mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-05 18:01:34 +00:00
0f41f29a22
Stops a linker error of duplicate name when using upstream vkd3d.
3318 lines
129 KiB
C
3318 lines
129 KiB
C
/*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdio.h>
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#include <string.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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const struct wined3d_vec4 wined3d_srgb_const[] =
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{
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/* pow, mul_high, sub_high, mul_low */
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{0.41666f, 1.055f, 0.055f, 12.92f},
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/* cmp */
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{0.0031308f, 0.0f, 0.0f, 0.0f},
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};
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static const char * const shader_opcode_names[] =
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{
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/* WINED3DSIH_ABS */ "abs",
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/* WINED3DSIH_ADD */ "add",
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/* WINED3DSIH_AND */ "and",
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/* WINED3DSIH_ATOMIC_AND */ "atomic_and",
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/* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
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/* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
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/* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
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/* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
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/* WINED3DSIH_ATOMIC_OR */ "atomic_or",
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/* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
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/* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
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/* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
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/* WINED3DSIH_BEM */ "bem",
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/* WINED3DSIH_BFI */ "bfi",
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/* WINED3DSIH_BFREV */ "bfrev",
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/* WINED3DSIH_BREAK */ "break",
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/* WINED3DSIH_BREAKC */ "breakc",
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/* WINED3DSIH_BREAKP */ "breakp",
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/* WINED3DSIH_BUFINFO */ "bufinfo",
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/* WINED3DSIH_CALL */ "call",
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/* WINED3DSIH_CALLNZ */ "callnz",
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/* WINED3DSIH_CASE */ "case",
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/* WINED3DSIH_CMP */ "cmp",
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/* WINED3DSIH_CND */ "cnd",
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/* WINED3DSIH_CONTINUE */ "continue",
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/* WINED3DSIH_CONTINUEP */ "continuec",
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/* WINED3DSIH_COUNTBITS */ "countbits",
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/* WINED3DSIH_CRS */ "crs",
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/* WINED3DSIH_CUT */ "cut",
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/* WINED3DSIH_CUT_STREAM */ "cut_stream",
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/* WINED3DSIH_DCL */ "dcl",
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/* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
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/* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
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/* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
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/* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
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/* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
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/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
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/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
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/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
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/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
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/* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
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/* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
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/* WINED3DSIH_DCL_INPUT */ "dcl_input",
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/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
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/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
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/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
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/* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
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/* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
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/* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
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/* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
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/* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
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/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
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/* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
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/* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
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/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
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/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
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/* WINED3DSIH_DCL_STREAM */ "dcl_stream",
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/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
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/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
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/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
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/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
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/* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
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/* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
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/* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
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/* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
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/* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
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/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
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/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
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/* WINED3DSIH_DEF */ "def",
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/* WINED3DSIH_DEFAULT */ "default",
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/* WINED3DSIH_DEFB */ "defb",
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/* WINED3DSIH_DEFI */ "defi",
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/* WINED3DSIH_DIV */ "div",
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/* WINED3DSIH_DP2 */ "dp2",
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/* WINED3DSIH_DP2ADD */ "dp2add",
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/* WINED3DSIH_DP3 */ "dp3",
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/* WINED3DSIH_DP4 */ "dp4",
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/* WINED3DSIH_DST */ "dst",
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/* WINED3DSIH_DSX */ "dsx",
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/* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
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/* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
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/* WINED3DSIH_DSY */ "dsy",
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/* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
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/* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
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/* WINED3DSIH_ELSE */ "else",
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/* WINED3DSIH_EMIT */ "emit",
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/* WINED3DSIH_EMIT_STREAM */ "emit_stream",
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/* WINED3DSIH_ENDIF */ "endif",
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/* WINED3DSIH_ENDLOOP */ "endloop",
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/* WINED3DSIH_ENDREP */ "endrep",
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/* WINED3DSIH_ENDSWITCH */ "endswitch",
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/* WINED3DSIH_EQ */ "eq",
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/* WINED3DSIH_EVAL_CENTROID */ "eval_centroid",
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/* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
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/* WINED3DSIH_EXP */ "exp",
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/* WINED3DSIH_EXPP */ "expp",
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/* WINED3DSIH_F16TOF32 */ "f16tof32",
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/* WINED3DSIH_F32TOF16 */ "f32tof16",
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/* WINED3DSIH_FCALL */ "fcall",
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/* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
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/* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
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/* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
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/* WINED3DSIH_FRC */ "frc",
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/* WINED3DSIH_FTOI */ "ftoi",
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/* WINED3DSIH_FTOU */ "ftou",
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/* WINED3DSIH_GATHER4 */ "gather4",
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/* WINED3DSIH_GATHER4_C */ "gather4_c",
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/* WINED3DSIH_GATHER4_PO */ "gather4_po",
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/* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
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/* WINED3DSIH_GE */ "ge",
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/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
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/* WINED3DSIH_HS_DECLS */ "hs_decls",
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/* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
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/* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
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/* WINED3DSIH_IADD */ "iadd",
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/* WINED3DSIH_IBFE */ "ibfe",
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/* WINED3DSIH_IEQ */ "ieq",
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/* WINED3DSIH_IF */ "if",
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/* WINED3DSIH_IFC */ "ifc",
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/* WINED3DSIH_IGE */ "ige",
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/* WINED3DSIH_ILT */ "ilt",
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/* WINED3DSIH_IMAD */ "imad",
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/* WINED3DSIH_IMAX */ "imax",
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/* WINED3DSIH_IMIN */ "imin",
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/* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
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/* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
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/* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
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/* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
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/* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
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/* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
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/* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
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/* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
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/* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
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/* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
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/* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
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/* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
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/* WINED3DSIH_IMUL */ "imul",
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/* WINED3DSIH_INE */ "ine",
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/* WINED3DSIH_INEG */ "ineg",
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/* WINED3DSIH_ISHL */ "ishl",
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/* WINED3DSIH_ISHR */ "ishr",
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/* WINED3DSIH_ITOF */ "itof",
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/* WINED3DSIH_LABEL */ "label",
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/* WINED3DSIH_LD */ "ld",
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/* WINED3DSIH_LD2DMS */ "ld2dms",
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/* WINED3DSIH_LD_RAW */ "ld_raw",
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/* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
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/* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
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/* WINED3DSIH_LIT */ "lit",
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/* WINED3DSIH_LOD */ "lod",
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/* WINED3DSIH_LOG */ "log",
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/* WINED3DSIH_LOGP */ "logp",
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/* WINED3DSIH_LOOP */ "loop",
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/* WINED3DSIH_LRP */ "lrp",
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/* WINED3DSIH_LT */ "lt",
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/* WINED3DSIH_M3x2 */ "m3x2",
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/* WINED3DSIH_M3x3 */ "m3x3",
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/* WINED3DSIH_M3x4 */ "m3x4",
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/* WINED3DSIH_M4x3 */ "m4x3",
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/* WINED3DSIH_M4x4 */ "m4x4",
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/* WINED3DSIH_MAD */ "mad",
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/* WINED3DSIH_MAX */ "max",
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/* WINED3DSIH_MIN */ "min",
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/* WINED3DSIH_MOV */ "mov",
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/* WINED3DSIH_MOVA */ "mova",
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/* WINED3DSIH_MOVC */ "movc",
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/* WINED3DSIH_MUL */ "mul",
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/* WINED3DSIH_NE */ "ne",
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/* WINED3DSIH_NOP */ "nop",
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/* WINED3DSIH_NOT */ "not",
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/* WINED3DSIH_NRM */ "nrm",
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/* WINED3DSIH_OR */ "or",
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/* WINED3DSIH_PHASE */ "phase",
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/* WINED3DSIH_POW */ "pow",
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/* WINED3DSIH_RCP */ "rcp",
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/* WINED3DSIH_REP */ "rep",
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/* WINED3DSIH_RESINFO */ "resinfo",
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/* WINED3DSIH_RET */ "ret",
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/* WINED3DSIH_RETP */ "retp",
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/* WINED3DSIH_ROUND_NE */ "round_ne",
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/* WINED3DSIH_ROUND_NI */ "round_ni",
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/* WINED3DSIH_ROUND_PI */ "round_pi",
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/* WINED3DSIH_ROUND_Z */ "round_z",
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/* WINED3DSIH_RSQ */ "rsq",
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/* WINED3DSIH_SAMPLE */ "sample",
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/* WINED3DSIH_SAMPLE_B */ "sample_b",
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/* WINED3DSIH_SAMPLE_C */ "sample_c",
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/* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
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/* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
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/* WINED3DSIH_SAMPLE_INFO */ "sample_info",
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/* WINED3DSIH_SAMPLE_LOD */ "sample_l",
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/* WINED3DSIH_SAMPLE_POS */ "sample_pos",
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/* WINED3DSIH_SETP */ "setp",
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/* WINED3DSIH_SGE */ "sge",
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/* WINED3DSIH_SGN */ "sgn",
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/* WINED3DSIH_SINCOS */ "sincos",
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/* WINED3DSIH_SLT */ "slt",
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/* WINED3DSIH_SQRT */ "sqrt",
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/* WINED3DSIH_STORE_RAW */ "store_raw",
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/* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
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/* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
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/* WINED3DSIH_SUB */ "sub",
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/* WINED3DSIH_SWAPC */ "swapc",
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/* WINED3DSIH_SWITCH */ "switch",
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/* WINED3DSIH_SYNC */ "sync",
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/* WINED3DSIH_TEX */ "texld",
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/* WINED3DSIH_TEXBEM */ "texbem",
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/* WINED3DSIH_TEXBEML */ "texbeml",
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/* WINED3DSIH_TEXCOORD */ "texcrd",
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/* WINED3DSIH_TEXDEPTH */ "texdepth",
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/* WINED3DSIH_TEXDP3 */ "texdp3",
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/* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
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/* WINED3DSIH_TEXKILL */ "texkill",
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/* WINED3DSIH_TEXLDD */ "texldd",
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/* WINED3DSIH_TEXLDL */ "texldl",
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/* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
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/* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
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/* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
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/* WINED3DSIH_TEXM3x3 */ "texm3x3",
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/* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
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/* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
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/* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
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/* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
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/* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
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/* WINED3DSIH_TEXREG2AR */ "texreg2ar",
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/* WINED3DSIH_TEXREG2GB */ "texreg2gb",
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/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
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/* WINED3DSIH_UBFE */ "ubfe",
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/* WINED3DSIH_UDIV */ "udiv",
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/* WINED3DSIH_UGE */ "uge",
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/* WINED3DSIH_ULT */ "ult",
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/* WINED3DSIH_UMAX */ "umax",
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/* WINED3DSIH_UMIN */ "umin",
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/* WINED3DSIH_UMUL */ "umul",
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/* WINED3DSIH_USHR */ "ushr",
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/* WINED3DSIH_UTOF */ "utof",
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/* WINED3DSIH_XOR */ "xor",
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};
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static const char * const semantic_names[] =
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{
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/* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
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/* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
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/* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
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/* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
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/* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
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/* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
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/* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
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/* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
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/* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
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/* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
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/* WINED3D_DECL_USAGE_COLOR */ "COLOR",
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/* WINED3D_DECL_USAGE_FOG */ "FOG",
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/* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
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/* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
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};
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const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
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{
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if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
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return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
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return shader_opcode_names[handler_idx];
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}
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static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
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{
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if (usage >= ARRAY_SIZE(semantic_names))
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{
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FIXME("Unrecognized usage %#x.\n", usage);
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return "UNRECOGNIZED";
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}
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return semantic_names[usage];
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}
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static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
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{
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
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{
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if (!strcmp(name, semantic_names[i]))
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return i;
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}
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return ~0U;
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}
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static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
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|
{
|
|
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->stream_idx = 0;
|
|
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->stream_idx = 0;
|
|
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(enum vkd3d_shader_source_type source_type)
|
|
{
|
|
switch (source_type)
|
|
{
|
|
case VKD3D_SHADER_SOURCE_D3D_BYTECODE:
|
|
return &sm1_shader_frontend;
|
|
|
|
case VKD3D_SHADER_SOURCE_DXBC_TPF:
|
|
return &sm4_shader_frontend;
|
|
|
|
default:
|
|
WARN("Invalid source type %#x specified.\n", source_type);
|
|
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 = heap_alloc(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)
|
|
{
|
|
heap_free(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 = heap_realloc(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 = heap_alloc(sizeof(*buffer));
|
|
if (!buffer || !string_buffer_init(buffer))
|
|
{
|
|
ERR("Couldn't allocate buffer for temporary string.\n");
|
|
heap_free(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);
|
|
heap_free(buffer);
|
|
}
|
|
list_init(&list->list);
|
|
}
|
|
|
|
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)
|
|
heap_free(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, 10}},
|
|
{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 32}},
|
|
{0}
|
|
},
|
|
cs_limits[] =
|
|
{
|
|
/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
|
|
{WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16, 0, 0, 0, 0, 0}},
|
|
};
|
|
const struct limits_entry *limits_array;
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
|
|
shader->reg_maps.shader_version.minor);
|
|
int i = 0;
|
|
|
|
switch (shader->reg_maps.shader_version.type)
|
|
{
|
|
default:
|
|
FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
|
|
/* Fall-through. */
|
|
case WINED3D_SHADER_TYPE_VERTEX:
|
|
limits_array = vs_limits;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_HULL:
|
|
limits_array = hs_limits;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_DOMAIN:
|
|
limits_array = ds_limits;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_GEOMETRY:
|
|
limits_array = gs_limits;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_PIXEL:
|
|
limits_array = ps_limits;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_COMPUTE:
|
|
limits_array = cs_limits;
|
|
break;
|
|
}
|
|
|
|
while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
|
|
{
|
|
if (shader_version <= limits_array[i].max_version)
|
|
{
|
|
shader->limits = &limits_array[i].limits;
|
|
break;
|
|
}
|
|
++i;
|
|
}
|
|
if (!shader->limits)
|
|
{
|
|
FIXME("Unexpected shader version \"%u.%u\".\n",
|
|
shader->reg_maps.shader_version.major,
|
|
shader->reg_maps.shader_version.minor);
|
|
shader->limits = &limits_array[max(0, i - 1)].limits;
|
|
}
|
|
}
|
|
|
|
static 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 (reg->idx[0].rel_addr)
|
|
reg_maps->input_rel_addressing = 1;
|
|
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
|
|
{
|
|
/* 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. */
|
|
if (reg->idx[0].rel_addr)
|
|
shader->u.ps.input_reg_used = ~0u;
|
|
else
|
|
shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
|
|
}
|
|
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
|
|
{
|
|
wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
|
|
}
|
|
}
|
|
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;
|
|
|
|
case WINED3DSPR_OUTCONTROLPOINT:
|
|
reg_maps->vocp = 1;
|
|
break;
|
|
|
|
case WINED3DSPR_SAMPLEMASK:
|
|
reg_maps->sample_mask = 1;
|
|
break;
|
|
|
|
default:
|
|
TRACE("Not recording register of type %#x and [%#x][%#x].\n",
|
|
reg->type, reg->idx[0].offset, reg->idx[1].offset);
|
|
break;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
|
|
unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
|
|
{
|
|
struct wined3d_shader_sampler_map_entry *entries, *entry;
|
|
struct wined3d_shader_sampler_map *map;
|
|
unsigned int i;
|
|
|
|
map = ®_maps->sampler_map;
|
|
entries = map->entries;
|
|
for (i = 0; i < map->count; ++i)
|
|
{
|
|
if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
|
|
return;
|
|
}
|
|
|
|
if (!map->size)
|
|
{
|
|
if (!(entries = heap_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 = heap_realloc(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;
|
|
}
|
|
}
|
|
|
|
static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
|
|
unsigned int register_idx, unsigned int size, unsigned int stride)
|
|
{
|
|
struct wined3d_shader_tgsm *tgsm;
|
|
|
|
if (register_idx >= MAX_TGSM_REGISTERS)
|
|
{
|
|
ERR("Invalid TGSM register index %u.\n", register_idx);
|
|
return S_OK;
|
|
}
|
|
if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
FIXME("TGSM declarations are allowed only in compute shaders.\n");
|
|
return S_OK;
|
|
}
|
|
|
|
if (!wined3d_array_reserve((void **)®_maps->tgsm, ®_maps->tgsm_capacity,
|
|
register_idx + 1, sizeof(*reg_maps->tgsm)))
|
|
return E_OUTOFMEMORY;
|
|
|
|
reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
|
|
tgsm = ®_maps->tgsm[register_idx];
|
|
tgsm->size = size;
|
|
tgsm->stride = stride;
|
|
return S_OK;
|
|
}
|
|
|
|
static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
|
|
struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
|
|
const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
|
|
{
|
|
struct wined3d_shader_phase *phase;
|
|
|
|
if ((phase = *current_phase))
|
|
{
|
|
phase->end = previous_instruction_ptr;
|
|
*current_phase = NULL;
|
|
}
|
|
|
|
if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
|
|
{
|
|
ERR("Unexpected shader type %s.\n", debug_shader_type(shader->reg_maps.shader_version.type));
|
|
return E_FAIL;
|
|
}
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_HS_CONTROL_POINT_PHASE:
|
|
if (shader->u.hs.phases.control_point)
|
|
{
|
|
FIXME("Multiple control point phases.\n");
|
|
heap_free(shader->u.hs.phases.control_point);
|
|
}
|
|
if (!(shader->u.hs.phases.control_point = heap_alloc_zero(sizeof(*shader->u.hs.phases.control_point))))
|
|
return E_OUTOFMEMORY;
|
|
phase = shader->u.hs.phases.control_point;
|
|
break;
|
|
case WINED3DSIH_HS_FORK_PHASE:
|
|
if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
|
|
&shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
|
|
sizeof(*shader->u.hs.phases.fork)))
|
|
return E_OUTOFMEMORY;
|
|
phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
|
|
break;
|
|
case WINED3DSIH_HS_JOIN_PHASE:
|
|
if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
|
|
&shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
|
|
sizeof(*shader->u.hs.phases.join)))
|
|
return E_OUTOFMEMORY;
|
|
phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
|
|
break;
|
|
default:
|
|
ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
return E_FAIL;
|
|
}
|
|
|
|
phase->start = current_instruction_ptr;
|
|
*current_phase = phase;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT shader_calculate_clip_or_cull_distance_mask(
|
|
const struct wined3d_shader_signature_element *e, unsigned int *mask)
|
|
{
|
|
/* Clip and cull distances are packed in 4 component registers. 0 and 1 are
|
|
* the only allowed semantic indices.
|
|
*/
|
|
if (e->semantic_idx >= WINED3D_MAX_CLIP_DISTANCES / 4)
|
|
{
|
|
*mask = 0;
|
|
WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void wined3d_insert_interpolation_mode(uint32_t *packed_interpolation_mode,
|
|
unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
|
|
{
|
|
if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
|
|
FIXME("Unexpected interpolation mode %#x.\n", mode);
|
|
|
|
wined3d_insert_bits(packed_interpolation_mode,
|
|
register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
|
|
}
|
|
|
|
static HRESULT shader_scan_output_signature(struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_shader_signature *output_signature = &shader->output_signature;
|
|
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
|
|
unsigned int mask;
|
|
|
|
reg_maps->output_registers |= 1u << e->register_idx;
|
|
if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
|
|
{
|
|
if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
|
|
return hr;
|
|
reg_maps->clip_distance_mask |= mask;
|
|
}
|
|
else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
|
|
{
|
|
if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
|
|
return hr;
|
|
reg_maps->cull_distance_mask |= mask;
|
|
}
|
|
else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
|
|
{
|
|
reg_maps->viewport_array = 1;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Note that this does not count the loop register as an address register. */
|
|
static HRESULT shader_get_registers_used(struct wined3d_shader *shader, 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];
|
|
struct wined3d_shader_signature *output_signature = &shader->output_signature;
|
|
struct wined3d_shader_signature *input_signature = &shader->input_signature;
|
|
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
const struct wined3d_shader_frontend *fe = shader->frontend;
|
|
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
|
|
struct wined3d_shader_version shader_version;
|
|
struct wined3d_shader_phase *phase = NULL;
|
|
const DWORD *ptr, *prev_ins, *current_ins;
|
|
void *fe_data = shader->frontend_data;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
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;
|
|
list_init(®_maps->indexable_temps);
|
|
|
|
fe->shader_read_header(fe_data, &ptr, &shader_version);
|
|
prev_ins = current_ins = ptr;
|
|
reg_maps->shader_version = shader_version;
|
|
|
|
shader_set_limits(shader);
|
|
|
|
if (!(reg_maps->constf = heap_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;
|
|
|
|
current_ins = ptr;
|
|
/* Fetch opcode. */
|
|
fe->shader_read_instruction(fe_data, &ptr, &ins);
|
|
|
|
/* Unhandled opcode, and its parameters. */
|
|
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
|
|
{
|
|
WARN("Encountered unrecognised or invalid instruction.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Handle declarations. */
|
|
if (ins.handler_idx == WINED3DSIH_DCL
|
|
|| ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
|
|
{
|
|
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;
|
|
if (semantic->resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS && semantic->sample_count == 1)
|
|
reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
if (semantic->resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY && semantic->sample_count == 1)
|
|
reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
|
|
reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
|
|
wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
|
|
break;
|
|
|
|
case WINED3DSPR_UAV:
|
|
if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV resource index %u.\n", reg_idx);
|
|
break;
|
|
}
|
|
reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
|
|
reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
|
|
if (ins.flags)
|
|
FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
|
|
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;
|
|
wined3d_bitmap_set(®_maps->cb_map, reg->idx[0].offset);
|
|
}
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
|
|
{
|
|
if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
|
|
shader->u.ps.force_early_depth_stencil = TRUE;
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n",
|
|
ins.handler_idx, shader_version.type);
|
|
}
|
|
else
|
|
{
|
|
WARN("Ignoring global flags %#x.\n", ins.flags);
|
|
}
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
|
|
shader->u.gs.instance_count = 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_DCL_HS_FORK_PHASE_INSTANCE_COUNT
|
|
|| ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
|
|
{
|
|
if (phase)
|
|
phase->instance_count = ins.declaration.count;
|
|
else
|
|
FIXME("Instruction %s outside of shader phase.\n",
|
|
debug_d3dshaderinstructionhandler(ins.handler_idx));
|
|
}
|
|
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_INDEXABLE_TEMP)
|
|
{
|
|
if (phase)
|
|
{
|
|
FIXME("Indexable temporary registers not supported.\n");
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_shader_indexable_temp *reg;
|
|
|
|
if (!(reg = heap_alloc(sizeof(*reg))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
*reg = ins.declaration.indexable_temp;
|
|
list_add_tail(®_maps->indexable_temps, ®->entry);
|
|
}
|
|
}
|
|
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.type;
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n",
|
|
ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
|
|
{
|
|
unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
|
|
if (reg_idx >= MAX_REG_INPUT)
|
|
{
|
|
ERR("Invalid register index %u.\n", reg_idx);
|
|
break;
|
|
}
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
|
|
wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n",
|
|
ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
|
|
{
|
|
if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
|
|
|| ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
|
|
|| ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
|
|
shader->u.ps.depth_output = ins.declaration.dst.reg.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_CONTROL_POINT_COUNT)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
|
|
shader->u.hs.output_vertex_count = 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_DCL_OUTPUT_TOPOLOGY)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
|
|
shader->u.gs.output_type = ins.declaration.primitive_type.type;
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n",
|
|
ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
|
|
{
|
|
unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
|
|
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 = WINED3D_SHADER_RESOURCE_BUFFER;
|
|
reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
|
|
reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
|
|
wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
|
|
{
|
|
unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
|
|
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 = WINED3D_SHADER_RESOURCE_BUFFER;
|
|
reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
|
|
reg_maps->resource_info[reg_idx].flags = 0;
|
|
reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
|
|
wined3d_bitmap_set(reg_maps->resource_map, reg_idx);
|
|
}
|
|
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_TEMPS)
|
|
{
|
|
if (phase)
|
|
phase->temporary_count = ins.declaration.count;
|
|
else
|
|
reg_maps->temporary_count = ins.declaration.count;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
|
|
shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
|
|
else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
|
|
shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
|
|
shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
|
|
else
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
|
|
{
|
|
if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
|
|
ins.declaration.tgsm_raw.byte_count / 4, 0)))
|
|
return hr;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
|
|
{
|
|
unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
|
|
unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
|
|
if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
|
|
ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
|
|
return hr;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
|
|
}
|
|
else
|
|
{
|
|
FIXME("Invalid instruction %#x for shader type %#x.\n",
|
|
ins.handler_idx, shader_version.type);
|
|
}
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
|
|
{
|
|
unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
|
|
if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV resource index %u.\n", reg_idx);
|
|
break;
|
|
}
|
|
if (ins.flags)
|
|
FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
|
|
reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
|
|
reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
|
|
reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
|
|
{
|
|
unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
|
|
if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV resource index %u.\n", reg_idx);
|
|
break;
|
|
}
|
|
if (ins.flags)
|
|
FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
|
|
reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
|
|
reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
|
|
reg_maps->uav_resource_info[reg_idx].flags = 0;
|
|
reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
|
|
}
|
|
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;
|
|
float *value;
|
|
|
|
if (!(lconst = heap_alloc(sizeof(*lconst))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
lconst->idx = ins.dst[0].reg.idx[0].offset;
|
|
memcpy(lconst->value, ins.src[0].reg.u.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;
|
|
|
|
if (!(lconst = heap_alloc(sizeof(*lconst))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
lconst->idx = ins.dst[0].reg.idx[0].offset;
|
|
memcpy(lconst->value, ins.src[0].reg.u.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;
|
|
|
|
if (!(lconst = heap_alloc(sizeof(*lconst))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
lconst->idx = ins.dst[0].reg.idx[0].offset;
|
|
memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
|
|
|
|
list_add_head(&shader->constantsB, &lconst->entry);
|
|
reg_maps->local_bool_consts |= (1u << lconst->idx);
|
|
}
|
|
/* Handle shader phases. */
|
|
else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
|
|
|| ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
|
|
|| ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
|
|
{
|
|
if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
|
|
return hr;
|
|
}
|
|
/* 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: /* WINED3DSPR_OUTPUT */
|
|
if (shader_version.major >= 3)
|
|
{
|
|
if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
|
|
{
|
|
WARN("Invalid output register index %u.\n", idx);
|
|
break;
|
|
}
|
|
reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
|
|
break;
|
|
}
|
|
if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
|
|
{
|
|
WARN("Invalid texcoord index %u.\n", idx);
|
|
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;
|
|
|
|
if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
|
|
{
|
|
WARN("Invalid 1.x sampler index %u.\n", reg_idx);
|
|
continue;
|
|
}
|
|
|
|
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);
|
|
wined3d_bitmap_set(reg_maps->resource_map, 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_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
|
|
{
|
|
unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
|
|
if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
|
|
{
|
|
ERR("Invalid UAV index %u.\n", reg_idx);
|
|
break;
|
|
}
|
|
reg_maps->uav_counter_mask |= (1u << reg_idx);
|
|
}
|
|
else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
|
|
|| (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
|
|
|| (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
|
|
|| ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
|
|
|| (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
|
|
|| (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
|
|
{
|
|
const struct wined3d_shader_register *reg;
|
|
|
|
if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
|
|
reg = &ins.src[1].reg;
|
|
else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
|
|
reg = &ins.src[2].reg;
|
|
else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
|
|
reg = &ins.dst[0].reg;
|
|
else if (ins.handler_idx == WINED3DSIH_BUFINFO)
|
|
reg = &ins.src[0].reg;
|
|
else
|
|
reg = &ins.dst[1].reg;
|
|
|
|
if (reg->type == WINED3DSPR_UAV)
|
|
{
|
|
if (reg->idx[0].offset >= MAX_UNORDERED_ACCESS_VIEWS)
|
|
{
|
|
ERR("Invalid UAV index %u.\n", reg->idx[0].offset);
|
|
break;
|
|
}
|
|
reg_maps->uav_read_mask |= (1u << reg->idx[0].offset);
|
|
}
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_NRM)
|
|
{
|
|
reg_maps->usesnrm = 1;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DSY
|
|
|| ins.handler_idx == WINED3DSIH_DSY_COARSE
|
|
|| ins.handler_idx == WINED3DSIH_DSY_FINE)
|
|
{
|
|
reg_maps->usesdsy = 1;
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_DSX
|
|
|| ins.handler_idx == WINED3DSIH_DSX_COARSE
|
|
|| ins.handler_idx == WINED3DSIH_DSX_FINE)
|
|
{
|
|
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_GATHER4
|
|
|| ins.handler_idx == WINED3DSIH_GATHER4_C
|
|
|| ins.handler_idx == WINED3DSIH_SAMPLE
|
|
|| ins.handler_idx == WINED3DSIH_SAMPLE_B
|
|
|| ins.handler_idx == WINED3DSIH_SAMPLE_C
|
|
|| 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_GATHER4_PO
|
|
|| ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
|
|
{
|
|
shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
|
|
ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
|
|
}
|
|
else if ((ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
|
|
|| (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE))
|
|
{
|
|
shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
|
|
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_LD
|
|
|| ins.handler_idx == WINED3DSIH_LD2DMS
|
|
|| (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
|
|
|| (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
|
|
{
|
|
shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
|
|
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
|
|
}
|
|
else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
|
|
&& ins.src[2].reg.type == WINED3DSPR_RESOURCE)
|
|
{
|
|
shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
|
|
WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
|
|
}
|
|
|
|
if (ins.predicate)
|
|
if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
|
|
shader_version.type, constf_size))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
for (i = 0; i < ins.src_count; ++i)
|
|
{
|
|
unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
|
|
struct wined3d_shader_register reg = ins.src[i].reg;
|
|
|
|
if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
|
|
shader_version.type, constf_size))
|
|
return WINED3DERR_INVALIDCALL;
|
|
while (count)
|
|
{
|
|
++reg.idx[0].offset;
|
|
if (!shader_record_register_usage(shader, reg_maps, ®,
|
|
shader_version.type, constf_size))
|
|
return WINED3DERR_INVALIDCALL;
|
|
--count;
|
|
}
|
|
|
|
if (color0_mov)
|
|
{
|
|
if (ins.src[i].reg.type == WINED3DSPR_TEMP
|
|
&& ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
|
|
{
|
|
shader->u.ps.color0_mov = TRUE;
|
|
shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
prev_ins = current_ins;
|
|
}
|
|
reg_maps->loop_depth = max_loop_depth;
|
|
|
|
if (phase)
|
|
{
|
|
phase->end = prev_ins;
|
|
phase = NULL;
|
|
}
|
|
|
|
/* 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);
|
|
|
|
if (input_signature->elements)
|
|
{
|
|
for (i = 0; i < input_signature->element_count; ++i)
|
|
{
|
|
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
|
|
{
|
|
if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
|
|
{
|
|
WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
|
|
{
|
|
if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
|
|
reg_maps->vpos = 1;
|
|
else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
|
|
reg_maps->usesfacing = 1;
|
|
}
|
|
reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
|
|
}
|
|
}
|
|
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 = heap_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)
|
|
{
|
|
if (FAILED(hr = shader_scan_output_signature(shader)))
|
|
return hr;
|
|
}
|
|
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 = heap_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;
|
|
}
|
|
|
|
static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
struct wined3d_shader_indexable_temp *reg, *reg_next;
|
|
|
|
heap_free(reg_maps->constf);
|
|
heap_free(reg_maps->sampler_map.entries);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, ®_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
|
|
heap_free(reg);
|
|
list_init(®_maps->indexable_temps);
|
|
|
|
heap_free(reg_maps->tgsm);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/* Shared code in order to generate the bulk of the shader string. */
|
|
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
|
|
const DWORD *start, const DWORD *end)
|
|
{
|
|
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_parser_state state;
|
|
struct wined3d_shader_instruction ins;
|
|
struct wined3d_shader_tex_mx tex_mx;
|
|
struct wined3d_shader_context ctx;
|
|
const DWORD *ptr;
|
|
|
|
/* Initialize current parsing state. */
|
|
tex_mx.current_row = 0;
|
|
state.current_loop_depth = 0;
|
|
state.current_loop_reg = 0;
|
|
state.in_subroutine = FALSE;
|
|
|
|
ctx.shader = shader;
|
|
ctx.reg_maps = reg_maps;
|
|
ctx.buffer = buffer;
|
|
ctx.tex_mx = &tex_mx;
|
|
ctx.state = &state;
|
|
ctx.backend_data = backend_ctx;
|
|
ins.ctx = &ctx;
|
|
|
|
fe->shader_read_header(fe_data, &ptr, &shader_version);
|
|
if (start)
|
|
ptr = start;
|
|
|
|
while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
|
|
{
|
|
/* Read opcode. */
|
|
fe->shader_read_instruction(fe_data, &ptr, &ins);
|
|
|
|
/* Unknown opcode and its parameters. */
|
|
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
|
|
{
|
|
WARN("Encountered unrecognised or invalid instruction.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (ins.predicate)
|
|
FIXME("Predicates not implemented.\n");
|
|
|
|
/* Call appropriate function for output target */
|
|
device->shader_backend->shader_handle_instruction(&ins);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void shader_cleanup(struct wined3d_shader *shader)
|
|
{
|
|
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
|
|
{
|
|
heap_free(shader->u.hs.phases.control_point);
|
|
heap_free(shader->u.hs.phases.fork);
|
|
heap_free(shader->u.hs.phases.join);
|
|
}
|
|
|
|
heap_free(shader->patch_constant_signature.elements);
|
|
heap_free(shader->output_signature.elements);
|
|
heap_free(shader->input_signature.elements);
|
|
shader->device->shader_backend->shader_destroy(shader);
|
|
shader_cleanup_reg_maps(&shader->reg_maps);
|
|
heap_free(shader->byte_code);
|
|
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 wined3d_fragment_pipe_ops *fragment_pipe;
|
|
BOOL ffp_proj_control;
|
|
};
|
|
|
|
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
|
|
static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
|
|
static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
|
|
const struct wined3d_state *state) {}
|
|
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)
|
|
{
|
|
struct shader_none_priv *priv = shader_priv;
|
|
|
|
priv->vertex_pipe->vp_enable(context, !use_vs(state));
|
|
priv->fragment_pipe->fp_enable(context, !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;
|
|
|
|
priv->vertex_pipe->vp_enable(context, FALSE);
|
|
priv->fragment_pipe->fp_enable(context, FALSE);
|
|
|
|
context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
|
|
| (1u << WINED3D_SHADER_TYPE_VERTEX)
|
|
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
|
|
| (1u << WINED3D_SHADER_TYPE_HULL)
|
|
| (1u << WINED3D_SHADER_TYPE_DOMAIN)
|
|
| (1u << WINED3D_SHADER_TYPE_COMPUTE);
|
|
}
|
|
|
|
static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
|
|
const struct wined3d_fragment_pipe_ops *fragment_pipe)
|
|
{
|
|
struct fragment_caps fragment_caps;
|
|
void *vertex_priv, *fragment_priv;
|
|
struct shader_none_priv *priv;
|
|
|
|
if (!(priv = heap_alloc(sizeof(*priv))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
|
|
{
|
|
ERR("Failed to initialize vertex pipe.\n");
|
|
heap_free(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, NULL);
|
|
heap_free(priv);
|
|
return E_FAIL;
|
|
}
|
|
|
|
priv->vertex_pipe = vertex_pipe;
|
|
priv->fragment_pipe = fragment_pipe;
|
|
fragment_pipe->get_caps(device->adapter, &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 wined3d_context *context)
|
|
{
|
|
struct shader_none_priv *priv = device->shader_priv;
|
|
|
|
priv->fragment_pipe->free_private(device, context);
|
|
priv->vertex_pipe->vp_free(device, context);
|
|
heap_free(priv);
|
|
}
|
|
|
|
static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void shader_none_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
|
|
{
|
|
/* Set the shader caps to 0 for the none shader backend */
|
|
memset(caps, 0, sizeof(*caps));
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
static uint64_t shader_none_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
|
|
enum wined3d_shader_type shader_type)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const struct wined3d_shader_backend_ops none_shader_backend =
|
|
{
|
|
shader_none_handle_instruction,
|
|
shader_none_precompile,
|
|
shader_none_select,
|
|
shader_none_select_compute,
|
|
shader_none_disable,
|
|
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,
|
|
shader_none_shader_compile,
|
|
};
|
|
|
|
static unsigned int shader_max_version_from_feature_level(enum wined3d_feature_level level)
|
|
{
|
|
switch (level)
|
|
{
|
|
case WINED3D_FEATURE_LEVEL_11_1:
|
|
case WINED3D_FEATURE_LEVEL_11:
|
|
return 5;
|
|
case WINED3D_FEATURE_LEVEL_10_1:
|
|
case WINED3D_FEATURE_LEVEL_10:
|
|
return 4;
|
|
case WINED3D_FEATURE_LEVEL_9_3:
|
|
return 3;
|
|
case WINED3D_FEATURE_LEVEL_9_2:
|
|
case WINED3D_FEATURE_LEVEL_9_1:
|
|
return 2;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static HRESULT shader_set_function(struct wined3d_shader *shader, struct wined3d_device *device,
|
|
enum wined3d_shader_type type, unsigned int float_const_count)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
|
|
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
const struct wined3d_shader_frontend *fe;
|
|
unsigned int backend_version;
|
|
HRESULT hr;
|
|
|
|
TRACE("shader %p, device %p, type %s, float_const_count %u.\n",
|
|
shader, device, debug_shader_type(type), float_const_count);
|
|
|
|
fe = shader->frontend;
|
|
if (!(shader->frontend_data = fe->shader_init(shader->function,
|
|
shader->functionLength, &shader->output_signature)))
|
|
{
|
|
FIXME("Failed to initialize frontend.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (FAILED(hr = shader_get_registers_used(shader, float_const_count)))
|
|
return hr;
|
|
|
|
if (version->type != type)
|
|
{
|
|
WARN("Wrong shader type %s.\n", debug_shader_type(reg_maps->shader_version.type));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (version->major > shader_max_version_from_feature_level(device->cs->c.state->feature_level))
|
|
{
|
|
WARN("Shader version %u not supported by this device.\n", version->major);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
switch (type)
|
|
{
|
|
case WINED3D_SHADER_TYPE_VERTEX:
|
|
backend_version = d3d_info->limits.vs_version;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_HULL:
|
|
backend_version = d3d_info->limits.hs_version;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_DOMAIN:
|
|
backend_version = d3d_info->limits.ds_version;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_GEOMETRY:
|
|
backend_version = d3d_info->limits.gs_version;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_PIXEL:
|
|
backend_version = d3d_info->limits.ps_version;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_COMPUTE:
|
|
backend_version = d3d_info->limits.cs_version;
|
|
break;
|
|
default:
|
|
FIXME("No backend version-checking for this shader type.\n");
|
|
backend_version = 0;
|
|
}
|
|
if (version->major > backend_version)
|
|
{
|
|
WARN("Shader version %u.%u not supported by the current shader backend.\n",
|
|
version->major, version->minor);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
shader->load_local_constsF = shader->lconst_inf_or_nan;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
|
|
{
|
|
unsigned int refcount = InterlockedIncrement(&shader->ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", shader, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static void wined3d_shader_init_object(void *object)
|
|
{
|
|
struct wined3d_shader *shader = object;
|
|
struct wined3d_device *device = shader->device;
|
|
|
|
TRACE("shader %p.\n", shader);
|
|
|
|
list_add_head(&device->shaders, &shader->shader_list_entry);
|
|
|
|
device->shader_backend->shader_precompile(device->shader_priv, shader);
|
|
}
|
|
|
|
static void wined3d_shader_destroy_object(void *object)
|
|
{
|
|
TRACE("object %p.\n", object);
|
|
|
|
shader_cleanup(object);
|
|
heap_free(object);
|
|
}
|
|
|
|
ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
|
|
{
|
|
unsigned int refcount = InterlockedDecrement(&shader->ref);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
wined3d_mutex_lock();
|
|
shader->parent_ops->wined3d_object_destroyed(shader->parent);
|
|
wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
|
|
wined3d_mutex_unlock();
|
|
}
|
|
|
|
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->byte_code_size;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (*byte_code_size < shader->byte_code_size)
|
|
{
|
|
/* 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->byte_code, shader->byte_code_size);
|
|
|
|
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;
|
|
float *value;
|
|
|
|
if (!(lconst = heap_alloc(sizeof(*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;
|
|
}
|
|
|
|
static void init_interpolation_compile_args(uint32_t *interpolation_args,
|
|
const struct wined3d_shader *pixel_shader, const struct wined3d_d3d_info *d3d_info)
|
|
{
|
|
if (!d3d_info->shader_output_interpolation || !pixel_shader
|
|
|| pixel_shader->reg_maps.shader_version.major < 4)
|
|
{
|
|
memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
|
|
return;
|
|
}
|
|
|
|
memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
|
|
sizeof(pixel_shader->u.ps.interpolation_mode));
|
|
}
|
|
|
|
void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
|
|
struct vs_compile_args *args, const struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
|
|
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
|
|
WORD swizzle_map = context->stream_info.swizzle_map;
|
|
|
|
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->primitive_type == WINED3D_PT_POINTLIST;
|
|
args->per_vertex_point_size = shader->reg_maps.point_size;
|
|
args->next_shader_type = hull_shader ? WINED3D_SHADER_TYPE_HULL
|
|
: geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
|
|
if (shader->reg_maps.shader_version.major >= 4)
|
|
args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
|
|
: geometry_shader ? geometry_shader->limits->packed_input
|
|
: pixel_shader ? pixel_shader->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;
|
|
|
|
init_interpolation_compile_args(args->interpolation_mode,
|
|
args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, d3d_info);
|
|
}
|
|
|
|
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,
|
|
uint8_t usage_req, uint8_t usage_idx_req, unsigned int *regnum)
|
|
{
|
|
uint32_t map = shader->reg_maps.input_registers & 0xffff;
|
|
unsigned int i;
|
|
|
|
while (map)
|
|
{
|
|
i = wined3d_bit_scan(&map);
|
|
if (match_usage(shader->u.vs.attributes[i].usage,
|
|
shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
|
|
{
|
|
*regnum = i;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void shader_trace(const void *code, size_t size, enum vkd3d_shader_source_type source_type)
|
|
{
|
|
struct vkd3d_shader_compile_info info;
|
|
struct vkd3d_shader_code d3d_asm;
|
|
const char *ptr, *end, *line;
|
|
char *messages;
|
|
int ret;
|
|
|
|
static const struct vkd3d_shader_compile_option compile_options[] =
|
|
{
|
|
{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_6},
|
|
};
|
|
|
|
info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
|
|
info.next = NULL;
|
|
info.source.code = code;
|
|
info.source.size = size;
|
|
info.source_type = source_type;
|
|
info.target_type = VKD3D_SHADER_TARGET_D3D_ASM;
|
|
info.options = compile_options;
|
|
info.option_count = ARRAY_SIZE(compile_options);
|
|
info.log_level = VKD3D_SHADER_LOG_WARNING;
|
|
info.source_name = NULL;
|
|
|
|
ret = vkd3d_shader_compile(&info, &d3d_asm, &messages);
|
|
if (messages && *messages && FIXME_ON(d3d_shader))
|
|
{
|
|
FIXME("Shader log:\n");
|
|
ptr = messages;
|
|
end = ptr + strlen(ptr);
|
|
while ((line = wined3d_get_line(&ptr, end)))
|
|
{
|
|
FIXME(" %.*s", (int)(ptr - line), line);
|
|
}
|
|
FIXME("\n");
|
|
}
|
|
vkd3d_shader_free_messages(messages);
|
|
|
|
if (ret < 0)
|
|
{
|
|
ERR("Failed to disassemble, ret %d.\n", ret);
|
|
return;
|
|
}
|
|
|
|
ptr = d3d_asm.code;
|
|
end = ptr + d3d_asm.size;
|
|
while ((line = wined3d_get_line(&ptr, end)))
|
|
{
|
|
TRACE(" %.*s", (int)(ptr - line), line);
|
|
}
|
|
TRACE("\n");
|
|
|
|
vkd3d_shader_free_shader_code(&d3d_asm);
|
|
}
|
|
|
|
static HRESULT 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)
|
|
{
|
|
enum vkd3d_shader_source_type source_type;
|
|
HRESULT hr;
|
|
|
|
TRACE("byte_code %p, byte_code_size %#lx.\n", desc->byte_code, (long)desc->byte_code_size);
|
|
|
|
if (!desc->byte_code)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
shader->ref = 1;
|
|
shader->device = device;
|
|
shader->parent = parent;
|
|
shader->parent_ops = parent_ops;
|
|
|
|
list_init(&shader->linked_programs);
|
|
list_init(&shader->constantsF);
|
|
list_init(&shader->constantsB);
|
|
list_init(&shader->constantsI);
|
|
shader->lconst_inf_or_nan = FALSE;
|
|
list_init(&shader->reg_maps.indexable_temps);
|
|
list_init(&shader->shader_list_entry);
|
|
|
|
if (desc->byte_code_size == ~(size_t)0)
|
|
{
|
|
struct wined3d_shader_version shader_version;
|
|
const struct wined3d_shader_frontend *fe;
|
|
struct wined3d_shader_instruction ins;
|
|
const DWORD *ptr;
|
|
void *fe_data;
|
|
|
|
source_type = VKD3D_SHADER_SOURCE_D3D_BYTECODE;
|
|
if (!(shader->frontend = shader_select_frontend(source_type)))
|
|
{
|
|
FIXME("Unable to find frontend for shader.\n");
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
goto fail;
|
|
}
|
|
|
|
fe = shader->frontend;
|
|
if (!(fe_data = fe->shader_init(desc->byte_code, desc->byte_code_size, &shader->output_signature)))
|
|
{
|
|
WARN("Failed to initialise frontend data.\n");
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
goto fail;
|
|
}
|
|
|
|
fe->shader_read_header(fe_data, &ptr, &shader_version);
|
|
while (!fe->shader_is_end(fe_data, &ptr))
|
|
fe->shader_read_instruction(fe_data, &ptr, &ins);
|
|
|
|
fe->shader_free(fe_data);
|
|
|
|
shader->byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
|
|
|
|
if (!(shader->byte_code = heap_alloc(shader->byte_code_size)))
|
|
{
|
|
hr = E_OUTOFMEMORY;
|
|
goto fail;
|
|
}
|
|
memcpy(shader->byte_code, desc->byte_code, shader->byte_code_size);
|
|
|
|
shader->function = shader->byte_code;
|
|
shader->functionLength = shader->byte_code_size;
|
|
}
|
|
else
|
|
{
|
|
unsigned int max_version;
|
|
|
|
if (!(shader->byte_code = heap_alloc(desc->byte_code_size)))
|
|
{
|
|
hr = E_OUTOFMEMORY;
|
|
goto fail;
|
|
}
|
|
memcpy(shader->byte_code, desc->byte_code, desc->byte_code_size);
|
|
shader->byte_code_size = desc->byte_code_size;
|
|
|
|
max_version = shader_max_version_from_feature_level(device->cs->c.state->feature_level);
|
|
if (FAILED(hr = wined3d_shader_extract_from_dxbc(shader, max_version, &source_type)))
|
|
goto fail;
|
|
|
|
if (!(shader->frontend = shader_select_frontend(source_type)))
|
|
{
|
|
FIXME("Unable to find frontend for shader.\n");
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
goto fail;
|
|
}
|
|
}
|
|
|
|
if (TRACE_ON(d3d_shader))
|
|
{
|
|
if (source_type == VKD3D_SHADER_SOURCE_D3D_BYTECODE)
|
|
shader_trace(shader->function, shader->functionLength, source_type);
|
|
else
|
|
shader_trace(shader->byte_code, shader->byte_code_size, source_type);
|
|
}
|
|
|
|
|
|
return WINED3D_OK;
|
|
|
|
fail:
|
|
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, parent, parent_ops)))
|
|
return hr;
|
|
|
|
if (FAILED(hr = shader_set_function(shader, device,
|
|
WINED3D_SHADER_TYPE_VERTEX, device->adapter->d3d_info.limits.vs_uniform_count)))
|
|
{
|
|
shader_cleanup(shader);
|
|
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;
|
|
}
|
|
|
|
if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
|
|
shader->load_local_constsF = TRUE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
|
|
unsigned int stream_idx, const char *semantic_name, unsigned int semantic_idx)
|
|
{
|
|
struct wined3d_shader_signature_element *e = s->elements;
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < s->element_count; ++i)
|
|
{
|
|
if (e[i].stream_idx == stream_idx
|
|
&& !stricmp(e[i].semantic_name, semantic_name)
|
|
&& e[i].semantic_idx == semantic_idx)
|
|
return &e[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
BOOL shader_get_stream_output_register_info(const struct wined3d_shader *shader,
|
|
const struct wined3d_stream_output_element *so_element, unsigned int *register_idx, unsigned int *component_idx)
|
|
{
|
|
const struct wined3d_shader_signature_element *output;
|
|
unsigned int idx;
|
|
|
|
if (!(output = shader_find_signature_element(&shader->output_signature,
|
|
so_element->stream_idx, so_element->semantic_name, so_element->semantic_idx)))
|
|
return FALSE;
|
|
|
|
for (idx = 0; idx < 4; ++idx)
|
|
{
|
|
if (output->mask & (1u << idx))
|
|
break;
|
|
}
|
|
idx += so_element->component_idx;
|
|
|
|
*register_idx = output->register_idx;
|
|
*component_idx = idx;
|
|
return TRUE;
|
|
}
|
|
|
|
static HRESULT geometry_shader_init_so_desc(struct wined3d_geometry_shader *gs, struct wined3d_device *device,
|
|
const struct wined3d_stream_output_desc *so_desc)
|
|
{
|
|
struct wined3d_so_desc_entry *s;
|
|
struct wine_rb_entry *entry;
|
|
unsigned int i;
|
|
size_t size;
|
|
char *name;
|
|
|
|
if ((entry = wine_rb_get(&device->so_descs, so_desc)))
|
|
{
|
|
gs->so_desc = &WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry)->desc;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
size = FIELD_OFFSET(struct wined3d_so_desc_entry, elements[so_desc->element_count]);
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
const char *n = so_desc->elements[i].semantic_name;
|
|
|
|
if (n)
|
|
size += strlen(n) + 1;
|
|
}
|
|
if (!(s = heap_alloc(size)))
|
|
return E_OUTOFMEMORY;
|
|
|
|
s->desc = *so_desc;
|
|
|
|
memcpy(s->elements, so_desc->elements, so_desc->element_count * sizeof(*s->elements));
|
|
s->desc.elements = s->elements;
|
|
|
|
name = (char *)&s->elements[s->desc.element_count];
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
struct wined3d_stream_output_element *e = &s->elements[i];
|
|
|
|
if (!e->semantic_name)
|
|
continue;
|
|
|
|
size = strlen(e->semantic_name) + 1;
|
|
memcpy(name, e->semantic_name, size);
|
|
e->semantic_name = name;
|
|
name += size;
|
|
}
|
|
|
|
if (wine_rb_put(&device->so_descs, &s->desc, &s->entry) == -1)
|
|
{
|
|
heap_free(s);
|
|
return E_FAIL;
|
|
}
|
|
gs->so_desc = &s->desc;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT geometry_shader_init_stream_output(struct wined3d_shader *shader,
|
|
const struct wined3d_stream_output_desc *so_desc)
|
|
{
|
|
const struct wined3d_shader_frontend *fe = shader->frontend;
|
|
const struct wined3d_shader_signature_element *output;
|
|
unsigned int i, component_idx, register_idx, mask;
|
|
struct wined3d_shader_version shader_version;
|
|
const DWORD *ptr;
|
|
void *fe_data;
|
|
HRESULT hr;
|
|
|
|
if (!so_desc)
|
|
return WINED3D_OK;
|
|
|
|
if (!(fe_data = fe->shader_init(shader->function, shader->functionLength, &shader->output_signature)))
|
|
{
|
|
WARN("Failed to initialise frontend data.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
fe->shader_read_header(fe_data, &ptr, &shader_version);
|
|
fe->shader_free(fe_data);
|
|
|
|
switch (shader_version.type)
|
|
{
|
|
case WINED3D_SHADER_TYPE_VERTEX:
|
|
case WINED3D_SHADER_TYPE_DOMAIN:
|
|
shader->function = NULL;
|
|
shader->functionLength = 0;
|
|
break;
|
|
case WINED3D_SHADER_TYPE_GEOMETRY:
|
|
break;
|
|
default:
|
|
WARN("Wrong shader type %s.\n", debug_shader_type(shader_version.type));
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
if (!shader->function)
|
|
{
|
|
shader->reg_maps.shader_version = shader_version;
|
|
shader->reg_maps.shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY;
|
|
shader_set_limits(shader);
|
|
if (FAILED(hr = shader_scan_output_signature(shader)))
|
|
return hr;
|
|
}
|
|
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
|
|
|
|
if (!e->semantic_name)
|
|
continue;
|
|
if (!(output = shader_find_signature_element(&shader->output_signature,
|
|
e->stream_idx, e->semantic_name, e->semantic_idx))
|
|
|| !shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx))
|
|
{
|
|
WARN("Failed to find output signature element for stream output entry.\n");
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
mask = wined3d_mask_from_size(e->component_count) << component_idx;
|
|
if ((output->mask & 0xff & mask) != mask)
|
|
{
|
|
WARN("Invalid component range %u-%u (mask %#x), output mask %#x.\n",
|
|
component_idx, e->component_count, mask, output->mask & 0xff);
|
|
return E_INVALIDARG;
|
|
}
|
|
}
|
|
|
|
if (FAILED(hr = geometry_shader_init_so_desc(&shader->u.gs, shader->device, so_desc)))
|
|
{
|
|
WARN("Failed to initialise stream output description, hr %#lx.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
|
|
const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
HRESULT hr;
|
|
|
|
if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
|
|
return hr;
|
|
|
|
if (FAILED(hr = geometry_shader_init_stream_output(shader, so_desc)))
|
|
goto fail;
|
|
|
|
if (shader->function
|
|
&& FAILED(hr = shader_set_function(shader, device, WINED3D_SHADER_TYPE_GEOMETRY, 0)))
|
|
goto fail;
|
|
|
|
return WINED3D_OK;
|
|
|
|
fail:
|
|
shader_cleanup(shader);
|
|
return hr;
|
|
}
|
|
|
|
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
|
|
struct ds_compile_args *args, const struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
|
|
|
|
args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
|
|
args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
|
|
|
|
args->output_count = geometry_shader ? geometry_shader->limits->packed_input
|
|
: pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
|
|
args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
|
|
|
|
args->render_offscreen = context->render_offscreen;
|
|
|
|
init_interpolation_compile_args(args->interpolation_mode,
|
|
args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, context->d3d_info);
|
|
|
|
args->padding = 0;
|
|
}
|
|
|
|
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
|
|
struct gs_compile_args *args, const struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
|
|
args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
|
|
|
|
if (!(args->primitive_type = shader->u.gs.input_type))
|
|
args->primitive_type = state->primitive_type;
|
|
|
|
init_interpolation_compile_args(args->interpolation_mode, pixel_shader, context->d3d_info);
|
|
}
|
|
|
|
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_d3d_info *d3d_info = context->d3d_info;
|
|
struct wined3d_texture *texture;
|
|
unsigned int i;
|
|
|
|
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
|
|
if (!d3d_info->srgb_write_control && needs_srgb_write(d3d_info, state, &state->fb))
|
|
{
|
|
static unsigned int warned = 0;
|
|
|
|
args->srgb_correction = 1;
|
|
if (state->blend_state && state->blend_state->desc.rt[0].enable && !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)
|
|
{
|
|
uint32_t flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
|
|
|
|
if (flags & WINED3D_TTFF_PROJECTED)
|
|
{
|
|
uint32_t 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];
|
|
uint32_t 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)
|
|
{
|
|
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 = state->textures[i]))
|
|
continue;
|
|
|
|
switch (wined3d_texture_gl(texture)->target)
|
|
{
|
|
/* RECT textures are distinguished from 2D textures via np2_fixup */
|
|
default:
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
else if (shader->reg_maps.shader_version.major <= 3)
|
|
{
|
|
for (i = 0; i < shader->limits->sampler; ++i)
|
|
{
|
|
enum wined3d_shader_resource_type resource_type;
|
|
enum wined3d_shader_tex_types tex_type;
|
|
|
|
if (!(resource_type = shader->reg_maps.resource_info[i].type))
|
|
continue;
|
|
|
|
switch (resource_type)
|
|
{
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
|
|
tex_type = WINED3D_SHADER_TEX_3D;
|
|
break;
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
|
|
tex_type = WINED3D_SHADER_TEX_CUBE;
|
|
break;
|
|
default:
|
|
tex_type = WINED3D_SHADER_TEX_2D;
|
|
break;
|
|
}
|
|
|
|
if ((texture = state->textures[i]))
|
|
{
|
|
/* Star Wars: The Old Republic uses mismatched samplers for rendering water. */
|
|
if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
|
|
&& resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
|
|
&& !(texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP))
|
|
tex_type = WINED3D_SHADER_TEX_2D;
|
|
else if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D
|
|
&& resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D)
|
|
tex_type = WINED3D_SHADER_TEX_3D;
|
|
}
|
|
args->tex_types |= tex_type << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
|
|
}
|
|
}
|
|
|
|
if (shader->reg_maps.shader_version.major >= 4)
|
|
{
|
|
/* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
|
|
args->shadow = 0;
|
|
for (i = 0 ; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
|
|
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
|
|
args->np2_fixup = 0;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < WINED3D_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(d3d_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_caps & WINED3D_FORMAT_CAP_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);
|
|
}
|
|
}
|
|
|
|
if (shader->reg_maps.shader_version.major >= 3)
|
|
{
|
|
if (position_transformed)
|
|
args->vp_mode = WINED3D_VP_MODE_NONE;
|
|
else if (use_vs(state))
|
|
args->vp_mode = WINED3D_VP_MODE_SHADER;
|
|
else
|
|
args->vp_mode = WINED3D_VP_MODE_FF;
|
|
args->fog = WINED3D_FFP_PS_FOG_OFF;
|
|
}
|
|
else
|
|
{
|
|
args->vp_mode = WINED3D_VP_MODE_SHADER;
|
|
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 (!d3d_info->full_ffp_varyings)
|
|
{
|
|
const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
|
|
args->texcoords_initialized = 0;
|
|
for (i = 0; i < WINED3D_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 < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
|
|
args->texcoords_initialized |= 1u << i;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
args->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_TEXTURES);
|
|
}
|
|
|
|
args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
|
|
&& state->primitive_type == WINED3D_PT_POINTLIST;
|
|
|
|
if (d3d_info->ffp_alpha_test)
|
|
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;
|
|
|
|
args->y_correction = (shader->reg_maps.vpos && d3d_info->frag_coord_correction)
|
|
|| (shader->reg_maps.usesdsy && wined3d_settings.offscreen_rendering_mode != ORM_FBO)
|
|
? !context->render_offscreen : 0;
|
|
|
|
for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
|
|
{
|
|
struct wined3d_rendertarget_view *rtv = state->fb.render_targets[i];
|
|
if (rtv && rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
|
|
args->rt_alpha_swizzle |= 1u << i;
|
|
}
|
|
|
|
args->dual_source_blend = state->blend_state && state->blend_state->dual_source;
|
|
}
|
|
|
|
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, parent, parent_ops)))
|
|
return hr;
|
|
|
|
if (FAILED(hr = shader_set_function(shader, device,
|
|
WINED3D_SHADER_TYPE_PIXEL, device->adapter->d3d_info.limits.ps_uniform_count)))
|
|
{
|
|
shader_cleanup(shader);
|
|
return hr;
|
|
}
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; ++i)
|
|
{
|
|
if (shader->u.ps.input_reg_used & (1u << 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 & (1u << i))
|
|
shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
|
|
else shader->u.ps.input_reg_map[i] = ~0U;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct wined3d_shader_reg_maps *reg_maps,
|
|
unsigned int resource_idx, DWORD tex_types)
|
|
{
|
|
static enum wined3d_shader_resource_type shader_resource_type_from_shader_tex_types[] =
|
|
{
|
|
WINED3D_SHADER_RESOURCE_TEXTURE_2D, /* WINED3D_SHADER_TEX_2D */
|
|
WINED3D_SHADER_RESOURCE_TEXTURE_3D, /* WINED3D_SHADER_TEX_3D */
|
|
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, /* WINED3D_SHADER_TEX_CUBE */
|
|
};
|
|
|
|
unsigned int idx;
|
|
|
|
if (reg_maps->shader_version.major > 3)
|
|
return reg_maps->resource_info[resource_idx].type;
|
|
|
|
if (!reg_maps->resource_info[resource_idx].type)
|
|
return 0;
|
|
|
|
idx = (tex_types >> resource_idx * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK;
|
|
assert(idx < ARRAY_SIZE(shader_resource_type_from_shader_tex_types));
|
|
return shader_resource_type_from_shader_tex_types[idx];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
|
|
{
|
|
struct wined3d_shader *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
|
device, desc, parent, parent_ops, shader);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize compute shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_COMPUTE, 0)))
|
|
{
|
|
shader_cleanup(object);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
TRACE("Created compute shader %p.\n", object);
|
|
*shader = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
|
|
{
|
|
struct wined3d_shader *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
|
device, desc, parent, parent_ops, shader);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize domain shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_DOMAIN, 0)))
|
|
{
|
|
shader_cleanup(object);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
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,
|
|
const struct wined3d_stream_output_desc *so_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, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
|
|
device, desc, so_desc, parent, parent_ops, shader);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize geometry shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
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 = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize hull shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_HULL, 0)))
|
|
{
|
|
shader_cleanup(object);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
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);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize pixel shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
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);
|
|
|
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize vertex shader, hr %#lx.\n", hr);
|
|
heap_free(object);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
|
|
|
|
TRACE("Created vertex shader %p.\n", object);
|
|
*shader = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|