Sweden-Number/dlls/wined3d/shader.c

3374 lines
128 KiB
C

/*
* 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 <math.h>
#include <stdio.h>
#include <string.h>
#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_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_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:
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}
};
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;
}
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 = &reg_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, &reg,
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, "<unknown_semantic(%#x)>", 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, "<unhandled misctype %#x>", 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;
default:
shader_addline(buffer, "<unhandled_rtype(%#x)>", 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, "<unhandled data type %#x>", 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 *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
*(const float *)&reg->immconst_data[2], *(const float *)&reg->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, "<unhandled data type %#x>", reg->data_type);
break;
}
break;
default:
shader_addline(buffer, "<unhandled immconst_type %#x>", 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, &param->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, &param->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, "<unrecognized_primitive_type %#x>", 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, "<unrecognized_interpolation_mode %#x>", 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;
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, "<unrecognized instruction>\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);
}
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->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;
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;
}
}
}
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;
}