/* * 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, 2013 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); /* pow, mul_high, sub_high, mul_low */ const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f}; /* cmp */ const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f}; static const char * const shader_opcode_names[] = { /* WINED3DSIH_ABS */ "abs", /* WINED3DSIH_ADD */ "add", /* WINED3DSIH_AND */ "and", /* WINED3DSIH_BEM */ "bem", /* WINED3DSIH_BFI */ "bfi", /* WINED3DSIH_BREAK */ "break", /* WINED3DSIH_BREAKC */ "breakc", /* WINED3DSIH_BREAKP */ "breakp", /* WINED3DSIH_BUFINFO */ "bufinfo", /* WINED3DSIH_CALL */ "call", /* WINED3DSIH_CALLNZ */ "callnz", /* WINED3DSIH_CASE */ "case", /* WINED3DSIH_CMP */ "cmp", /* WINED3DSIH_CND */ "cnd", /* WINED3DSIH_CRS */ "crs", /* WINED3DSIH_CUT */ "cut", /* WINED3DSIH_DCL */ "dcl", /* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer", /* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags", /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count", /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor", /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer", /* WINED3DSIH_DCL_INPUT */ "dcl_input", /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count", /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive", /* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps", /* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv", /* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv", /* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv", /* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv", /* WINED3DSIH_DCL_OUTPUT */ "dcl_output", /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count", /* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv", /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology", /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured", /* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler", /* WINED3DSIH_DCL_TEMPS */ "dcl_temps", /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain", /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive", /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning", /* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed", /* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount", /* WINED3DSIH_DEF */ "def", /* WINED3DSIH_DEFAULT */ "default", /* WINED3DSIH_DEFB */ "defb", /* WINED3DSIH_DEFI */ "defi", /* WINED3DSIH_DIV */ "div", /* WINED3DSIH_DP2 */ "dp2", /* WINED3DSIH_DP2ADD */ "dp2add", /* WINED3DSIH_DP3 */ "dp3", /* WINED3DSIH_DP4 */ "dp4", /* WINED3DSIH_DST */ "dst", /* WINED3DSIH_DSX */ "dsx", /* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse", /* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine", /* WINED3DSIH_DSY */ "dsy", /* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse", /* WINED3DSIH_DSY_FINE */ "deriv_rty_fine", /* WINED3DSIH_ELSE */ "else", /* WINED3DSIH_EMIT */ "emit", /* WINED3DSIH_ENDIF */ "endif", /* WINED3DSIH_ENDLOOP */ "endloop", /* WINED3DSIH_ENDREP */ "endrep", /* WINED3DSIH_ENDSWITCH */ "endswitch", /* WINED3DSIH_EQ */ "eq", /* WINED3DSIH_EXP */ "exp", /* WINED3DSIH_EXPP */ "expp", /* WINED3DSIH_FRC */ "frc", /* WINED3DSIH_FTOI */ "ftoi", /* WINED3DSIH_FTOU */ "ftou", /* WINED3DSIH_GATHER4 */ "gather4", /* WINED3DSIH_GATHER4_C */ "gather4_c", /* WINED3DSIH_GE */ "ge", /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase", /* WINED3DSIH_HS_DECLS */ "hs_decls", /* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase", /* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase", /* WINED3DSIH_IADD */ "iadd", /* WINED3DSIH_IEQ */ "ieq", /* WINED3DSIH_IF */ "if", /* WINED3DSIH_IFC */ "ifc", /* WINED3DSIH_IGE */ "ige", /* WINED3DSIH_ILT */ "ilt", /* WINED3DSIH_IMAD */ "imad", /* WINED3DSIH_IMAX */ "imax", /* WINED3DSIH_IMIN */ "imin", /* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc", /* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume", /* WINED3DSIH_IMUL */ "imul", /* WINED3DSIH_INE */ "ine", /* WINED3DSIH_INEG */ "ineg", /* WINED3DSIH_ISHL */ "ishl", /* WINED3DSIH_ISHR */ "ishr", /* WINED3DSIH_ITOF */ "itof", /* WINED3DSIH_LABEL */ "label", /* WINED3DSIH_LD */ "ld", /* WINED3DSIH_LD2DMS */ "ld2dms", /* WINED3DSIH_LD_RAW */ "ld_raw", /* WINED3DSIH_LD_STRUCTURED */ "ld_structured", /* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed", /* 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_NE */ "ne", /* WINED3DSIH_NOP */ "nop", /* WINED3DSIH_NOT */ "not", /* WINED3DSIH_NRM */ "nrm", /* WINED3DSIH_OR */ "or", /* WINED3DSIH_PHASE */ "phase", /* WINED3DSIH_POW */ "pow", /* WINED3DSIH_RCP */ "rcp", /* WINED3DSIH_REP */ "rep", /* WINED3DSIH_RESINFO */ "resinfo", /* WINED3DSIH_RET */ "ret", /* WINED3DSIH_ROUND_NE */ "round_ne", /* WINED3DSIH_ROUND_NI */ "round_ni", /* WINED3DSIH_ROUND_PI */ "round_pi", /* WINED3DSIH_ROUND_Z */ "round_z", /* WINED3DSIH_RSQ */ "rsq", /* WINED3DSIH_SAMPLE */ "sample", /* WINED3DSIH_SAMPLE_B */ "sample_b", /* WINED3DSIH_SAMPLE_C */ "sample_c", /* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz", /* 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_STORE_RAW */ "store_raw", /* WINED3DSIH_STORE_STRUCTURED */ "store_structured", /* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed", /* WINED3DSIH_SUB */ "sub", /* WINED3DSIH_SWITCH */ "switch", /* 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_UGE */ "uge", /* WINED3DSIH_ULT */ "ult", /* WINED3DSIH_UMAX */ "umax", /* 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 struct { enum wined3d_sysval_semantic sysval_semantic; const char *sysval_name; } sysval_semantic_names[] = { {WINED3D_SV_POSITION, "SV_Position"}, {WINED3D_SV_VERTEX_ID, "SV_VertexID"}, {WINED3D_SV_INSTANCE_ID, "SV_InstanceID"}, {WINED3D_SV_PRIMITIVE_ID, "SV_PrimitiveID"}, {WINED3D_SV_IS_FRONT_FACE, "SV_IsFrontFace"}, {WINED3D_SV_SAMPLE_INDEX, "SV_SampleIndex"}, {WINED3D_SV_QUAD_U0_TESS_FACTOR, "finalQuadUeq0EdgeTessFactor"}, {WINED3D_SV_QUAD_V0_TESS_FACTOR, "finalQuadVeq0EdgeTessFactor"}, {WINED3D_SV_QUAD_U1_TESS_FACTOR, "finalQuadUeq1EdgeTessFactor"}, {WINED3D_SV_QUAD_V1_TESS_FACTOR, "finalQuadVeq1EdgeTessFactor"}, {WINED3D_SV_QUAD_U_INNER_TESS_FACTOR, "finalQuadUInsideTessFactor"}, {WINED3D_SV_QUAD_V_INNER_TESS_FACTOR, "finalQuadVInsideTessFactor"}, {WINED3D_SV_TRIANGLE_U_TESS_FACTOR, "finalTriUeq0EdgeTessFactor"}, {WINED3D_SV_TRIANGLE_V_TESS_FACTOR, "finalTriVeq0EdgeTessFactor"}, {WINED3D_SV_TRIANGLE_W_TESS_FACTOR, "finalTriWeq0EdgeTessFactor"}, {WINED3D_SV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"}, {WINED3D_SV_LINE_DETAIL_TESS_FACTOR, "finalLineDetailTessFactor"}, {WINED3D_SV_LINE_DENSITY_TESS_FACTOR, "finalLineDensityTessFactor"}, }; static void shader_dump_src_param(struct wined3d_string_buffer *buffer, const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version); const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) { if (handler_idx >= ARRAY_SIZE(shader_opcode_names)) return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx); return shader_opcode_names[handler_idx]; } static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage) { if (usage >= ARRAY_SIZE(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 < ARRAY_SIZE(semantic_names); ++i) { if (!strcmp(name, semantic_names[i])) return i; } return ~0U; } static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage) { switch (usage) { case WINED3D_DECL_USAGE_POSITION: return WINED3D_SV_POSITION; default: return 0; } } 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 = shader_sysval_semantic_from_usage(s->usage); e->component_type = WINED3D_TYPE_FLOAT; e->register_idx = s->reg.reg.idx[0].offset; 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 = shader_sysval_semantic_from_usage(usage); e->component_type = WINED3D_TYPE_FLOAT; 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: case WINED3D_SM5_HS: case WINED3D_SM5_DS: case WINED3D_SM5_CS: return &sm4_shader_frontend; default: FIXME("Unrecognised version token %#x.\n", version_token); return NULL; } } void string_buffer_clear(struct wined3d_string_buffer *buffer) { buffer->buffer[0] = '\0'; buffer->content_size = 0; } BOOL string_buffer_init(struct wined3d_string_buffer *buffer) { buffer->buffer_size = 32; if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size))) { ERR("Failed to allocate shader buffer memory.\n"); return FALSE; } string_buffer_clear(buffer); return TRUE; } void string_buffer_free(struct wined3d_string_buffer *buffer) { HeapFree(GetProcessHeap(), 0, buffer->buffer); } BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) { char *new_buffer; unsigned int new_buffer_size = buffer->buffer_size * 2; while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size) new_buffer_size *= 2; if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size))) { ERR("Failed to grow buffer.\n"); buffer->buffer[buffer->content_size] = '\0'; return FALSE; } buffer->buffer = new_buffer; buffer->buffer_size = new_buffer_size; return TRUE; } int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args) { unsigned int rem; int rc; rem = buffer->buffer_size - buffer->content_size; rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args); if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */) return rc; buffer->content_size += rc; return 0; } int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...) { va_list args; int ret; for (;;) { va_start(args, format); ret = shader_vaddline(buffer, format, args); va_end(args); if (!ret) return ret; if (!string_buffer_resize(buffer, ret)) return -1; } } struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) { struct wined3d_string_buffer *buffer; if (list_empty(&list->list)) { buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer)); if (!buffer || !string_buffer_init(buffer)) { ERR("Couldn't allocate buffer for temporary string.\n"); if (buffer) HeapFree(GetProcessHeap(), 0, buffer); return NULL; } } else { buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry); list_remove(&buffer->entry); } string_buffer_clear(buffer); return buffer; } static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args) { if (!buffer) return 0; string_buffer_clear(buffer); return shader_vaddline(buffer, format, args); } void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) { va_list args; int ret; for (;;) { va_start(args, format); ret = string_buffer_vsprintf(buffer, format, args); va_end(args); if (!ret) return; if (!string_buffer_resize(buffer, ret)) return; } } void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) { if (!buffer) return; list_add_head(&list->list, &buffer->entry); } void string_buffer_list_init(struct wined3d_string_buffer_list *list) { list_init(&list->list); } void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) { struct wined3d_string_buffer *buffer, *buffer_next; LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry) { string_buffer_free(buffer); HeapFree(GetProcessHeap(), 0, buffer); } list_init(&list->list); } /* 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, *constant_next; LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry) HeapFree(GetProcessHeap(), 0, constant); list_init(clist); } static void shader_set_limits(struct wined3d_shader *shader) { static const struct limits_entry { unsigned int min_version; unsigned int max_version; struct wined3d_shader_limits limits; } vs_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}}, {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}}, /* 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. */ {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}}, {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}}, {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 0}}, {0} }, hs_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */ {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}}, }, ds_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */ {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}}, }, gs_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}}, {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 32, 32}}, {0} }, ps_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}}, {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}}, {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16, 0, 32, 0, 0, 0}}, {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}}, {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}}, {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}}, {0} }, cs_limits[] = { /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */ {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}}, }; const struct limits_entry *limits_array; DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major, shader->reg_maps.shader_version.minor); int i = 0; switch (shader->reg_maps.shader_version.type) { default: FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type); /* Fall-through. */ case WINED3D_SHADER_TYPE_VERTEX: limits_array = vs_limits; break; case WINED3D_SHADER_TYPE_HULL: limits_array = hs_limits; break; case WINED3D_SHADER_TYPE_DOMAIN: limits_array = ds_limits; break; case WINED3D_SHADER_TYPE_GEOMETRY: limits_array = gs_limits; break; case WINED3D_SHADER_TYPE_PIXEL: limits_array = ps_limits; break; case WINED3D_SHADER_TYPE_COMPUTE: limits_array = cs_limits; break; } while (limits_array[i].min_version && limits_array[i].min_version <= shader_version) { if (shader_version <= limits_array[i].max_version) { shader->limits = &limits_array[i].limits; break; } ++i; } if (!shader->limits) { FIXME("Unexpected shader version \"%u.%u\".\n", shader->reg_maps.shader_version.major, shader->reg_maps.shader_version.minor); shader->limits = &limits_array[max(0, i - 1)].limits; } } static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit) { DWORD idx, shift; idx = bit >> 5; shift = bit & 0x1f; bitmap[idx] |= (1u << shift); } static BOOL 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, unsigned int constf_size) { switch (reg->type) { case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */ if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1u << reg->idx[0].offset; else reg_maps->address |= 1u << reg->idx[0].offset; break; case WINED3DSPR_TEMP: reg_maps->temporary |= 1u << reg->idx[0].offset; break; case WINED3DSPR_INPUT: if (shader_type == WINED3D_SHADER_TYPE_PIXEL) { if (reg->idx[0].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[0].offset] = TRUE; } } else reg_maps->input_registers |= 1u << reg->idx[0].offset; break; case WINED3DSPR_RASTOUT: if (reg->idx[0].offset == 1) reg_maps->fog = 1; if (reg->idx[0].offset == 2) reg_maps->point_size = 1; break; case WINED3DSPR_MISCTYPE: if (shader_type == WINED3D_SHADER_TYPE_PIXEL) { if (!reg->idx[0].offset) reg_maps->vpos = 1; else if (reg->idx[0].offset == 1) reg_maps->usesfacing = 1; } break; case WINED3DSPR_CONST: if (reg->idx[0].rel_addr) { if (reg->idx[0].offset < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx[0].offset; if (reg->idx[0].offset > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx[0].offset; reg_maps->usesrelconstF = TRUE; } else { if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size)) { WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset); return FALSE; } else { set_bitmap_bit(reg_maps->constf, reg->idx[0].offset); } } break; case WINED3DSPR_CONSTINT: if (reg->idx[0].offset >= shader->limits->constant_int) { WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset); return FALSE; } else { reg_maps->integer_constants |= (1u << reg->idx[0].offset); } break; case WINED3DSPR_CONSTBOOL: if (reg->idx[0].offset >= shader->limits->constant_bool) { WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset); return FALSE; } else { reg_maps->boolean_constants |= (1u << reg->idx[0].offset); } break; case WINED3DSPR_COLOROUT: reg_maps->rt_mask |= (1u << reg->idx[0].offset); break; default: TRACE("Not recording register of type %#x and [%#x][%#x].\n", reg->type, reg->idx[0].offset, reg->idx[1].offset); break; } return TRUE; } static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps, unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx) { struct wined3d_shader_sampler_map_entry *entries, *entry; struct wined3d_shader_sampler_map *map; unsigned int i; map = ®_maps->sampler_map; entries = map->entries; for (i = 0; i < map->count; ++i) { if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx) return; } if (!map->size) { if (!(entries = wined3d_calloc(4, sizeof(*entries)))) { ERR("Failed to allocate sampler map entries.\n"); return; } map->size = 4; map->entries = entries; } else if (map->count == map->size) { size_t new_size = map->size * 2; if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size))) { ERR("Failed to resize sampler map entries.\n"); return; } map->size = new_size; map->entries = entries; } entry = &entries[map->count++]; entry->resource_idx = resource_idx; entry->sampler_idx = sampler_idx; entry->bind_idx = bind_idx; } 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 *input_signature, struct wined3d_shader_signature *output_signature, const DWORD *byte_code, DWORD constf_size) { struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)]; struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT]; 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; unsigned int i; memset(reg_maps, 0, sizeof(*reg_maps)); memset(input_signature_elements, 0, sizeof(input_signature_elements)); memset(output_signature_elements, 0, sizeof(output_signature_elements)); reg_maps->min_rel_offset = ~0U; fe->shader_read_header(fe_data, &ptr, &shader_version); reg_maps->shader_version = shader_version; shader_set_limits(shader); if (!(reg_maps->constf = wined3d_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32), sizeof(*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; /* 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) { struct wined3d_shader_semantic *semantic = &ins.declaration.semantic; unsigned int reg_idx = semantic->reg.reg.idx[0].offset; switch (semantic->reg.reg.type) { /* Mark input registers used. */ case WINED3DSPR_INPUT: if (reg_idx >= MAX_REG_INPUT) { ERR("Invalid input register index %u.\n", reg_idx); break; } if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3 && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx) return WINED3DERR_INVALIDCALL; reg_maps->input_registers |= 1u << reg_idx; shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic); break; /* Vertex shader: mark 3.0 output registers used, save token. */ case WINED3DSPR_OUTPUT: if (reg_idx >= MAX_REG_OUTPUT) { ERR("Invalid output register index %u.\n", reg_idx); break; } reg_maps->output_registers |= 1u << reg_idx; shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic); if (semantic->usage == WINED3D_DECL_USAGE_FOG) reg_maps->fog = 1; if (semantic->usage == WINED3D_DECL_USAGE_PSIZE) reg_maps->point_size = 1; break; case WINED3DSPR_SAMPLER: shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx); case WINED3DSPR_RESOURCE: if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", reg_idx); break; } reg_maps->resource_info[reg_idx].type = semantic->resource_type; reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type; break; default: TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type); break; } } else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER) { struct wined3d_shader_register *reg = &ins.declaration.src.reg; if (reg->idx[0].offset >= WINED3D_MAX_CBS) ERR("Invalid CB index %u.\n", reg->idx[0].offset); else reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset; } else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER) { if (reg_maps->icb) FIXME("Multiple immediate constant buffers.\n"); reg_maps->icb = ins.declaration.icb; } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE) { if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) shader->u.gs.input_type = ins.declaration.primitive_type; else FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type); } else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY) { if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) shader->u.gs.output_type = ins.declaration.primitive_type; else FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type); } else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER) { if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE) reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset); } else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT) { if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY) shader->u.gs.vertices_out = ins.declaration.count; else FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type); } else if (ins.handler_idx == WINED3DSIH_DEF) { struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst)); float *value; if (!lconst) return E_OUTOFMEMORY; lconst->idx = ins.dst[0].reg.idx[0].offset; memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); value = (float *)lconst->value; /* 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) { 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); if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1]) || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3])) { shader->lconst_inf_or_nan = TRUE; } } 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[0].offset; memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD)); list_add_head(&shader->constantsI, &lconst->entry); reg_maps->local_int_consts |= (1u << 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[0].offset; memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD)); list_add_head(&shader->constantsB, &lconst->entry); reg_maps->local_bool_consts |= (1u << lconst->idx); } /* For subroutine prototypes. */ else if (ins.handler_idx == WINED3DSIH_LABEL) { reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset; } /* 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) { if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type, constf_size)) return WINED3DERR_INVALIDCALL; if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX) { UINT idx = ins.dst[i].reg.idx[0].offset; switch (ins.dst[i].reg.type) { case WINED3DSPR_RASTOUT: if (shader_version.major >= 3) break; switch (idx) { case 0: /* oPos */ reg_maps->output_registers |= 1u << 10; shader_signature_from_usage(&output_signature_elements[10], WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL); break; case 1: /* oFog */ reg_maps->output_registers |= 1u << 11; shader_signature_from_usage(&output_signature_elements[11], WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0); break; case 2: /* oPts */ reg_maps->output_registers |= 1u << 11; shader_signature_from_usage(&output_signature_elements[11], WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1); break; } break; case WINED3DSPR_ATTROUT: if (shader_version.major >= 3) break; if (idx < 2) { idx += 8; if (reg_maps->output_registers & (1u << idx)) { output_signature_elements[idx].mask |= ins.dst[i].write_mask; } else { reg_maps->output_registers |= 1u << idx; shader_signature_from_usage(&output_signature_elements[idx], WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask); } } break; case WINED3DSPR_TEXCRDOUT: if (shader_version.major >= 3) { reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask; break; } reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask; if (reg_maps->output_registers & (1u << idx)) { output_signature_elements[idx].mask |= ins.dst[i].write_mask; } else { reg_maps->output_registers |= 1u << idx; shader_signature_from_usage(&output_signature_elements[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[0].offset) { /* 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[0].offset == 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)) { unsigned int reg_idx = ins.dst[i].reg.idx[0].offset; TRACE("Setting fake 2D resource for 1.x pixelshader.\n"); reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT; shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx); /* texbem is only valid with < 1.4 pixel shaders */ if (ins.handler_idx == WINED3DSIH_TEXBEM || ins.handler_idx == WINED3DSIH_TEXBEML) { reg_maps->bumpmat |= 1u << reg_idx; if (ins.handler_idx == WINED3DSIH_TEXBEML) { reg_maps->luminanceparams |= 1u << reg_idx; } } } else if (ins.handler_idx == WINED3DSIH_BEM) { reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset; } } 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; } else if (ins.handler_idx == WINED3DSIH_SAMPLE || ins.handler_idx == WINED3DSIH_SAMPLE_B || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD || ins.handler_idx == WINED3DSIH_SAMPLE_LOD) { shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset, ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count); } else if (ins.handler_idx == WINED3DSIH_LD || ins.handler_idx == WINED3DSIH_RESINFO) { shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count); } if (ins.predicate) if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type, constf_size)) return WINED3DERR_INVALIDCALL; 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; if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type, constf_size)) return WINED3DERR_INVALIDCALL; while (count) { ++reg.idx[0].offset; if (!shader_record_register_usage(shader, reg_maps, ®, shader_version.type, constf_size)) return WINED3DERR_INVALIDCALL; --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[0].offset; } } } } } 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 |= (1u << 0); shader->functionLength = ((const char *)ptr - (const char *)byte_code); if (input_signature->elements) { for (i = 0; i < input_signature->element_count; ++i) { reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx; if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION) reg_maps->vpos = 1; } } else if (!input_signature->elements && reg_maps->input_registers) { unsigned int count = wined3d_popcount(reg_maps->input_registers); struct wined3d_shader_signature_element *e; unsigned int i; if (!(input_signature->elements = wined3d_calloc(count, sizeof(*input_signature->elements)))) return E_OUTOFMEMORY; input_signature->element_count = count; e = input_signature->elements; for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i) { if (!(reg_maps->input_registers & (1u << i))) continue; input_signature_elements[i].register_idx = i; *e++ = input_signature_elements[i]; } } if (output_signature->elements) { for (i = 0; i < output_signature->element_count; ++i) { reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx; } } else if (reg_maps->output_registers) { unsigned int count = wined3d_popcount(reg_maps->output_registers); struct wined3d_shader_signature_element *e; if (!(output_signature->elements = wined3d_calloc(count, sizeof(*output_signature->elements)))) return E_OUTOFMEMORY; output_signature->element_count = count; e = output_signature->elements; for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i) { if (!(reg_maps->output_registers & (1u << i))) continue; *e++ = output_signature_elements[i]; } } return WINED3D_OK; } unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) { DWORD map = 1u << 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_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags) { if (global_flags & WINED3DSGF_REFACTORING_ALLOWED) { shader_addline(buffer, "refactoringAllowed"); global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED; if (global_flags) shader_addline(buffer, " | "); } if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS) { shader_addline(buffer, "enableRawAndStructuredBuffers"); global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS; } if (global_flags) shader_addline(buffer, "unknown_flags(%#x)", global_flags); } static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer, enum wined3d_tessellator_domain domain) { switch (domain) { case WINED3D_TESSELLATOR_DOMAIN_LINE: shader_addline(buffer, "line"); break; case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE: shader_addline(buffer, "triangle"); break; case WINED3D_TESSELLATOR_DOMAIN_QUAD: shader_addline(buffer, "quad"); break; default: shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain); break; } } static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer, enum wined3d_tessellator_output_primitive output_primitive) { switch (output_primitive) { case WINED3D_TESSELLATOR_OUTPUT_POINT: shader_addline(buffer, "point"); break; case WINED3D_TESSELLATOR_OUTPUT_LINE: shader_addline(buffer, "line"); break; case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW: shader_addline(buffer, "triangle_cw"); break; case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW: shader_addline(buffer, "triangle_ccw"); break; default: shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive); break; } } static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer, enum wined3d_tessellator_partitioning partitioning) { switch (partitioning) { case WINED3D_TESSELLATOR_PARTITIONING_INTEGER: shader_addline(buffer, "integer"); break; case WINED3D_TESSELLATOR_PARTITIONING_POW2: shader_addline(buffer, "pow2"); break; case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: shader_addline(buffer, "fractional_odd"); break; case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: shader_addline(buffer, "fractional_even"); break; default: shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning); break; } } static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic) { unsigned int i; for (i = 0; i < ARRAY_SIZE(sysval_semantic_names); ++i) { if (sysval_semantic_names[i].sysval_semantic == semantic) { shader_addline(buffer, "%s", sysval_semantic_names[i].sysval_name); return; } } shader_addline(buffer, "unknown_sysval_semantic(%#x)", semantic); } static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer, const struct wined3d_shader_semantic *semantic, const struct wined3d_shader_version *shader_version) { shader_addline(buffer, "dcl"); if (semantic->reg.reg.type == WINED3DSPR_SAMPLER) { switch (semantic->resource_type) { case WINED3D_SHADER_RESOURCE_TEXTURE_2D: shader_addline(buffer, "_2d"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: shader_addline(buffer, "_3d"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: shader_addline(buffer, "_cube"); break; default: shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type); break; } } else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV) { if (semantic->reg.reg.type == WINED3DSPR_RESOURCE) shader_addline(buffer, "_resource_"); else shader_addline(buffer, "_uav_"); switch (semantic->resource_type) { case WINED3D_SHADER_RESOURCE_BUFFER: shader_addline(buffer, "buffer"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_1D: shader_addline(buffer, "texture1d"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_2D: shader_addline(buffer, "texture2d"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS: shader_addline(buffer, "texture2dms"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: shader_addline(buffer, "texture3d"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: shader_addline(buffer, "texturecube"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY: shader_addline(buffer, "texture1darray"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY: shader_addline(buffer, "texture2darray"); break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY: shader_addline(buffer, "texture2dmsarray"); break; default: shader_addline(buffer, "unknown"); break; } switch (semantic->resource_data_type) { case WINED3D_DATA_FLOAT: shader_addline(buffer, " (float)"); break; case WINED3D_DATA_INT: shader_addline(buffer, " (int)"); break; case WINED3D_DATA_UINT: shader_addline(buffer, " (uint)"); break; case WINED3D_DATA_UNORM: shader_addline(buffer, " (unorm)"); break; case WINED3D_DATA_SNORM: shader_addline(buffer, " (snorm)"); break; default: shader_addline(buffer, " (unknown)"); break; } } else { /* Pixel shaders 3.0 don't have usage semantics. */ if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return; else shader_addline(buffer, "_"); switch (semantic->usage) { case WINED3D_DECL_USAGE_POSITION: shader_addline(buffer, "position%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_BLEND_INDICES: shader_addline(buffer, "blend"); break; case WINED3D_DECL_USAGE_BLEND_WEIGHT: shader_addline(buffer, "weight"); break; case WINED3D_DECL_USAGE_NORMAL: shader_addline(buffer, "normal%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_PSIZE: shader_addline(buffer, "psize"); break; case WINED3D_DECL_USAGE_COLOR: if (!semantic->usage_idx) shader_addline(buffer, "color"); else shader_addline(buffer, "specular%u", (semantic->usage_idx - 1)); break; case WINED3D_DECL_USAGE_TEXCOORD: shader_addline(buffer, "texture%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_TANGENT: shader_addline(buffer, "tangent"); break; case WINED3D_DECL_USAGE_BINORMAL: shader_addline(buffer, "binormal"); break; case WINED3D_DECL_USAGE_TESS_FACTOR: shader_addline(buffer, "tessfactor"); break; case WINED3D_DECL_USAGE_POSITIONT: shader_addline(buffer, "positionT%u", semantic->usage_idx); break; case WINED3D_DECL_USAGE_FOG: shader_addline(buffer, "fog"); break; case WINED3D_DECL_USAGE_DEPTH: shader_addline(buffer, "depth"); break; case WINED3D_DECL_USAGE_SAMPLE: shader_addline(buffer, "sample"); break; default: shader_addline(buffer, "", semantic->usage); FIXME("unknown_semantics(0x%08x)", semantic->usage); } } } static void shader_dump_register(struct wined3d_string_buffer *buffer, 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[0].offset; switch (reg->type) { case WINED3DSPR_TEMP: shader_addline(buffer, "r"); break; case WINED3DSPR_INPUT: shader_addline(buffer, "v"); break; case WINED3DSPR_CONST: case WINED3DSPR_CONST2: case WINED3DSPR_CONST3: case WINED3DSPR_CONST4: shader_addline(buffer, "c"); offset = shader_get_float_offset(reg->type, offset); break; case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */ shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a'); break; case WINED3DSPR_RASTOUT: shader_addline(buffer, "%s", rastout_reg_names[offset]); break; case WINED3DSPR_COLOROUT: shader_addline(buffer, "oC"); break; case WINED3DSPR_DEPTHOUT: shader_addline(buffer, "oDepth"); break; case WINED3DSPR_ATTROUT: shader_addline(buffer, "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) shader_addline(buffer, "o"); else shader_addline(buffer, "oT"); break; case WINED3DSPR_CONSTINT: shader_addline(buffer, "i"); break; case WINED3DSPR_CONSTBOOL: shader_addline(buffer, "b"); break; case WINED3DSPR_LABEL: shader_addline(buffer, "l"); break; case WINED3DSPR_LOOP: shader_addline(buffer, "aL"); break; case WINED3DSPR_SAMPLER: shader_addline(buffer, "s"); break; case WINED3DSPR_MISCTYPE: if (offset > 1) { FIXME("Unhandled misctype register %u.\n", offset); shader_addline(buffer, "", offset); } else { shader_addline(buffer, "%s", misctype_reg_names[offset]); } break; case WINED3DSPR_PREDICATE: shader_addline(buffer, "p"); break; case WINED3DSPR_IMMCONST: shader_addline(buffer, "l"); break; case WINED3DSPR_CONSTBUFFER: shader_addline(buffer, "cb"); break; case WINED3DSPR_IMMCONSTBUFFER: shader_addline(buffer, "icb"); break; case WINED3DSPR_PRIMID: shader_addline(buffer, "primID"); break; case WINED3DSPR_NULL: shader_addline(buffer, "null"); break; case WINED3DSPR_RESOURCE: shader_addline(buffer, "t"); break; case WINED3DSPR_UAV: shader_addline(buffer, "u"); break; case WINED3DSPR_OUTPOINTID: shader_addline(buffer, "vOutputControlPointID"); break; case WINED3DSPR_FORKINSTID: shader_addline(buffer, "vForkInstanceId"); break; case WINED3DSPR_INCONTROLPOINT: shader_addline(buffer, "vicp"); break; case WINED3DSPR_PATCHCONST: shader_addline(buffer, "vpc"); break; case WINED3DSPR_TESSCOORD: shader_addline(buffer, "vDomainLocation"); break; case WINED3DSPR_GROUPSHAREDMEM: shader_addline(buffer, "g"); break; case WINED3DSPR_LOCALTHREADINDEX: shader_addline(buffer, "vThreadIDInGroupFlattened"); break; default: shader_addline(buffer, "", reg->type); break; } if (reg->type == WINED3DSPR_IMMCONST) { shader_addline(buffer, "("); switch (reg->immconst_type) { case WINED3D_IMMCONST_SCALAR: switch (reg->data_type) { case WINED3D_DATA_FLOAT: shader_addline(buffer, "%.8e", *(const float *)reg->immconst_data); break; case WINED3D_DATA_INT: shader_addline(buffer, "%d", reg->immconst_data[0]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: shader_addline(buffer, "%u", reg->immconst_data[0]); break; default: shader_addline(buffer, "", reg->data_type); break; } break; case WINED3D_IMMCONST_VEC4: switch (reg->data_type) { case WINED3D_DATA_FLOAT: shader_addline(buffer, "%.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: shader_addline(buffer, "%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: shader_addline(buffer, "%u, %u, %u, %u", reg->immconst_data[0], reg->immconst_data[1], reg->immconst_data[2], reg->immconst_data[3]); break; default: shader_addline(buffer, "", reg->data_type); break; } break; default: shader_addline(buffer, "", reg->immconst_type); break; } shader_addline(buffer, ")"); } else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE && reg->type != WINED3DSPR_NULL) { if (offset != ~0u) { shader_addline(buffer, "["); if (reg->idx[0].rel_addr) { shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version); shader_addline(buffer, " + "); } shader_addline(buffer, "%u]", offset); if (reg->idx[1].offset != ~0u) { shader_addline(buffer, "["); if (reg->idx[1].rel_addr) { shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version); shader_addline(buffer, " + "); } shader_addline(buffer, "%u]", reg->idx[1].offset); } } } } static void shader_dump_dst_param(struct wined3d_string_buffer *buffer, const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version) { DWORD write_mask = param->write_mask; shader_dump_register(buffer, ¶m->reg, shader_version); if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL) { static const char write_mask_chars[] = "xyzw"; shader_addline(buffer, "."); if (write_mask & WINED3DSP_WRITEMASK_0) shader_addline(buffer, "%c", write_mask_chars[0]); if (write_mask & WINED3DSP_WRITEMASK_1) shader_addline(buffer, "%c", write_mask_chars[1]); if (write_mask & WINED3DSP_WRITEMASK_2) shader_addline(buffer, "%c", write_mask_chars[2]); if (write_mask & WINED3DSP_WRITEMASK_3) shader_addline(buffer, "%c", write_mask_chars[3]); } } static void shader_dump_src_param(struct wined3d_string_buffer *buffer, 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) shader_addline(buffer, "-"); else if (src_modifier == WINED3DSPSM_COMP) shader_addline(buffer, "1-"); else if (src_modifier == WINED3DSPSM_NOT) shader_addline(buffer, "!"); if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG) shader_addline(buffer, "abs("); shader_dump_register(buffer, ¶m->reg, shader_version); switch (src_modifier) { case WINED3DSPSM_NONE: break; case WINED3DSPSM_NEG: break; case WINED3DSPSM_NOT: break; case WINED3DSPSM_BIAS: shader_addline(buffer, "_bias"); break; case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break; case WINED3DSPSM_SIGN: shader_addline(buffer, "_bx2"); break; case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break; case WINED3DSPSM_COMP: break; case WINED3DSPSM_X2: shader_addline(buffer, "_x2"); break; case WINED3DSPSM_X2NEG: shader_addline(buffer, "_x2"); break; case WINED3DSPSM_DZ: shader_addline(buffer, "_dz"); break; case WINED3DSPSM_DW: shader_addline(buffer, "_dw"); break; case WINED3DSPSM_ABSNEG: shader_addline(buffer, ")"); break; case WINED3DSPSM_ABS: shader_addline(buffer, ")"); break; default: shader_addline(buffer, "_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) { shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]); } else { shader_addline(buffer, ".%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_string_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)) { /* 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(struct wined3d_string_buffer *buffer, const struct wined3d_shader_dst_param *dst) { DWORD mmask = dst->modifiers; switch (dst->shift) { case 0: break; case 13: shader_addline(buffer, "_d8"); break; case 14: shader_addline(buffer, "_d4"); break; case 15: shader_addline(buffer, "_d2"); break; case 1: shader_addline(buffer, "_x2"); break; case 2: shader_addline(buffer, "_x4"); break; case 3: shader_addline(buffer, "_x8"); break; default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break; } if (mmask & WINED3DSPDM_SATURATE) shader_addline(buffer, "_sat"); if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp"); if (mmask & WINED3DSPDM_MSAMPCENTROID) shader_addline(buffer, "_centroid"); mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID); if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask); } static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer, enum wined3d_primitive_type primitive_type) { switch (primitive_type) { case WINED3D_PT_UNDEFINED: shader_addline(buffer, "undefined"); break; case WINED3D_PT_POINTLIST: shader_addline(buffer, "pointlist"); break; case WINED3D_PT_LINELIST: shader_addline(buffer, "linelist"); break; case WINED3D_PT_LINESTRIP: shader_addline(buffer, "linestrip"); break; case WINED3D_PT_TRIANGLELIST: shader_addline(buffer, "trianglelist"); break; case WINED3D_PT_TRIANGLESTRIP: shader_addline(buffer, "trianglestrip"); break; case WINED3D_PT_TRIANGLEFAN: shader_addline(buffer, "trianglefan"); break; case WINED3D_PT_LINELIST_ADJ: shader_addline(buffer, "linelist_adj"); break; case WINED3D_PT_LINESTRIP_ADJ: shader_addline(buffer, "linestrip_adj"); break; case WINED3D_PT_TRIANGLELIST_ADJ: shader_addline(buffer, "trianglelist_adj"); break; case WINED3D_PT_TRIANGLESTRIP_ADJ: shader_addline(buffer, "trianglestrip_adj"); break; default: shader_addline(buffer, "", primitive_type); break; } } static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer, enum wined3d_shader_interpolation_mode interpolation_mode) { switch (interpolation_mode) { case WINED3DSIM_CONSTANT: shader_addline(buffer, "constant"); break; case WINED3DSIM_LINEAR: shader_addline(buffer, "linear"); break; case WINED3DSIM_LINEAR_CENTROID: shader_addline(buffer, "linear centroid"); break; case WINED3DSIM_LINEAR_NOPERSPECTIVE: shader_addline(buffer, "linear noperspective"); break; case WINED3DSIM_LINEAR_SAMPLE: shader_addline(buffer, "linear sample"); break; case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID: shader_addline(buffer, "linear noperspective centroid"); break; case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE: shader_addline(buffer, "linear noperspective sample"); break; default: shader_addline(buffer, "", interpolation_mode); break; } } static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code) { struct wined3d_shader_version shader_version; struct wined3d_string_buffer buffer; const DWORD *ptr = byte_code; const char *type_prefix; const char *p, *q; DWORD i; if (!string_buffer_init(&buffer)) { ERR("Failed to initialize string buffer.\n"); return; } 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_HULL: type_prefix = "hs"; break; case WINED3D_SHADER_TYPE_DOMAIN: type_prefix = "ds"; break; case WINED3D_SHADER_TYPE_GEOMETRY: type_prefix = "gs"; break; case WINED3D_SHADER_TYPE_PIXEL: type_prefix = "ps"; break; case WINED3D_SHADER_TYPE_COMPUTE: type_prefix = "cs"; break; default: FIXME("Unhandled shader type %#x.\n", shader_version.type); type_prefix = "unknown"; break; } shader_addline(&buffer, "%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; fe->shader_read_instruction(fe_data, &ptr, &ins); if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) { WARN("Skipping unrecognized instruction.\n"); shader_addline(&buffer, "\n"); continue; } if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED) { shader_dump_decl_usage(&buffer, &ins.declaration.semantic, &shader_version); shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg); shader_addline(&buffer, " "); shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version); } else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version); shader_addline(&buffer, ", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed"); } else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_global_flags(&buffer, ins.flags); } else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR) { shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx], ins.declaration.max_tessellation_factor); } else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER) { shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]); for (i = 0; i < ins.declaration.icb->element_count / 4; ++i) { shader_addline(&buffer, " {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n", ins.declaration.icb->data[4 * i + 0], ins.declaration.icb->data[4 * i + 1], ins.declaration.icb->data[4 * i + 2], ins.declaration.icb->data[4 * i + 3]); } shader_addline(&buffer, "}"); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_interpolation_mode(&buffer, ins.flags); shader_addline(&buffer, " "); shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version); shader_addline(&buffer, ", "); shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_interpolation_mode(&buffer, ins.flags); shader_addline(&buffer, " "); shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version); shader_addline(&buffer, ", "); shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT || ins.handler_idx == WINED3DSIH_DCL_OUTPUT) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version); } else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_primitive_type(&buffer, ins.declaration.primitive_type); } else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version); shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride); } else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version); if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE) shader_addline(&buffer, ", comparisonMode"); } else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT) { shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count); } else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain); } else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive); } else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING) { shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]); shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning); } else if (ins.handler_idx == WINED3DSIH_DEF) { shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type, ins.dst[0].reg.idx[0].offset), *(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) { shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset, 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) { shader_addline(&buffer, "defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false"); } else { if (ins.predicate) { shader_addline(&buffer, "("); shader_dump_src_param(&buffer, ins.predicate, &shader_version); shader_addline(&buffer, ") "); } /* PixWin marks instructions with the coissue flag with a '+' */ if (ins.coissue) shader_addline(&buffer, "+"); shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]); if (ins.handler_idx == WINED3DSIH_BREAKP || ins.handler_idx == WINED3DSIH_IF) { switch (ins.flags) { case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break; case WINED3D_SHADER_CONDITIONAL_OP_Z: shader_addline(&buffer, "_z"); break; default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break; } } else if (ins.handler_idx == WINED3DSIH_IFC || ins.handler_idx == WINED3DSIH_BREAKC) { switch (ins.flags) { case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break; case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break; case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break; case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break; case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break; case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break; default: shader_addline(&buffer, "_(%u)", ins.flags); } } else if (ins.handler_idx == WINED3DSIH_TEX && shader_version.major >= 2 && (ins.flags & WINED3DSI_TEXLD_PROJECT)) { shader_addline(&buffer, "p"); } else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags) { switch (ins.flags) { case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break; case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break; default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); } } if (wined3d_shader_instruction_has_texel_offset(&ins)) shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w); for (i = 0; i < ins.dst_count; ++i) { shader_dump_ins_modifiers(&buffer, &ins.dst[i]); shader_addline(&buffer, !i ? " " : ", "); shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version); } /* Other source tokens */ for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i) { shader_addline(&buffer, !i ? " " : ", "); shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version); } } shader_addline(&buffer, "\n"); } for (p = buffer.buffer; *p; p = q) { if (!(q = strstr(p, "\n"))) q = p + strlen(p); else ++q; TRACE(" %.*s", (int)(q - p), p); } string_buffer_free(&buffer); } static void shader_cleanup(struct wined3d_shader *shader) { HeapFree(GetProcessHeap(), 0, shader->output_signature.elements); HeapFree(GetProcessHeap(), 0, shader->input_signature.elements); HeapFree(GetProcessHeap(), 0, shader->signature_strings); shader->device->shader_backend->shader_destroy(shader); HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf); HeapFree(GetProcessHeap(), 0, shader->reg_maps.sampler_map.entries); 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); } struct shader_none_priv { const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct fragment_pipeline *fragment_pipe; BOOL ffp_proj_control; }; static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {} static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type 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(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) {} static void shader_none_destroy(struct wined3d_shader *shader) {} static void shader_none_free_context_data(struct wined3d_context *context) {} static void shader_none_init_context_state(struct wined3d_context *context) {} /* Context activation is done by the caller. */ static void shader_none_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_none_priv *priv = shader_priv; priv->vertex_pipe->vp_enable(gl_info, !use_vs(state)); priv->fragment_pipe->enable_extension(gl_info, !use_ps(state)); } /* Context activation is done by the caller. */ static void shader_none_disable(void *shader_priv, struct wined3d_context *context) { struct shader_none_priv *priv = shader_priv; const struct wined3d_gl_info *gl_info = context->gl_info; priv->vertex_pipe->vp_enable(gl_info, FALSE); priv->fragment_pipe->enable_extension(gl_info, FALSE); context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) | (1u << WINED3D_SHADER_TYPE_VERTEX) | (1u << WINED3D_SHADER_TYPE_GEOMETRY) | (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN) | (1u << WINED3D_SHADER_TYPE_COMPUTE); } static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct fragment_pipeline *fragment_pipe) { struct fragment_caps fragment_caps; void *vertex_priv, *fragment_priv; struct shader_none_priv *priv; if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv)))) return E_OUTOFMEMORY; if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv))) { ERR("Failed to initialize vertex pipe.\n"); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n"); vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } priv->vertex_pipe = vertex_pipe; priv->fragment_pipe = fragment_pipe; fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps); priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; device->vertex_priv = vertex_priv; device->fragment_priv = fragment_priv; device->shader_priv = priv; return WINED3D_OK; } static void shader_none_free(struct wined3d_device *device) { struct shader_none_priv *priv = device->shader_priv; priv->fragment_pipe->free_private(device); priv->vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); } static BOOL shader_none_allocate_context_data(struct wined3d_context *context) { return TRUE; } 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->vs_version = 0; caps->hs_version = 0; caps->ds_version = 0; caps->gs_version = 0; caps->ps_version = 0; caps->cs_version = 0; caps->vs_uniform_count = 0; caps->ps_uniform_count = 0; caps->ps_1x_max_value = 0.0f; caps->varying_count = 0; caps->wined3d_caps = 0; } static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup) { /* We "support" every possible fixup, since we don't support any shader * model, and will never have to actually sample a texture. */ return TRUE; } static BOOL shader_none_has_ffp_proj_control(void *shader_priv) { struct shader_none_priv *priv = shader_priv; return priv->ffp_proj_control; } const struct wined3d_shader_backend_ops none_shader_backend = { shader_none_handle_instruction, shader_none_select, shader_none_disable, 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_destroy, shader_none_alloc, shader_none_free, shader_none_allocate_context_data, shader_none_free_context_data, shader_none_init_context_state, shader_none_get_caps, shader_none_color_fixup_supported, shader_none_has_ffp_proj_control, }; static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code, 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; const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info; TRACE("shader %p, byte_code %p, float_const_count %u, type %#x, max_version %u.\n", shader, byte_code, float_const_count, type, max_version); list_init(&shader->constantsF); list_init(&shader->constantsB); list_init(&shader->constantsI); shader->lconst_inf_or_nan = FALSE; 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, &shader->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); /* Second pass: figure out which registers are used, what the semantics are, etc. */ if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature, &shader->output_signature, byte_code, float_const_count))) 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 = d3d_info->limits.vs_version; break; case WINED3D_SHADER_TYPE_HULL: backend_version = d3d_info->limits.hs_version; break; case WINED3D_SHADER_TYPE_DOMAIN: backend_version = d3d_info->limits.ds_version; break; case WINED3D_SHADER_TYPE_GEOMETRY: backend_version = d3d_info->limits.gs_version; break; case WINED3D_SHADER_TYPE_PIXEL: backend_version = d3d_info->limits.ps_version; break; case WINED3D_SHADER_TYPE_COMPUTE: backend_version = d3d_info->limits.cs_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; } 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)); float *value; if (!lconst) return E_OUTOFMEMORY; lconst->idx = i; value = (float *)lconst->value; memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float)); list_add_head(&shader->constantsF, &lconst->entry); if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1]) || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3])) { shader->lconst_inf_or_nan = TRUE; } } return WINED3D_OK; } void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info) { 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->point_size = state->gl_primitive_type == GL_POINTS; args->per_vertex_point_size = shader->reg_maps.point_size; args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_HULL] ? WINED3D_SHADER_TYPE_HULL : state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL; if (shader->reg_maps.shader_version.major >= 4) args->next_shader_input_count = state->shader[WINED3D_SHADER_TYPE_HULL] ? state->shader[WINED3D_SHADER_TYPE_HULL]->limits->packed_input : state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input : state->shader[WINED3D_SHADER_TYPE_PIXEL] ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0; else args->next_shader_input_count = 0; args->swizzle_map = swizzle_map; if (d3d_info->emulated_flatshading) args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; else args->flatshading = 0; } 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 HRESULT shader_signature_copy(struct wined3d_shader_signature *dst, const struct wined3d_shader_signature *src, char **signature_strings) { struct wined3d_shader_signature_element *e; unsigned int i; SIZE_T len; char *ptr; if (!src->element_count) return WINED3D_OK; ptr = *signature_strings; dst->element_count = src->element_count; if (!(dst->elements = wined3d_calloc(dst->element_count, sizeof(*dst->elements)))) return E_OUTOFMEMORY; for (i = 0; i < src->element_count; ++i) { e = &src->elements[i]; dst->elements[i] = *e; len = strlen(e->semantic_name); memcpy(ptr, e->semantic_name, len + 1); dst->elements[i].semantic_name = ptr; ptr += len + 1; } *signature_strings = ptr; return WINED3D_OK; } static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type, void *parent, const struct wined3d_parent_ops *parent_ops) { struct wined3d_shader_signature_element *e; SIZE_T total, len; unsigned int i; HRESULT hr; char *ptr; if (!desc->byte_code) return WINED3DERR_INVALIDCALL; shader->ref = 1; shader->device = device; shader->parent = parent; shader->parent_ops = parent_ops; total = 0; for (i = 0; i < desc->input_signature.element_count; ++i) { e = &desc->input_signature.elements[i]; len = strlen(e->semantic_name); if (len >= ~(SIZE_T)0 - total) return E_OUTOFMEMORY; total += len + 1; } for (i = 0; i < desc->output_signature.element_count; ++i) { e = &desc->output_signature.elements[i]; len = strlen(e->semantic_name); if (len >= ~(SIZE_T)0 - total) return E_OUTOFMEMORY; total += len + 1; } if (total && !(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total))) return E_OUTOFMEMORY; ptr = shader->signature_strings; if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr))) { HeapFree(GetProcessHeap(), 0, shader->signature_strings); return hr; } if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr))) { HeapFree(GetProcessHeap(), 0, shader->input_signature.elements); HeapFree(GetProcessHeap(), 0, shader->signature_strings); return hr; } list_init(&shader->linked_programs); list_add_head(&device->shaders, &shader->shader_list_entry); if (FAILED(hr = shader_set_function(shader, desc->byte_code, float_const_count, type, desc->max_version))) { WARN("Failed to set function, hr %#x.\n", hr); shader_cleanup(shader); } return hr; } static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; unsigned int i; HRESULT hr; if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count, WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops))) return hr; for (i = 0; i < shader->input_signature.element_count; ++i) { const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i]; if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name) continue; shader->u.vs.attributes[input->register_idx].usage = shader_usage_from_semantic_name(input->semantic_name); shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx; } shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) || shader->lconst_inf_or_nan; return WINED3D_OK; } static HRESULT domain_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops))) return hr; shader->load_local_constsF = shader->lconst_inf_or_nan; return WINED3D_OK; } static HRESULT hull_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops))) return hr; shader->load_local_constsF = shader->lconst_inf_or_nan; return WINED3D_OK; } static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops))) return hr; shader->load_local_constsF = shader->lconst_inf_or_nan; return WINED3D_OK; } void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct gs_compile_args *args) { args->ps_input_count = state->shader[WINED3D_SHADER_TYPE_PIXEL] ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0; } void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_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] && needs_srgb_write(context, state, state->fb)) { 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 < shader->limits->sampler; ++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->shader[WINED3D_SHADER_TYPE_VERTEX]) { enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type; unsigned int j; unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; DWORD max_valid = WINED3D_TTFF_COUNT4; 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 ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1) || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && tex_transform > WINED3D_TTFF_COUNT2) || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D && 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, resource_type); } } else tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED; args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; } } } if (shader->reg_maps.shader_version.major == 1 && shader->reg_maps.shader_version.minor <= 4) { for (i = 0; i < shader->limits->sampler; ++i) { const struct wined3d_texture *texture = state->textures[i]; if (!shader->reg_maps.resource_info[i].type) continue; /* Treat unbound textures as 2D. The dummy texture will provide * the proper sample value. The tex_types bitmap defaults to * 2D because of the memset. */ if (!texture) continue; switch (texture->target) { /* RECT textures are distinguished from 2D textures via np2_fixup */ case GL_TEXTURE_RECTANGLE_ARB: case GL_TEXTURE_2D: break; case GL_TEXTURE_3D: args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT; break; case GL_TEXTURE_CUBE_MAP_ARB: args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT; break; } } } for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (!shader->reg_maps.resource_info[i].type) continue; texture = state->textures[i]; if (!texture) { args->color_fixup[i] = COLOR_FIXUP_IDENTITY; continue; } if (can_use_texture_swizzle(gl_info, texture->resource.format)) args->color_fixup[i] = COLOR_FIXUP_IDENTITY; else args->color_fixup[i] = texture->resource.format->color_fixup; if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW) args->shadow |= 1u << i; /* Flag samplers that need NP2 texcoord fixup. */ if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) args->np2_fixup |= (1u << i); } /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */ if (shader->reg_maps.shader_version.major >= 4) args->shadow = 0; if (shader->reg_maps.shader_version.major >= 3) { if (position_transformed) args->vp_mode = pretransformed; else if (use_vs(state)) args->vp_mode = vertexshader; else args->vp_mode = fixedfunction; args->fog = WINED3D_FFP_PS_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 (position_transformed || use_vs(state)) { args->fog = WINED3D_FFP_PS_FOG_LINEAR; break; } switch (state->render_states[WINED3D_RS_FOGVERTEXMODE]) { case WINED3D_FOG_NONE: /* Fall through. */ case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break; case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break; case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break; } break; case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break; case WINED3D_FOG_EXP: args->fog = WINED3D_FFP_PS_FOG_EXP; break; case WINED3D_FOG_EXP2: args->fog = WINED3D_FFP_PS_FOG_EXP2; break; } } else { args->fog = WINED3D_FFP_PS_FOG_OFF; } } if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info)) { const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; args->texcoords_initialized = 0; for (i = 0; i < MAX_TEXTURES; ++i) { if (vs) { if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i)) args->texcoords_initialized |= 1u << i; } else { const struct wined3d_stream_info *si = &context->stream_info; unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT) & WINED3D_FFP_TCI_MASK || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) args->texcoords_initialized |= 1u << i; } } } else { args->texcoords_initialized = (1u << MAX_TEXTURES) - 1; } args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] && state->gl_primitive_type == GL_POINTS; if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) args->alpha_test_func = WINED3D_CMP_ALWAYS - 1; else args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE] ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC]) : WINED3D_CMP_ALWAYS) - 1; if (d3d_info->emulated_flatshading) args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; } static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { 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 (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count, WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops))) return hr; 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) || shader->reg_maps.shader_version.major >= 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 = shader->lconst_inf_or_nan; return WINED3D_OK; } void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) { struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info; unsigned int i; if (reg_maps->shader_version.major != 1) return; for (i = 0; i < shader->limits->sampler; ++i) { /* We don't sample from this sampler. */ if (!resource_info[i].type) continue; switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK) { case WINED3D_SHADER_TEX_2D: resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; break; case WINED3D_SHADER_TEX_3D: resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D; break; case WINED3D_SHADER_TEX_CUBE: resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE; break; } } } static HRESULT compute_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops))) return hr; shader->load_local_constsF = shader->lconst_inf_or_nan; return WINED3D_OK; } HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = compute_shader_init(object, device, desc, parent, parent_ops))) { WARN("Failed to initialize compute shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created compute shader %p.\n", object); *shader = object; return WINED3D_OK; } HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = domain_shader_init(object, device, desc, parent, parent_ops))) { WARN("Failed to initialize domain shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created domain shader %p.\n", object); *shader = object; return WINED3D_OK; } HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) return E_OUTOFMEMORY; if (FAILED(hr = geometry_shader_init(object, device, desc, parent, parent_ops))) { 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_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = hull_shader_init(object, device, desc, parent, parent_ops))) { WARN("Failed to initialize hull shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created hull shader %p.\n", object); *shader = object; return WINED3D_OK; } HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) return E_OUTOFMEMORY; if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops))) { 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 struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader) { struct wined3d_shader *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n", device, desc, parent, parent_ops, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) return E_OUTOFMEMORY; if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops))) { 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; }