Sweden-Number/dlls/wined3d/shader.c

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/*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 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 <math.h>
#include <stdio.h>
#include <string.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
static const char * const shader_opcode_names[] =
{
/* WINED3DSIH_ABS */ "abs",
/* WINED3DSIH_ADD */ "add",
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/* WINED3DSIH_AND */ "and",
/* WINED3DSIH_BEM */ "bem",
/* WINED3DSIH_BREAK */ "break",
/* WINED3DSIH_BREAKC */ "breakc",
/* WINED3DSIH_BREAKP */ "breakp",
/* WINED3DSIH_CALL */ "call",
/* WINED3DSIH_CALLNZ */ "callnz",
/* WINED3DSIH_CMP */ "cmp",
/* WINED3DSIH_CND */ "cnd",
/* WINED3DSIH_CRS */ "crs",
/* WINED3DSIH_CUT */ "cut",
/* WINED3DSIH_DCL */ "dcl",
/* WINED3DSIH_DEF */ "def",
/* WINED3DSIH_DEFB */ "defb",
/* WINED3DSIH_DEFI */ "defi",
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/* WINED3DSIH_DIV */ "div",
/* WINED3DSIH_DP2ADD */ "dp2add",
/* WINED3DSIH_DP3 */ "dp3",
/* WINED3DSIH_DP4 */ "dp4",
/* WINED3DSIH_DST */ "dst",
/* WINED3DSIH_DSX */ "dsx",
/* WINED3DSIH_DSY */ "dsy",
/* WINED3DSIH_ELSE */ "else",
/* WINED3DSIH_EMIT */ "emit",
/* WINED3DSIH_ENDIF */ "endif",
/* WINED3DSIH_ENDLOOP */ "endloop",
/* WINED3DSIH_ENDREP */ "endrep",
/* WINED3DSIH_EXP */ "exp",
/* WINED3DSIH_EXPP */ "expp",
/* WINED3DSIH_FRC */ "frc",
/* WINED3DSIH_FTOI */ "ftoi",
/* WINED3DSIH_IADD */ "iadd",
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/* WINED3DSIH_IEQ */ "ieq",
/* WINED3DSIH_IF */ "if",
/* WINED3DSIH_IFC */ "ifc",
/* WINED3DSIH_IGE */ "ige",
/* WINED3DSIH_IMUL */ "imul",
/* WINED3DSIH_ITOF */ "itof",
/* WINED3DSIH_LABEL */ "label",
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/* WINED3DSIH_LD */ "ld",
/* WINED3DSIH_LIT */ "lit",
/* WINED3DSIH_LOG */ "log",
/* WINED3DSIH_LOGP */ "logp",
/* WINED3DSIH_LOOP */ "loop",
/* WINED3DSIH_LRP */ "lrp",
/* WINED3DSIH_LT */ "lt",
/* WINED3DSIH_M3x2 */ "m3x2",
/* WINED3DSIH_M3x3 */ "m3x3",
/* WINED3DSIH_M3x4 */ "m3x4",
/* WINED3DSIH_M4x3 */ "m4x3",
/* WINED3DSIH_M4x4 */ "m4x4",
/* WINED3DSIH_MAD */ "mad",
/* WINED3DSIH_MAX */ "max",
/* WINED3DSIH_MIN */ "min",
/* WINED3DSIH_MOV */ "mov",
/* WINED3DSIH_MOVA */ "mova",
/* WINED3DSIH_MOVC */ "movc",
/* WINED3DSIH_MUL */ "mul",
/* WINED3DSIH_NOP */ "nop",
/* WINED3DSIH_NRM */ "nrm",
/* WINED3DSIH_PHASE */ "phase",
/* WINED3DSIH_POW */ "pow",
/* WINED3DSIH_RCP */ "rcp",
/* WINED3DSIH_REP */ "rep",
/* WINED3DSIH_RET */ "ret",
/* WINED3DSIH_RSQ */ "rsq",
/* WINED3DSIH_SAMPLE */ "sample",
/* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
/* WINED3DSIH_SAMPLE_LOD */ "sample_l",
/* WINED3DSIH_SETP */ "setp",
/* WINED3DSIH_SGE */ "sge",
/* WINED3DSIH_SGN */ "sgn",
/* WINED3DSIH_SINCOS */ "sincos",
/* WINED3DSIH_SLT */ "slt",
/* WINED3DSIH_SQRT */ "sqrt",
/* WINED3DSIH_SUB */ "sub",
/* WINED3DSIH_TEX */ "texld",
/* WINED3DSIH_TEXBEM */ "texbem",
/* WINED3DSIH_TEXBEML */ "texbeml",
/* WINED3DSIH_TEXCOORD */ "texcrd",
/* WINED3DSIH_TEXDEPTH */ "texdepth",
/* WINED3DSIH_TEXDP3 */ "texdp3",
/* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
/* WINED3DSIH_TEXKILL */ "texkill",
/* WINED3DSIH_TEXLDD */ "texldd",
/* WINED3DSIH_TEXLDL */ "texldl",
/* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
/* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
/* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
/* WINED3DSIH_TEXM3x3 */ "texm3x3",
/* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
/* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
/* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
/* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
/* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
/* WINED3DSIH_TEXREG2AR */ "texreg2ar",
/* WINED3DSIH_TEXREG2GB */ "texreg2gb",
/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
/* WINED3DSIH_UTOF */ "utof",
};
static const char * const semantic_names[] =
{
/* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
/* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
/* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
/* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
/* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
/* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
/* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
/* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
/* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
/* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
/* WINED3DDECLUSAGE_COLOR */ "COLOR",
/* WINED3DDECLUSAGE_FOG */ "FOG",
/* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
/* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
};
static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
{
if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
{
FIXME("Unrecognized usage %#x.\n", usage);
return "UNRECOGNIZED";
}
return semantic_names[usage];
}
static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
{
unsigned int i;
for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
{
if (!strcmp(name, semantic_names[i])) return i;
}
return ~0U;
}
BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
{
return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
}
static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
const struct wined3d_shader_semantic *s)
{
e->semantic_name = shader_semantic_name_from_usage(s->usage);
e->semantic_idx = s->usage_idx;
e->sysval_semantic = 0;
e->component_type = 0;
e->register_idx = s->reg.reg.idx;
e->mask = s->reg.write_mask;
}
static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
{
e->semantic_name = shader_semantic_name_from_usage(usage);
e->semantic_idx = usage_idx;
e->sysval_semantic = 0;
e->component_type = 0;
e->register_idx = reg_idx;
e->mask = write_mask;
}
static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
{
switch (version_token >> 16)
{
case WINED3D_SM1_VS:
case WINED3D_SM1_PS:
return &sm1_shader_frontend;
case WINED3D_SM4_PS:
case WINED3D_SM4_VS:
case WINED3D_SM4_GS:
return &sm4_shader_frontend;
default:
FIXME("Unrecognised version token %#x\n", version_token);
return NULL;
}
}
void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
{
buffer->buffer[0] = '\0';
buffer->bsize = 0;
buffer->lineNo = 0;
buffer->newline = TRUE;
}
BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
{
buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
if (!buffer->buffer)
{
ERR("Failed to allocate shader buffer memory.\n");
return FALSE;
}
shader_buffer_clear(buffer);
return TRUE;
}
void shader_buffer_free(struct wined3d_shader_buffer *buffer)
{
HeapFree(GetProcessHeap(), 0, buffer->buffer);
}
int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
{
char *base = buffer->buffer + buffer->bsize;
int rc;
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
{
ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
buffer->bsize = SHADER_PGMSIZE - 1;
return -1;
}
if (buffer->newline)
{
TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
buffer->newline = FALSE;
}
else
{
TRACE("%s", base);
}
buffer->bsize += rc;
if (buffer->buffer[buffer->bsize-1] == '\n')
{
++buffer->lineNo;
buffer->newline = TRUE;
}
return 0;
}
int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
{
va_list args;
int ret;
va_start(args, format);
ret = shader_vaddline(buffer, format, args);
va_end(args);
return ret;
}
static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
shader->ref = 1;
shader->device = device;
shader->parent = parent;
shader->parent_ops = parent_ops;
list_init(&shader->linked_programs);
list_add_head(&device->shaders, &shader->shader_list_entry);
}
/* Convert floating point offset relative to a register file to an absolute
* offset for float constants. */
static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
{
switch (register_type)
{
case WINED3DSPR_CONST: return register_idx;
case WINED3DSPR_CONST2: return 2048 + register_idx;
case WINED3DSPR_CONST3: return 4096 + register_idx;
case WINED3DSPR_CONST4: return 6144 + register_idx;
default:
FIXME("Unsupported register type: %u.\n", register_type);
return register_idx;
}
}
static void shader_delete_constant_list(struct list *clist)
{
struct local_constant *constant;
struct list *ptr;
ptr = list_head(clist);
while (ptr)
{
constant = LIST_ENTRY(ptr, struct local_constant, entry);
ptr = list_next(clist, ptr);
HeapFree(GetProcessHeap(), 0, constant);
}
list_init(clist);
}
static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
{
DWORD idx, shift;
idx = bit >> 5;
shift = bit & 0x1f;
bitmap[idx] |= (1 << shift);
}
static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
{
switch (reg->type)
{
case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
else reg_maps->address |= 1 << reg->idx;
break;
case WINED3DSPR_TEMP:
reg_maps->temporary |= 1 << reg->idx;
break;
case WINED3DSPR_INPUT:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
if (reg->rel_addr)
{
/* If relative addressing is used, we must assume that all registers
* are used. Even if it is a construct like v3[aL], we can't assume
* that v0, v1 and v2 aren't read because aL can be negative */
unsigned int i;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
shader->u.ps.input_reg_used[i] = TRUE;
}
}
else
{
shader->u.ps.input_reg_used[reg->idx] = TRUE;
}
}
else reg_maps->input_registers |= 1 << reg->idx;
break;
case WINED3DSPR_RASTOUT:
if (reg->idx == 1) reg_maps->fog = 1;
break;
case WINED3DSPR_MISCTYPE:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
if (!reg->idx) reg_maps->vpos = 1;
else if (reg->idx == 1) reg_maps->usesfacing = 1;
}
break;
case WINED3DSPR_CONST:
if (reg->rel_addr)
{
if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
reg_maps->usesrelconstF = TRUE;
}
else
{
set_bitmap_bit(reg_maps->constf, reg->idx);
}
break;
case WINED3DSPR_CONSTINT:
reg_maps->integer_constants |= (1 << reg->idx);
break;
case WINED3DSPR_CONSTBOOL:
reg_maps->boolean_constants |= (1 << reg->idx);
break;
case WINED3DSPR_COLOROUT:
reg_maps->rt_mask |= (1 << reg->idx);
break;
default:
TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
break;
}
}
static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
{
switch (instr)
{
case WINED3DSIH_M4x4:
case WINED3DSIH_M3x4:
return param == 1 ? 3 : 0;
case WINED3DSIH_M4x3:
case WINED3DSIH_M3x3:
return param == 1 ? 2 : 0;
case WINED3DSIH_M3x2:
return param == 1 ? 1 : 0;
default:
return 0;
}
}
/* Note that this does not count the loop register as an address register. */
static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
{
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
void *fe_data = shader->frontend_data;
struct wined3d_shader_version shader_version;
const DWORD *ptr = byte_code;
memset(reg_maps, 0, sizeof(*reg_maps));
reg_maps->min_rel_offset = ~0U;
fe->shader_read_header(fe_data, &ptr, &shader_version);
reg_maps->shader_version = shader_version;
reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
if (!reg_maps->constf)
{
ERR("Failed to allocate constant map memory.\n");
return E_OUTOFMEMORY;
}
while (!fe->shader_is_end(fe_data, &ptr))
{
struct wined3d_shader_instruction ins;
const char *comment;
UINT comment_size;
UINT param_size;
/* Skip comments. */
fe->shader_read_comment(&ptr, &comment, &comment_size);
if (comment) continue;
/* Fetch opcode. */
fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
/* Unhandled opcode, and its parameters. */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
/* Handle declarations. */
if (ins.handler_idx == WINED3DSIH_DCL)
{
struct wined3d_shader_semantic semantic;
fe->shader_read_semantic(&ptr, &semantic);
switch (semantic.reg.reg.type)
{
/* Mark input registers used. */
case WINED3DSPR_INPUT:
reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
break;
/* Vertex shader: mark 3.0 output registers used, save token. */
case WINED3DSPR_OUTPUT:
reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
break;
/* Save sampler usage token. */
case WINED3DSPR_SAMPLER:
reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
break;
default:
TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
break;
}
}
else if (ins.handler_idx == WINED3DSIH_DEF)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
ptr += 4;
/* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
{
float *value = (float *)lconst->value;
if (value[0] < -1.0f) value[0] = -1.0f;
else if (value[0] > 1.0f) value[0] = 1.0f;
if (value[1] < -1.0f) value[1] = -1.0f;
else if (value[1] > 1.0f) value[1] = 1.0f;
if (value[2] < -1.0f) value[2] = -1.0f;
else if (value[2] > 1.0f) value[2] = 1.0f;
if (value[3] < -1.0f) value[3] = -1.0f;
else if (value[3] > 1.0f) value[3] = 1.0f;
}
list_add_head(&shader->constantsF, &lconst->entry);
}
else if (ins.handler_idx == WINED3DSIH_DEFI)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
ptr += 4;
list_add_head(&shader->constantsI, &lconst->entry);
reg_maps->local_int_consts |= (1 << dst.reg.idx);
}
else if (ins.handler_idx == WINED3DSIH_DEFB)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, ptr, sizeof(DWORD));
++ptr;
list_add_head(&shader->constantsB, &lconst->entry);
reg_maps->local_bool_consts |= (1 << dst.reg.idx);
}
/* If there's a loop in the shader. */
else if (ins.handler_idx == WINED3DSIH_LOOP
|| ins.handler_idx == WINED3DSIH_REP)
{
struct wined3d_shader_src_param src, rel_addr;
fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
/* Rep and Loop always use an integer constant for the control parameters. */
if (ins.handler_idx == WINED3DSIH_REP)
{
reg_maps->integer_constants |= 1 << src.reg.idx;
}
else
{
fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
reg_maps->integer_constants |= 1 << src.reg.idx;
}
cur_loop_depth++;
if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
}
else if (ins.handler_idx == WINED3DSIH_ENDLOOP
|| ins.handler_idx == WINED3DSIH_ENDREP)
{
cur_loop_depth--;
}
/* For subroutine prototypes. */
else if (ins.handler_idx == WINED3DSIH_LABEL)
{
struct wined3d_shader_src_param src, rel_addr;
fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
reg_maps->labels |= 1 << src.reg.idx;
}
/* Set texture, address, temporary registers. */
else
{
BOOL color0_mov = FALSE;
2011-05-12 21:40:36 +02:00
unsigned int i, limit;
/* This will loop over all the registers and try to
* make a bitmask of the ones we're interested in.
*
* Relative addressing tokens are ignored, but that's
* okay, since we'll catch any address registers when
* they are initialized (required by spec). */
for (i = 0; i < ins.dst_count; ++i)
{
struct wined3d_shader_src_param dst_rel_addr;
struct wined3d_shader_dst_param dst_param;
fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
* is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
* shaders because TECRDOUT isn't used in them, but future register types might cause issues */
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
{
UINT idx = dst_param.reg.idx;
switch (dst_param.reg.type)
{
case WINED3DSPR_RASTOUT:
switch (idx)
{
case 0: /* oPos */
reg_maps->output_registers |= 1 << 10;
shader_signature_from_usage(&output_signature[10],
WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
break;
case 1: /* oFog */
reg_maps->output_registers |= 1 << 11;
shader_signature_from_usage(&output_signature[11],
WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
break;
case 2: /* oPts */
reg_maps->output_registers |= 1 << 11;
shader_signature_from_usage(&output_signature[11],
WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
break;
}
break;
case WINED3DSPR_ATTROUT:
if (idx < 2)
{
idx += 8;
if (reg_maps->output_registers & (1 << idx))
{
output_signature[idx].mask |= dst_param.write_mask;
}
else
{
reg_maps->output_registers |= 1 << idx;
shader_signature_from_usage(&output_signature[idx],
WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
}
}
break;
case WINED3DSPR_TEXCRDOUT:
reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
if (reg_maps->output_registers & (1 << idx))
{
output_signature[idx].mask |= dst_param.write_mask;
}
else
{
reg_maps->output_registers |= 1 << idx;
shader_signature_from_usage(&output_signature[idx],
WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
}
break;
default:
break;
}
}
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
{
if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
{
/* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
* COLOROUT 0. If we know this in advance, the ARB shader backend can skip
* the mov and perform the sRGB write correction from the source register.
*
* However, if the mov is only partial, we can't do this, and if the write
* comes from an instruction other than MOV it is hard to do as well. If
* COLOROUT 0 is overwritten partially later, the marker is dropped again. */
shader->u.ps.color0_mov = FALSE;
if (ins.handler_idx == WINED3DSIH_MOV
&& dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
{
/* Used later when the source register is read. */
color0_mov = TRUE;
}
}
/* Also drop the MOV marker if the source register is overwritten prior to the shader
* end
*/
else if (dst_param.reg.type == WINED3DSPR_TEMP
&& dst_param.reg.idx == shader->u.ps.color0_reg)
{
shader->u.ps.color0_mov = FALSE;
}
}
/* Declare 1.x samplers implicitly, based on the destination reg. number. */
if (shader_version.major == 1
&& (ins.handler_idx == WINED3DSIH_TEX
|| ins.handler_idx == WINED3DSIH_TEXBEM
|| ins.handler_idx == WINED3DSIH_TEXBEML
|| ins.handler_idx == WINED3DSIH_TEXDP3TEX
|| ins.handler_idx == WINED3DSIH_TEXM3x2TEX
|| ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
|| ins.handler_idx == WINED3DSIH_TEXM3x3TEX
|| ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
|| ins.handler_idx == WINED3DSIH_TEXREG2AR
|| ins.handler_idx == WINED3DSIH_TEXREG2GB
|| ins.handler_idx == WINED3DSIH_TEXREG2RGB))
{
/* Fake sampler usage, only set reserved bit and type. */
DWORD sampler_code = dst_param.reg.idx;
TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
/* texbem is only valid with < 1.4 pixel shaders */
if (ins.handler_idx == WINED3DSIH_TEXBEM
|| ins.handler_idx == WINED3DSIH_TEXBEML)
{
reg_maps->bumpmat |= 1 << dst_param.reg.idx;
if (ins.handler_idx == WINED3DSIH_TEXBEML)
{
reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
}
}
}
else if (ins.handler_idx == WINED3DSIH_BEM)
{
reg_maps->bumpmat |= 1 << dst_param.reg.idx;
}
}
if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
limit = ins.src_count + (ins.predicate ? 1 : 0);
for (i = 0; i < limit; ++i)
{
struct wined3d_shader_src_param src_param, src_rel_addr;
unsigned int count;
fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
count = get_instr_extra_regcount(ins.handler_idx, i);
shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
while (count)
{
++src_param.reg.idx;
shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
--count;
}
if (color0_mov)
{
if (src_param.reg.type == WINED3DSPR_TEMP
&& src_param.swizzle == WINED3DSP_NOSWIZZLE)
{
shader->u.ps.color0_mov = TRUE;
shader->u.ps.color0_reg = src_param.reg.idx;
}
}
}
}
}
reg_maps->loop_depth = max_loop_depth;
/* PS before 2.0 don't have explicit color outputs. Instead the value of
* R0 is written to the render target. */
if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
reg_maps->rt_mask |= (1 << 0);
shader->functionLength = ((const char *)ptr - (const char *)byte_code);
return WINED3D_OK;
}
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
{
DWORD map = 1 << max;
map |= map - 1;
map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
return wined3d_log2i(map);
}
static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
const struct wined3d_shader_version *shader_version)
{
TRACE("dcl");
if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
{
switch (semantic->sampler_type)
{
case WINED3DSTT_2D: TRACE("_2d"); break;
case WINED3DSTT_CUBE: TRACE("_cube"); break;
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
}
}
else
{
/* Pixel shaders 3.0 don't have usage semantics. */
if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
else TRACE("_");
switch (semantic->usage)
{
case WINED3DDECLUSAGE_POSITION:
TRACE("position%u", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_BLENDINDICES:
TRACE("blend");
break;
case WINED3DDECLUSAGE_BLENDWEIGHT:
TRACE("weight");
break;
case WINED3DDECLUSAGE_NORMAL:
TRACE("normal%u", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_PSIZE:
TRACE("psize");
break;
case WINED3DDECLUSAGE_COLOR:
if (!semantic->usage_idx) TRACE("color");
else TRACE("specular%u", (semantic->usage_idx - 1));
break;
case WINED3DDECLUSAGE_TEXCOORD:
TRACE("texture%u", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_TANGENT:
TRACE("tangent");
break;
case WINED3DDECLUSAGE_BINORMAL:
TRACE("binormal");
break;
case WINED3DDECLUSAGE_TESSFACTOR:
TRACE("tessfactor");
break;
case WINED3DDECLUSAGE_POSITIONT:
TRACE("positionT%u", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_FOG:
TRACE("fog");
break;
case WINED3DDECLUSAGE_DEPTH:
TRACE("depth");
break;
case WINED3DDECLUSAGE_SAMPLE:
TRACE("sample");
break;
default:
FIXME("unknown_semantics(0x%08x)", semantic->usage);
}
}
}
static void shader_dump_register(const struct wined3d_shader_register *reg,
const struct wined3d_shader_version *shader_version)
{
static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
static const char * const misctype_reg_names[] = {"vPos", "vFace"};
UINT offset = reg->idx;
switch (reg->type)
{
case WINED3DSPR_TEMP:
TRACE("r");
break;
case WINED3DSPR_INPUT:
TRACE("v");
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
offset = shader_get_float_offset(reg->type, reg->idx);
break;
case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
break;
case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg->idx]);
break;
case WINED3DSPR_COLOROUT:
TRACE("oC");
break;
case WINED3DSPR_DEPTHOUT:
TRACE("oDepth");
break;
case WINED3DSPR_ATTROUT:
TRACE("oD");
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token. */
if (shader_version->major >= 3) TRACE("o");
else TRACE("oT");
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
break;
case WINED3DSPR_LABEL:
TRACE("l");
break;
case WINED3DSPR_LOOP:
TRACE("aL");
break;
case WINED3DSPR_SAMPLER:
TRACE("s");
break;
case WINED3DSPR_MISCTYPE:
if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
else TRACE("%s", misctype_reg_names[reg->idx]);
break;
case WINED3DSPR_PREDICATE:
TRACE("p");
break;
case WINED3DSPR_IMMCONST:
TRACE("l");
break;
case WINED3DSPR_CONSTBUFFER:
TRACE("cb");
break;
case WINED3DSPR_NULL:
TRACE("null");
break;
case WINED3DSPR_RESOURCE:
TRACE("t");
break;
default:
TRACE("unhandled_rtype(%#x)", reg->type);
break;
}
if (reg->type == WINED3DSPR_IMMCONST)
{
TRACE("(");
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_SCALAR:
TRACE("%.8e", *(const float *)reg->immconst_data);
break;
case WINED3D_IMMCONST_VEC4:
TRACE("%.8e, %.8e, %.8e, %.8e",
*(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
*(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
break;
default:
TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
break;
}
TRACE(")");
}
else if (reg->type != WINED3DSPR_RASTOUT
&& reg->type != WINED3DSPR_MISCTYPE
&& reg->type != WINED3DSPR_NULL)
{
if (reg->array_idx != ~0U)
{
TRACE("%u[%u", offset, reg->array_idx);
if (reg->rel_addr)
{
TRACE(" + ");
shader_dump_src_param(reg->rel_addr, shader_version);
}
TRACE("]");
}
else
{
if (reg->rel_addr)
{
TRACE("[");
shader_dump_src_param(reg->rel_addr, shader_version);
TRACE(" + ");
}
TRACE("%u", offset);
if (reg->rel_addr) TRACE("]");
}
}
}
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version)
{
DWORD write_mask = param->write_mask;
shader_dump_register(&param->reg, shader_version);
if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
{
static const char *write_mask_chars = "xyzw";
TRACE(".");
if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
}
}
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version)
{
DWORD src_modifier = param->modifiers;
DWORD swizzle = param->swizzle;
if (src_modifier == WINED3DSPSM_NEG
|| src_modifier == WINED3DSPSM_BIASNEG
|| src_modifier == WINED3DSPSM_SIGNNEG
|| src_modifier == WINED3DSPSM_X2NEG
|| src_modifier == WINED3DSPSM_ABSNEG)
TRACE("-");
else if (src_modifier == WINED3DSPSM_COMP)
TRACE("1-");
else if (src_modifier == WINED3DSPSM_NOT)
TRACE("!");
if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
TRACE("abs(");
shader_dump_register(&param->reg, shader_version);
if (src_modifier)
{
switch (src_modifier)
{
case WINED3DSPSM_NONE: break;
case WINED3DSPSM_NEG: break;
case WINED3DSPSM_NOT: break;
case WINED3DSPSM_BIAS: TRACE("_bias"); break;
case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
case WINED3DSPSM_COMP: break;
case WINED3DSPSM_X2: TRACE("_x2"); break;
case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
case WINED3DSPSM_DZ: TRACE("_dz"); break;
case WINED3DSPSM_DW: TRACE("_dw"); break;
case WINED3DSPSM_ABSNEG: TRACE(")"); break;
case WINED3DSPSM_ABS: TRACE(")"); break;
default: TRACE("_unknown_modifier(%#x)", src_modifier);
}
}
if (swizzle != WINED3DSP_NOSWIZZLE)
{
static const char *swizzle_chars = "xyzw";
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
if (swizzle_x == swizzle_y
&& swizzle_x == swizzle_z
&& swizzle_x == swizzle_w)
{
TRACE(".%c", swizzle_chars[swizzle_x]);
}
else
{
TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
}
}
}
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
{
struct wined3d_device *device = shader->device;
const struct wined3d_shader_frontend *fe = shader->frontend;
void *fe_data = shader->frontend_data;
struct wined3d_shader_src_param dst_rel_addr[2];
struct wined3d_shader_src_param src_rel_addr[4];
struct wined3d_shader_dst_param dst_param[2];
struct wined3d_shader_src_param src_param[4];
struct wined3d_shader_version shader_version;
struct wined3d_shader_loop_state loop_state;
struct wined3d_shader_instruction ins;
struct wined3d_shader_tex_mx tex_mx;
struct wined3d_shader_context ctx;
const DWORD *ptr = byte_code;
DWORD i;
/* Initialize current parsing state. */
tex_mx.current_row = 0;
loop_state.current_depth = 0;
loop_state.current_reg = 0;
ctx.shader = shader;
ctx.gl_info = &device->adapter->gl_info;
ctx.reg_maps = reg_maps;
ctx.buffer = buffer;
ctx.tex_mx = &tex_mx;
ctx.loop_state = &loop_state;
ctx.backend_data = backend_ctx;
ins.ctx = &ctx;
ins.dst = dst_param;
ins.src = src_param;
fe->shader_read_header(fe_data, &ptr, &shader_version);
while (!fe->shader_is_end(fe_data, &ptr))
{
const char *comment;
UINT comment_size;
UINT param_size;
/* Skip comment tokens. */
fe->shader_read_comment(&ptr, &comment, &comment_size);
if (comment) continue;
/* Read opcode. */
fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
/* Unknown opcode and its parameters. */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
/* Nothing to do. */
if (ins.handler_idx == WINED3DSIH_DCL
|| ins.handler_idx == WINED3DSIH_NOP
|| ins.handler_idx == WINED3DSIH_DEF
|| ins.handler_idx == WINED3DSIH_DEFI
|| ins.handler_idx == WINED3DSIH_DEFB
|| ins.handler_idx == WINED3DSIH_PHASE)
{
ptr += param_size;
continue;
}
/* Destination tokens */
for (i = 0; i < ins.dst_count; ++i)
{
fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
}
/* Predication token */
if (ins.predicate)
{
FIXME("Predicates not implemented.\n");
ins.predicate = *ptr++;
}
/* Other source tokens */
for (i = 0; i < ins.src_count; ++i)
{
fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
}
/* Call appropriate function for output target */
device->shader_backend->shader_handle_instruction(&ins);
}
}
static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
{
DWORD mmask = dst->modifiers;
switch (dst->shift)
{
case 0: break;
case 13: TRACE("_d8"); break;
case 14: TRACE("_d4"); break;
case 15: TRACE("_d2"); break;
case 1: TRACE("_x2"); break;
case 2: TRACE("_x4"); break;
case 3: TRACE("_x8"); break;
default: TRACE("_unhandled_shift(%d)", dst->shift); break;
}
if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
}
static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
{
struct wined3d_shader_version shader_version;
const DWORD *ptr = byte_code;
const char *type_prefix;
DWORD i;
TRACE("Parsing %p.\n", byte_code);
fe->shader_read_header(fe_data, &ptr, &shader_version);
switch (shader_version.type)
{
case WINED3D_SHADER_TYPE_VERTEX:
type_prefix = "vs";
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
type_prefix = "gs";
break;
case WINED3D_SHADER_TYPE_PIXEL:
type_prefix = "ps";
break;
default:
FIXME("Unhandled shader type %#x.\n", shader_version.type);
type_prefix = "unknown";
break;
}
TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
while (!fe->shader_is_end(fe_data, &ptr))
{
struct wined3d_shader_instruction ins;
const char *comment;
UINT comment_size;
UINT param_size;
/* comment */
fe->shader_read_comment(&ptr, &comment, &comment_size);
if (comment)
{
if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
{
const char *end = comment + comment_size;
const char *ptr = comment + 4;
const char *line = ptr;
TRACE("// TEXT\n");
while (ptr != end)
{
if (*ptr == '\n')
{
UINT len = ptr - line;
if (len && *(ptr - 1) == '\r') --len;
TRACE("// %s\n", debugstr_an(line, len));
line = ++ptr;
}
else ++ptr;
}
if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
}
else TRACE("// %s\n", debugstr_an(comment, comment_size));
continue;
}
fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
ptr += param_size;
continue;
}
if (ins.handler_idx == WINED3DSIH_DCL)
{
struct wined3d_shader_semantic semantic;
fe->shader_read_semantic(&ptr, &semantic);
shader_dump_decl_usage(&semantic, &shader_version);
shader_dump_ins_modifiers(&semantic.reg);
TRACE(" ");
shader_dump_dst_param(&semantic.reg, &shader_version);
}
else if (ins.handler_idx == WINED3DSIH_DEF)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
*(const float *)(ptr),
*(const float *)(ptr + 1),
*(const float *)(ptr + 2),
*(const float *)(ptr + 3));
ptr += 4;
}
else if (ins.handler_idx == WINED3DSIH_DEFI)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
*(ptr),
*(ptr + 1),
*(ptr + 2),
*(ptr + 3));
ptr += 4;
}
else if (ins.handler_idx == WINED3DSIH_DEFB)
{
struct wined3d_shader_src_param rel_addr;
struct wined3d_shader_dst_param dst;
fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
++ptr;
}
else
{
struct wined3d_shader_src_param dst_rel_addr[2];
struct wined3d_shader_src_param src_rel_addr;
struct wined3d_shader_dst_param dst_param[2];
struct wined3d_shader_src_param src_param;
for (i = 0; i < ins.dst_count; ++i)
{
fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
}
/* Print out predication source token first - it follows
* the destination token. */
if (ins.predicate)
{
fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
TRACE("(");
shader_dump_src_param(&src_param, &shader_version);
TRACE(") ");
}
/* PixWin marks instructions with the coissue flag with a '+' */
if (ins.coissue) TRACE("+");
TRACE("%s", shader_opcode_names[ins.handler_idx]);
if (ins.handler_idx == WINED3DSIH_IFC
|| ins.handler_idx == WINED3DSIH_BREAKC)
{
switch (ins.flags)
{
case COMPARISON_GT: TRACE("_gt"); break;
case COMPARISON_EQ: TRACE("_eq"); break;
case COMPARISON_GE: TRACE("_ge"); break;
case COMPARISON_LT: TRACE("_lt"); break;
case COMPARISON_NE: TRACE("_ne"); break;
case COMPARISON_LE: TRACE("_le"); break;
default: TRACE("_(%u)", ins.flags);
}
}
else if (ins.handler_idx == WINED3DSIH_TEX
&& shader_version.major >= 2
&& (ins.flags & WINED3DSI_TEXLD_PROJECT))
{
TRACE("p");
}
/* We already read the destination tokens, print them. */
for (i = 0; i < ins.dst_count; ++i)
{
shader_dump_ins_modifiers(&dst_param[i]);
TRACE(!i ? " " : ", ");
shader_dump_dst_param(&dst_param[i], &shader_version);
}
/* Other source tokens */
for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
{
fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
TRACE(!i ? " " : ", ");
shader_dump_src_param(&src_param, &shader_version);
}
}
TRACE("\n");
}
}
static void shader_cleanup(struct wined3d_shader *shader)
{
shader->device->shader_backend->shader_destroy(shader);
HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
HeapFree(GetProcessHeap(), 0, shader->function);
shader_delete_constant_list(&shader->constantsF);
shader_delete_constant_list(&shader->constantsB);
shader_delete_constant_list(&shader->constantsI);
list_remove(&shader->shader_list_entry);
if (shader->frontend && shader->frontend_data)
shader->frontend->shader_free(shader->frontend_data);
}
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
enum tex_types tex_type, const SIZE *ds_mask_size) {}
static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
static void shader_none_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
static void shader_none_destroy(struct wined3d_shader *shader) {}
static HRESULT shader_none_alloc(struct wined3d_device *device) {return WINED3D_OK;}
static void shader_none_free(struct wined3d_device *device) {}
static BOOL shader_none_dirty_const(void) {return FALSE;}
static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
/* Set the shader caps to 0 for the none shader backend */
caps->VertexShaderVersion = 0;
caps->MaxVertexShaderConst = 0;
caps->PixelShaderVersion = 0;
caps->PixelShader1xMaxValue = 0.0f;
caps->MaxPixelShaderConst = 0;
caps->VSClipping = FALSE;
}
static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
/* Faked to make some apps happy. */
if (!is_complex_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
const struct wined3d_shader_backend_ops none_shader_backend =
{
shader_none_handle_instruction,
shader_none_select,
shader_none_select_depth_blt,
shader_none_deselect_depth_blt,
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,
shader_none_load_constants,
shader_none_load_np2fixup_constants,
shader_none_destroy,
shader_none_alloc,
shader_none_free,
shader_none_dirty_const,
shader_none_get_caps,
shader_none_color_fixup_supported,
};
static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
enum wined3d_shader_type type, unsigned int max_version)
{
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_shader_frontend *fe;
HRESULT hr;
TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
shader, byte_code, output_signature, float_const_count);
fe = shader_select_frontend(*byte_code);
if (!fe)
{
FIXME("Unable to find frontend for shader.\n");
return WINED3DERR_INVALIDCALL;
}
shader->frontend = fe;
shader->frontend_data = fe->shader_init(byte_code, output_signature);
if (!shader->frontend_data)
{
FIXME("Failed to initialize frontend.\n");
return WINED3DERR_INVALIDCALL;
}
/* First pass: trace shader. */
if (TRACE_ON(d3d_shader))
shader_trace_init(fe, shader->frontend_data, byte_code);
/* Initialize immediate constant lists. */
list_init(&shader->constantsF);
list_init(&shader->constantsB);
list_init(&shader->constantsI);
/* Second pass: figure out which registers are used, what the semantics are, etc. */
hr = shader_get_registers_used(shader, fe,
reg_maps, shader->input_signature, shader->output_signature,
byte_code, float_const_count);
if (FAILED(hr)) return hr;
if (reg_maps->shader_version.type != type)
{
WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
return WINED3DERR_INVALIDCALL;
}
if (reg_maps->shader_version.major > max_version)
{
WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
return WINED3DERR_INVALIDCALL;
}
shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
if (!shader->function)
return E_OUTOFMEMORY;
memcpy(shader->function, byte_code, shader->functionLength);
return WINED3D_OK;
}
ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
{
ULONG refcount = InterlockedIncrement(&shader->ref);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
return refcount;
}
/* Do not call while under the GL lock. */
ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
{
ULONG refcount = InterlockedDecrement(&shader->ref);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
shader_cleanup(shader);
shader->parent_ops->wined3d_object_destroyed(shader->parent);
HeapFree(GetProcessHeap(), 0, shader);
}
return refcount;
}
void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
{
TRACE("shader %p.\n", shader);
return shader->parent;
}
HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
void *byte_code, UINT *byte_code_size)
{
TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
if (!byte_code)
{
*byte_code_size = shader->functionLength;
return WINED3D_OK;
}
if (*byte_code_size < shader->functionLength)
{
/* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
* than the required size we should write the required size and
* return D3DERR_MOREDATA. That's not actually true. */
return WINED3DERR_INVALIDCALL;
}
memcpy(byte_code, shader->function, shader->functionLength);
return WINED3D_OK;
}
/* Set local constants for d3d8 shaders. */
HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
UINT start_idx, const float *src_data, UINT count)
{
UINT end_idx = start_idx + count;
UINT i;
TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
if (end_idx > shader->limits.constant_float)
{
WARN("end_idx %u > float constants limit %u.\n",
end_idx, shader->limits.constant_float);
end_idx = shader->limits.constant_float;
}
for (i = start_idx; i < end_idx; ++i)
{
struct local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst)
return E_OUTOFMEMORY;
lconst->idx = i;
memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
list_add_head(&shader->constantsF, &lconst->entry);
}
return WINED3D_OK;
}
void find_vs_compile_args(const struct wined3d_state *state,
const struct wined3d_shader *shader, struct vs_compile_args *args)
{
args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
&& state->render_states[WINED3DRS_CLIPPLANEENABLE];
args->swizzle_map = shader->device->strided_streams.swizzle_map;
}
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
{
if (usage_idx1 != usage_idx2) return FALSE;
if (usage1 == usage2) return TRUE;
if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
return FALSE;
}
BOOL vshader_get_input(const struct wined3d_shader *shader,
BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
{
WORD map = shader->reg_maps.input_registers;
unsigned int i;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
if (match_usage(shader->u.vs.attributes[i].usage,
shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}
}
return FALSE;
}
static void vertexshader_set_limits(struct wined3d_shader *shader)
{
DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
shader->reg_maps.shader_version.minor);
struct wined3d_device *device = shader->device;
shader->limits.texcoord = 0;
shader->limits.attributes = 16;
shader->limits.packed_input = 0;
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1, 0):
case WINED3D_SHADER_VERSION(1, 1):
shader->limits.temporary = 12;
shader->limits.constant_bool = 0;
shader->limits.constant_int = 0;
shader->limits.address = 1;
shader->limits.packed_output = 12;
shader->limits.sampler = 0;
shader->limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
* constants? */
shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
case WINED3D_SHADER_VERSION(2, 0):
case WINED3D_SHADER_VERSION(2, 1):
shader->limits.temporary = 12;
shader->limits.constant_bool = 16;
shader->limits.constant_int = 16;
shader->limits.address = 1;
shader->limits.packed_output = 12;
shader->limits.sampler = 0;
shader->limits.label = 16;
shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
case WINED3D_SHADER_VERSION(4, 0):
FIXME("Using 3.0 limits for 4.0 shader.\n");
/* Fall through. */
case WINED3D_SHADER_VERSION(3, 0):
shader->limits.temporary = 32;
shader->limits.constant_bool = 32;
shader->limits.constant_int = 32;
shader->limits.address = 1;
shader->limits.packed_output = 12;
shader->limits.sampler = 4;
shader->limits.label = 16; /* FIXME: 2048 */
/* DX10 cards on Windows advertise a d3d9 constant limit of 256
* even though they are capable of supporting much more (GL
* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
* shaders to 256. */
shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
break;
default:
shader->limits.temporary = 12;
shader->limits.constant_bool = 16;
shader->limits.constant_int = 16;
shader->limits.address = 1;
shader->limits.packed_output = 12;
shader->limits.sampler = 0;
shader->limits.label = 16;
shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
shader->reg_maps.shader_version.major,
shader->reg_maps.shader_version.minor);
}
}
static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
{
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
unsigned int i;
HRESULT hr;
WORD map;
if (!byte_code) return WINED3DERR_INVALIDCALL;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
WINED3D_SHADER_TYPE_VERTEX, max_version);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
return hr;
}
map = reg_maps->input_registers;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1) || !shader->input_signature[i].semantic_name)
continue;
shader->u.vs.attributes[i].usage =
shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
}
if (output_signature)
{
for (i = 0; i < output_signature->element_count; ++i)
{
struct wined3d_shader_signature_element *e = &output_signature->elements[i];
reg_maps->output_registers |= 1 << e->register_idx;
shader->output_signature[e->register_idx] = *e;
}
}
vertexshader_set_limits(shader);
shader->load_local_constsF = reg_maps->usesrelconstF
&& !list_empty(&shader->constantsF);
return WINED3D_OK;
}
static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
{
HRESULT hr;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, 0,
WINED3D_SHADER_TYPE_GEOMETRY, max_version);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
return hr;
}
shader->load_local_constsF = FALSE;
return WINED3D_OK;
}
void find_ps_compile_args(const struct wined3d_state *state,
const struct wined3d_shader *shader, struct ps_compile_args *args)
{
struct wined3d_device *device = shader->device;
const struct wined3d_texture *texture;
UINT i;
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
{
const struct wined3d_surface *rt = state->fb->render_targets[0];
if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
}
if (shader->reg_maps.shader_version.major == 1
&& shader->reg_maps.shader_version.minor <= 3)
{
for (i = 0; i < 4; ++i)
{
DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
if (flags & WINED3DTTFF_PROJECTED)
tex_transform |= WINED3D_PSARGS_PROJECTED;
args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
}
}
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (!shader->reg_maps.sampler_type[i])
continue;
texture = state->textures[i];
if (!texture)
{
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
continue;
}
args->color_fixup[i] = texture->resource.format->color_fixup;
if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
args->shadow |= 1 << i;
/* Flag samplers that need NP2 texcoord fixup. */
if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
args->np2_fixup |= (1 << i);
}
if (shader->reg_maps.shader_version.major >= 3)
{
if (device->strided_streams.position_transformed)
{
args->vp_mode = pretransformed;
}
else if (use_vs(state))
{
args->vp_mode = vertexshader;
}
else
{
args->vp_mode = fixedfunction;
}
args->fog = FOG_OFF;
}
else
{
args->vp_mode = vertexshader;
if (state->render_states[WINED3DRS_FOGENABLE])
{
switch (state->render_states[WINED3DRS_FOGTABLEMODE])
{
case WINED3DFOG_NONE:
if (device->strided_streams.position_transformed || use_vs(state))
{
args->fog = FOG_LINEAR;
break;
}
switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE: /* Fall through. */
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
}
break;
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
}
}
else
{
args->fog = FOG_OFF;
}
}
}
static void pixelshader_set_limits(struct wined3d_shader *shader)
{
DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
shader->reg_maps.shader_version.minor);
shader->limits.attributes = 0;
shader->limits.address = 0;
shader->limits.packed_output = 0;
switch (shader_version)
{
case WINED3D_SHADER_VERSION(1, 0):
case WINED3D_SHADER_VERSION(1, 1):
case WINED3D_SHADER_VERSION(1, 2):
case WINED3D_SHADER_VERSION(1, 3):
shader->limits.temporary = 2;
shader->limits.constant_float = 8;
shader->limits.constant_int = 0;
shader->limits.constant_bool = 0;
shader->limits.texcoord = 4;
shader->limits.sampler = 4;
shader->limits.packed_input = 0;
shader->limits.label = 0;
break;
case WINED3D_SHADER_VERSION(1, 4):
shader->limits.temporary = 6;
shader->limits.constant_float = 8;
shader->limits.constant_int = 0;
shader->limits.constant_bool = 0;
shader->limits.texcoord = 6;
shader->limits.sampler = 6;
shader->limits.packed_input = 0;
shader->limits.label = 0;
break;
/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
case WINED3D_SHADER_VERSION(2, 0):
shader->limits.temporary = 32;
shader->limits.constant_float = 32;
shader->limits.constant_int = 16;
shader->limits.constant_bool = 16;
shader->limits.texcoord = 8;
shader->limits.sampler = 16;
shader->limits.packed_input = 0;
break;
case WINED3D_SHADER_VERSION(2, 1):
shader->limits.temporary = 32;
shader->limits.constant_float = 32;
shader->limits.constant_int = 16;
shader->limits.constant_bool = 16;
shader->limits.texcoord = 8;
shader->limits.sampler = 16;
shader->limits.packed_input = 0;
shader->limits.label = 16;
break;
case WINED3D_SHADER_VERSION(4, 0):
FIXME("Using 3.0 limits for 4.0 shader.\n");
/* Fall through. */
case WINED3D_SHADER_VERSION(3, 0):
shader->limits.temporary = 32;
shader->limits.constant_float = 224;
shader->limits.constant_int = 16;
shader->limits.constant_bool = 16;
shader->limits.texcoord = 0;
shader->limits.sampler = 16;
shader->limits.packed_input = 12;
shader->limits.label = 16; /* FIXME: 2048 */
break;
default:
shader->limits.temporary = 32;
shader->limits.constant_float = 32;
shader->limits.constant_int = 16;
shader->limits.constant_bool = 16;
shader->limits.texcoord = 8;
shader->limits.sampler = 16;
shader->limits.packed_input = 0;
shader->limits.label = 0;
FIXME("Unrecognized pixel shader version %u.%u\n",
shader->reg_maps.shader_version.major,
shader->reg_maps.shader_version.minor);
}
}
static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
HRESULT hr;
if (!byte_code) return WINED3DERR_INVALIDCALL;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
WINED3D_SHADER_TYPE_PIXEL, max_version);
if (FAILED(hr))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
return hr;
}
pixelshader_set_limits(shader);
for (i = 0; i < MAX_REG_INPUT; ++i)
{
if (shader->u.ps.input_reg_used[i])
{
++num_regs_used;
highest_reg_used = i;
}
}
/* Don't do any register mapping magic if it is not needed, or if we can't
* achieve anything anyway */
if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
{
if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
{
/* This happens with relative addressing. The input mapper function
* warns about this if the higher registers are declared too, so
* don't write a FIXME here */
WARN("More varying registers used than supported\n");
}
for (i = 0; i < MAX_REG_INPUT; ++i)
{
shader->u.ps.input_reg_map[i] = i;
}
shader->u.ps.declared_in_count = highest_reg_used + 1;
}
else
{
shader->u.ps.declared_in_count = 0;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
if (shader->u.ps.input_reg_used[i])
shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
else shader->u.ps.input_reg_map[i] = ~0U;
}
}
shader->load_local_constsF = FALSE;
return WINED3D_OK;
}
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
{
WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
unsigned int i;
if (reg_maps->shader_version.major != 1) return;
for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
{
/* We don't sample from this sampler. */
if (!sampler_type[i]) continue;
if (!textures[i])
{
WARN("No texture bound to sampler %u, using 2D.\n", i);
sampler_type[i] = WINED3DSTT_2D;
continue;
}
switch (textures[i]->target)
{
case GL_TEXTURE_RECTANGLE_ARB:
case GL_TEXTURE_2D:
/* We have to select between texture rectangles and 2D
* textures later because 2.0 and 3.0 shaders only have
* WINED3DSTT_2D as well. */
sampler_type[i] = WINED3DSTT_2D;
break;
case GL_TEXTURE_3D:
sampler_type[i] = WINED3DSTT_VOLUME;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
sampler_type[i] = WINED3DSTT_CUBE;
break;
default:
FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
sampler_type[i] = WINED3DSTT_2D;
}
}
}
HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
{
WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created geometry shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
if (device->ps_selected_mode == SHADER_NONE)
return WINED3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created pixel shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
if (device->vs_selected_mode == SHADER_NONE)
return WINED3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created vertex shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}