/* * 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 "wine/port.h" #include #include #include #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", /* 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", /* 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_EQ */ "eq", /* WINED3DSIH_EXP */ "exp", /* WINED3DSIH_EXPP */ "expp", /* WINED3DSIH_FRC */ "frc", /* WINED3DSIH_FTOI */ "ftoi", /* WINED3DSIH_GE */ "ge", /* WINED3DSIH_IADD */ "iadd", /* WINED3DSIH_IEQ */ "ieq", /* WINED3DSIH_IF */ "if", /* WINED3DSIH_IFC */ "ifc", /* WINED3DSIH_IGE */ "ige", /* WINED3DSIH_IMUL */ "imul", /* WINED3DSIH_ITOF */ "itof", /* WINED3DSIH_LABEL */ "label", /* 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_ROUND_NI */ "round_ni", /* 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_UDIV */ "udiv", /* WINED3DSIH_USHR */ "ushr", /* WINED3DSIH_UTOF */ "utof", /* WINED3DSIH_XOR */ "xor", }; static const char * const semantic_names[] = { /* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION", /* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT", /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES", /* WINED3D_DECL_USAGE_NORMAL */ "NORMAL", /* WINED3D_DECL_USAGE_PSIZE */ "PSIZE", /* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD", /* WINED3D_DECL_USAGE_TANGENT */ "TANGENT", /* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL", /* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR", /* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT", /* WINED3D_DECL_USAGE_COLOR */ "COLOR", /* WINED3D_DECL_USAGE_FOG */ "FOG", /* WINED3D_DECL_USAGE_DEPTH */ "DEPTH", /* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE", }; static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage) { if (usage >= sizeof(semantic_names) / sizeof(*semantic_names)) { FIXME("Unrecognized usage %#x.\n", usage); return "UNRECOGNIZED"; } return semantic_names[usage]; } static enum wined3d_decl_usage 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, enum wined3d_decl_usage 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, enum wined3d_decl_usage 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(enum wined3d_shader_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 wined3d_shader_lconst *constant; struct list *ptr; ptr = list_head(clist); while (ptr) { constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, 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; /* Skip comments. */ fe->shader_read_comment(&ptr, &comment, &comment_size); if (comment) continue; /* Fetch opcode. */ fe->shader_read_instruction(fe_data, &ptr, &ins); /* Unhandled opcode, and its parameters. */ if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) { TRACE("Skipping unrecognized instruction.\n"); continue; } /* Handle declarations. */ if (ins.handler_idx == WINED3DSIH_DCL) { switch (ins.semantic.reg.reg.type) { /* Mark input registers used. */ case WINED3DSPR_INPUT: reg_maps->input_registers |= 1 << ins.semantic.reg.reg.idx; shader_signature_from_semantic(&input_signature[ins.semantic.reg.reg.idx], &ins.semantic); break; /* Vertex shader: mark 3.0 output registers used, save token. */ case WINED3DSPR_OUTPUT: reg_maps->output_registers |= 1 << ins.semantic.reg.reg.idx; shader_signature_from_semantic(&output_signature[ins.semantic.reg.reg.idx], &ins.semantic); if (ins.semantic.usage == WINED3D_DECL_USAGE_FOG) reg_maps->fog = 1; break; /* Save sampler usage token. */ case WINED3DSPR_SAMPLER: reg_maps->sampler_type[ins.semantic.reg.reg.idx] = ins.semantic.sampler_type; break; default: TRACE("Not recording DCL register type %#x.\n", ins.semantic.reg.reg.type); break; } } else if (ins.handler_idx == WINED3DSIH_DEF) { struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = ins.dst[0].reg.idx; memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); /* 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_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = ins.dst[0].reg.idx; memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); list_add_head(&shader->constantsI, &lconst->entry); reg_maps->local_int_consts |= (1 << lconst->idx); } else if (ins.handler_idx == WINED3DSIH_DEFB) { struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = ins.dst[0].reg.idx; memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD)); list_add_head(&shader->constantsB, &lconst->entry); reg_maps->local_bool_consts |= (1 << lconst->idx); } /* For subroutine prototypes. */ else if (ins.handler_idx == WINED3DSIH_LABEL) { reg_maps->labels |= 1 << ins.src[0].reg.idx; } /* Set texture, address, temporary registers. */ else { BOOL color0_mov = FALSE; unsigned int i; /* 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) { shader_record_register_usage(shader, reg_maps, &ins.dst[i].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 = ins.dst[i].reg.idx; switch (ins.dst[i].reg.type) { case WINED3DSPR_RASTOUT: switch (idx) { case 0: /* oPos */ reg_maps->output_registers |= 1 << 10; shader_signature_from_usage(&output_signature[10], WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL); break; case 1: /* oFog */ reg_maps->output_registers |= 1 << 11; shader_signature_from_usage(&output_signature[11], WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0); break; case 2: /* oPts */ reg_maps->output_registers |= 1 << 11; shader_signature_from_usage(&output_signature[11], WINED3D_DECL_USAGE_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 |= ins.dst[i].write_mask; } else { reg_maps->output_registers |= 1 << idx; shader_signature_from_usage(&output_signature[idx], WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask); } } break; case WINED3DSPR_TEXCRDOUT: reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask; if (reg_maps->output_registers & (1 << idx)) { output_signature[idx].mask |= ins.dst[i].write_mask; } else { reg_maps->output_registers |= 1 << idx; shader_signature_from_usage(&output_signature[idx], WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask); } break; default: break; } } if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL) { if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].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 && ins.dst[i].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 (ins.dst[i].reg.type == WINED3DSPR_TEMP && ins.dst[i].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 = ins.dst[i].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 << ins.dst[i].reg.idx; if (ins.handler_idx == WINED3DSIH_TEXBEML) { reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx; } } } else if (ins.handler_idx == WINED3DSIH_BEM) { reg_maps->bumpmat |= 1 << ins.dst[i].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; else if (ins.handler_idx == WINED3DSIH_LOOP || ins.handler_idx == WINED3DSIH_REP) { ++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; if (ins.predicate) shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type); for (i = 0; i < ins.src_count; ++i) { unsigned int count = get_instr_extra_regcount(ins.handler_idx, i); struct wined3d_shader_register reg = ins.src[i].reg; shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type); while (count) { ++reg.idx; shader_record_register_usage(shader, reg_maps, ®, shader_version.type); --count; } if (color0_mov) { if (ins.src[i].reg.type == WINED3DSPR_TEMP && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE) { shader->u.ps.color0_mov = TRUE; shader->u.ps.color0_reg = ins.src[i].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 WINED3D_DECL_USAGE_POSITION: TRACE("position%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_BLEND_INDICES: TRACE("blend"); break; case WINED3D_DECL_USAGE_BLEND_WEIGHT: TRACE("weight"); break; case WINED3D_DECL_USAGE_NORMAL: TRACE("normal%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_PSIZE: TRACE("psize"); break; case WINED3D_DECL_USAGE_COLOR: if (!semantic->usage_idx) TRACE("color"); else TRACE("specular%u", (semantic->usage_idx - 1)); break; case WINED3D_DECL_USAGE_TEXCOORD: TRACE("texture%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_TANGENT: TRACE("tangent"); break; case WINED3D_DECL_USAGE_BINORMAL: TRACE("binormal"); break; case WINED3D_DECL_USAGE_TESS_FACTOR: TRACE("tessfactor"); break; case WINED3D_DECL_USAGE_POSITIONT: TRACE("positionT%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_FOG: TRACE("fog"); break; case WINED3D_DECL_USAGE_DEPTH: TRACE("depth"); break; case WINED3D_DECL_USAGE_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: switch (reg->data_type) { case WINED3D_DATA_FLOAT: TRACE("%.8e", *(const float *)reg->immconst_data); break; case WINED3D_DATA_INT: TRACE("%d", reg->immconst_data[0]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: TRACE("%u", reg->immconst_data[0]); break; default: TRACE("", reg->data_type); break; } break; case WINED3D_IMMCONST_VEC4: switch (reg->data_type) { case WINED3D_DATA_FLOAT: TRACE("%.8e, %.8e, %.8e, %.8e", *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1], *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]); break; case WINED3D_DATA_INT: TRACE("%d, %d, %d, %d", reg->immconst_data[0], reg->immconst_data[1], reg->immconst_data[2], reg->immconst_data[3]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: TRACE("%u, %u, %u, %u", reg->immconst_data[0], reg->immconst_data[1], reg->immconst_data[2], reg->immconst_data[3]); break; default: TRACE("\n", reg->data_type); break; } break; default: TRACE("", 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(¶m->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) { enum wined3d_shader_src_modifier 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(¶m->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_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; /* 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; fe->shader_read_header(fe_data, &ptr, &shader_version); while (!fe->shader_is_end(fe_data, &ptr)) { const char *comment; UINT comment_size; /* Skip comment tokens. */ fe->shader_read_comment(&ptr, &comment, &comment_size); if (comment) continue; /* Read opcode. */ fe->shader_read_instruction(fe_data, &ptr, &ins); /* Unknown opcode and its parameters. */ if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) { TRACE("Skipping unrecognized instruction.\n"); continue; } if (ins.predicate) FIXME("Predicates not implemented.\n"); /* 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; /* 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_instruction(fe_data, &ptr, &ins); if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) { TRACE("Skipping unrecognized instruction.\n"); continue; } if (ins.handler_idx == WINED3DSIH_DCL) { shader_dump_decl_usage(&ins.semantic, &shader_version); shader_dump_ins_modifiers(&ins.semantic.reg); TRACE(" "); shader_dump_dst_param(&ins.semantic.reg, &shader_version); } else if (ins.handler_idx == WINED3DSIH_DEF) { TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type, ins.dst[0].reg.idx), *(const float *)&ins.src[0].reg.immconst_data[0], *(const float *)&ins.src[0].reg.immconst_data[1], *(const float *)&ins.src[0].reg.immconst_data[2], *(const float *)&ins.src[0].reg.immconst_data[3]); } else if (ins.handler_idx == WINED3DSIH_DEFI) { TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx, ins.src[0].reg.immconst_data[0], ins.src[0].reg.immconst_data[1], ins.src[0].reg.immconst_data[2], ins.src[0].reg.immconst_data[3]); } else if (ins.handler_idx == WINED3DSIH_DEFB) { TRACE("defb b%u = %s", ins.dst[0].reg.idx, ins.src[0].reg.immconst_data[0] ? "true" : "false"); } else { if (ins.predicate) { TRACE("("); shader_dump_src_param(ins.predicate, &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 WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break; case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break; case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break; case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break; case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break; case WINED3D_SHADER_REL_OP_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"); } for (i = 0; i < ins.dst_count; ++i) { shader_dump_ins_modifiers(&ins.dst[i]); TRACE(!i ? " " : ", "); shader_dump_dst_param(&ins.dst[i], &shader_version); } /* Other source tokens */ for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i) { TRACE(!i ? " " : ", "); shader_dump_src_param(&ins.src[i - ins.dst_count], &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, BOOL usePS, BOOL 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 void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {} 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_context_destroyed, 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; unsigned int backend_version; 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; } switch (type) { case WINED3D_SHADER_TYPE_VERTEX: backend_version = shader->device->vshader_version; break; case WINED3D_SHADER_TYPE_PIXEL: backend_version = shader->device->pshader_version; break; default: FIXME("No backend version-checking for this shader type\n"); backend_version = 0; } if (reg_maps->shader_version.major > backend_version) { WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n", reg_maps->shader_version.major, reg_maps->shader_version.minor); 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 wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); 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[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z; args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING] && state->render_states[WINED3D_RS_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 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT) return TRUE; if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_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_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_texture *texture; UINT i; memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */ if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE]) { const struct wined3d_surface *rt = state->fb->render_targets[0]; if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) { static unsigned int warned = 0; args->srgb_correction = 1; if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++) WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB " "support, expect rendering artifacts.\n"); } } 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][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS]; if (flags & WINED3D_TTFF_PROJECTED) { DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED; if (!state->vertex_shader) { unsigned int j; unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; DWORD max_valid = WINED3D_TTFF_COUNT4; enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i]; for (j = 0; j < state->vertex_declaration->element_count; ++j) { struct wined3d_vertex_declaration_element *element = &state->vertex_declaration->elements[j]; if (element->usage == WINED3D_DECL_USAGE_TEXCOORD && element->usage_idx == index) { max_valid = element->format->component_count; break; } } if (!tex_transform || tex_transform > max_valid) { WARN("Fixing up projected texture transform flags from %#x to %#x.\n", tex_transform, max_valid); tex_transform = max_valid; } if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1) || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2) || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3)) tex_transform |= WINED3D_PSARGS_PROJECTED; else { WARN("Application requested projected texture with unsuitable texture coordinates.\n"); WARN("(texture unit %u, transform flags %#x, sampler type %u).\n", i, tex_transform, sampler_type); } } else tex_transform = WINED3D_TTFF_COUNT4 | 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[WINED3D_RS_FOGENABLE]) { switch (state->render_states[WINED3D_RS_FOGTABLEMODE]) { case WINED3D_FOG_NONE: if (device->strided_streams.position_transformed || use_vs(state)) { args->fog = FOG_LINEAR; break; } switch (state->render_states[WINED3D_RS_FOGVERTEXMODE]) { case WINED3D_FOG_NONE: /* Fall through. */ case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break; case WINED3D_FOG_EXP: args->fog = FOG_EXP; break; case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break; } break; case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break; case WINED3D_FOG_EXP: args->fog = FOG_EXP; break; case WINED3D_FOG_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) { enum wined3d_sampler_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; }