wined3d: Abort on invalid instructions in shader_generate_main().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3809,7 +3809,8 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
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}
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/* Base Shader Body */
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return 0;
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if(args->super.srgb_correction) {
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arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
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@ -4222,7 +4223,8 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
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/* The shader starts with the main function */
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priv_ctx.in_main_func = TRUE;
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/* Base Shader Body */
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return -1;
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if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
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shader_data, args, reg_maps, gl_info, buffer);
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@ -6757,9 +6757,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_ctx_priv priv_ctx;
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BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
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/* Create the hw GLSL shader object and assign it as the shader->prgId */
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GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
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GLuint shader_id;
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.cur_ps_args = args;
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@ -6850,7 +6848,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
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/* Base Shader Body */
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return 0;
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/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
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if (reg_maps->shader_version.major < 4)
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@ -6858,6 +6857,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
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TRACE("Compiling shader object %u.\n", shader_id);
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shader_glsl_compile(gl_info, shader_id, buffer->buffer);
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@ -6916,9 +6916,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_ctx_priv priv_ctx;
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/* Create the hw GLSL shader program and assign it as the shader->prgId */
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GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
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GLuint shader_id;
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shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version);
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@ -6949,7 +6947,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "void main()\n{\n");
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/* Base Shader Body */
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return 0;
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/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
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if (reg_maps->shader_version.major < 4)
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@ -6957,6 +6956,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
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TRACE("Compiling shader object %u.\n", shader_id);
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shader_glsl_compile(gl_info, shader_id, buffer->buffer);
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@ -6974,8 +6974,6 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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struct shader_glsl_ctx_priv priv_ctx;
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GLuint shader_id;
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shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
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shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version);
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shader_glsl_enable_extensions(buffer, gl_info);
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@ -6989,9 +6987,11 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_addline(buffer, "uniform vec4 pos_fixup;\n");
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shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
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shader_addline(buffer, "void main()\n{\n");
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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return 0;
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
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TRACE("Compiling shader object %u.\n", shader_id);
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shader_glsl_compile(gl_info, shader_id, buffer->buffer);
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@ -7033,8 +7033,6 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *
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GLuint shader_id;
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unsigned int i;
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shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
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shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version);
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shader_glsl_enable_extensions(buffer, gl_info);
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@ -7058,6 +7056,7 @@ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *
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shader_generate_main(shader, buffer, reg_maps, &priv_ctx);
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
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TRACE("Compiling shader object %u.\n", shader_id);
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shader_glsl_compile(gl_info, shader_id, buffer->buffer);
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@ -2282,7 +2282,7 @@ static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
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/* Shared code in order to generate the bulk of the shader string.
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* NOTE: A description of how to parse tokens can be found on MSDN. */
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx)
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{
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struct wined3d_device *device = shader->device;
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@ -2320,8 +2320,8 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
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/* Unknown opcode and its parameters. */
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if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
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{
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TRACE("Skipping unrecognized instruction.\n");
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continue;
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WARN("Encountered unrecognised or invalid instruction.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (ins.predicate)
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@ -2330,6 +2330,8 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
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/* Call appropriate function for output target */
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device->shader_backend->shader_handle_instruction(&ins);
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}
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return WINED3D_OK;
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}
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static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
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@ -3679,7 +3679,7 @@ BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
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unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int max) DECLSPEC_HIDDEN;
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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HRESULT shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
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const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx) DECLSPEC_HIDDEN;
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BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
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