/* * Copyright 2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_bytecode); #define WINED3D_SM4_INSTRUCTION_MODIFIER (0x1u << 31) #define WINED3D_SM4_MODIFIER_AOFFIMMI 0x1 #define WINED3D_SM4_AOFFIMMI_U_SHIFT 9 #define WINED3D_SM4_AOFFIMMI_U_MASK (0xfu << WINED3D_SM4_AOFFIMMI_U_SHIFT) #define WINED3D_SM4_AOFFIMMI_V_SHIFT 13 #define WINED3D_SM4_AOFFIMMI_V_MASK (0xfu << WINED3D_SM4_AOFFIMMI_V_SHIFT) #define WINED3D_SM4_AOFFIMMI_W_SHIFT 17 #define WINED3D_SM4_AOFFIMMI_W_MASK (0xfu << WINED3D_SM4_AOFFIMMI_W_SHIFT) #define WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT 24 #define WINED3D_SM4_INSTRUCTION_LENGTH_MASK (0x1fu << WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT) #define WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT 11 #define WINED3D_SM4_INSTRUCTION_FLAGS_MASK (0x7u << WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT) #define WINED3D_SM4_RESOURCE_TYPE_SHIFT 11 #define WINED3D_SM4_RESOURCE_TYPE_MASK (0xfu << WINED3D_SM4_RESOURCE_TYPE_SHIFT) #define WINED3D_SM4_PRIMITIVE_TYPE_SHIFT 11 #define WINED3D_SM4_PRIMITIVE_TYPE_MASK (0x7u << WINED3D_SM4_PRIMITIVE_TYPE_SHIFT) #define WINED3D_SM4_INDEX_TYPE_SHIFT 11 #define WINED3D_SM4_INDEX_TYPE_MASK (0x1u << WINED3D_SM4_INDEX_TYPE_SHIFT) #define WINED3D_SM4_SAMPLER_MODE_SHIFT 11 #define WINED3D_SM4_SAMPLER_MODE_MASK (0xfu << WINED3D_SM4_SAMPLER_MODE_SHIFT) #define WINED3D_SM4_SHADER_DATA_TYPE_SHIFT 11 #define WINED3D_SM4_SHADER_DATA_TYPE_MASK (0xfu << WINED3D_SM4_SHADER_DATA_TYPE_SHIFT) #define WINED3D_SM4_INTERPOLATION_MODE_SHIFT 11 #define WINED3D_SM4_INTERPOLATION_MODE_MASK (0xfu << WINED3D_SM4_INTERPOLATION_MODE_SHIFT) #define WINED3D_SM4_GLOBAL_FLAGS_SHIFT 11 #define WINED3D_SM4_GLOBAL_FLAGS_MASK (0xffu << WINED3D_SM4_GLOBAL_FLAGS_SHIFT) #define WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT 11 #define WINED3D_SM5_CONTROL_POINT_COUNT_MASK (0xffu << WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT) #define WINED3D_SM5_FP_ARRAY_SIZE_SHIFT 16 #define WINED3D_SM5_FP_TABLE_COUNT_MASK 0xffffu #define WINED3D_SM5_UAV_FLAGS_SHIFT 11 #define WINED3D_SM5_UAV_FLAGS_MASK (0x8fffu << WINED3D_SM5_UAV_FLAGS_SHIFT) #define WINED3D_SM5_SYNC_FLAGS_SHIFT 11 #define WINED3D_SM5_SYNC_FLAGS_MASK (0xffu << WINED3D_SM5_SYNC_FLAGS_SHIFT) #define WINED3D_SM5_TESSELLATOR_SHIFT 11 #define WINED3D_SM5_TESSELLATOR_MASK (0xfu << WINED3D_SM5_TESSELLATOR_SHIFT) #define WINED3D_SM4_OPCODE_MASK 0xff #define WINED3D_SM4_REGISTER_MODIFIER (0x1u << 31) #define WINED3D_SM4_ADDRESSING_SHIFT1 25 #define WINED3D_SM4_ADDRESSING_MASK1 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT1) #define WINED3D_SM4_ADDRESSING_SHIFT0 22 #define WINED3D_SM4_ADDRESSING_MASK0 (0x3u << WINED3D_SM4_ADDRESSING_SHIFT0) #define WINED3D_SM4_REGISTER_ORDER_SHIFT 20 #define WINED3D_SM4_REGISTER_ORDER_MASK (0x3u << WINED3D_SM4_REGISTER_ORDER_SHIFT) #define WINED3D_SM4_REGISTER_TYPE_SHIFT 12 #define WINED3D_SM4_REGISTER_TYPE_MASK (0xffu << WINED3D_SM4_REGISTER_TYPE_SHIFT) #define WINED3D_SM4_SWIZZLE_TYPE_SHIFT 2 #define WINED3D_SM4_SWIZZLE_TYPE_MASK (0x3u << WINED3D_SM4_SWIZZLE_TYPE_SHIFT) #define WINED3D_SM4_IMMCONST_TYPE_SHIFT 0 #define WINED3D_SM4_IMMCONST_TYPE_MASK (0x3u << WINED3D_SM4_IMMCONST_TYPE_SHIFT) #define WINED3D_SM4_WRITEMASK_SHIFT 4 #define WINED3D_SM4_WRITEMASK_MASK (0xfu << WINED3D_SM4_WRITEMASK_SHIFT) #define WINED3D_SM4_SWIZZLE_SHIFT 4 #define WINED3D_SM4_SWIZZLE_MASK (0xffu << WINED3D_SM4_SWIZZLE_SHIFT) #define WINED3D_SM4_VERSION_MAJOR(version) (((version) >> 4) & 0xf) #define WINED3D_SM4_VERSION_MINOR(version) (((version) >> 0) & 0xf) #define WINED3D_SM4_ADDRESSING_RELATIVE 0x2 #define WINED3D_SM4_ADDRESSING_OFFSET 0x1 #define WINED3D_SM4_INSTRUCTION_FLAG_SATURATE 0x4 #define WINED3D_SM4_CONDITIONAL_NZ (0x1u << 18) enum wined3d_sm4_opcode { WINED3D_SM4_OP_ADD = 0x00, WINED3D_SM4_OP_AND = 0x01, WINED3D_SM4_OP_BREAK = 0x02, WINED3D_SM4_OP_BREAKC = 0x03, WINED3D_SM4_OP_CASE = 0x06, WINED3D_SM4_OP_CONTINUE = 0x07, WINED3D_SM4_OP_CUT = 0x09, WINED3D_SM4_OP_DEFAULT = 0x0a, WINED3D_SM4_OP_DERIV_RTX = 0x0b, WINED3D_SM4_OP_DERIV_RTY = 0x0c, WINED3D_SM4_OP_DISCARD = 0x0d, WINED3D_SM4_OP_DIV = 0x0e, WINED3D_SM4_OP_DP2 = 0x0f, WINED3D_SM4_OP_DP3 = 0x10, WINED3D_SM4_OP_DP4 = 0x11, WINED3D_SM4_OP_ELSE = 0x12, WINED3D_SM4_OP_EMIT = 0x13, WINED3D_SM4_OP_ENDIF = 0x15, WINED3D_SM4_OP_ENDLOOP = 0x16, WINED3D_SM4_OP_ENDSWITCH = 0x17, WINED3D_SM4_OP_EQ = 0x18, WINED3D_SM4_OP_EXP = 0x19, WINED3D_SM4_OP_FRC = 0x1a, WINED3D_SM4_OP_FTOI = 0x1b, WINED3D_SM4_OP_FTOU = 0x1c, WINED3D_SM4_OP_GE = 0x1d, WINED3D_SM4_OP_IADD = 0x1e, WINED3D_SM4_OP_IF = 0x1f, WINED3D_SM4_OP_IEQ = 0x20, WINED3D_SM4_OP_IGE = 0x21, WINED3D_SM4_OP_ILT = 0x22, WINED3D_SM4_OP_IMAD = 0x23, WINED3D_SM4_OP_IMAX = 0x24, WINED3D_SM4_OP_IMIN = 0x25, WINED3D_SM4_OP_IMUL = 0x26, WINED3D_SM4_OP_INE = 0x27, WINED3D_SM4_OP_INEG = 0x28, WINED3D_SM4_OP_ISHL = 0x29, WINED3D_SM4_OP_ISHR = 0x2a, WINED3D_SM4_OP_ITOF = 0x2b, WINED3D_SM4_OP_LABEL = 0x2c, WINED3D_SM4_OP_LD = 0x2d, WINED3D_SM4_OP_LD2DMS = 0x2e, WINED3D_SM4_OP_LOG = 0x2f, WINED3D_SM4_OP_LOOP = 0x30, WINED3D_SM4_OP_LT = 0x31, WINED3D_SM4_OP_MAD = 0x32, WINED3D_SM4_OP_MIN = 0x33, WINED3D_SM4_OP_MAX = 0x34, WINED3D_SM4_OP_SHADER_DATA = 0x35, WINED3D_SM4_OP_MOV = 0x36, WINED3D_SM4_OP_MOVC = 0x37, WINED3D_SM4_OP_MUL = 0x38, WINED3D_SM4_OP_NE = 0x39, WINED3D_SM4_OP_NOT = 0x3b, WINED3D_SM4_OP_OR = 0x3c, WINED3D_SM4_OP_RESINFO = 0x3d, WINED3D_SM4_OP_RET = 0x3e, WINED3D_SM4_OP_ROUND_NE = 0x40, WINED3D_SM4_OP_ROUND_NI = 0x41, WINED3D_SM4_OP_ROUND_PI = 0x42, WINED3D_SM4_OP_ROUND_Z = 0x43, WINED3D_SM4_OP_RSQ = 0x44, WINED3D_SM4_OP_SAMPLE = 0x45, WINED3D_SM4_OP_SAMPLE_C = 0x46, WINED3D_SM4_OP_SAMPLE_C_LZ = 0x47, WINED3D_SM4_OP_SAMPLE_LOD = 0x48, WINED3D_SM4_OP_SAMPLE_GRAD = 0x49, WINED3D_SM4_OP_SAMPLE_B = 0x4a, WINED3D_SM4_OP_SQRT = 0x4b, WINED3D_SM4_OP_SWITCH = 0x4c, WINED3D_SM4_OP_SINCOS = 0x4d, WINED3D_SM4_OP_UDIV = 0x4e, WINED3D_SM4_OP_ULT = 0x4f, WINED3D_SM4_OP_UGE = 0x50, WINED3D_SM4_OP_UMAX = 0x53, WINED3D_SM4_OP_UMIN = 0x54, WINED3D_SM4_OP_USHR = 0x55, WINED3D_SM4_OP_UTOF = 0x56, WINED3D_SM4_OP_XOR = 0x57, WINED3D_SM4_OP_DCL_RESOURCE = 0x58, WINED3D_SM4_OP_DCL_CONSTANT_BUFFER = 0x59, WINED3D_SM4_OP_DCL_SAMPLER = 0x5a, WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY = 0x5c, WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE = 0x5d, WINED3D_SM4_OP_DCL_VERTICES_OUT = 0x5e, WINED3D_SM4_OP_DCL_INPUT = 0x5f, WINED3D_SM4_OP_DCL_INPUT_SGV = 0x60, WINED3D_SM4_OP_DCL_INPUT_SIV = 0x61, WINED3D_SM4_OP_DCL_INPUT_PS = 0x62, WINED3D_SM4_OP_DCL_INPUT_PS_SGV = 0x63, WINED3D_SM4_OP_DCL_INPUT_PS_SIV = 0x64, WINED3D_SM4_OP_DCL_OUTPUT = 0x65, WINED3D_SM4_OP_DCL_OUTPUT_SIV = 0x67, WINED3D_SM4_OP_DCL_TEMPS = 0x68, WINED3D_SM4_OP_DCL_INDEXABLE_TEMP = 0x69, WINED3D_SM4_OP_DCL_GLOBAL_FLAGS = 0x6a, WINED3D_SM4_OP_LOD = 0x6c, WINED3D_SM4_OP_GATHER4 = 0x6d, WINED3D_SM4_OP_SAMPLE_POS = 0x6e, WINED3D_SM4_OP_SAMPLE_INFO = 0x6f, WINED3D_SM5_OP_HS_DECLS = 0x71, WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE = 0x72, WINED3D_SM5_OP_HS_FORK_PHASE = 0x73, WINED3D_SM5_OP_HS_JOIN_PHASE = 0x74, WINED3D_SM5_OP_EMIT_STREAM = 0x75, WINED3D_SM5_OP_CUT_STREAM = 0x76, WINED3D_SM5_OP_FCALL = 0x78, WINED3D_SM5_OP_BUFINFO = 0x79, WINED3D_SM5_OP_DERIV_RTX_COARSE = 0x7a, WINED3D_SM5_OP_DERIV_RTX_FINE = 0x7b, WINED3D_SM5_OP_DERIV_RTY_COARSE = 0x7c, WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d, WINED3D_SM5_OP_GATHER4_C = 0x7e, WINED3D_SM5_OP_RCP = 0x81, WINED3D_SM5_OP_F32TOF16 = 0x82, WINED3D_SM5_OP_F16TOF32 = 0x83, WINED3D_SM5_OP_UBFE = 0x8a, WINED3D_SM5_OP_BFI = 0x8c, WINED3D_SM5_OP_BFREV = 0x8d, WINED3D_SM5_OP_SWAPC = 0x8e, WINED3D_SM5_OP_DCL_STREAM = 0x8f, WINED3D_SM5_OP_DCL_FUNCTION_BODY = 0x90, WINED3D_SM5_OP_DCL_FUNCTION_TABLE = 0x91, WINED3D_SM5_OP_DCL_INTERFACE = 0x92, WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT = 0x93, WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT = 0x94, WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN = 0x95, WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING = 0x96, WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE = 0x97, WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR = 0x98, WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 0x99, WINED3D_SM5_OP_DCL_THREAD_GROUP = 0x9b, WINED3D_SM5_OP_DCL_UAV_TYPED = 0x9c, WINED3D_SM5_OP_DCL_UAV_RAW = 0x9d, WINED3D_SM5_OP_DCL_UAV_STRUCTURED = 0x9e, WINED3D_SM5_OP_DCL_TGSM_RAW = 0x9f, WINED3D_SM5_OP_DCL_TGSM_STRUCTURED = 0xa0, WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED = 0xa2, WINED3D_SM5_OP_LD_UAV_TYPED = 0xa3, WINED3D_SM5_OP_STORE_UAV_TYPED = 0xa4, WINED3D_SM5_OP_LD_RAW = 0xa5, WINED3D_SM5_OP_STORE_RAW = 0xa6, WINED3D_SM5_OP_LD_STRUCTURED = 0xa7, WINED3D_SM5_OP_STORE_STRUCTURED = 0xa8, WINED3D_SM5_OP_ATOMIC_AND = 0xa9, WINED3D_SM5_OP_ATOMIC_OR = 0xaa, WINED3D_SM5_OP_ATOMIC_XOR = 0xab, WINED3D_SM5_OP_ATOMIC_CMP_STORE = 0xac, WINED3D_SM5_OP_ATOMIC_IADD = 0xad, WINED3D_SM5_OP_ATOMIC_IMAX = 0xae, WINED3D_SM5_OP_ATOMIC_IMIN = 0xaf, WINED3D_SM5_OP_ATOMIC_UMAX = 0xb0, WINED3D_SM5_OP_ATOMIC_UMIN = 0xb1, WINED3D_SM5_OP_IMM_ATOMIC_ALLOC = 0xb2, WINED3D_SM5_OP_IMM_ATOMIC_CONSUME = 0xb3, WINED3D_SM5_OP_IMM_ATOMIC_AND = 0xb5, WINED3D_SM5_OP_IMM_ATOMIC_OR = 0xb6, WINED3D_SM5_OP_IMM_ATOMIC_XOR = 0xb7, WINED3D_SM5_OP_IMM_ATOMIC_EXCH = 0xb8, WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH = 0xb9, WINED3D_SM5_OP_IMM_ATOMIC_UMAX = 0xbc, WINED3D_SM5_OP_IMM_ATOMIC_UMIN = 0xbd, WINED3D_SM5_OP_SYNC = 0xbe, }; enum wined3d_sm4_register_type { WINED3D_SM4_RT_TEMP = 0x00, WINED3D_SM4_RT_INPUT = 0x01, WINED3D_SM4_RT_OUTPUT = 0x02, WINED3D_SM4_RT_INDEXABLE_TEMP = 0x03, WINED3D_SM4_RT_IMMCONST = 0x04, WINED3D_SM4_RT_SAMPLER = 0x06, WINED3D_SM4_RT_RESOURCE = 0x07, WINED3D_SM4_RT_CONSTBUFFER = 0x08, WINED3D_SM4_RT_IMMCONSTBUFFER = 0x09, WINED3D_SM4_RT_PRIMID = 0x0b, WINED3D_SM4_RT_DEPTHOUT = 0x0c, WINED3D_SM4_RT_NULL = 0x0d, WINED3D_SM4_RT_OMASK = 0x0f, WINED3D_SM5_RT_STREAM = 0x10, WINED3D_SM5_RT_FUNCTION_BODY = 0x11, WINED3D_SM5_RT_FUNCTION_POINTER = 0x13, WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID = 0x16, WINED3D_SM5_RT_FORK_INSTANCE_ID = 0x17, WINED3D_SM5_RT_INPUT_CONTROL_POINT = 0x19, WINED3D_SM5_RT_OUTPUT_CONTROL_POINT = 0x1a, WINED3D_SM5_RT_PATCH_CONSTANT_DATA = 0x1b, WINED3D_SM5_RT_DOMAIN_LOCATION = 0x1c, WINED3D_SM5_RT_UAV = 0x1e, WINED3D_SM5_RT_SHARED_MEMORY = 0x1f, WINED3D_SM5_RT_THREAD_ID = 0x20, WINED3D_SM5_RT_THREAD_GROUP_ID = 0x21, WINED3D_SM5_RT_LOCAL_THREAD_ID = 0x22, WINED3D_SM5_RT_COVERAGE = 0x23, WINED3D_SM5_RT_LOCAL_THREAD_INDEX = 0x24, }; enum wined3d_sm4_output_primitive_type { WINED3D_SM4_OUTPUT_PT_POINTLIST = 0x1, WINED3D_SM4_OUTPUT_PT_LINELIST = 0x3, WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP = 0x5, }; enum wined3d_sm4_input_primitive_type { WINED3D_SM4_INPUT_PT_POINT = 0x1, WINED3D_SM4_INPUT_PT_LINE = 0x2, WINED3D_SM4_INPUT_PT_TRIANGLE = 0x3, WINED3D_SM4_INPUT_PT_LINEADJ = 0x6, WINED3D_SM4_INPUT_PT_TRIANGLEADJ = 0x7, }; enum wined3d_sm4_swizzle_type { WINED3D_SM4_SWIZZLE_NONE = 0x0, WINED3D_SM4_SWIZZLE_VEC4 = 0x1, WINED3D_SM4_SWIZZLE_SCALAR = 0x2, }; enum wined3d_sm4_immconst_type { WINED3D_SM4_IMMCONST_SCALAR = 0x1, WINED3D_SM4_IMMCONST_VEC4 = 0x2, }; enum wined3d_sm4_resource_type { WINED3D_SM4_RESOURCE_BUFFER = 0x1, WINED3D_SM4_RESOURCE_TEXTURE_1D = 0x2, WINED3D_SM4_RESOURCE_TEXTURE_2D = 0x3, WINED3D_SM4_RESOURCE_TEXTURE_2DMS = 0x4, WINED3D_SM4_RESOURCE_TEXTURE_3D = 0x5, WINED3D_SM4_RESOURCE_TEXTURE_CUBE = 0x6, WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY = 0x7, WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY = 0x8, WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY = 0x9, }; enum wined3d_sm4_data_type { WINED3D_SM4_DATA_UNORM = 0x1, WINED3D_SM4_DATA_SNORM = 0x2, WINED3D_SM4_DATA_INT = 0x3, WINED3D_SM4_DATA_UINT = 0x4, WINED3D_SM4_DATA_FLOAT = 0x5, }; enum wined3d_sm4_sampler_mode { WINED3D_SM4_SAMPLER_DEFAULT = 0x0, WINED3D_SM4_SAMPLER_COMPARISON = 0x1, }; enum wined3d_sm4_shader_data_type { WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER = 0x3, WINED3D_SM4_SHADER_DATA_MESSAGE = 0x4, }; struct wined3d_shader_src_param_entry { struct list entry; struct wined3d_shader_src_param param; }; struct wined3d_sm4_data { struct wined3d_shader_version shader_version; const DWORD *end; unsigned int output_map[MAX_REG_OUTPUT]; struct wined3d_shader_src_param src_param[5]; struct wined3d_shader_dst_param dst_param[2]; struct list src_free; struct list src; struct wined3d_shader_immediate_constant_buffer icb; }; struct wined3d_sm4_opcode_info { enum wined3d_sm4_opcode opcode; enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; const char *dst_info; const char *src_info; void (*read_opcode_func)(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv); }; static const enum wined3d_primitive_type output_primitive_type_table[] = { /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* WINED3D_SM4_OUTPUT_PT_POINTLIST */ WINED3D_PT_POINTLIST, /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* WINED3D_SM4_OUTPUT_PT_LINELIST */ WINED3D_PT_LINELIST, /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* WINED3D_SM4_OUTPUT_PT_TRIANGLESTRIP */ WINED3D_PT_TRIANGLESTRIP, }; static const enum wined3d_primitive_type input_primitive_type_table[] = { /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* WINED3D_SM4_INPUT_PT_POINT */ WINED3D_PT_POINTLIST, /* WINED3D_SM4_INPUT_PT_LINE */ WINED3D_PT_LINELIST, /* WINED3D_SM4_INPUT_PT_TRIANGLE */ WINED3D_PT_TRIANGLELIST, /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* UNKNOWN */ WINED3D_PT_UNDEFINED, /* WINED3D_SM4_INPUT_PT_LINEADJ */ WINED3D_PT_LINELIST_ADJ, /* WINED3D_SM4_INPUT_PT_TRIANGLEADJ */ WINED3D_PT_TRIANGLELIST_ADJ, }; static const enum wined3d_shader_resource_type resource_type_table[] = { /* 0 */ WINED3D_SHADER_RESOURCE_NONE, /* WINED3D_SM4_RESOURCE_BUFFER */ WINED3D_SHADER_RESOURCE_BUFFER, /* WINED3D_SM4_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D, /* WINED3D_SM4_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D, /* WINED3D_SM4_RESOURCE_TEXTURE_2DMS */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, /* WINED3D_SM4_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D, /* WINED3D_SM4_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, /* WINED3D_SM4_RESOURCE_TEXTURE_1DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, /* WINED3D_SM4_RESOURCE_TEXTURE_2DARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, /* WINED3D_SM4_RESOURCE_TEXTURE_2DMSARRAY */ WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, }; static const enum wined3d_data_type data_type_table[] = { /* 0 */ WINED3D_DATA_FLOAT, /* WINED3D_SM4_DATA_UNORM */ WINED3D_DATA_UNORM, /* WINED3D_SM4_DATA_SNORM */ WINED3D_DATA_SNORM, /* WINED3D_SM4_DATA_INT */ WINED3D_DATA_INT, /* WINED3D_SM4_DATA_UINT */ WINED3D_DATA_UINT, /* WINED3D_SM4_DATA_FLOAT */ WINED3D_DATA_FLOAT, }; static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param); static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param); static void shader_sm4_read_conditional_op(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_src_param(priv, &tokens, WINED3D_DATA_UINT, &priv->src_param[0]); ins->flags = (opcode_token & WINED3D_SM4_CONDITIONAL_NZ) ? WINED3D_SHADER_CONDITIONAL_OP_NZ : WINED3D_SHADER_CONDITIONAL_OP_Z; } static void shader_sm4_read_shader_data(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { enum wined3d_sm4_shader_data_type type; unsigned int icb_size; type = (opcode_token & WINED3D_SM4_SHADER_DATA_TYPE_MASK) >> WINED3D_SM4_SHADER_DATA_TYPE_SHIFT; if (type != WINED3D_SM4_SHADER_DATA_IMMEDIATE_CONSTANT_BUFFER) { FIXME("Unhandled shader data type %#x.\n", type); ins->handler_idx = WINED3DSIH_TABLE_SIZE; return; } ++tokens; icb_size = token_count - 1; if (icb_size % 4 || icb_size > MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE) { FIXME("Unexpected immediate constant buffer size %u.\n", icb_size); ins->handler_idx = WINED3DSIH_TABLE_SIZE; return; } priv->icb.vec4_count = icb_size / 4; memcpy(priv->icb.data, tokens, sizeof(*tokens) * icb_size); ins->declaration.icb = &priv->icb; } static void shader_sm4_read_dcl_resource(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { enum wined3d_sm4_resource_type resource_type; enum wined3d_sm4_data_type data_type; enum wined3d_data_type reg_data_type; DWORD components; resource_type = (opcode_token & WINED3D_SM4_RESOURCE_TYPE_MASK) >> WINED3D_SM4_RESOURCE_TYPE_SHIFT; if (!resource_type || (resource_type >= ARRAY_SIZE(resource_type_table))) { FIXME("Unhandled resource type %#x.\n", resource_type); ins->declaration.semantic.resource_type = WINED3D_SHADER_RESOURCE_NONE; } else { ins->declaration.semantic.resource_type = resource_type_table[resource_type]; } reg_data_type = opcode == WINED3D_SM4_OP_DCL_RESOURCE ? WINED3D_DATA_RESOURCE : WINED3D_DATA_UAV; shader_sm4_read_dst_param(priv, &tokens, reg_data_type, &ins->declaration.semantic.reg); components = *tokens++; if ((components & 0xfff0) != (components & 0xf) * 0x1110) FIXME("Components (%#x) have different data types.\n", components); data_type = components & 0xf; if (!data_type || (data_type >= ARRAY_SIZE(data_type_table))) { FIXME("Unhandled data type %#x.\n", data_type); ins->declaration.semantic.resource_data_type = WINED3D_DATA_FLOAT; } else { ins->declaration.semantic.resource_data_type = data_type_table[data_type]; } } static void shader_sm4_read_dcl_constant_buffer(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_src_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.src); if (opcode_token & WINED3D_SM4_INDEX_TYPE_MASK) ins->flags |= WINED3DSI_INDEXED_DYNAMIC; } static void shader_sm4_read_dcl_sampler(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->flags = (opcode_token & WINED3D_SM4_SAMPLER_MODE_MASK) >> WINED3D_SM4_SAMPLER_MODE_SHIFT; if (ins->flags & ~WINED3D_SM4_SAMPLER_COMPARISON) FIXME("Unhandled sampler mode %#x.\n", ins->flags); shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_SAMPLER, &ins->declaration.dst); } static void shader_sm4_read_dcl_output_topology(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { enum wined3d_sm4_output_primitive_type primitive_type; primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; if (primitive_type >= sizeof(output_primitive_type_table) / sizeof(*output_primitive_type_table)) { FIXME("Unhandled output primitive type %#x.\n", primitive_type); ins->declaration.primitive_type = WINED3D_PT_UNDEFINED; } else { ins->declaration.primitive_type = output_primitive_type_table[primitive_type]; } } static void shader_sm4_read_dcl_input_primitive(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { enum wined3d_sm4_input_primitive_type primitive_type; primitive_type = (opcode_token & WINED3D_SM4_PRIMITIVE_TYPE_MASK) >> WINED3D_SM4_PRIMITIVE_TYPE_SHIFT; if (primitive_type >= sizeof(input_primitive_type_table) / sizeof(*input_primitive_type_table)) { FIXME("Unhandled input primitive type %#x.\n", primitive_type); ins->declaration.primitive_type = WINED3D_PT_UNDEFINED; } else { ins->declaration.primitive_type = input_primitive_type_table[primitive_type]; } } static void shader_sm4_read_declaration_count(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.count = *tokens; } static void shader_sm4_read_declaration_dst(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.dst); } static void shader_sm4_read_declaration_register_semantic(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg); ins->declaration.register_semantic.sysval_semantic = *tokens; } static void shader_sm4_read_dcl_input_ps(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.dst); } static void shader_sm4_read_dcl_input_ps_siv(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->flags = (opcode_token & WINED3D_SM4_INTERPOLATION_MODE_MASK) >> WINED3D_SM4_INTERPOLATION_MODE_SHIFT; shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.register_semantic.reg); ins->declaration.register_semantic.sysval_semantic = *tokens; } static void shader_sm4_read_dcl_indexable_temp(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.indexable_temp.register_idx = *tokens++; ins->declaration.indexable_temp.register_size = *tokens++; ins->declaration.indexable_temp.component_count = *tokens; } static void shader_sm4_read_dcl_global_flags(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->flags = (opcode_token & WINED3D_SM4_GLOBAL_FLAGS_MASK) >> WINED3D_SM4_GLOBAL_FLAGS_SHIFT; } static void shader_sm5_read_fcall(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { priv->src_param[0].reg.u.fp_body_idx = *tokens++; shader_sm4_read_src_param(priv, &tokens, WINED3D_DATA_OPAQUE, &priv->src_param[0]); } static void shader_sm5_read_dcl_function_body(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.index = *tokens; } static void shader_sm5_read_dcl_function_table(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.index = *tokens++; FIXME("Ignoring set of function bodies (count %u).\n", *tokens); } static void shader_sm5_read_dcl_interface(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.fp.index = *tokens++; ins->declaration.fp.body_count = *tokens++; ins->declaration.fp.array_size = *tokens >> WINED3D_SM5_FP_ARRAY_SIZE_SHIFT; ins->declaration.fp.table_count = *tokens++ & WINED3D_SM5_FP_TABLE_COUNT_MASK; FIXME("Ignoring set of function tables (count %u).\n", ins->declaration.fp.table_count); } static void shader_sm5_read_control_point_count(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.count = (opcode_token & WINED3D_SM5_CONTROL_POINT_COUNT_MASK) >> WINED3D_SM5_CONTROL_POINT_COUNT_SHIFT; } static void shader_sm5_read_dcl_tessellator_domain(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.tessellator_domain = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) >> WINED3D_SM5_TESSELLATOR_SHIFT; } static void shader_sm5_read_dcl_tessellator_partitioning(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.tessellator_partitioning = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) >> WINED3D_SM5_TESSELLATOR_SHIFT; } static void shader_sm5_read_dcl_tessellator_output_primitive(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.tessellator_output_primitive = (opcode_token & WINED3D_SM5_TESSELLATOR_MASK) >> WINED3D_SM5_TESSELLATOR_SHIFT; } static void shader_sm5_read_dcl_hs_max_tessfactor(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.max_tessellation_factor = *(float *)tokens; } static void shader_sm5_read_dcl_thread_group(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->declaration.thread_group_size.x = *tokens++; ins->declaration.thread_group_size.y = *tokens++; ins->declaration.thread_group_size.z = *tokens++; } static void shader_sm5_read_dcl_uav_raw(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_UAV, &ins->declaration.dst); ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; } static void shader_sm5_read_dcl_uav_structured(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_UAV, &ins->declaration.structured_resource.reg); ins->flags = (opcode_token & WINED3D_SM5_UAV_FLAGS_MASK) >> WINED3D_SM5_UAV_FLAGS_SHIFT; ins->declaration.structured_resource.byte_stride = *tokens; } static void shader_sm5_read_dcl_tgsm_raw(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.tgsm_raw.reg); ins->declaration.tgsm_raw.byte_count = *tokens; } static void shader_sm5_read_dcl_tgsm_structured(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_FLOAT, &ins->declaration.tgsm_structured.reg); ins->declaration.tgsm_structured.byte_stride = *tokens++; ins->declaration.tgsm_structured.structure_count = *tokens; } static void shader_sm5_read_dcl_resource_structured(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { shader_sm4_read_dst_param(priv, &tokens, WINED3D_DATA_RESOURCE, &ins->declaration.structured_resource.reg); ins->declaration.structured_resource.byte_stride = *tokens; } static void shader_sm5_read_sync(struct wined3d_shader_instruction *ins, DWORD opcode, DWORD opcode_token, const DWORD *tokens, unsigned int token_count, struct wined3d_sm4_data *priv) { ins->flags = (opcode_token & WINED3D_SM5_SYNC_FLAGS_MASK) >> WINED3D_SM5_SYNC_FLAGS_SHIFT; } /* * f -> WINED3D_DATA_FLOAT * i -> WINED3D_DATA_INT * u -> WINED3D_DATA_UINT * O -> WINED3D_DATA_OPAQUE * R -> WINED3D_DATA_RESOURCE * S -> WINED3D_DATA_SAMPLER * U -> WINED3D_DATA_UAV */ static const struct wined3d_sm4_opcode_info opcode_table[] = { {WINED3D_SM4_OP_ADD, WINED3DSIH_ADD, "f", "ff"}, {WINED3D_SM4_OP_AND, WINED3DSIH_AND, "u", "uu"}, {WINED3D_SM4_OP_BREAK, WINED3DSIH_BREAK, "", ""}, {WINED3D_SM4_OP_BREAKC, WINED3DSIH_BREAKP, "", "u", shader_sm4_read_conditional_op}, {WINED3D_SM4_OP_CASE, WINED3DSIH_CASE, "", "u"}, {WINED3D_SM4_OP_CONTINUE, WINED3DSIH_CONTINUE, "", ""}, {WINED3D_SM4_OP_CUT, WINED3DSIH_CUT, "", ""}, {WINED3D_SM4_OP_DEFAULT, WINED3DSIH_DEFAULT, "", ""}, {WINED3D_SM4_OP_DERIV_RTX, WINED3DSIH_DSX, "f", "f"}, {WINED3D_SM4_OP_DERIV_RTY, WINED3DSIH_DSY, "f", "f"}, {WINED3D_SM4_OP_DISCARD, WINED3DSIH_TEXKILL, "", "u"}, {WINED3D_SM4_OP_DIV, WINED3DSIH_DIV, "f", "ff"}, {WINED3D_SM4_OP_DP2, WINED3DSIH_DP2, "f", "ff"}, {WINED3D_SM4_OP_DP3, WINED3DSIH_DP3, "f", "ff"}, {WINED3D_SM4_OP_DP4, WINED3DSIH_DP4, "f", "ff"}, {WINED3D_SM4_OP_ELSE, WINED3DSIH_ELSE, "", ""}, {WINED3D_SM4_OP_EMIT, WINED3DSIH_EMIT, "", ""}, {WINED3D_SM4_OP_ENDIF, WINED3DSIH_ENDIF, "", ""}, {WINED3D_SM4_OP_ENDLOOP, WINED3DSIH_ENDLOOP, "", ""}, {WINED3D_SM4_OP_ENDSWITCH, WINED3DSIH_ENDSWITCH, "", ""}, {WINED3D_SM4_OP_EQ, WINED3DSIH_EQ, "u", "ff"}, {WINED3D_SM4_OP_EXP, WINED3DSIH_EXP, "f", "f"}, {WINED3D_SM4_OP_FRC, WINED3DSIH_FRC, "f", "f"}, {WINED3D_SM4_OP_FTOI, WINED3DSIH_FTOI, "i", "f"}, {WINED3D_SM4_OP_FTOU, WINED3DSIH_FTOU, "u", "f"}, {WINED3D_SM4_OP_GE, WINED3DSIH_GE, "u", "ff"}, {WINED3D_SM4_OP_IADD, WINED3DSIH_IADD, "i", "ii"}, {WINED3D_SM4_OP_IF, WINED3DSIH_IF, "", "u", shader_sm4_read_conditional_op}, {WINED3D_SM4_OP_IEQ, WINED3DSIH_IEQ, "u", "ii"}, {WINED3D_SM4_OP_IGE, WINED3DSIH_IGE, "u", "ii"}, {WINED3D_SM4_OP_ILT, WINED3DSIH_ILT, "u", "ii"}, {WINED3D_SM4_OP_IMAD, WINED3DSIH_IMAD, "i", "iii"}, {WINED3D_SM4_OP_IMAX, WINED3DSIH_IMAX, "i", "ii"}, {WINED3D_SM4_OP_IMIN, WINED3DSIH_IMIN, "i", "ii"}, {WINED3D_SM4_OP_IMUL, WINED3DSIH_IMUL, "ii", "ii"}, {WINED3D_SM4_OP_INE, WINED3DSIH_INE, "u", "ii"}, {WINED3D_SM4_OP_INEG, WINED3DSIH_INEG, "i", "i"}, {WINED3D_SM4_OP_ISHL, WINED3DSIH_ISHL, "i", "ii"}, {WINED3D_SM4_OP_ISHR, WINED3DSIH_ISHR, "i", "ii"}, {WINED3D_SM4_OP_ITOF, WINED3DSIH_ITOF, "f", "i"}, {WINED3D_SM4_OP_LABEL, WINED3DSIH_LABEL, "", "O"}, {WINED3D_SM4_OP_LD, WINED3DSIH_LD, "u", "iR"}, {WINED3D_SM4_OP_LD2DMS, WINED3DSIH_LD2DMS, "u", "iRi"}, {WINED3D_SM4_OP_LOG, WINED3DSIH_LOG, "f", "f"}, {WINED3D_SM4_OP_LOOP, WINED3DSIH_LOOP, "", ""}, {WINED3D_SM4_OP_LT, WINED3DSIH_LT, "u", "ff"}, {WINED3D_SM4_OP_MAD, WINED3DSIH_MAD, "f", "fff"}, {WINED3D_SM4_OP_MIN, WINED3DSIH_MIN, "f", "ff"}, {WINED3D_SM4_OP_MAX, WINED3DSIH_MAX, "f", "ff"}, {WINED3D_SM4_OP_SHADER_DATA, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, "", "", shader_sm4_read_shader_data}, {WINED3D_SM4_OP_MOV, WINED3DSIH_MOV, "f", "f"}, {WINED3D_SM4_OP_MOVC, WINED3DSIH_MOVC, "f", "uff"}, {WINED3D_SM4_OP_MUL, WINED3DSIH_MUL, "f", "ff"}, {WINED3D_SM4_OP_NE, WINED3DSIH_NE, "u", "ff"}, {WINED3D_SM4_OP_NOT, WINED3DSIH_NOT, "u", "u"}, {WINED3D_SM4_OP_OR, WINED3DSIH_OR, "u", "uu"}, {WINED3D_SM4_OP_RESINFO, WINED3DSIH_RESINFO, "f", "iR"}, {WINED3D_SM4_OP_RET, WINED3DSIH_RET, "", ""}, {WINED3D_SM4_OP_ROUND_NE, WINED3DSIH_ROUND_NE, "f", "f"}, {WINED3D_SM4_OP_ROUND_NI, WINED3DSIH_ROUND_NI, "f", "f"}, {WINED3D_SM4_OP_ROUND_PI, WINED3DSIH_ROUND_PI, "f", "f"}, {WINED3D_SM4_OP_ROUND_Z, WINED3DSIH_ROUND_Z, "f", "f"}, {WINED3D_SM4_OP_RSQ, WINED3DSIH_RSQ, "f", "f"}, {WINED3D_SM4_OP_SAMPLE, WINED3DSIH_SAMPLE, "u", "fRS"}, {WINED3D_SM4_OP_SAMPLE_C, WINED3DSIH_SAMPLE_C, "f", "fRSf"}, {WINED3D_SM4_OP_SAMPLE_C_LZ, WINED3DSIH_SAMPLE_C_LZ, "f", "fRSf"}, {WINED3D_SM4_OP_SAMPLE_LOD, WINED3DSIH_SAMPLE_LOD, "u", "fRSf"}, {WINED3D_SM4_OP_SAMPLE_GRAD, WINED3DSIH_SAMPLE_GRAD, "u", "fRSff"}, {WINED3D_SM4_OP_SAMPLE_B, WINED3DSIH_SAMPLE_B, "u", "fRSf"}, {WINED3D_SM4_OP_SQRT, WINED3DSIH_SQRT, "f", "f"}, {WINED3D_SM4_OP_SWITCH, WINED3DSIH_SWITCH, "", "u"}, {WINED3D_SM4_OP_SINCOS, WINED3DSIH_SINCOS, "ff", "f"}, {WINED3D_SM4_OP_UDIV, WINED3DSIH_UDIV, "uu", "uu"}, {WINED3D_SM4_OP_ULT, WINED3DSIH_ULT, "u", "uu"}, {WINED3D_SM4_OP_UGE, WINED3DSIH_UGE, "u", "uu"}, {WINED3D_SM4_OP_UMAX, WINED3DSIH_UMAX, "u", "uu"}, {WINED3D_SM4_OP_UMIN, WINED3DSIH_UMIN, "u", "uu"}, {WINED3D_SM4_OP_USHR, WINED3DSIH_USHR, "u", "uu"}, {WINED3D_SM4_OP_UTOF, WINED3DSIH_UTOF, "f", "u"}, {WINED3D_SM4_OP_XOR, WINED3DSIH_XOR, "u", "uu"}, {WINED3D_SM4_OP_DCL_RESOURCE, WINED3DSIH_DCL, "R", "", shader_sm4_read_dcl_resource}, {WINED3D_SM4_OP_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_CONSTANT_BUFFER, "", "", shader_sm4_read_dcl_constant_buffer}, {WINED3D_SM4_OP_DCL_SAMPLER, WINED3DSIH_DCL_SAMPLER, "", "", shader_sm4_read_dcl_sampler}, {WINED3D_SM4_OP_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, "", "", shader_sm4_read_dcl_output_topology}, {WINED3D_SM4_OP_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PRIMITIVE, "", "", shader_sm4_read_dcl_input_primitive}, {WINED3D_SM4_OP_DCL_VERTICES_OUT, WINED3DSIH_DCL_VERTICES_OUT, "", "", shader_sm4_read_declaration_count}, {WINED3D_SM4_OP_DCL_INPUT, WINED3DSIH_DCL_INPUT, "", "", shader_sm4_read_declaration_dst}, {WINED3D_SM4_OP_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SGV, "", "", shader_sm4_read_declaration_register_semantic}, {WINED3D_SM4_OP_DCL_INPUT_SIV, WINED3DSIH_DCL_INPUT_SIV, "", "", shader_sm4_read_declaration_register_semantic}, {WINED3D_SM4_OP_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS, "", "", shader_sm4_read_dcl_input_ps}, {WINED3D_SM4_OP_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SGV, "", "", shader_sm4_read_declaration_register_semantic}, {WINED3D_SM4_OP_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_PS_SIV, "", "", shader_sm4_read_dcl_input_ps_siv}, {WINED3D_SM4_OP_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT, "", "", shader_sm4_read_declaration_dst}, {WINED3D_SM4_OP_DCL_OUTPUT_SIV, WINED3DSIH_DCL_OUTPUT_SIV, "", "", shader_sm4_read_declaration_register_semantic}, {WINED3D_SM4_OP_DCL_TEMPS, WINED3DSIH_DCL_TEMPS, "", "", shader_sm4_read_declaration_count}, {WINED3D_SM4_OP_DCL_INDEXABLE_TEMP, WINED3DSIH_DCL_INDEXABLE_TEMP, "", "", shader_sm4_read_dcl_indexable_temp}, {WINED3D_SM4_OP_DCL_GLOBAL_FLAGS, WINED3DSIH_DCL_GLOBAL_FLAGS, "", "", shader_sm4_read_dcl_global_flags}, {WINED3D_SM4_OP_LOD, WINED3DSIH_LOD, "f", "fRS"}, {WINED3D_SM4_OP_GATHER4, WINED3DSIH_GATHER4, "u", "fRS"}, {WINED3D_SM4_OP_SAMPLE_POS, WINED3DSIH_SAMPLE_POS, "f", "Ru"}, {WINED3D_SM4_OP_SAMPLE_INFO, WINED3DSIH_SAMPLE_INFO, "f", "R"}, {WINED3D_SM5_OP_HS_DECLS, WINED3DSIH_HS_DECLS, "", ""}, {WINED3D_SM5_OP_HS_CONTROL_POINT_PHASE, WINED3DSIH_HS_CONTROL_POINT_PHASE, "", ""}, {WINED3D_SM5_OP_HS_FORK_PHASE, WINED3DSIH_HS_FORK_PHASE, "", ""}, {WINED3D_SM5_OP_HS_JOIN_PHASE, WINED3DSIH_HS_JOIN_PHASE, "", ""}, {WINED3D_SM5_OP_EMIT_STREAM, WINED3DSIH_EMIT_STREAM, "", "f"}, {WINED3D_SM5_OP_CUT_STREAM, WINED3DSIH_CUT_STREAM, "", "f"}, {WINED3D_SM5_OP_FCALL, WINED3DSIH_FCALL, "", "O", shader_sm5_read_fcall}, {WINED3D_SM5_OP_BUFINFO, WINED3DSIH_BUFINFO, "i", "U"}, {WINED3D_SM5_OP_DERIV_RTX_COARSE, WINED3DSIH_DSX_COARSE, "f", "f"}, {WINED3D_SM5_OP_DERIV_RTX_FINE, WINED3DSIH_DSX_FINE, "f", "f"}, {WINED3D_SM5_OP_DERIV_RTY_COARSE, WINED3DSIH_DSY_COARSE, "f", "f"}, {WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"}, {WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"}, {WINED3D_SM5_OP_RCP, WINED3DSIH_RCP, "f", "f"}, {WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "u", "f"}, {WINED3D_SM5_OP_F16TOF32, WINED3DSIH_F16TOF32, "f", "u"}, {WINED3D_SM5_OP_UBFE, WINED3DSIH_UBFE, "u", "iiu"}, {WINED3D_SM5_OP_BFI, WINED3DSIH_BFI, "u", "iiuu"}, {WINED3D_SM5_OP_BFREV, WINED3DSIH_BFREV, "u", "u"}, {WINED3D_SM5_OP_SWAPC, WINED3DSIH_SWAPC, "ff", "uff"}, {WINED3D_SM5_OP_DCL_STREAM, WINED3DSIH_DCL_STREAM, "", "O"}, {WINED3D_SM5_OP_DCL_FUNCTION_BODY, WINED3DSIH_DCL_FUNCTION_BODY, "", "", shader_sm5_read_dcl_function_body}, {WINED3D_SM5_OP_DCL_FUNCTION_TABLE, WINED3DSIH_DCL_FUNCTION_TABLE, "", "", shader_sm5_read_dcl_function_table}, {WINED3D_SM5_OP_DCL_INTERFACE, WINED3DSIH_DCL_INTERFACE, "", "", shader_sm5_read_dcl_interface}, {WINED3D_SM5_OP_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, "", "", shader_sm5_read_control_point_count}, {WINED3D_SM5_OP_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, "", "", shader_sm5_read_control_point_count}, {WINED3D_SM5_OP_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, "", "", shader_sm5_read_dcl_tessellator_domain}, {WINED3D_SM5_OP_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, "", "", shader_sm5_read_dcl_tessellator_partitioning}, {WINED3D_SM5_OP_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, "", "", shader_sm5_read_dcl_tessellator_output_primitive}, {WINED3D_SM5_OP_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, "", "", shader_sm5_read_dcl_hs_max_tessfactor}, {WINED3D_SM5_OP_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, "", "", shader_sm4_read_declaration_count}, {WINED3D_SM5_OP_DCL_THREAD_GROUP, WINED3DSIH_DCL_THREAD_GROUP, "", "", shader_sm5_read_dcl_thread_group}, {WINED3D_SM5_OP_DCL_UAV_TYPED, WINED3DSIH_DCL_UAV_TYPED, "", "", shader_sm4_read_dcl_resource}, {WINED3D_SM5_OP_DCL_UAV_RAW, WINED3DSIH_DCL_UAV_RAW, "", "", shader_sm5_read_dcl_uav_raw}, {WINED3D_SM5_OP_DCL_UAV_STRUCTURED, WINED3DSIH_DCL_UAV_STRUCTURED, "", "", shader_sm5_read_dcl_uav_structured}, {WINED3D_SM5_OP_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_RAW, "", "", shader_sm5_read_dcl_tgsm_raw}, {WINED3D_SM5_OP_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_TGSM_STRUCTURED, "", "", shader_sm5_read_dcl_tgsm_structured}, {WINED3D_SM5_OP_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_RESOURCE_STRUCTURED, "", "", shader_sm5_read_dcl_resource_structured}, {WINED3D_SM5_OP_LD_UAV_TYPED, WINED3DSIH_LD_UAV_TYPED, "u", "iU"}, {WINED3D_SM5_OP_STORE_UAV_TYPED, WINED3DSIH_STORE_UAV_TYPED, "U", "iu"}, {WINED3D_SM5_OP_LD_RAW, WINED3DSIH_LD_RAW, "u", "iU"}, {WINED3D_SM5_OP_STORE_RAW, WINED3DSIH_STORE_RAW, "U", "iu"}, {WINED3D_SM5_OP_LD_STRUCTURED, WINED3DSIH_LD_STRUCTURED, "u", "iiR"}, {WINED3D_SM5_OP_STORE_STRUCTURED, WINED3DSIH_STORE_STRUCTURED, "U", "iiu"}, {WINED3D_SM5_OP_ATOMIC_AND, WINED3DSIH_ATOMIC_AND, "U", "iu"}, {WINED3D_SM5_OP_ATOMIC_OR, WINED3DSIH_ATOMIC_OR, "U", "iu"}, {WINED3D_SM5_OP_ATOMIC_XOR, WINED3DSIH_ATOMIC_XOR, "U", "iu"}, {WINED3D_SM5_OP_ATOMIC_CMP_STORE, WINED3DSIH_ATOMIC_CMP_STORE, "U", "iuu"}, {WINED3D_SM5_OP_ATOMIC_IADD, WINED3DSIH_ATOMIC_IADD, "U", "ii"}, {WINED3D_SM5_OP_ATOMIC_IMAX, WINED3DSIH_ATOMIC_IMAX, "U", "ii"}, {WINED3D_SM5_OP_ATOMIC_IMIN, WINED3DSIH_ATOMIC_IMIN, "U", "ii"}, {WINED3D_SM5_OP_ATOMIC_UMAX, WINED3DSIH_ATOMIC_UMAX, "U", "iu"}, {WINED3D_SM5_OP_ATOMIC_UMIN, WINED3DSIH_ATOMIC_UMIN, "U", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_ALLOC, WINED3DSIH_IMM_ATOMIC_ALLOC, "u", "U"}, {WINED3D_SM5_OP_IMM_ATOMIC_CONSUME, WINED3DSIH_IMM_ATOMIC_CONSUME, "u", "U"}, {WINED3D_SM5_OP_IMM_ATOMIC_AND, WINED3DSIH_IMM_ATOMIC_AND, "uU", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_OR, WINED3DSIH_IMM_ATOMIC_OR, "uU", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_XOR, WINED3DSIH_IMM_ATOMIC_XOR, "uU", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_EXCH, WINED3DSIH_IMM_ATOMIC_EXCH, "uU", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_CMP_EXCH, WINED3DSIH_IMM_ATOMIC_CMP_EXCH, "uU", "iuu"}, {WINED3D_SM5_OP_IMM_ATOMIC_UMAX, WINED3DSIH_IMM_ATOMIC_UMAX, "uU", "iu"}, {WINED3D_SM5_OP_IMM_ATOMIC_UMIN, WINED3DSIH_IMM_ATOMIC_UMIN, "uU", "iu"}, {WINED3D_SM5_OP_SYNC, WINED3DSIH_SYNC, "", "", shader_sm5_read_sync}, }; static const enum wined3d_shader_register_type register_type_table[] = { /* WINED3D_SM4_RT_TEMP */ WINED3DSPR_TEMP, /* WINED3D_SM4_RT_INPUT */ WINED3DSPR_INPUT, /* WINED3D_SM4_RT_OUTPUT */ WINED3DSPR_OUTPUT, /* WINED3D_SM4_RT_INDEXABLE_TEMP */ WINED3DSPR_IDXTEMP, /* WINED3D_SM4_RT_IMMCONST */ WINED3DSPR_IMMCONST, /* UNKNOWN */ ~0u, /* WINED3D_SM4_RT_SAMPLER */ WINED3DSPR_SAMPLER, /* WINED3D_SM4_RT_RESOURCE */ WINED3DSPR_RESOURCE, /* WINED3D_SM4_RT_CONSTBUFFER */ WINED3DSPR_CONSTBUFFER, /* WINED3D_SM4_RT_IMMCONSTBUFFER */ WINED3DSPR_IMMCONSTBUFFER, /* UNKNOWN */ ~0u, /* WINED3D_SM4_RT_PRIMID */ WINED3DSPR_PRIMID, /* WINED3D_SM4_RT_DEPTHOUT */ WINED3DSPR_DEPTHOUT, /* WINED3D_SM4_RT_NULL */ WINED3DSPR_NULL, /* UNKNOWN */ ~0u, /* WINED3D_SM4_RT_OMASK */ WINED3DSPR_SAMPLEMASK, /* WINED3D_SM5_RT_STREAM */ WINED3DSPR_STREAM, /* WINED3D_SM5_RT_FUNCTION_BODY */ WINED3DSPR_FUNCTIONBODY, /* UNKNOWN */ ~0u, /* WINED3D_SM5_RT_FUNCTION_POINTER */ WINED3DSPR_FUNCTIONPOINTER, /* UNKNOWN */ ~0u, /* UNKNOWN */ ~0u, /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT_ID */ WINED3DSPR_OUTPOINTID, /* WINED3D_SM5_RT_FORK_INSTANCE_ID */ WINED3DSPR_FORKINSTID, /* UNKNOWN */ ~0u, /* WINED3D_SM5_RT_INPUT_CONTROL_POINT */ WINED3DSPR_INCONTROLPOINT, /* WINED3D_SM5_RT_OUTPUT_CONTROL_POINT */ WINED3DSPR_OUTCONTROLPOINT, /* WINED3D_SM5_RT_PATCH_CONSTANT_DATA */ WINED3DSPR_PATCHCONST, /* WINED3D_SM5_RT_DOMAIN_LOCATION */ WINED3DSPR_TESSCOORD, /* UNKNOWN */ ~0u, /* WINED3D_SM5_RT_UAV */ WINED3DSPR_UAV, /* WINED3D_SM5_RT_SHARED_MEMORY */ WINED3DSPR_GROUPSHAREDMEM, /* WINED3D_SM5_RT_THREAD_ID */ WINED3DSPR_THREADID, /* WINED3D_SM5_RT_THREAD_GROUP_ID */ WINED3DSPR_THREADGROUPID, /* WINED3D_SM5_RT_LOCAL_THREAD_ID */ WINED3DSPR_LOCALTHREADID, /* WINED3D_SM5_RT_COVERAGE */ WINED3DSPR_COVERAGE, /* WINED3D_SM5_RT_LOCAL_THREAD_INDEX */ WINED3DSPR_LOCALTHREADINDEX, }; static const struct wined3d_sm4_opcode_info *get_opcode_info(enum wined3d_sm4_opcode opcode) { unsigned int i; for (i = 0; i < sizeof(opcode_table) / sizeof(*opcode_table); ++i) { if (opcode == opcode_table[i].opcode) return &opcode_table[i]; } return NULL; } static void map_register(const struct wined3d_sm4_data *priv, struct wined3d_shader_register *reg) { switch (priv->shader_version.type) { case WINED3D_SHADER_TYPE_PIXEL: if (reg->type == WINED3DSPR_OUTPUT) { unsigned int reg_idx = reg->idx[0].offset; if (reg_idx >= ARRAY_SIZE(priv->output_map)) { ERR("Invalid output index %u.\n", reg_idx); break; } reg->type = WINED3DSPR_COLOROUT; reg->idx[0].offset = priv->output_map[reg_idx]; } break; default: break; } } static enum wined3d_data_type map_data_type(char t) { switch (t) { case 'f': return WINED3D_DATA_FLOAT; case 'i': return WINED3D_DATA_INT; case 'u': return WINED3D_DATA_UINT; case 'O': return WINED3D_DATA_OPAQUE; case 'R': return WINED3D_DATA_RESOURCE; case 'S': return WINED3D_DATA_SAMPLER; case 'U': return WINED3D_DATA_UAV; default: ERR("Invalid data type '%c'.\n", t); return WINED3D_DATA_FLOAT; } } static void *shader_sm4_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature) { struct wined3d_sm4_data *priv; unsigned int i; if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv)))) { ERR("Failed to allocate private data\n"); return NULL; } memset(priv->output_map, 0xff, sizeof(priv->output_map)); for (i = 0; i < output_signature->element_count; ++i) { struct wined3d_shader_signature_element *e = &output_signature->elements[i]; if (e->register_idx >= ARRAY_SIZE(priv->output_map)) { WARN("Invalid output index %u.\n", e->register_idx); continue; } priv->output_map[e->register_idx] = e->semantic_idx; } list_init(&priv->src_free); list_init(&priv->src); return priv; } static void shader_sm4_free(void *data) { struct wined3d_shader_src_param_entry *e1, *e2; struct wined3d_sm4_data *priv = data; list_move_head(&priv->src_free, &priv->src); LIST_FOR_EACH_ENTRY_SAFE(e1, e2, &priv->src_free, struct wined3d_shader_src_param_entry, entry) { HeapFree(GetProcessHeap(), 0, e1); } HeapFree(GetProcessHeap(), 0, priv); } static struct wined3d_shader_src_param *get_src_param(struct wined3d_sm4_data *priv) { struct wined3d_shader_src_param_entry *e; struct list *elem; if (!list_empty(&priv->src_free)) { elem = list_head(&priv->src_free); list_remove(elem); } else { if (!(e = HeapAlloc(GetProcessHeap(), 0, sizeof(*e)))) return NULL; elem = &e->entry; } list_add_tail(&priv->src, elem); e = LIST_ENTRY(elem, struct wined3d_shader_src_param_entry, entry); return &e->param; } static void shader_sm4_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version) { struct wined3d_sm4_data *priv = data; DWORD version_token; priv->end = *ptr; version_token = *(*ptr)++; TRACE("Version: 0x%08x.\n", version_token); TRACE("Token count: %u.\n", **ptr); priv->end += *(*ptr)++; switch (version_token >> 16) { case WINED3D_SM4_PS: priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL; break; case WINED3D_SM4_VS: priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX; break; case WINED3D_SM4_GS: priv->shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY; break; case WINED3D_SM5_HS: priv->shader_version.type = WINED3D_SHADER_TYPE_HULL; break; case WINED3D_SM5_DS: priv->shader_version.type = WINED3D_SHADER_TYPE_DOMAIN; break; case WINED3D_SM5_CS: priv->shader_version.type = WINED3D_SHADER_TYPE_COMPUTE; break; default: FIXME("Unrecognized shader type %#x.\n", version_token >> 16); } priv->shader_version.major = WINED3D_SM4_VERSION_MAJOR(version_token); priv->shader_version.minor = WINED3D_SM4_VERSION_MINOR(version_token); *shader_version = priv->shader_version; } static BOOL shader_sm4_read_reg_idx(struct wined3d_sm4_data *priv, const DWORD **ptr, DWORD addressing, struct wined3d_shader_register_index *reg_idx) { if (addressing & WINED3D_SM4_ADDRESSING_RELATIVE) { struct wined3d_shader_src_param *rel_addr = get_src_param(priv); if (!(reg_idx->rel_addr = rel_addr)) { ERR("Failed to get src param for relative addressing.\n"); return FALSE; } if (addressing & WINED3D_SM4_ADDRESSING_OFFSET) reg_idx->offset = *(*ptr)++; else reg_idx->offset = 0; shader_sm4_read_src_param(priv, ptr, WINED3D_DATA_INT, rel_addr); } else { reg_idx->rel_addr = NULL; reg_idx->offset = *(*ptr)++; } return TRUE; } static BOOL shader_sm4_read_param(struct wined3d_sm4_data *priv, const DWORD **ptr, enum wined3d_data_type data_type, struct wined3d_shader_register *param, enum wined3d_shader_src_modifier *modifier) { enum wined3d_sm4_register_type register_type; DWORD token = *(*ptr)++; DWORD order; register_type = (token & WINED3D_SM4_REGISTER_TYPE_MASK) >> WINED3D_SM4_REGISTER_TYPE_SHIFT; if (register_type >= sizeof(register_type_table) / sizeof(*register_type_table) || register_type_table[register_type] == ~0u) { FIXME("Unhandled register type %#x.\n", register_type); param->type = WINED3DSPR_TEMP; } else { param->type = register_type_table[register_type]; } param->data_type = data_type; if (token & WINED3D_SM4_REGISTER_MODIFIER) { DWORD m = *(*ptr)++; switch (m) { case 0x41: *modifier = WINED3DSPSM_NEG; break; case 0x81: *modifier = WINED3DSPSM_ABS; break; case 0xc1: *modifier = WINED3DSPSM_ABSNEG; break; default: FIXME("Skipping modifier 0x%08x.\n", m); *modifier = WINED3DSPSM_NONE; break; } } else { *modifier = WINED3DSPSM_NONE; } order = (token & WINED3D_SM4_REGISTER_ORDER_MASK) >> WINED3D_SM4_REGISTER_ORDER_SHIFT; if (order < 1) param->idx[0].offset = ~0U; else { DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK0) >> WINED3D_SM4_ADDRESSING_SHIFT0; if (!(shader_sm4_read_reg_idx(priv, ptr, addressing, ¶m->idx[0]))) { ERR("Failed to read register index.\n"); return FALSE; } } if (order < 2) param->idx[1].offset = ~0U; else { DWORD addressing = (token & WINED3D_SM4_ADDRESSING_MASK1) >> WINED3D_SM4_ADDRESSING_SHIFT1; if (!(shader_sm4_read_reg_idx(priv, ptr, addressing, ¶m->idx[1]))) { ERR("Failed to read register index.\n"); return FALSE; } } if (order > 2) FIXME("Unhandled order %u.\n", order); if (register_type == WINED3D_SM4_RT_IMMCONST) { enum wined3d_sm4_immconst_type immconst_type = (token & WINED3D_SM4_IMMCONST_TYPE_MASK) >> WINED3D_SM4_IMMCONST_TYPE_SHIFT; switch (immconst_type) { case WINED3D_SM4_IMMCONST_SCALAR: param->immconst_type = WINED3D_IMMCONST_SCALAR; memcpy(param->u.immconst_data, *ptr, 1 * sizeof(DWORD)); *ptr += 1; break; case WINED3D_SM4_IMMCONST_VEC4: param->immconst_type = WINED3D_IMMCONST_VEC4; memcpy(param->u.immconst_data, *ptr, 4 * sizeof(DWORD)); *ptr += 4; break; default: FIXME("Unhandled immediate constant type %#x.\n", immconst_type); break; } } map_register(priv, param); return TRUE; } static BOOL shader_sm4_read_src_param(struct wined3d_sm4_data *priv, const DWORD **ptr, enum wined3d_data_type data_type, struct wined3d_shader_src_param *src_param) { DWORD token = **ptr; if (!shader_sm4_read_param(priv, ptr, data_type, &src_param->reg, &src_param->modifiers)) { ERR("Failed to read parameter.\n"); return FALSE; } if (src_param->reg.type == WINED3DSPR_IMMCONST) { src_param->swizzle = WINED3DSP_NOSWIZZLE; } else { enum wined3d_sm4_swizzle_type swizzle_type = (token & WINED3D_SM4_SWIZZLE_TYPE_MASK) >> WINED3D_SM4_SWIZZLE_TYPE_SHIFT; switch (swizzle_type) { case WINED3D_SM4_SWIZZLE_NONE: src_param->swizzle = WINED3DSP_NOSWIZZLE; break; case WINED3D_SM4_SWIZZLE_SCALAR: src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; src_param->swizzle = (src_param->swizzle & 0x3) * 0x55; break; case WINED3D_SM4_SWIZZLE_VEC4: src_param->swizzle = (token & WINED3D_SM4_SWIZZLE_MASK) >> WINED3D_SM4_SWIZZLE_SHIFT; break; default: FIXME("Unhandled swizzle type %#x.\n", swizzle_type); break; } } return TRUE; } static BOOL shader_sm4_read_dst_param(struct wined3d_sm4_data *priv, const DWORD **ptr, enum wined3d_data_type data_type, struct wined3d_shader_dst_param *dst_param) { enum wined3d_shader_src_modifier modifier; DWORD token = **ptr; if (!shader_sm4_read_param(priv, ptr, data_type, &dst_param->reg, &modifier)) { ERR("Failed to read parameter.\n"); return FALSE; } if (modifier != WINED3DSPSM_NONE) { ERR("Invalid source modifier %#x on destination register.\n", modifier); return FALSE; } dst_param->write_mask = (token & WINED3D_SM4_WRITEMASK_MASK) >> WINED3D_SM4_WRITEMASK_SHIFT; dst_param->modifiers = 0; dst_param->shift = 0; return TRUE; } static void shader_sm4_read_instruction_modifier(DWORD modifier, struct wined3d_shader_instruction *ins) { static const DWORD recognized_bits = WINED3D_SM4_INSTRUCTION_MODIFIER | WINED3D_SM4_MODIFIER_AOFFIMMI | WINED3D_SM4_AOFFIMMI_U_MASK | WINED3D_SM4_AOFFIMMI_V_MASK | WINED3D_SM4_AOFFIMMI_W_MASK; if (modifier & ~recognized_bits) { FIXME("Unhandled modifier 0x%08x.\n", modifier); } else { /* Bit fields are used for sign extension */ struct { int u : 4; int v : 4; int w : 4; } aoffimmi; aoffimmi.u = (modifier & WINED3D_SM4_AOFFIMMI_U_MASK) >> WINED3D_SM4_AOFFIMMI_U_SHIFT; aoffimmi.v = (modifier & WINED3D_SM4_AOFFIMMI_V_MASK) >> WINED3D_SM4_AOFFIMMI_V_SHIFT; aoffimmi.w = (modifier & WINED3D_SM4_AOFFIMMI_W_MASK) >> WINED3D_SM4_AOFFIMMI_W_SHIFT; ins->texel_offset.u = aoffimmi.u; ins->texel_offset.v = aoffimmi.v; ins->texel_offset.w = aoffimmi.w; } } static void shader_sm4_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins) { const struct wined3d_sm4_opcode_info *opcode_info; DWORD opcode_token, opcode, previous_token; struct wined3d_sm4_data *priv = data; unsigned int i, len; const DWORD *p; list_move_head(&priv->src_free, &priv->src); opcode_token = *(*ptr)++; opcode = opcode_token & WINED3D_SM4_OPCODE_MASK; len = ((opcode_token & WINED3D_SM4_INSTRUCTION_LENGTH_MASK) >> WINED3D_SM4_INSTRUCTION_LENGTH_SHIFT); if (!len) len = **ptr; --len; if (TRACE_ON(d3d_bytecode)) { TRACE_(d3d_bytecode)("[ %08x ", opcode_token); for (i = 0; i < len; ++i) { TRACE_(d3d_bytecode)("%08x ", (*ptr)[i]); } TRACE_(d3d_bytecode)("]\n"); } if (!(opcode_info = get_opcode_info(opcode))) { FIXME("Unrecognized opcode %#x, opcode_token 0x%08x.\n", opcode, opcode_token); ins->handler_idx = WINED3DSIH_TABLE_SIZE; *ptr += len; return; } ins->handler_idx = opcode_info->handler_idx; ins->flags = 0; ins->coissue = 0; ins->predicate = NULL; ins->dst_count = strlen(opcode_info->dst_info); ins->dst = priv->dst_param; ins->src_count = strlen(opcode_info->src_info); ins->src = priv->src_param; memset(&ins->texel_offset, 0, sizeof(ins->texel_offset)); p = *ptr; *ptr += len; previous_token = opcode_token; while (previous_token & WINED3D_SM4_INSTRUCTION_MODIFIER) shader_sm4_read_instruction_modifier(previous_token = *p++, ins); if (opcode_info->read_opcode_func) { opcode_info->read_opcode_func(ins, opcode, opcode_token, p, len, priv); } else { enum wined3d_shader_dst_modifier instruction_dst_modifier = WINED3DSPDM_NONE; ins->flags = (opcode_token & WINED3D_SM4_INSTRUCTION_FLAGS_MASK) >> WINED3D_SM4_INSTRUCTION_FLAGS_SHIFT; if (ins->flags & WINED3D_SM4_INSTRUCTION_FLAG_SATURATE) { ins->flags &= ~WINED3D_SM4_INSTRUCTION_FLAG_SATURATE; instruction_dst_modifier = WINED3DSPDM_SATURATE; } for (i = 0; i < ins->dst_count; ++i) { if (!(shader_sm4_read_dst_param(priv, &p, map_data_type(opcode_info->dst_info[i]), &priv->dst_param[i]))) { ins->handler_idx = WINED3DSIH_TABLE_SIZE; return; } priv->dst_param[i].modifiers |= instruction_dst_modifier; } for (i = 0; i < ins->src_count; ++i) { if (!(shader_sm4_read_src_param(priv, &p, map_data_type(opcode_info->src_info[i]), &priv->src_param[i]))) { ins->handler_idx = WINED3DSIH_TABLE_SIZE; return; } } } } static BOOL shader_sm4_is_end(void *data, const DWORD **ptr) { struct wined3d_sm4_data *priv = data; return *ptr == priv->end; } const struct wined3d_shader_frontend sm4_shader_frontend = { shader_sm4_init, shader_sm4_free, shader_sm4_read_header, shader_sm4_read_instruction, shader_sm4_is_end, };