wine/dlls/wined3d/shader.c
Alistair Leslie-Hughes 0f41f29a22 wined3d: Rename shader_extract_from_dxbc to wined3d_shader_extract_from_dxbc.
Stops a linker error of duplicate name when using upstream vkd3d.
2023-06-27 11:51:36 +02:00

3318 lines
129 KiB
C

/*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <stdio.h>
#include <string.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
const struct wined3d_vec4 wined3d_srgb_const[] =
{
/* pow, mul_high, sub_high, mul_low */
{0.41666f, 1.055f, 0.055f, 12.92f},
/* cmp */
{0.0031308f, 0.0f, 0.0f, 0.0f},
};
static const char * const shader_opcode_names[] =
{
/* WINED3DSIH_ABS */ "abs",
/* WINED3DSIH_ADD */ "add",
/* WINED3DSIH_AND */ "and",
/* WINED3DSIH_ATOMIC_AND */ "atomic_and",
/* WINED3DSIH_ATOMIC_CMP_STORE */ "atomic_cmp_store",
/* WINED3DSIH_ATOMIC_IADD */ "atomic_iadd",
/* WINED3DSIH_ATOMIC_IMAX */ "atomic_imax",
/* WINED3DSIH_ATOMIC_IMIN */ "atomic_imin",
/* WINED3DSIH_ATOMIC_OR */ "atomic_or",
/* WINED3DSIH_ATOMIC_UMAX */ "atomic_umax",
/* WINED3DSIH_ATOMIC_UMIN */ "atomic_umin",
/* WINED3DSIH_ATOMIC_XOR */ "atomic_xor",
/* WINED3DSIH_BEM */ "bem",
/* WINED3DSIH_BFI */ "bfi",
/* WINED3DSIH_BFREV */ "bfrev",
/* WINED3DSIH_BREAK */ "break",
/* WINED3DSIH_BREAKC */ "breakc",
/* WINED3DSIH_BREAKP */ "breakp",
/* WINED3DSIH_BUFINFO */ "bufinfo",
/* WINED3DSIH_CALL */ "call",
/* WINED3DSIH_CALLNZ */ "callnz",
/* WINED3DSIH_CASE */ "case",
/* WINED3DSIH_CMP */ "cmp",
/* WINED3DSIH_CND */ "cnd",
/* WINED3DSIH_CONTINUE */ "continue",
/* WINED3DSIH_CONTINUEP */ "continuec",
/* WINED3DSIH_COUNTBITS */ "countbits",
/* WINED3DSIH_CRS */ "crs",
/* WINED3DSIH_CUT */ "cut",
/* WINED3DSIH_CUT_STREAM */ "cut_stream",
/* WINED3DSIH_DCL */ "dcl",
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ "dcl_constantBuffer",
/* WINED3DSIH_DCL_FUNCTION_BODY */ "dcl_function_body",
/* WINED3DSIH_DCL_FUNCTION_TABLE */ "dcl_function_table",
/* WINED3DSIH_DCL_GLOBAL_FLAGS */ "dcl_globalFlags",
/* WINED3DSIH_DCL_GS_INSTANCES */ "dcl_gs_instances",
/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ "dcl_hs_max_tessfactor",
/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
/* WINED3DSIH_DCL_INDEX_RANGE */ "dcl_index_range",
/* WINED3DSIH_DCL_INDEXABLE_TEMP */ "dcl_indexableTemp",
/* WINED3DSIH_DCL_INPUT */ "dcl_input",
/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ "dcl_input_control_point_count",
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ "dcl_inputPrimitive",
/* WINED3DSIH_DCL_INPUT_PS */ "dcl_input_ps",
/* WINED3DSIH_DCL_INPUT_PS_SGV */ "dcl_input_ps_sgv",
/* WINED3DSIH_DCL_INPUT_PS_SIV */ "dcl_input_ps_siv",
/* WINED3DSIH_DCL_INPUT_SGV */ "dcl_input_sgv",
/* WINED3DSIH_DCL_INPUT_SIV */ "dcl_input_siv",
/* WINED3DSIH_DCL_INTERFACE */ "dcl_interface",
/* WINED3DSIH_DCL_OUTPUT */ "dcl_output",
/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ "dcl_output_control_point_count",
/* WINED3DSIH_DCL_OUTPUT_SIV */ "dcl_output_siv",
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ "dcl_outputTopology",
/* WINED3DSIH_DCL_RESOURCE_RAW */ "dcl_resource_raw",
/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ "dcl_resource_structured",
/* WINED3DSIH_DCL_SAMPLER */ "dcl_sampler",
/* WINED3DSIH_DCL_STREAM */ "dcl_stream",
/* WINED3DSIH_DCL_TEMPS */ "dcl_temps",
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ "dcl_tessellator_domain",
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ "dcl_tessellator_partitioning",
/* WINED3DSIH_DCL_TGSM_RAW */ "dcl_tgsm_raw",
/* WINED3DSIH_DCL_TGSM_STRUCTURED */ "dcl_tgsm_structured",
/* WINED3DSIH_DCL_THREAD_GROUP */ "dcl_thread_group",
/* WINED3DSIH_DCL_UAV_RAW */ "dcl_uav_raw",
/* WINED3DSIH_DCL_UAV_STRUCTURED */ "dcl_uav_structured",
/* WINED3DSIH_DCL_UAV_TYPED */ "dcl_uav_typed",
/* WINED3DSIH_DCL_VERTICES_OUT */ "dcl_maxOutputVertexCount",
/* WINED3DSIH_DEF */ "def",
/* WINED3DSIH_DEFAULT */ "default",
/* WINED3DSIH_DEFB */ "defb",
/* WINED3DSIH_DEFI */ "defi",
/* WINED3DSIH_DIV */ "div",
/* WINED3DSIH_DP2 */ "dp2",
/* WINED3DSIH_DP2ADD */ "dp2add",
/* WINED3DSIH_DP3 */ "dp3",
/* WINED3DSIH_DP4 */ "dp4",
/* WINED3DSIH_DST */ "dst",
/* WINED3DSIH_DSX */ "dsx",
/* WINED3DSIH_DSX_COARSE */ "deriv_rtx_coarse",
/* WINED3DSIH_DSX_FINE */ "deriv_rtx_fine",
/* WINED3DSIH_DSY */ "dsy",
/* WINED3DSIH_DSY_COARSE */ "deriv_rty_coarse",
/* WINED3DSIH_DSY_FINE */ "deriv_rty_fine",
/* WINED3DSIH_ELSE */ "else",
/* WINED3DSIH_EMIT */ "emit",
/* WINED3DSIH_EMIT_STREAM */ "emit_stream",
/* WINED3DSIH_ENDIF */ "endif",
/* WINED3DSIH_ENDLOOP */ "endloop",
/* WINED3DSIH_ENDREP */ "endrep",
/* WINED3DSIH_ENDSWITCH */ "endswitch",
/* WINED3DSIH_EQ */ "eq",
/* WINED3DSIH_EVAL_CENTROID */ "eval_centroid",
/* WINED3DSIH_EVAL_SAMPLE_INDEX */ "eval_sample_index",
/* WINED3DSIH_EXP */ "exp",
/* WINED3DSIH_EXPP */ "expp",
/* WINED3DSIH_F16TOF32 */ "f16tof32",
/* WINED3DSIH_F32TOF16 */ "f32tof16",
/* WINED3DSIH_FCALL */ "fcall",
/* WINED3DSIH_FIRSTBIT_HI */ "firstbit_hi",
/* WINED3DSIH_FIRSTBIT_LO */ "firstbit_lo",
/* WINED3DSIH_FIRSTBIT_SHI */ "firstbit_shi",
/* WINED3DSIH_FRC */ "frc",
/* WINED3DSIH_FTOI */ "ftoi",
/* WINED3DSIH_FTOU */ "ftou",
/* WINED3DSIH_GATHER4 */ "gather4",
/* WINED3DSIH_GATHER4_C */ "gather4_c",
/* WINED3DSIH_GATHER4_PO */ "gather4_po",
/* WINED3DSIH_GATHER4_PO_C */ "gather4_po_c",
/* WINED3DSIH_GE */ "ge",
/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ "hs_control_point_phase",
/* WINED3DSIH_HS_DECLS */ "hs_decls",
/* WINED3DSIH_HS_FORK_PHASE */ "hs_fork_phase",
/* WINED3DSIH_HS_JOIN_PHASE */ "hs_join_phase",
/* WINED3DSIH_IADD */ "iadd",
/* WINED3DSIH_IBFE */ "ibfe",
/* WINED3DSIH_IEQ */ "ieq",
/* WINED3DSIH_IF */ "if",
/* WINED3DSIH_IFC */ "ifc",
/* WINED3DSIH_IGE */ "ige",
/* WINED3DSIH_ILT */ "ilt",
/* WINED3DSIH_IMAD */ "imad",
/* WINED3DSIH_IMAX */ "imax",
/* WINED3DSIH_IMIN */ "imin",
/* WINED3DSIH_IMM_ATOMIC_ALLOC */ "imm_atomic_alloc",
/* WINED3DSIH_IMM_ATOMIC_AND */ "imm_atomic_and",
/* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ "imm_atomic_cmp_exch",
/* WINED3DSIH_IMM_ATOMIC_CONSUME */ "imm_atomic_consume",
/* WINED3DSIH_IMM_ATOMIC_EXCH */ "imm_atomic_exch",
/* WINED3DSIH_IMM_ATOMIC_IADD */ "imm_atomic_iadd",
/* WINED3DSIH_IMM_ATOMIC_IMAX */ "imm_atomic_imax",
/* WINED3DSIH_IMM_ATOMIC_IMIN */ "imm_atomic_imin",
/* WINED3DSIH_IMM_ATOMIC_OR */ "imm_atomic_or",
/* WINED3DSIH_IMM_ATOMIC_UMAX */ "imm_atomic_umax",
/* WINED3DSIH_IMM_ATOMIC_UMIN */ "imm_atomic_umin",
/* WINED3DSIH_IMM_ATOMIC_XOR */ "imm_atomic_xor",
/* WINED3DSIH_IMUL */ "imul",
/* WINED3DSIH_INE */ "ine",
/* WINED3DSIH_INEG */ "ineg",
/* WINED3DSIH_ISHL */ "ishl",
/* WINED3DSIH_ISHR */ "ishr",
/* WINED3DSIH_ITOF */ "itof",
/* WINED3DSIH_LABEL */ "label",
/* WINED3DSIH_LD */ "ld",
/* WINED3DSIH_LD2DMS */ "ld2dms",
/* WINED3DSIH_LD_RAW */ "ld_raw",
/* WINED3DSIH_LD_STRUCTURED */ "ld_structured",
/* WINED3DSIH_LD_UAV_TYPED */ "ld_uav_typed",
/* WINED3DSIH_LIT */ "lit",
/* WINED3DSIH_LOD */ "lod",
/* WINED3DSIH_LOG */ "log",
/* WINED3DSIH_LOGP */ "logp",
/* WINED3DSIH_LOOP */ "loop",
/* WINED3DSIH_LRP */ "lrp",
/* WINED3DSIH_LT */ "lt",
/* WINED3DSIH_M3x2 */ "m3x2",
/* WINED3DSIH_M3x3 */ "m3x3",
/* WINED3DSIH_M3x4 */ "m3x4",
/* WINED3DSIH_M4x3 */ "m4x3",
/* WINED3DSIH_M4x4 */ "m4x4",
/* WINED3DSIH_MAD */ "mad",
/* WINED3DSIH_MAX */ "max",
/* WINED3DSIH_MIN */ "min",
/* WINED3DSIH_MOV */ "mov",
/* WINED3DSIH_MOVA */ "mova",
/* WINED3DSIH_MOVC */ "movc",
/* WINED3DSIH_MUL */ "mul",
/* WINED3DSIH_NE */ "ne",
/* WINED3DSIH_NOP */ "nop",
/* WINED3DSIH_NOT */ "not",
/* WINED3DSIH_NRM */ "nrm",
/* WINED3DSIH_OR */ "or",
/* WINED3DSIH_PHASE */ "phase",
/* WINED3DSIH_POW */ "pow",
/* WINED3DSIH_RCP */ "rcp",
/* WINED3DSIH_REP */ "rep",
/* WINED3DSIH_RESINFO */ "resinfo",
/* WINED3DSIH_RET */ "ret",
/* WINED3DSIH_RETP */ "retp",
/* WINED3DSIH_ROUND_NE */ "round_ne",
/* WINED3DSIH_ROUND_NI */ "round_ni",
/* WINED3DSIH_ROUND_PI */ "round_pi",
/* WINED3DSIH_ROUND_Z */ "round_z",
/* WINED3DSIH_RSQ */ "rsq",
/* WINED3DSIH_SAMPLE */ "sample",
/* WINED3DSIH_SAMPLE_B */ "sample_b",
/* WINED3DSIH_SAMPLE_C */ "sample_c",
/* WINED3DSIH_SAMPLE_C_LZ */ "sample_c_lz",
/* WINED3DSIH_SAMPLE_GRAD */ "sample_d",
/* WINED3DSIH_SAMPLE_INFO */ "sample_info",
/* WINED3DSIH_SAMPLE_LOD */ "sample_l",
/* WINED3DSIH_SAMPLE_POS */ "sample_pos",
/* WINED3DSIH_SETP */ "setp",
/* WINED3DSIH_SGE */ "sge",
/* WINED3DSIH_SGN */ "sgn",
/* WINED3DSIH_SINCOS */ "sincos",
/* WINED3DSIH_SLT */ "slt",
/* WINED3DSIH_SQRT */ "sqrt",
/* WINED3DSIH_STORE_RAW */ "store_raw",
/* WINED3DSIH_STORE_STRUCTURED */ "store_structured",
/* WINED3DSIH_STORE_UAV_TYPED */ "store_uav_typed",
/* WINED3DSIH_SUB */ "sub",
/* WINED3DSIH_SWAPC */ "swapc",
/* WINED3DSIH_SWITCH */ "switch",
/* WINED3DSIH_SYNC */ "sync",
/* WINED3DSIH_TEX */ "texld",
/* WINED3DSIH_TEXBEM */ "texbem",
/* WINED3DSIH_TEXBEML */ "texbeml",
/* WINED3DSIH_TEXCOORD */ "texcrd",
/* WINED3DSIH_TEXDEPTH */ "texdepth",
/* WINED3DSIH_TEXDP3 */ "texdp3",
/* WINED3DSIH_TEXDP3TEX */ "texdp3tex",
/* WINED3DSIH_TEXKILL */ "texkill",
/* WINED3DSIH_TEXLDD */ "texldd",
/* WINED3DSIH_TEXLDL */ "texldl",
/* WINED3DSIH_TEXM3x2DEPTH */ "texm3x2depth",
/* WINED3DSIH_TEXM3x2PAD */ "texm3x2pad",
/* WINED3DSIH_TEXM3x2TEX */ "texm3x2tex",
/* WINED3DSIH_TEXM3x3 */ "texm3x3",
/* WINED3DSIH_TEXM3x3DIFF */ "texm3x3diff",
/* WINED3DSIH_TEXM3x3PAD */ "texm3x3pad",
/* WINED3DSIH_TEXM3x3SPEC */ "texm3x3spec",
/* WINED3DSIH_TEXM3x3TEX */ "texm3x3tex",
/* WINED3DSIH_TEXM3x3VSPEC */ "texm3x3vspec",
/* WINED3DSIH_TEXREG2AR */ "texreg2ar",
/* WINED3DSIH_TEXREG2GB */ "texreg2gb",
/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
/* WINED3DSIH_UBFE */ "ubfe",
/* WINED3DSIH_UDIV */ "udiv",
/* WINED3DSIH_UGE */ "uge",
/* WINED3DSIH_ULT */ "ult",
/* WINED3DSIH_UMAX */ "umax",
/* WINED3DSIH_UMIN */ "umin",
/* WINED3DSIH_UMUL */ "umul",
/* WINED3DSIH_USHR */ "ushr",
/* WINED3DSIH_UTOF */ "utof",
/* WINED3DSIH_XOR */ "xor",
};
static const char * const semantic_names[] =
{
/* WINED3D_DECL_USAGE_POSITION */ "SV_POSITION",
/* WINED3D_DECL_USAGE_BLEND_WEIGHT */ "BLENDWEIGHT",
/* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
/* WINED3D_DECL_USAGE_NORMAL */ "NORMAL",
/* WINED3D_DECL_USAGE_PSIZE */ "PSIZE",
/* WINED3D_DECL_USAGE_TEXCOORD */ "TEXCOORD",
/* WINED3D_DECL_USAGE_TANGENT */ "TANGENT",
/* WINED3D_DECL_USAGE_BINORMAL */ "BINORMAL",
/* WINED3D_DECL_USAGE_TESS_FACTOR */ "TESSFACTOR",
/* WINED3D_DECL_USAGE_POSITIONT */ "POSITIONT",
/* WINED3D_DECL_USAGE_COLOR */ "COLOR",
/* WINED3D_DECL_USAGE_FOG */ "FOG",
/* WINED3D_DECL_USAGE_DEPTH */ "DEPTH",
/* WINED3D_DECL_USAGE_SAMPLE */ "SAMPLE",
};
const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
{
if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
return shader_opcode_names[handler_idx];
}
static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
{
if (usage >= ARRAY_SIZE(semantic_names))
{
FIXME("Unrecognized usage %#x.\n", usage);
return "UNRECOGNIZED";
}
return semantic_names[usage];
}
static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
{
if (!strcmp(name, semantic_names[i]))
return i;
}
return ~0U;
}
static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
{
switch (usage)
{
case WINED3D_DECL_USAGE_POSITION:
return WINED3D_SV_POSITION;
default:
return 0;
}
}
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
{
return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
}
static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
const struct wined3d_shader_semantic *s)
{
e->semantic_name = shader_semantic_name_from_usage(s->usage);
e->semantic_idx = s->usage_idx;
e->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 = &reg_maps->sampler_map;
entries = map->entries;
for (i = 0; i < map->count; ++i)
{
if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
return;
}
if (!map->size)
{
if (!(entries = 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 **)&reg_maps->tgsm, &reg_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 = &reg_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(&reg_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(&reg_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(&reg_maps->indexable_temps, &reg->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, &reg,
shader_version.type, constf_size))
return WINED3DERR_INVALIDCALL;
--count;
}
if (color0_mov)
{
if (ins.src[i].reg.type == WINED3DSPR_TEMP
&& ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
{
shader->u.ps.color0_mov = TRUE;
shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
}
}
}
}
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, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
heap_free(reg);
list_init(&reg_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 = &reg_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, &register_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;
}