLOAT */ WINED3D_DATA_FLOAT,
};
static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param);
static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param);
static void shader_sm4_read_conditional_op(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UINT, &priv->src_param[0]);
ins->flags = (opcode_token & WINED3D_SM4_CONDITIONAL_NZ) ?
WINED3D_SHADER_CONDITIONAL_OP_NZ : WINED3D_SHADER_CONDITIONAL_OP_Z;
}
static void shader_sm4_read_shader_data(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
enum wined3d_sm4_shader_data_type type;
unsigned int icb_size;
type = (opcode_token & WINED3D_SM4_SHADER_DATA_TYPE_MASK) >> WINED3D_SM4_SHADER_DATA_TYPE_SHIFT;
if (type != WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER)
{
FIXME("Ignoring shader data type %#x.\n", type);
ins->handler_idx = WINED3DSIH_NOP;
return;
}
++tokens;
icb_size = token_count - 1;
if (icb_size % 4 || icb_size > MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE)
{
FIXME("Unexpected immediate constant buffer size %u.\n", icb_size);
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
return;
}
priv->icb.vec4_count = icb_size / 4;
memcpy(priv->icb.data, tokens, sizeof(*tokens) * icb_size);
ins->declaration.icb = &priv->icb;
}
static void shader_sm4_read_dcl_resource(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
enum wined3d_sm4_resource_type resource_type;
enum wined3d_sm4_data_type data_type;
enum wined3d_data_type reg_data_type;
DWORD components;
resource_type = (opcode_token & WINED3D_SM4_RESOURCE_TYPE_MASK) >> WINED3D_SM4_RESOURCE_TYPE_SHIFT;
if (!resource_type || (resource_type >= ARRAY_SIZE(resource_type_table)))
{
FIXME("Unhandled resource type %#x.\n", resource_type);
ins->declaration.semantic.resource_type = WINED3D_SHADER_RESOURCE_NONE;
}
else
{
ins->declaration.semantic.resource_type = resource_type_table[resource_type];
}
reg_data_type = opcode == WINED3D_SM4_OP_DCL_RESOURCE ? WINED3D_DATA_RESOURCE : WINED3D_DATA_UAV;
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], reg_data_type, &ins->declaration.semantic.reg);
components = *tokens++;
if ((components & 0xfff0) != (components & 0xf) * 0x1110)
FIXME("Components (%#x) have different data types.\n", components);
data_type = components & 0xf;
if (!data_type || (data_type >= ARRAY_SIZE(data_type_table)))
{
FIXME("Unhandled data type %#x.\n", data_type);
ins->declaration.semantic.resource_data_type = WINED3D_DATA_FLOAT;
}
else
{
ins->declaration.semantic.resource_data_type = data_type_table[data_type];
}
if (reg_data_type == WINED3D_DATA_UAV)
ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT;
}
static void shader_sm4_read_dcl_constant_buffer(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.src);
if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK)
ins->flags |= WINED3DSI_INDEXED_DYNAMIC;
}
static void shader_sm4_read_dcl_sampler(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->flags = (opcode_token & WINED3D_SM4_SAMPLER_MODE_MASK) >> WINED3D_SM4_SAMPLER_MODE_SHIFT;
if (ins->flags & ~WINED3D_SM4_SAMPLER_COMPARISON)
FIXME("Unhandled sampler mode %#x.\n", ins->flags);
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_SAMPLER, &ins->declaration.dst);
}
static void shader_sm4_read_dcl_index_range(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE,
&ins->declaration.index_range.first_register);
ins->declaration.index_range.last_register = *tokens;
}
static void shader_sm4_read_dcl_output_topology(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
enum wined3d_sm4_output_primitive_type primitive_type;
primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT;
if (primitive_type >= ARRAY_SIZE(output_primitive_type_table))
ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED;
else
ins->declaration.primitive_type.type = output_primitive_type_table[primitive_type];
if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED)
FIXME("Unhandled output primitive type %#x.\n", primitive_type);
}
static void shader_sm4_read_dcl_input_primitive(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
enum wined3d_sm4_input_primitive_type primitive_type;
primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT;
if (WINED3D_SM5_INPUT_PT_PATCH1 <= primitive_type && primitive_type <= WINED3D_SM5_INPUT_PT_PATCH32)
{
ins->declaration.primitive_type.type = WINED3D_PT_PATCH;
ins->declaration.primitive_type.patch_vertex_count = primitive_type - WINED3D_SM5_INPUT_PT_PATCH1 + 1;
}
else if (primitive_type >= ARRAY_SIZE(input_primitive_type_table))
{
ins->declaration.primitive_type.type = WINED3D_PT_UNDEFINED;
}
else
{
ins->declaration.primitive_type.type = input_primitive_type_table[primitive_type];
}
if (ins->declaration.primitive_type.type == WINED3D_PT_UNDEFINED)
FIXME("Unhandled input primitive type %#x.\n", primitive_type);
}
static void shader_sm4_read_declaration_count(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.count = *tokens;
}
static void shader_sm4_read_declaration_dst(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst);
}
static void shader_sm4_read_declaration_register_semantic(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT,
&ins->declaration.register_semantic.reg);
ins->declaration.register_semantic.sysval_semantic = *tokens;
}
static void shader_sm4_read_dcl_input_ps(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.dst);
}
static void shader_sm4_read_dcl_input_ps_siv(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT;
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT,
&ins->declaration.register_semantic.reg);
ins->declaration.register_semantic.sysval_semantic = *tokens;
}
static void shader_sm4_read_dcl_indexable_temp(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.indexable_temp.register_idx = *tokens++;
ins->declaration.indexable_temp.register_size = *tokens++;
ins->declaration.indexable_temp.component_count = *tokens;
}
static void shader_sm4_read_dcl_global_flags(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->flags = (opcode_token & WINED3D_SM4_GLOBAL_FLAGS_MASK) >> WINED3D_SM4_GLOBAL_FLAGS_SHIFT;
}
static void shader_sm5_read_fcall(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
priv->src_param[0].reg.u.fp_body_idx = *tokens++;
shader_sm4_read_src_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_OPAQUE, &priv->src_param[0]);
}
static void shader_sm5_read_dcl_function_body(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.index = *tokens;
}
static void shader_sm5_read_dcl_function_table(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.index = *tokens++;
FIXME("Ignoring set of function bodies (count %u).\n", *tokens);
}
static void shader_sm5_read_dcl_interface(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.fp.index = *tokens++;
ins->declaration.fp.body_count = *tokens++;
ins->declaration.fp.array_size = *tokens >> WINED3D_SM5_FP_ARRAY_SIZE_SHIFT;
ins->declaration.fp.table_count = *tokens++ & WINED3D_SM5_FP_TABLE_COUNT_MASK;
FIXME("Ignoring set of function tables (count %u).\n", ins->declaration.fp.table_count);
}
static void shader_sm5_read_control_point_count(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.count = (opcode_token & WINED3D_SM5_CONTROL_POINT_COUNT_MASK)
>> WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT;
}
static void shader_sm5_read_dcl_tessellator_domain(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
static void shader_sm5_read_dcl_tessellator_partitioning(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
static void shader_sm5_read_dcl_tessellator_output_primitive(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK)
>> WINED3D_SM5_TESSELLATOR_SHIFT;
}
static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.max_tessellation_factor = *(float *)tokens;
}
static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->declaration.thread_group_size.x = *tokens++;
ins->declaration.thread_group_size.y = *tokens++;
ins->declaration.thread_group_size.z = *tokens++;
}
static void shader_sm5_read_dcl_uav_raw(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV, &ins->declaration.dst);
ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT;
}
static void shader_sm5_read_dcl_uav_structured(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_UAV,
&ins->declaration.structured_resource.reg);
ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT;
ins->declaration.structured_resource.byte_stride = *tokens;
if (ins->declaration.structured_resource.byte_stride % 4)
FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride);
}
static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT, &ins->declaration.tgsm_raw.reg);
ins->declaration.tgsm_raw.byte_count = *tokens;
if (ins->declaration.tgsm_raw.byte_count % 4)
FIXME("Byte count %u is not multiple of 4.\n", ins->declaration.tgsm_raw.byte_count);
}
static void shader_sm5_read_dcl_tgsm_structured(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_FLOAT,
&ins->declaration.tgsm_structured.reg);
ins->declaration.tgsm_structured.byte_stride = *tokens++;
ins->declaration.tgsm_structured.structure_count = *tokens;
if (ins->declaration.tgsm_structured.byte_stride % 4)
FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.tgsm_structured.byte_stride);
}
static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE,
&ins->declaration.structured_resource.reg);
ins->declaration.structured_resource.byte_stride = *tokens;
if (ins->declaration.structured_resource.byte_stride % 4)
FIXME("Byte stride %u is not multiple of 4.\n", ins->declaration.structured_resource.byte_stride);
}
static void shader_sm5_read_dcl_resource_raw(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
shader_sm4_read_dst_param(priv, &tokens, &tokens[token_count], WINED3D_DATA_RESOURCE, &ins->declaration.dst);
}
static void shader_sm5_read_sync(struct wined3d_shader_instruction *ins,
DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count,
struct wined3d_sm4_data *priv)
{
ins->flags = (opcode_token & WINED3D_SM5_SYNC_FLAGS_MASK) >> WINED3D_SM5_SYNC_FLAGS_SHIFT;
}
/*
* f -> WINED3D_DATA_FLOAT
* i -> WINED3D_DATA_INT
* u -> WINED3D_DATA_UINT
* O -> WINED3D_DATA_OPAQUE
* R -> WINED3D_DATA_RESOURCE
* S -> WINED3D_DATA_SAMPLER
* U -> WINED3D_DATA_UAV
*/
static const struct wined3d_sm4_opcode_info opcode_table[] =
{
{WINED3D_SM4_OP_ADD, WINED3DSIH_ADD, "f", "ff"},
{WINED3D_SM4_OP_AND, WINED3DSIH_AND, "u", "uu"},
{WINED3D_SM4_OP_BREAK, WINED3DSIH_BREAK, "", ""},
{WINED3D_SM4_OP_BREAKC, WINED3DSIH_BREAKP, "", "u",
shader_sm4_read_conditional_op},
{WINED3D_SM4_OP_CASE, WINED3DSIH_CASE, "", "u"},
{WINED3D_SM4_OP_CONTINUE, WINED3DSIH_CONTINUE, "", ""},
{WINED3D_SM4_OP_CONTINUEC, WINED3DSIH_CONTINUEP, "", "u",
shader_sm4_read_conditional_op},
{WINED3D_SM4_OP_CUT, WINED3DSIH_CUT, "", ""},
{WINED3D_SM4_OP_DEFAULT, WINED3DSIH_DEFAULT, "", ""},
{WINED3D_SM4_OP_DERIV_RTX, WINED3DSIH_DSX, "f", "f"},
{WINED3D_SM4_OP_DERIV_RTY, WINED3DSIH_DSY, "f", "f"},
{WINED3D_SM4_OP_DISCARD, WINED3DSIH_TEXKILL, "", "u",
shader_sm4_read_conditional_op},
{WINED3D_SM4_OP_DIV, WINED3DSIH_DIV, "f", "ff"},
{WINED3D_SM4_OP_DP2, WINED3DSIH_DP2, "f", "ff"},
{WINED3D_SM4_OP_DP3, WINED3DSIH_DP3, "f", "ff"},
{WINED3D_SM4_OP_DP4, WINED3DSIH_DP4, "f", "ff"},
{WINED3D_SM4_OP_ELSE, WINED3DSIH_ELSE, "", ""},
{WINED3D_SM4_OP_EMIT, WINED3DSIH_EMIT, "", ""},
{WINED3D_SM4_OP_ENDIF, WINED3DSIH_ENDIF, "", ""},
{WINED3D_SM4_OP_ENDLOOP, WINED3DSIH_ENDLOOP, "", ""},
{WINED3D_SM4_OP_ENDSWITCH, WINED3DSIH_ENDSWITCH, "", ""},
{WINED3D_SM4_OP_EQ, WINED3DSIH_EQ, "u", "ff"},
{WINED3D_SM4_OP_EXP, WINED3DSIH_EXP, "f", "f"},
{WINED3D_SM4_OP_FRC, WINED3DSIH_FRC, "f", "f"},
{WINED3D_SM4_OP_FTOI, WINED3DSIH_FTOI, "i", "f"},
{WINED3D_SM4_OP_FTOU, WINED3DSIH_FTOU, "u", "f"},
{WINED3D_SM4_OP_GE, WINED3DSIH_GE, "u", "ff"},
{WINED3D_SM4_OP_IADD, WINED3DSIH_IADD, "i", "ii"},
{WINED3D_SM4_OP_IF, WINED3DSIH_IF, "", "u",
shader_sm4_read_conditional_op},
{WINED3D_SM4_OP_IEQ, WINED3DSIH_IEQ, "u", "ii"},
{WINED3D_SM4_OP_IGE, WINED3DSIH_IGE, "u", "ii"},
{WINED3D_SM4_OP_ILT, WINED3DSIH_ILT, "u", "ii"},
{WINED3D_SM4_OP_IMAD, WINED3DSIH_IMAD, "i", "iii"},
{WINED3D_SM4_OP_IMAX, WINED3DSIH_IMAX, "i", "ii"},
{WINED3D_SM4_OP_IMIN, WINED3DSIH_IMIN, "i", "ii"},
{WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "ii", "ii"},
{WINED3D_SM4_OP_INE, WINED3DSIH_INE, "u", "ii"},
{WINED3D_SM4_OP_INEG, WINED3DSIH_INEG, "i", "i"},
{WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "i", "ii"},
{WINED3D_SM4_OP_ISHR, WINED3DSIH_ISHR, "i", "ii"},
{WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "f", "i"},
{WINED3D_SM4_OP_LABEL, WINED3DSIH_LABEL, "", "O"},
{WINED3D_SM4_OP_LD, WINED3DSIH_LD, "u", "iR"},
{WINED3D_SM4_OP_LD2DMS, WINED3DSIH_LD2DMS, "u", "iRi"},
{WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "f", "f"},
{WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""},
{WINED3D_SM4_OP_LT, WINED3DSIH_LT, "u", "ff"},
{WINED3D_SM4_OP_MAD, WINED3DSIH_MAD, "f", "fff"},
{WINED3D_SM4_OP_MIN, WINED3DSIH_MIN, "f", "ff"},
{WINED3D_SM4_OP_MAX, WINED3DSIH_MAX, "f", "ff"},
{WINED3D_SM4_OP_SHADER_DATA, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, "", "",
shader_sm4_read_shader_data},
{WINED3D_SM4_OP_MOV, WINED3DSIH_MOV, "f", "f"},
{WINED3D_SM4_OP_MOVC, WINED3DSIH_MOVC, "f", "uff"},
{WINED3D_SM4_OP_MUL, WINED3DSIH_MUL, "f", "ff"},
{WINED3D_SM4_OP_NE, WINED3DSIH_NE, "u", "ff"},
{WINED3D_SM4_OP_NOP, WINED3DSIH_NOP, "", ""},
{WINED3D_SM4_OP_NOT, WINED3DSIH_NOT, "u", "u"},
{WINED3D_SM4_OP_OR, WINED3DSIH_OR, "u", "uu"},
{WINED3D_SM4_OP_RESINFO, WINED3DSIH_RESINFO, "f", "iR"},
{WINED3D_SM4_OP_RET, WINED3DSIH_RET, "", ""},
{WINED3D_SM4_OP_RETC, WINED3DSIH_RETP, "", "u",
shader_sm4_read_conditional_op},
{WINED3D_SM4_OP_ROUND_NE, WINED3DSIH_ROUND_NE, "f", "f"},
{WINED3D_SM4_OP_ROUND_NI, WINED3DSIH_ROUND_NI, "f", "f"},
{WINED3D_SM4_OP_ROUND_PI, WINED3DSIH_ROUND_PI, "f", "f"},
{WINED3D_SM4_OP_ROUND_Z, WINED3DSIH_ROUND_Z, "f", "f"},
{WINED3D_SM4_OP_RSQ, WINED3DSIH_RSQ, "f", "f"},
{WINED3D_SM4_OP_SAMPLE, WINED3DSIH_SAMPLE, "u", "fRS"},
{WINED3D_SM4_OP_SAMPLE_C, WINED3DSIH_SAMPLE_C, "f", "fRSf"},
{WINED3D_SM4_OP_SAMPLE_C_LZ, WINED3DSIH_SAMPLE_C_LZ, "f", "fRSf"},
{WINED3D_SM4_OP_SAMPLE_LOD, WINED3DSIH_SAMPLE_LOD, "u", "fRSf"},
{WINED3D_SM4_OP_SAMPLE_GRAD, WINED3DSIH_SAMPLE_GRAD, "u", "fRSff"},
{WINED3D_SM4_OP_SAMPLE_B, WINED3DSIH_SAMPLE_B, "u", "fRSf"},
{WINED3D_SM4_OP_SQRT, WINED3DSIH_SQRT, "f", "f"},
{WINED3D_SM4_OP_SWITCH, WINED3DSIH_SWITCH, "", "u"},
{WINED3D_SM4_OP_SINCOS, WINED3DSIH_SINCOS, "ff", "f"},
{WINED3D_SM4_OP_UDIV, WINED3DSIH_UDIV, "uu", "uu"},
{WINED3D_SM4_OP_ULT, WINED3DSIH_ULT, "u", "uu"},
{WINED3D_SM4_OP_UGE, WINED3DSIH_UGE, "u", "uu"},
{WINED3D_SM4_OP_UMUL, WINED3DSIH_UMUL, "uu", "uu"},
{WINED3D_SM4_OP_UMAX, WINED3DSIH_UMAX, "u", "uu"},
{WINED3D_SM4_OP_UMIN, WINED3DSIH_UMIN, "u", "uu"},
{WINED3D_SM4_OP_USHR, WINED3DSIH_USHR, "u", "uu"},
{WINED3D_SM4_OP_UTOF, WINED3DSIH_UTOF, "f", "u"},
{WINED3D_SM4_OP_XOR, WINED3DSIH_XOR, "u", "uu"},
{WINED3D_SM4_OP_DCL_RESOURCE, WINED3DSIH_DCL, "R", "",
shader_sm4_read_dcl_resource},
{WINED3D_SM4_OP_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_CONSTANT_BUFFER, "", "",
shader_sm4_read_dcl_constant_buffer},
{WINED3D_SM4_OP_DCL_SAMPLER, WINED3DSIH_DCL_SAMPLER, "", "",
shader_sm4_read_dcl_sampler},
{WINED3D_SM4_OP_DCL_INDEX_RANGE, WINED3DSIH_DCL_INDEX_RANGE, "", "",
shader_sm4_read_dcl_index_range},
{WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", "",
shader_sm4_read_dcl_output_topology},
{WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", "",
shader_sm4_read_dcl_input_primitive},
{WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", "",
shader_sm4_read_declaration_count},
{WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", "",
shader_sm4_read_declaration_dst},
{WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", "",
shader_sm4_read_declaration_register_semantic},
{WINED3D_SM4_OP_DCL_INPUT_SIV, WINED3DSIH_DCL_INPUT_SIV, "", "",
shader_sm4_read_declaration_register_semantic},
{WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", "",
shader_sm4_read_dcl_input_ps},
{WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", "",
shader_sm4_read_declaration_register_semantic},
{WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", "",
shader_sm4_read_dcl_input_ps_siv},
{WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", "",
shader_sm4_read_declaration_dst},
{WINED3D_SM4_OP_DCL_OUTPUT_SIV, WINED3DSIH_DCL_OUTPUT_SIV, "", "",
shader_sm4_read_declaration_register_semantic},
{WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", "",
shader_sm4_read_declaration_count},
{WINED3D_SM4_OP_DCL_INDEXABLE_TEMP, WINED3DSIH_DCL_INDEXABLE_TEMP, "", "",
shader_sm4_read_dcl_indexable_temp},
{WINED3D_SM4_OP_DCL_GLOBAL_FLAGS, WINED3DSIH_DCL_GLOBAL_FLAGS, "", "",
shader_sm4_read_dcl_global_flags},
{WINED3D_SM4_OP_LOD, WINED3DSIH_LOD, "f", "fRS"},
{WINED3D_SM4_OP_GATHER4, WINED3DSIH_GATHER4, "u", "fRS"},
{WINED3D_SM4_OP_SAMPLE_POS, WINED3DSIH_SAMPLE_POS, "f", "Ru"},
{WINED3D_SM4_OP_SAMPLE_INFO, WINED3DSIH_SAMPLE_INFO, "f", "R"},
{WINED3D_SM5_OP_HS_DECLS, WINED3DSIH_HS_DECLS, "", ""},
{WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE, WINED3DSIH_HS_CONTROL_POINT_PHASE, "", ""},
{WINED3D_SM5_OP_HS_FORK_PHASE, WINED3DSIH_HS_FORK_PHASE, "", ""},
{WINED3D_SM5_OP_HS_JOIN_PHASE, WINED3DSIH_HS_JOIN_PHASE, "", ""},
{WINED3D_SM5_OP_EMIT_STREAM, WINED3DSIH_EMIT_STREAM, "", "f"},
{WINED3D_SM5_OP_CUT_STREAM, WINED3DSIH_CUT_STREAM, "", "f"},
{WINED3D_SM5_OP_FCALL, WINED3DSIH_FCALL, "", "O",
shader_sm5_read_fcall},
{WINED3D_SM5_OP_BUFINFO, WINED3DSIH_BUFINFO, "i", "U"},
{WINED3D_SM5_OP_DERIV_RTX_COARSE, WINED3DSIH_DSX_COARSE, "f", "f"},
{WINED3D_SM5_OP_DERIV_RTX_FINE, WINED3DSIH_DSX_FINE, "f", "f"},
{WINED3D_SM5_OP_DERIV_RTY_COARSE, WINED3DSIH_DSY_COARSE, "f", "f"},
{WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"},
{WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"},
{WINED3D_SM5_OP_GATHER4_PO, WINED3DSIH_GATHER4_PO, "f", "fiRS"},
{WINED3D_SM5_OP_GATHER4_PO_C, WINED3DSIH_GATHER4_PO_C, "f", "fiRSf"},
{WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"},
{WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"},
{WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"},
{WINED3D_SM5_OP_COUNTBITS, WINED3DSIH_COUNTBITS, "u", "u"},
{WINED3D_SM5_OP_FIRSTBIT_HI, WINED3DSIH_FIRSTBIT_HI, "u", "u"},
{WINED3D_SM5_OP_FIRSTBIT_LO, WINED3DSIH_FIRSTBIT_LO, "u", "u"},
{WINED3D_SM5_OP_FIRSTBIT_SHI, WINED3DSIH_FIRSTBIT_SHI, "u", "i"},
{WINED3D_SM5_OP_UBFE, WINED3DSIH_UBFE, "u", "iiu"},
{WINED3D_SM5_OP_IBFE, WINED3DSIH_IBFE, "i", "iii"},
{WINED3D_SM5_OP_BFI, WINED3DSIH_BFI, "u", "iiuu"},
{WINED3D_SM5_OP_BFREV, WINED3DSIH_BFREV, "u", "u"},
{WINED3D_SM5_OP_SWAPC, WINED3DSIH_SWAPC, "ff", "uff"},
{WINED3D_SM5_OP_DCL_STREAM, WINED3DSIH_DCL_STREAM, "", "O"},
{WINED3D_SM5_OP_DCL_FUNCTION_BODY, WINED3DSIH_DCL_FUNCTION_BODY, "", "",
shader_sm5_read_dcl_function_body},
{WINED3D_SM5_OP_DCL_FUNCTION_TABLE, WINED3DSIH_DCL_FUNCTION_TABLE, "", "",
shader_sm5_read_dcl_function_table},
{WINED3D_SM5_OP_DCL_INTERFACE, WINED3DSIH_DCL_INTERFACE, "", "",
shader_sm5_read_dcl_interface},
{WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", "",
shader_sm5_read_control_point_count},
{WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", "",
shader_sm5_read_control_point_count},
{WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", "",
shader_sm5_read_dcl_tessellator_domain},
{WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", "",
shader_sm5_read_dcl_tessellator_partitioning},
{WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", "",
shader_sm5_read_dcl_tessellator_output_primitive},
{WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", "",
shader_sm5_read_dcl_hs_max_tessfactor},
{WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "",
shader_sm4_read_declaration_count},
{WINED3D_SM5_OP_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, "", "",
shader_sm4_read_declaration_count},
{WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "",
shader_sm5_read_dcl_thread_group},
{WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "",
shader_sm4_read_dcl_resource},
{WINED3D_SM5_OP_DCL_UAV_RAW, WINED3DSIH_DCL_UAV_RAW, "", "",
shader_sm5_read_dcl_uav_raw},
{WINED3D_SM5_OP_DCL_UAV_STRUCTURED, WINED3DSIH_DCL_UAV_STRUCTURED, "", "",
shader_sm5_read_dcl_uav_structured},
{WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "",
shader_sm5_read_dcl_tgsm_raw},
{WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "",
shader_sm5_read_dcl_tgsm_structured},
{WINED3D_SM5_OP_DCL_RESOURCE_RAW, WINED3DSIH_DCL_RESOURCE_RAW, "", "",
shader_sm5_read_dcl_resource_raw},
{WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "",
shader_sm5_read_dcl_resource_structured},
{WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"},
{WINED3D_SM5_OP_STORE_UAV_TYPED, WINED3DSIH_STORE_UAV_TYPED, "U", "iu"},
{WINED3D_SM5_OP_LD_RAW, WINED3DSIH_LD_RAW, "u", "iU"},
{WINED3D_SM5_OP_STORE_RAW, WINED3DSIH_STORE_RAW, "U", "iu"},
{WINED3D_SM5_OP_LD_STRUCTURED, WINED3DSIH_LD_STRUCTURED, "u", "iiR"},
{WINED3D_SM5_OP_STORE_STRUCTURED, WINED3DSIH_STORE_STRUCTURED, "U", "iiu"},
{WINED3D_SM5_OP_ATOMIC_AND, WINED3DSIH_ATOMIC_AND, "U", "iu"},
{WINED3D_SM5_OP_ATOMIC_OR, WINED3DSIH_ATOMIC_OR, "U", "iu"},
{WINED3D_SM5_OP_ATOMIC_XOR, WINED3DSIH_ATOMIC_XOR, "U", "iu"},
{WINED3D_SM5_OP_ATOMIC_CMP_STORE, WINED3DSIH_ATOMIC_CMP_STORE, "U", "iuu"},
{WINED3D_SM5_OP_ATOMIC_IADD, WINED3DSIH_ATOMIC_IADD, "U", "ii"},
{WINED3D_SM5_OP_ATOMIC_IMAX, WINED3DSIH_ATOMIC_IMAX, "U", "ii"},
{WINED3D_SM5_OP_ATOMIC_IMIN, WINED3DSIH_ATOMIC_IMIN, "U", "ii"},
{WINED3D_SM5_OP_ATOMIC_UMAX, WINED3DSIH_ATOMIC_UMAX, "U", "iu"},
{WINED3D_SM5_OP_ATOMIC_UMIN, WINED3DSIH_ATOMIC_UMIN, "U", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_ALLOC, WINED3DSIH_IMM_ATOMIC_ALLOC, "u", "U"},
{WINED3D_SM5_OP_IMM_ATOMIC_CONSUME, WINED3DSIH_IMM_ATOMIC_CONSUME, "u", "U"},
{WINED3D_SM5_OP_IMM_ATOMIC_IADD, WINED3DSIH_IMM_ATOMIC_IADD, "uU", "ii"},
{WINED3D_SM5_OP_IMM_ATOMIC_AND, WINED3DSIH_IMM_ATOMIC_AND, "uU", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_OR, WINED3DSIH_IMM_ATOMIC_OR, "uU", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_XOR, WINED3DSIH_IMM_ATOMIC_XOR, "uU", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_EXCH, WINED3DSIH_IMM_ATOMIC_EXCH, "uU", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH, WINED3DSIH_IMM_ATOMIC_CMP_EXCH, "uU", "iuu"},
{WINED3D_SM5_OP_IMM_ATOMIC_IMAX, WINED3DSIH_IMM_ATOMIC_IMAX, "iU", "ii"},
{WINED3D_SM5_OP_IMM_ATOMIC_IMIN, WINED3DSIH_IMM_ATOMIC_IMIN, "iU", "ii"},
{WINED3D_SM5_OP_IMM_ATOMIC_UMAX, WINED3DSIH_IMM_ATOMIC_UMAX, "uU", "iu"},
{WINED3D_SM5_OP_IMM_ATOMIC_UMIN, WINED3DSIH_IMM_ATOMIC_UMIN, "uU", "iu"},
{WINED3D_SM5_OP_SYNC, WINED3DSIH_SYNC, "", "",
shader_sm5_read_sync},
{WINED3D_SM5_OP_EVAL_SAMPLE_INDEX, WINED3DSIH_EVAL_SAMPLE_INDEX, "f", "fi"},
{WINED3D_SM5_OP_DCL_GS_INSTANCES, WINED3DSIH_DCL_GS_INSTANCES, "", "",
shader_sm4_read_declaration_count},
};
static const enum wined3d_shader_register_type register_type_table[] =
{
/* WINED3D_SM4_RT_TEMP */ WINED3DSPR_TEMP,
/* WINED3D_SM4_RT_INPUT */ WINED3DSPR_INPUT,
/* WINED3D_SM4_RT_OUTPUT */ WINED3DSPR_OUTPUT,
/* WINED3D_SM4_RT_INDEXABLE_TEMP */ WINED3DSPR_IDXTEMP,
/* WINED3D_SM4_RT_IMMCONST */ WINED3DSPR_IMMCONST,
/* UNKNOWN */ ~0u,
/* WINED3D_SM4_RT_SAMPLER */ WINED3DSPR_SAMPLER,
/* WINED3D_SM4_RT_RESOURCE */ WINED3DSPR_RESOURCE,
/* WINED3D_SM4_RT_CONSTBUFFER */ WINED3DSPR_CONSTBUFFER,
/* WINED3D_SM4_RT_IMMCONSTBUFFER */ WINED3DSPR_IMMCONSTBUFFER,
/* UNKNOWN */ ~0u,
/* WINED3D_SM4_RT_PRIMID */ WINED3DSPR_PRIMID,
/* WINED3D_SM4_RT_DEPTHOUT */ WINED3DSPR_DEPTHOUT,
/* WINED3D_SM4_RT_NULL */ WINED3DSPR_NULL,
/* WINED3D_SM4_RT_RASTERIZER */ WINED3DSPR_RASTERIZER,
/* WINED3D_SM4_RT_OMASK */ WINED3DSPR_SAMPLEMASK,
/* WINED3D_SM5_RT_STREAM */ WINED3DSPR_STREAM,
/* WINED3D_SM5_RT_FUNCTION_BODY */ WINED3DSPR_FUNCTIONBODY,
/* UNKNOWN */ ~0u,
/* WINED3D_SM5_RT_FUNCTION_POINTER */ WINED3DSPR_FUNCTIONPOINTER,
/* UNKNOWN */ ~0u,
/* UNKNOWN */ ~0u,
/* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID */ WINED3DSPR_OUTPOINTID,
/* WINED3D_SM5_RT_FORK_INSTANCE_ID */ WINED3DSPR_FORKINSTID,
/* WINED3D_SM5_RT_JOIN_INSTANCE_ID */ WINED3DSPR_JOININSTID,
/* WINED3D_SM5_RT_INPUT_CONTROL_POINT */ WINED3DSPR_INCONTROLPOINT,
/* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT */ WINED3DSPR_OUTCONTROLPOINT,
/* WINED3D_SM5_RT_PATCH_CONSTANT_DATA */ WINED3DSPR_PATCHCONST,
/* WINED3D_SM5_RT_DOMAIN_LOCATION */ WINED3DSPR_TESSCOORD,
/* UNKNOWN */ ~0u,
/* WINED3D_SM5_RT_UAV */ WINED3DSPR_UAV,
/* WINED3D_SM5_RT_SHARED_MEMORY */ WINED3DSPR_GROUPSHAREDMEM,
/* WINED3D_SM5_RT_THREAD_ID */ WINED3DSPR_THREADID,
/* WINED3D_SM5_RT_THREAD_GROUP_ID */ WINED3DSPR_THREADGROUPID,
/* WINED3D_SM5_RT_LOCAL_THREAD_ID */ WINED3DSPR_LOCALTHREADID,
/* WINED3D_SM5_RT_COVERAGE */ WINED3DSPR_COVERAGE,
/* WINED3D_SM5_RT_LOCAL_THREAD_INDEX */ WINED3DSPR_LOCALTHREADINDEX,
/* WINED3D_SM5_RT_GS_INSTANCE_ID */ WINED3DSPR_GSINSTID,
/* WINED3D_SM5_RT_DEPTHOUT_GREATER_EQUAL */ WINED3DSPR_DEPTHOUTGE,
/* WINED3D_SM5_RT_DEPTHOUT_LESS_EQUAL */ WINED3DSPR_DEPTHOUTLE,
};
static const struct wined3d_sm4_opcode_info *get_opcode_info(enum wined3d_sm4_opcode opcode)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(opcode_table); ++i)
{
if (opcode == opcode_table[i].opcode) return &opcode_table[i];
}
return NULL;
}
static void map_register(const struct wined3d_sm4_data *priv, struct wined3d_shader_register *reg)
{
switch (priv->shader_version.type)
{
case WINED3D_SHADER_TYPE_PIXEL:
if (reg->type == WINED3DSPR_OUTPUT)
{
unsigned int reg_idx = reg->idx[0].offset;
if (reg_idx >= ARRAY_SIZE(priv->output_map))
{
ERR("Invalid output index %u.\n", reg_idx);
break;
}
reg->type = WINED3DSPR_COLOROUT;
reg->idx[0].offset = priv->output_map[reg_idx];
}
break;
default:
break;
}
}
static enum wined3d_data_type map_data_type(char t)
{
switch (t)
{
case 'f':
return WINED3D_DATA_FLOAT;
case 'i':
return WINED3D_DATA_INT;
case 'u':
return WINED3D_DATA_UINT;
case 'O':
return WINED3D_DATA_OPAQUE;
case 'R':
return WINED3D_DATA_RESOURCE;
case 'S':
return WINED3D_DATA_SAMPLER;
case 'U':
return WINED3D_DATA_UAV;
default:
ERR("Invalid data type '%c'.\n", t);
return WINED3D_DATA_FLOAT;
}
}
static enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, size_t byte_code_size)
{
DWORD shader_type;
if (byte_code_size / sizeof(*byte_code) < 1)
{
WARN("Invalid byte code size %lu.\n", (long)byte_code_size);
return WINED3D_SHADER_TYPE_INVALID;
}
shader_type = byte_code[0] >> 16;
switch (shader_type)
{
case WINED3D_SM4_PS:
return WINED3D_SHADER_TYPE_PIXEL;
break;
case WINED3D_SM4_VS:
return WINED3D_SHADER_TYPE_VERTEX;
break;
case WINED3D_SM4_GS:
return WINED3D_SHADER_TYPE_GEOMETRY;
break;
case WINED3D_SM5_HS:
return WINED3D_SHADER_TYPE_HULL;
break;
case WINED3D_SM5_DS:
return WINED3D_SHADER_TYPE_DOMAIN;
break;
case WINED3D_SM5_CS:
return WINED3D_SHADER_TYPE_COMPUTE;
break;
default:
FIXME("Unrecognised shader type %#x.\n", shader_type);
return WINED3D_SHADER_TYPE_INVALID;
}
}
static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size,
const struct wined3d_shader_signature *output_signature)
{
DWORD version_token, token_count;
struct wined3d_sm4_data *priv;
unsigned int i;
if (byte_code_size / sizeof(*byte_code) < 2)
{
WARN("Invalid byte code size %lu.\n", (long)byte_code_size);
return NULL;
}
version_token = byte_code[0];
TRACE("Version: 0x%08x.\n", version_token);
token_count = byte_code[1];
TRACE("Token count: %u.\n", token_count);
if (token_count < 2 || byte_code_size / sizeof(*byte_code) < token_count)
{
WARN("Invalid token count %u.\n", token_count);
return NULL;
}
if (!(priv = heap_alloc(sizeof(*priv))))
{
ERR("Failed to allocate private data\n");
return NULL;
}
priv->start = &byte_code[2];
priv->end = &byte_code[token_count];
priv->shader_version.type = wined3d_get_sm4_shader_type(byte_code, byte_code_size);
if (priv->shader_version.type == WINED3D_SHADER_TYPE_INVALID)
{
heap_free(priv);
return NULL;
}
priv->shader_version.major = WINED3D_SM4_VERSION_MAJOR(version_token);
priv->shader_version.minor = WINED3D_SM4_VERSION_MINOR(version_token);
memset(priv->output_map, 0xff, sizeof(priv->output_map));
for (i = 0; i < output_signature->element_count; ++i)
{
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
if (e->register_idx >= ARRAY_SIZE(priv->output_map))
{
WARN("Invalid output index %u.\n", e->register_idx);
continue;
}
priv->output_map[e->register_idx] = e->semantic_idx;
}
list_init(&priv->src_free);
list_init(&priv->src);
return priv;
}
static void shader_sm4_free(void *data)
{
struct wined3d_shader_src_param_entry *e1, *e2;
struct wined3d_sm4_data *priv = data;
list_move_head(&priv->src_free, &priv->src);
LIST_FOR_EACH_ENTRY_SAFE(e1, e2, &priv->src_free, struct wined3d_shader_src_param_entry, entry)
{
heap_free(e1);
}
heap_free(priv);
}
static struct wined3d_shader_src_param *get_src_param(struct wined3d_sm4_data *priv)
{
struct wined3d_shader_src_param_entry *e;
struct list *elem;
if (!list_empty(&priv->src_free))
{
elem = list_head(&priv->src_free);
list_remove(elem);
}
else
{
if (!(e = heap_alloc(sizeof(*e))))
return NULL;
elem = &e->entry;
}
list_add_tail(&priv->src, elem);
e = LIST_ENTRY(elem, struct wined3d_shader_src_param_entry, entry);
return &e->param;
}
static void shader_sm4_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
{
struct wined3d_sm4_data *priv = data;
*ptr = priv->start;
*shader_version = priv->shader_version;
}
static BOOL shader_sm4_read_reg_idx(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
DWORD addressing, struct wined3d_shader_register_index *reg_idx)
{
if (addressing & WINED3D_SM4_ADDRESSING_RELATIVE)
{
struct wined3d_shader_src_param *rel_addr = get_src_param(priv);
if (!(reg_idx->rel_addr = rel_addr))
{
ERR("Failed to get src param for relative addressing.\n");
return FALSE;
}
if (addressing & WINED3D_SM4_ADDRESSING_OFFSET)
reg_idx->offset = *(*ptr)++;
else
reg_idx->offset = 0;
shader_sm4_read_src_param(priv, ptr, end, WINED3D_DATA_INT, rel_addr);
}
else
{
reg_idx->rel_addr = NULL;
reg_idx->offset = *(*ptr)++;
}
return TRUE;
}
static BOOL shader_sm4_read_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum wined3d_data_type data_type, struct wined3d_shader_register *param,
enum wined3d_shader_src_modifier *modifier)
{
enum wined3d_sm4_register_type register_type;
DWORD token, order;
if (*ptr >= end)
{
WARN("Invalid ptr %p >= end %p.\n", *ptr, end);
return FALSE;
}
token = *(*ptr)++;
register_type = (token & WINED3D_SM4_REGISTER_TYPE_MASK) >> WINED3D_SM4_REGISTER_TYPE_SHIFT;
if (register_type >= ARRAY_SIZE(register_type_table)
|| register_type_table[register_type] == ~0u)
{
FIXME("Unhandled register type %#x.\n", register_type);
param->type = WINED3DSPR_TEMP;
}
else
{
param->type = register_type_table[register_type];
}
param->data_type = data_type;
if (token & WINED3D_SM4_REGISTER_MODIFIER)
{
DWORD m;
if (*ptr >= end)
{
WARN("Invalid ptr %p >= end %p.\n", *ptr, end);
return FALSE;
}
m = *(*ptr)++;
switch (m)
{
case 0x41:
*modifier = WINED3DSPSM_NEG;
break;
case 0x81:
*modifier = WINED3DSPSM_ABS;
break;
case 0xc1:
*modifier = WINED3DSPSM_ABSNEG;
break;
default:
FIXME("Skipping modifier 0x%08x.\n", m);
*modifier = WINED3DSPSM_NONE;
break;
}
}
else
{
*modifier = WINED3DSPSM_NONE;
}
order = (token & WINED3D_SM4_REGISTER_ORDER_MASK) >> WINED3D_SM4_REGISTER_ORDER_SHIFT;
if (order < 1)
param->idx[0].offset = ~0U;
else
{
DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK0) >> WINED3D_SM4_ADDRESSING_SHIFT0;
if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, &param->idx[0])))
{
ERR("Failed to read register index.\n");
return FALSE;
}
}
if (order < 2)
param->idx[1].offset = ~0U;
else
{
DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK1) >> WINED3D_SM4_ADDRESSING_SHIFT1;
if (!(shader_sm4_read_reg_idx(priv, ptr, end, addressing, &param->idx[1])))
{
ERR("Failed to read register index.\n");
return FALSE;
}
}
if (order > 2)
FIXME("Unhandled order %u.\n", order);
if (register_type == WINED3D_SM4_RT_IMMCONST)
{
enum wined3d_sm4_immconst_type immconst_type =
(token & WINED3D_SM4_IMMCONST_TYPE_MASK) >> WINED3D_SM4_IMMCONST_TYPE_SHIFT;
switch (immconst_type)
{
case WINED3D_SM4_IMMCONST_SCALAR:
param->immconst_type = WINED3D_IMMCONST_SCALAR;
if (end - *ptr < 1)
{
WARN("Invalid ptr %p, end %p.\n", *ptr, end);
return FALSE;
}
memcpy(param->u.immconst_data, *ptr, 1 * sizeof(DWORD));
*ptr += 1;
break;
case WINED3D_SM4_IMMCONST_VEC4:
param->immconst_type = WINED3D_IMMCONST_VEC4;
if (end - *ptr < 4)
{
WARN("Invalid ptr %p, end %p.\n", *ptr, end);
return FALSE;
}
memcpy(param->u.immconst_data, *ptr, 4 * sizeof(DWORD));
*ptr += 4;
break;
default:
FIXME("Unhandled immediate constant type %#x.\n", immconst_type);
break;
}
}
map_register(priv, param);
return TRUE;
}
static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param)
{
DWORD token;
if (*ptr >= end)
{
WARN("Invalid ptr %p >= end %p.\n", *ptr, end);
return FALSE;
}
token = **ptr;
if (!shader_sm4_read_param(priv, ptr, end, data_type, &src_param->reg, &src_param->modifiers))
{
ERR("Failed to read parameter.\n");
return FALSE;
}
if (src_param->reg.type == WINED3DSPR_IMMCONST)
{
src_param->swizzle = WINED3DSP_NOSWIZZLE;
}
else
{
enum wined3d_sm4_swizzle_type swizzle_type =
(token & WINED3D_SM4_SWIZZLE_TYPE_MASK) >> WINED3D_SM4_SWIZZLE_TYPE_SHIFT;
switch (swizzle_type)
{
case WINED3D_SM4_SWIZZLE_NONE:
src_param->swizzle = WINED3DSP_NOSWIZZLE;
break;
case WINED3D_SM4_SWIZZLE_SCALAR:
src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT;
src_param->swizzle = (src_param->swizzle & 0x3) * 0x55;
break;
case WINED3D_SM4_SWIZZLE_VEC4:
src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT;
break;
default:
FIXME("Unhandled swizzle type %#x.\n", swizzle_type);
break;
}
}
return TRUE;
}
static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, const DWORD *end,
enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param)
{
enum wined3d_shader_src_modifier modifier;
DWORD token;
if (*ptr >= end)
{
WARN("Invalid ptr %p >= end %p.\n", *ptr, end);
return FALSE;
}
token = **ptr;
if (!shader_sm4_read_param(priv, ptr, end, data_type, &dst_param->reg, &modifier))
{
ERR("Failed to read parameter.\n");
return FALSE;
}
if (modifier != WINED3DSPSM_NONE)
{
ERR("Invalid source modifier %#x on destination register.\n", modifier);
return FALSE;
}
dst_param->write_mask = (token & WINED3D_SM4_WRITEMASK_MASK) >> WINED3D_SM4_WRITEMASK_SHIFT;
dst_param->modifiers = 0;
dst_param->shift = 0;
return TRUE;
}
static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins)
{
static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER
| WINED3D_SM4_MODIFIER_AOFFIMMI
| WINED3D_SM4_AOFFIMMI_U_MASK
| WINED3D_SM4_AOFFIMMI_V_MASK
| WINED3D_SM4_AOFFIMMI_W_MASK;
if (modifier & ~recognized_bits)
{
FIXME("Unhandled modifier 0x%08x.\n", modifier);
}
else
{
/* Bit fields are used for sign extension */
struct
{
int u : 4;
int v : 4;
int w : 4;
}
aoffimmi;
aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT;
aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT;
aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT;
ins->texel_offset.u = aoffimmi.u;
ins->texel_offset.v = aoffimmi.v;
ins->texel_offset.w = aoffimmi.w;
}
}
static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins)
{
const struct wined3d_sm4_opcode_info *opcode_info;
DWORD opcode_token, opcode, previous_token;
struct wined3d_sm4_data *priv = data;
unsigned int i, len;
SIZE_T remaining;
const DWORD *p;
DWORD precise;
list_move_head(&priv->src_free, &priv->src);
if (*ptr >= priv->end)
{
WARN("End of byte-code, failed to read opcode.\n");
goto fail;
}
remaining = priv->end - *ptr;
opcode_token = *(*ptr)++;
opcode = opcode_token & WINED3D_SM4_OPCODE_MASK;
len = ((opcode_token & WINED3D_SM4_INSTRUCTION_LENGTH_MASK) >> WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT);
if (!len)
{
if (remaining < 2)
{
WARN("End of byte-code, failed to read length token.\n");
goto fail;
}
len = **ptr;
}
if (!len || remaining < len)
{
WARN("Read invalid length %u (remaining %lu).\n", len, remaining);
goto fail;
}
--len;
if (TRACE_ON(d3d_bytecode))
{
TRACE_(d3d_bytecode)("[ %08x ", opcode_token);
for (i = 0; i < len; ++i)
{
TRACE_(d3d_bytecode)("%08x ", (*ptr)[i]);
}
TRACE_(d3d_bytecode)("]\n");
}
if (!(opcode_info = get_opcode_info(opcode)))
{
FIXME("Unrecognized opcode %#x, opcode_token 0x%08x.\n", opcode, opcode_token);
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
*ptr += len;
return;
}
ins->handler_idx = opcode_info->handler_idx;
ins->flags = 0;
ins->coissue = 0;
ins->predicate = NULL;
ins->dst_count = strlen(opcode_info->dst_info);
ins->dst = priv->dst_param;
ins->src_count = strlen(opcode_info->src_info);
ins->src = priv->src_param;
memset(&ins->texel_offset, 0, sizeof(ins->texel_offset));
p = *ptr;
*ptr += len;
if (opcode_info->read_opcode_func)
{
opcode_info->read_opcode_func(ins, opcode, opcode_token, p, len, priv);
}
else
{
enum wined3d_shader_dst_modifier instruction_dst_modifier = WINED3DSPDM_NONE;
previous_token = opcode_token;
while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER && p != *ptr)
shader_sm4_read_instruction_modifier(previous_token = *p++, ins);
ins->flags = (opcode_token & WINED3D_SM4_INSTRUCTION_FLAGS_MASK) >> WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT;
if (ins->flags & WINED3D_SM4_INSTRUCTION_FLAG_SATURATE)
{
ins->flags &= ~WINED3D_SM4_INSTRUCTION_FLAG_SATURATE;
instruction_dst_modifier = WINED3DSPDM_SATURATE;
}
precise = (opcode_token & WINED3D_SM5_PRECISE_MASK) >> WINED3D_SM5_PRECISE_SHIFT;
ins->flags |= precise << WINED3DSI_PRECISE_SHIFT;
for (i = 0; i < ins->dst_count; ++i)
{
if (!(shader_sm4_read_dst_param(priv, &p, *ptr, map_data_type(opcode_info->dst_info[i]),
&priv->dst_param[i])))
{
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
return;
}
priv->dst_param[i].modifiers |= instruction_dst_modifier;
}
for (i = 0; i < ins->src_count; ++i)
{
if (!(shader_sm4_read_src_param(priv, &p, *ptr, map_data_type(opcode_info->src_info[i]),
&priv->src_param[i])))
{
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
return;
}
}
}
return;
fail:
*ptr = priv->end;
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
return;
}
static BOOL shader_sm4_is_end(void *data, const DWORD **ptr)
{
struct wined3d_sm4_data *priv = data;
return *ptr == priv->end;
}
const struct wined3d_shader_frontend sm4_shader_frontend =
{
shader_sm4_init,
shader_sm4_free,
shader_sm4_read_header,
shader_sm4_read_instruction,
shader_sm4_is_end,
};
#define TAG_AON9 WINEMAKEFOURCC('A', 'o', 'n', '9')
#define TAG_DXBC WINEMAKEFOURCC('D', 'X', 'B', 'C')
#define TAG_ISGN WINEMAKEFOURCC('I', 'S', 'G', 'N')
#define TAG_OSG5 WINEMAKEFOURCC('O', 'S', 'G', '5')
#define TAG_OSGN WINEMAKEFOURCC('O', 'S', 'G', 'N')
#define TAG_PCSG WINEMAKEFOURCC('P', 'C', 'S', 'G')
#define TAG_SHDR WINEMAKEFOURCC('S', 'H', 'D', 'R')
#define TAG_SHEX WINEMAKEFOURCC('S', 'H', 'E', 'X')
struct aon9_header
{
DWORD chunk_size;
DWORD shader_version;
DWORD unknown;
DWORD byte_code_offset;
};
struct shader_handler_context
{
struct wined3d_shader *shader;
enum wined3d_shader_byte_code_format *format;
unsigned int max_version;
};
static void read_dword(const char **ptr, DWORD *d)
{
memcpy(d, *ptr, sizeof(*d));
*ptr += sizeof(*d);
}
static BOOL require_space(size_t offset, size_t count, size_t size, size_t data_size)
{
return !count || (data_size - offset) / count >= size;
}
static void skip_dword_unknown(const char **ptr, unsigned int count)
{
unsigned int i;
DWORD d;
WARN("Skipping %u unknown DWORDs:\n", count);
for (i = 0; i < count; ++i)
{
read_dword(ptr, &d);
WARN("\t0x%08x\n", d);
}
}
static HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx)
{
const char *ptr = data;
HRESULT hr = S_OK;
DWORD chunk_count;
DWORD total_size;
unsigned int i;
DWORD version;
DWORD tag;
read_dword(&ptr, &tag);
TRACE("tag: %s.\n", debugstr_an((const char *)&tag, 4));
if (tag != TAG_DXBC)
{
WARN("Wrong tag.\n");
return E_INVALIDARG;
}
WARN("Ignoring DXBC checksum.\n");
skip_dword_unknown(&ptr, 4);
read_dword(&ptr, &version);
TRACE("version: %#x.\n", version);
if (version != 0x00000001)
{
WARN("Got unexpected DXBC version %#x.\n", version);
return E_INVALIDARG;
}
read_dword(&ptr, &total_size);
TRACE("total size: %#x\n", total_size);
read_dword(&ptr, &chunk_count);
TRACE("chunk count: %#x\n", chunk_count);
for (i = 0; i < chunk_count; ++i)
{
DWORD chunk_tag, chunk_size;
const char *chunk_ptr;
DWORD chunk_offset;
read_dword(&ptr, &chunk_offset);
TRACE("chunk %u at offset %#x\n", i, chunk_offset);
if (chunk_offset >= data_size || !require_space(chunk_offset, 2, sizeof(DWORD), data_size))
{
WARN("Invalid chunk offset %#x (data size %#lx).\n", chunk_offset, data_size);
return E_FAIL;
}
chunk_ptr = data + chunk_offset;
read_dword(&chunk_ptr, &chunk_tag);
read_dword(&chunk_ptr, &chunk_size);
if (!require_space(chunk_ptr - data, 1, chunk_size, data_size))
{
WARN("Invalid chunk size %#x (data size %#lx, chunk offset %#x).\n",
chunk_size, data_size, chunk_offset);
return E_FAIL;
}
if (FAILED(hr = chunk_handler(chunk_ptr, chunk_size, chunk_tag, ctx)))
break;
}
return hr;
}
static const char *shader_get_string(const char *data, size_t data_size, DWORD offset)
{
size_t len, max_len;
if (offset >= data_size)
{
WARN("Invalid offset %#x (data size %#lx).\n", offset, (long)data_size);
return NULL;
}
max_len = data_size - offset;
len = strnlen(data + offset, max_len);
if (len == max_len)
return NULL;
return data + offset;
}
static HRESULT shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
struct wined3d_shader_signature *s)
{
struct wined3d_shader_signature_element *e;
const char *ptr = data;
unsigned int i;
DWORD count;
if (!require_space(0, 2, sizeof(DWORD), data_size))
{
WARN("Invalid data size %#x.\n", data_size);
return E_INVALIDARG;
}
read_dword(&ptr, &count);
TRACE("%u elements.\n", count);
skip_dword_unknown(&ptr, 1); /* It seems to always be 0x00000008. */
if (!require_space(ptr - data, count, 6 * sizeof(DWORD), data_size))
{
WARN("Invalid count %#x (data size %#x).\n", count, data_size);
return E_INVALIDARG;
}
if (!(e = heap_calloc(count, sizeof(*e))))
{
ERR("Failed to allocate input signature memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < count; ++i)
{
DWORD name_offset;
if (tag == TAG_OSG5)
read_dword(&ptr, &e[i].stream_idx);
else
e[i].stream_idx = 0;
read_dword(&ptr, &name_offset);
if (!(e[i].semantic_name = shader_get_string(data, data_size, name_offset)))
{
WARN("Invalid name offset %#x (data size %#x).\n", name_offset, data_size);
heap_free(e);
return E_INVALIDARG;
}
read_dword(&ptr, &e[i].semantic_idx);
read_dword(&ptr, &e[i].sysval_semantic);
read_dword(&ptr, &e[i].component_type);
read_dword(&ptr, &e[i].register_idx);
read_dword(&ptr, &e[i].mask);
TRACE("Stream: %u, semantic: %s, semantic idx: %u, sysval_semantic %#x, "
"type %u, register idx: %u, use_mask %#x, input_mask %#x.\n",
e[i].stream_idx, debugstr_a(e[i].semantic_name), e[i].semantic_idx, e[i].sysval_semantic,
e[i].component_type, e[i].register_idx, (e[i].mask >> 8) & 0xff, e[i].mask & 0xff);
}
s->elements = e;
s->element_count = count;
return S_OK;
}
static HRESULT shader_dxbc_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *context)
{
struct shader_handler_context *ctx = context;
struct wined3d_shader *shader = ctx->shader;
HRESULT hr;
switch (tag)
{
case TAG_ISGN:
if (ctx->max_version < 4)
{
TRACE("Skipping shader input signature.\n");
break;
}
if (shader->input_signature.elements)
{
FIXME("Multiple input signatures.\n");
break;
}
if (FAILED(hr = shader_parse_signature(tag, data, data_size, &shader->input_signature)))
return hr;
break;
case TAG_OSGN:
case TAG_OSG5:
if (ctx->max_version < 4)
{
TRACE("Skipping shader output signature.\n");
break;
}
if (shader->output_signature.elements)
{
FIXME("Multiple output signatures.\n");
break;
}
if (FAILED(hr = shader_parse_signature(tag, data, data_size, &shader->output_signature)))
return hr;
break;
case TAG_PCSG:
if (shader->patch_constant_signature.elements)
{
FIXME("Multiple patch constant signatures.\n");
break;
}
if (FAILED(hr = shader_parse_signature(tag, data, data_size, &shader->patch_constant_signature)))
return hr;
break;
case TAG_SHDR:
case TAG_SHEX:
if (ctx->max_version < 4)
{
TRACE("Skipping SM4+ shader.\n");
break;
}
if (shader->function)
FIXME("Multiple shader code chunks.\n");
shader->function = (const DWORD *)data;
shader->functionLength = data_size;
*ctx->format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM4;
break;
case TAG_AON9:
if (ctx->max_version < 4)
{
const struct aon9_header *header = (const struct aon9_header *)data;
unsigned int unknown_dword_count;
const char *byte_code;
if (data_size < sizeof(*header))
{
WARN("Invalid Aon9 data size %#x.\n", data_size);
return E_FAIL;
}
byte_code = data + header->byte_code_offset;
unknown_dword_count = (header->byte_code_offset - sizeof(*header)) / sizeof(DWORD);
if (data_size - 2 * sizeof(DWORD) < header->byte_code_offset)
{
WARN("Invalid byte code offset %#x (size %#x).\n", header->byte_code_offset, data_size);
return E_FAIL;
}
FIXME("Skipping %u unknown DWORDs.\n", unknown_dword_count);
if (shader->function)
FIXME("Multiple shader code chunks.\n");
shader->function = (const DWORD *)byte_code;
shader->functionLength = data_size - header->byte_code_offset;
*ctx->format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
TRACE("Feature level 9 shader version 0%08x, 0%08x.\n",
header->shader_version, *shader->function);
}
else
{
TRACE("Skipping feature level 9 shader code.\n");
}
break;
default:
TRACE("Skipping chunk %s.\n", debugstr_an((const char *)&tag, 4));
break;
}
return S_OK;
}
HRESULT shader_extract_from_dxbc(struct wined3d_shader *shader,
unsigned int max_shader_version, enum wined3d_shader_byte_code_format *format)
{
struct shader_handler_context ctx;
HRESULT hr;
ctx.shader = shader;
ctx.format = format;
ctx.max_version = max_shader_version;
hr = parse_dxbc(shader->byte_code, shader->byte_code_size, shader_dxbc_chunk_handler, &ctx);
if (!shader->function)
hr = E_INVALIDARG;
if (FAILED(hr))
WARN("Failed to parse DXBC, hr %#x.\n", hr);
return hr;
}
static HRESULT shader_isgn_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct wined3d_shader_signature *is = ctx;
if (tag != TAG_ISGN)
return S_OK;
if (is->elements)
{
FIXME("Multiple shader signatures.\n");
return S_OK;
}
return shader_parse_signature(tag, data, data_size, is);
}
HRESULT CDECL wined3d_extract_shader_input_signature_from_dxbc(struct wined3d_shader_signature *signature,
const void *code, SIZE_T code_size)
{
memset(signature, 0, sizeof(*signature));
return parse_dxbc(code, code_size, shader_isgn_chunk_handler, signature);
}