wine/dlls/wined3d/baseshader.c

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2006-05-08 19:44:25 +00:00
/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
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*
* 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
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*/
#include "config.h"
#include <string.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
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static const char *shader_opcode_names[] =
{
/* WINED3DSIH_ABS */ "abs",
/* WINED3DSIH_ADD */ "add",
/* WINED3DSIH_BEM */ "bem",
/* WINED3DSIH_BREAK */ "break",
/* WINED3DSIH_BREAKC */ "breakc",
/* WINED3DSIH_BREAKP */ "breakp",
/* WINED3DSIH_CALL */ "call",
/* WINED3DSIH_CALLNZ */ "callnz",
/* WINED3DSIH_CMP */ "cmp",
/* WINED3DSIH_CND */ "cnd",
/* WINED3DSIH_CRS */ "crs",
/* WINED3DSIH_DCL */ "dcl",
/* WINED3DSIH_DEF */ "def",
/* WINED3DSIH_DEFB */ "defb",
/* WINED3DSIH_DEFI */ "defi",
/* WINED3DSIH_DP2ADD */ "dp2add",
/* WINED3DSIH_DP3 */ "dp3",
/* WINED3DSIH_DP4 */ "dp4",
/* WINED3DSIH_DST */ "dst",
/* WINED3DSIH_DSX */ "dsx",
/* WINED3DSIH_DSY */ "dsy",
/* WINED3DSIH_ELSE */ "else",
/* WINED3DSIH_ENDIF */ "endif",
/* WINED3DSIH_ENDLOOP */ "endloop",
/* WINED3DSIH_ENDREP */ "endrep",
/* WINED3DSIH_EXP */ "exp",
/* WINED3DSIH_EXPP */ "expp",
/* WINED3DSIH_FRC */ "frc",
/* WINED3DSIH_IF */ "if",
/* WINED3DSIH_IFC */ "ifc",
/* WINED3DSIH_LABEL */ "label",
/* WINED3DSIH_LIT */ "lit",
/* WINED3DSIH_LOG */ "log",
/* WINED3DSIH_LOGP */ "logp",
/* WINED3DSIH_LOOP */ "loop",
/* WINED3DSIH_LRP */ "lrp",
/* 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_MUL */ "mul",
/* WINED3DSIH_NOP */ "nop",
/* WINED3DSIH_NRM */ "nrm",
/* WINED3DSIH_PHASE */ "phase",
/* WINED3DSIH_POW */ "pow",
/* WINED3DSIH_RCP */ "rcp",
/* WINED3DSIH_REP */ "rep",
/* WINED3DSIH_RET */ "ret",
/* WINED3DSIH_RSQ */ "rsq",
/* WINED3DSIH_SETP */ "setp",
/* WINED3DSIH_SGE */ "sge",
/* WINED3DSIH_SGN */ "sgn",
/* WINED3DSIH_SINCOS */ "sincos",
/* WINED3DSIH_SLT */ "slt",
/* WINED3DSIH_SUB */ "sub",
/* 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",
};
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
{
switch (version_token >> 16)
{
case WINED3D_SM1_VS:
case WINED3D_SM1_PS:
return &sm1_shader_frontend;
case WINED3D_SM4_PS:
case WINED3D_SM4_VS:
case WINED3D_SM4_GS:
return &sm4_shader_frontend;
default:
FIXME("Unrecognised version token %#x\n", version_token);
return NULL;
}
}
void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
{
buffer->buffer[0] = '\0';
buffer->bsize = 0;
buffer->lineNo = 0;
buffer->newline = TRUE;
}
BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
{
buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
if (!buffer->buffer)
{
ERR("Failed to allocate shader buffer memory.\n");
return FALSE;
}
shader_buffer_clear(buffer);
return TRUE;
}
void shader_buffer_free(struct wined3d_shader_buffer *buffer)
{
HeapFree(GetProcessHeap(), 0, buffer->buffer);
}
int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
{
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char* base = buffer->buffer + buffer->bsize;
int rc;
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
{
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ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
buffer->bsize = SHADER_PGMSIZE - 1;
return -1;
}
if (buffer->newline) {
TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
buffer->newline = FALSE;
} else {
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TRACE("%s", base);
}
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buffer->bsize += rc;
if (buffer->buffer[buffer->bsize-1] == '\n') {
buffer->lineNo++;
buffer->newline = TRUE;
}
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return 0;
}
int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
{
int ret;
va_list args;
va_start(args, format);
ret = shader_vaddline(buffer, format, args);
va_end(args);
return ret;
}
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
{
shader->ref = 1;
shader->device = device;
list_init(&shader->linked_programs);
}
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/* Convert floating point offset relative
* to a register file to an absolute offset for float constants */
static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
{
switch (register_type)
{
case WINED3DSPR_CONST: return register_idx;
case WINED3DSPR_CONST2: return 2048 + register_idx;
case WINED3DSPR_CONST3: return 4096 + register_idx;
case WINED3DSPR_CONST4: return 6144 + register_idx;
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default:
FIXME("Unsupported register type: %d\n", register_type);
return register_idx;
}
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}
static void shader_delete_constant_list(struct list* clist) {
struct list *ptr;
struct local_constant* constant;
ptr = list_head(clist);
while (ptr) {
constant = LIST_ENTRY(ptr, struct local_constant, entry);
ptr = list_next(clist, ptr);
HeapFree(GetProcessHeap(), 0, constant);
}
list_init(clist);
}
static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
{
DWORD idx, shift;
idx = bit >> 5;
shift = bit & 0x1f;
bitmap[idx] |= (1 << shift);
}
static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
{
switch (reg->type)
{
case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord[reg->idx] = 1;
else reg_maps->address[reg->idx] = 1;
break;
case WINED3DSPR_TEMP:
reg_maps->temporary[reg->idx] = 1;
break;
case WINED3DSPR_INPUT:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
if (reg->rel_addr)
{
/* If relative addressing is used, we must assume that all registers
* are used. Even if it is a construct like v3[aL], we can't assume
* that v0, v1 and v2 aren't read because aL can be negative */
unsigned int i;
for (i = 0; i < MAX_REG_INPUT; ++i)
{
((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
}
}
else
{
((IWineD3DPixelShaderImpl *)This)->input_reg_used[reg->idx] = TRUE;
}
}
else reg_maps->input_registers |= 1 << reg->idx;
break;
case WINED3DSPR_RASTOUT:
if (reg->idx == 1) reg_maps->fog = 1;
break;
case WINED3DSPR_MISCTYPE:
if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
{
if (reg->idx == 0) reg_maps->vpos = 1;
else if (reg->idx == 1) reg_maps->usesfacing = 1;
}
break;
case WINED3DSPR_CONST:
if (reg->rel_addr)
{
if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
{
if (reg->idx < ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
{
((IWineD3DVertexShaderImpl *)This)->min_rel_offset = reg->idx;
}
if (reg->idx > ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
{
((IWineD3DVertexShaderImpl *)This)->max_rel_offset = reg->idx;
}
}
reg_maps->usesrelconstF = TRUE;
}
else
{
set_bitmap_bit(reg_maps->constf, reg->idx);
}
break;
case WINED3DSPR_CONSTINT:
reg_maps->integer_constants |= (1 << reg->idx);
break;
case WINED3DSPR_CONSTBOOL:
reg_maps->boolean_constants |= (1 << reg->idx);
break;
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case WINED3DSPR_COLOROUT:
reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
break;
default:
TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
break;
}
}
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 const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
{
static const char *semantic_names[] =
{
/* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
/* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
/* WINED3DDECLUSAGE_BLENDINDICES */ "BLENDINDICES",
/* WINED3DDECLUSAGE_NORMAL */ "NORMAL",
/* WINED3DDECLUSAGE_PSIZE */ "PSIZE",
/* WINED3DDECLUSAGE_TEXCOORD */ "TEXCOORD",
/* WINED3DDECLUSAGE_TANGENT */ "TANGENT",
/* WINED3DDECLUSAGE_BINORMAL */ "BINORMAL",
/* WINED3DDECLUSAGE_TESSFACTOR */ "TESSFACTOR",
/* WINED3DDECLUSAGE_POSITIONT */ "POSITIONT",
/* WINED3DDECLUSAGE_COLOR */ "COLOR",
/* WINED3DDECLUSAGE_FOG */ "FOG",
/* WINED3DDECLUSAGE_DEPTH */ "DEPTH",
/* WINED3DDECLUSAGE_SAMPLE */ "SAMPLE",
};
if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
{
FIXME("Unrecognized usage %#x\n", usage);
return "UNRECOGNIZED";
}
return semantic_names[usage];
}
BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
{
return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
}
static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
const struct wined3d_shader_semantic *s)
{
e->semantic_name = shader_semantic_name_from_usage(s->usage);
e->semantic_idx = s->usage_idx;
e->sysval_semantic = 0;
e->component_type = 0;
e->register_idx = s->reg.reg.idx;
e->mask = s->reg.write_mask;
}
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/* Note that this does not count the loop register
* as an address register. */
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HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
struct wined3d_shader_signature_element *input_signature,
struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
void *fe_data = This->baseShader.frontend_data;
struct wined3d_shader_version shader_version;
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unsigned int cur_loop_depth = 0, max_loop_depth = 0;
const DWORD* pToken = byte_code;
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/* There are some minor differences between pixel and vertex shaders */
memset(reg_maps, 0, sizeof(*reg_maps));
/* get_registers_used is called on every compile on some 1.x shaders, which can result
* in stacking up a collection of local constants. Delete the old constants if existing
*/
shader_delete_constant_list(&This->baseShader.constantsF);
shader_delete_constant_list(&This->baseShader.constantsB);
shader_delete_constant_list(&This->baseShader.constantsI);
fe->shader_read_header(fe_data, &pToken, &shader_version);
reg_maps->shader_version = shader_version;
reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
if(!reg_maps->constf) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
while (!fe->shader_is_end(fe_data, &pToken))
{
struct wined3d_shader_instruction ins;
const char *comment;
UINT param_size;
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/* Skip comments */
fe->shader_read_comment(&pToken, &comment);
if (comment) continue;
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/* Fetch opcode */
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
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/* Unhandled opcode, and its parameters */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
pToken += param_size;
continue;
}
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/* Handle declarations */
if (ins.handler_idx == WINED3DSIH_DCL)
{
struct wined3d_shader_semantic semantic;
fe->shader_read_semantic(&pToken, &semantic);
switch (semantic.reg.reg.type)
{
/* Vshader: mark attributes used
* Pshader: mark 3.0 input registers used, save token */
case WINED3DSPR_INPUT:
reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
{
attributes[semantic.reg.reg.idx].usage = semantic.usage;
attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
}
else
{
shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
}
break;
/* Vshader: mark 3.0 output registers used, save token */
case WINED3DSPR_OUTPUT:
reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
break;
/* Save sampler usage token */
case WINED3DSPR_SAMPLER:
reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
break;
default:
TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
break;
}
}
else if (ins.handler_idx == WINED3DSIH_DEF)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
pToken += 4;
/* 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)
{
float *value = (float *) lconst->value;
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(&This->baseShader.constantsF, &lconst->entry);
}
else if (ins.handler_idx == WINED3DSIH_DEFI)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
pToken += 4;
list_add_head(&This->baseShader.constantsI, &lconst->entry);
reg_maps->local_int_consts |= (1 << dst.reg.idx);
}
else if (ins.handler_idx == WINED3DSIH_DEFB)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
if (!lconst) return E_OUTOFMEMORY;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
lconst->idx = dst.reg.idx;
memcpy(lconst->value, pToken, sizeof(DWORD));
++pToken;
list_add_head(&This->baseShader.constantsB, &lconst->entry);
reg_maps->local_bool_consts |= (1 << dst.reg.idx);
}
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/* If there's a loop in the shader */
else if (ins.handler_idx == WINED3DSIH_LOOP
|| ins.handler_idx == WINED3DSIH_REP)
{
struct wined3d_shader_src_param src, rel_addr;
fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
/* Rep and Loop always use an integer constant for the control parameters */
if (ins.handler_idx == WINED3DSIH_REP)
{
reg_maps->integer_constants |= 1 << src.reg.idx;
}
else
{
fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
reg_maps->integer_constants |= 1 << src.reg.idx;
}
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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)
{
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cur_loop_depth--;
}
/* For subroutine prototypes */
else if (ins.handler_idx == WINED3DSIH_LABEL)
{
struct wined3d_shader_src_param src, rel_addr;
fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
reg_maps->labels[src.reg.idx] = 1;
}
/* Set texture, address, temporary registers */
else
{
int i, limit;
BOOL color0_mov = FALSE;
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/* 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) */
if (ins.dst_count)
{
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_src_param dst_rel_addr;
fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
shader_record_register_usage(This, reg_maps, &dst_param.reg, shader_version.type);
/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
* is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
* shaders because TECRDOUT isn't used in them, but future register types might cause issues */
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3
&& dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
{
reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
}
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
if(dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
{
/* 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. */
ps->color0_mov = FALSE;
if (ins.handler_idx == WINED3DSIH_MOV)
{
/* 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(dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
{
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))
{
/* Fake sampler usage, only set reserved bit and ttype */
DWORD sampler_code = dst_param.reg.idx;
TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
/* texbem is only valid with < 1.4 pixel shaders */
if (ins.handler_idx == WINED3DSIH_TEXBEM
|| ins.handler_idx == WINED3DSIH_TEXBEML)
{
reg_maps->bumpmat[sampler_code] = TRUE;
if (ins.handler_idx == WINED3DSIH_TEXBEML)
{
reg_maps->luminanceparams[sampler_code] = TRUE;
}
}
}
else if (ins.handler_idx == WINED3DSIH_BEM)
{
reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
}
}
if (ins.handler_idx == WINED3DSIH_NRM)
{
reg_maps->usesnrm = 1;
}
else if (ins.handler_idx == WINED3DSIH_DSY)
{
reg_maps->usesdsy = 1;
}
else if (ins.handler_idx == WINED3DSIH_DSX)
{
reg_maps->usesdsx = 1;
}
else if(ins.handler_idx == WINED3DSIH_TEXLDD)
{
reg_maps->usestexldd = 1;
}
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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;
}
limit = ins.src_count + (ins.predicate ? 1 : 0);
for (i = 0; i < limit; ++i)
{
struct wined3d_shader_src_param src_param, src_rel_addr;
unsigned int count;
fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
count = get_instr_extra_regcount(ins.handler_idx, i);
shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
while (count)
{
++src_param.reg.idx;
shader_record_register_usage(This, reg_maps, &src_param.reg, shader_version.type);
--count;
}
if(color0_mov)
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
if(src_param.reg.type == WINED3DSPR_TEMP &&
src_param.swizzle == WINED3DSP_NOSWIZZLE)
{
ps->color0_mov = TRUE;
ps->color0_reg = src_param.reg.idx;
}
}
}
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}
}
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reg_maps->loop_depth = max_loop_depth;
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This->baseShader.functionLength = ((const char *)pToken - (const char *)byte_code);
return WINED3D_OK;
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}
static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
const struct wined3d_shader_version *shader_version)
{
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TRACE("dcl");
if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
{
switch (semantic->sampler_type)
{
case WINED3DSTT_2D: TRACE("_2d"); break;
case WINED3DSTT_CUBE: TRACE("_cube"); break;
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
}
}
else
{
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/* Pixel shaders 3.0 don't have usage semantics */
if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
2006-07-03 06:03:47 +00:00
return;
else
TRACE("_");
switch (semantic->usage)
{
case WINED3DDECLUSAGE_POSITION:
TRACE("position%d", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_BLENDINDICES:
TRACE("blend");
break;
case WINED3DDECLUSAGE_BLENDWEIGHT:
TRACE("weight");
break;
case WINED3DDECLUSAGE_NORMAL:
TRACE("normal%d", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_PSIZE:
TRACE("psize");
break;
case WINED3DDECLUSAGE_COLOR:
if (semantic->usage_idx == 0) TRACE("color");
else TRACE("specular%d", (semantic->usage_idx - 1));
break;
case WINED3DDECLUSAGE_TEXCOORD:
TRACE("texture%d", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_TANGENT:
TRACE("tangent");
break;
case WINED3DDECLUSAGE_BINORMAL:
TRACE("binormal");
break;
case WINED3DDECLUSAGE_TESSFACTOR:
TRACE("tessfactor");
break;
case WINED3DDECLUSAGE_POSITIONT:
TRACE("positionT%d", semantic->usage_idx);
break;
case WINED3DDECLUSAGE_FOG:
TRACE("fog");
break;
case WINED3DDECLUSAGE_DEPTH:
TRACE("depth");
break;
case WINED3DDECLUSAGE_SAMPLE:
TRACE("sample");
break;
default:
FIXME("unknown_semantics(0x%08x)", semantic->usage);
}
}
}
static void shader_dump_register(const struct wined3d_shader_register *reg,
const struct wined3d_shader_version *shader_version)
{
static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
static const char * const misctype_reg_names[] = {"vPos", "vFace"};
UINT offset = reg->idx;
switch (reg->type)
{
case WINED3DSPR_TEMP:
TRACE("r");
break;
case WINED3DSPR_INPUT:
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TRACE("v");
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
offset = shader_get_float_offset(reg->type, reg->idx);
break;
case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
break;
case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg->idx]);
break;
case WINED3DSPR_COLOROUT:
TRACE("oC");
break;
case WINED3DSPR_DEPTHOUT:
TRACE("oDepth");
break;
case WINED3DSPR_ATTROUT:
TRACE("oD");
break;
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case WINED3DSPR_TEXCRDOUT:
2006-05-18 01:08:29 +00:00
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
if (shader_version->major >= 3) TRACE("o");
else TRACE("oT");
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
break;
case WINED3DSPR_LABEL:
TRACE("l");
break;
case WINED3DSPR_LOOP:
TRACE("aL");
break;
case WINED3DSPR_SAMPLER:
TRACE("s");
break;
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case WINED3DSPR_MISCTYPE:
if (reg->idx > 1) FIXME("Unhandled misctype register %d\n", reg->idx);
else TRACE("%s", misctype_reg_names[reg->idx]);
2007-05-03 19:01:09 +00:00
break;
case WINED3DSPR_PREDICATE:
TRACE("p");
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break;
case WINED3DSPR_IMMCONST:
TRACE("l");
break;
case WINED3DSPR_CONSTBUFFER:
TRACE("cb");
break;
default:
TRACE("unhandled_rtype(%#x)", reg->type);
break;
}
if (reg->type == WINED3DSPR_IMMCONST)
{
TRACE("(");
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_FLOAT:
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TRACE("%.8e", *(const float *)reg->immconst_data);
break;
case WINED3D_IMMCONST_FLOAT4:
TRACE("%.8e, %.8e, %.8e, %.8e",
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*(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
*(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
break;
default:
TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
break;
}
TRACE(")");
}
else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
{
if (reg->array_idx != ~0U)
{
TRACE("%u[%u", offset, reg->array_idx);
if (reg->rel_addr)
{
TRACE(" + ");
shader_dump_src_param(reg->rel_addr, shader_version);
}
TRACE("]");
}
else
{
if (reg->rel_addr)
{
TRACE("[");
shader_dump_src_param(reg->rel_addr, shader_version);
TRACE(" + ");
}
TRACE("%u", offset);
if (reg->rel_addr) TRACE("]");
}
}
}
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version)
{
DWORD write_mask = param->write_mask;
shader_dump_register(&param->reg, shader_version);
if (write_mask != WINED3DSP_WRITEMASK_ALL)
{
static const char *write_mask_chars = "xyzw";
TRACE(".");
if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
}
}
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version)
{
DWORD src_modifier = param->modifiers;
DWORD swizzle = param->swizzle;
if (src_modifier == WINED3DSPSM_NEG
|| src_modifier == WINED3DSPSM_BIASNEG
|| src_modifier == WINED3DSPSM_SIGNNEG
|| src_modifier == WINED3DSPSM_X2NEG
|| src_modifier == WINED3DSPSM_ABSNEG)
TRACE("-");
else if (src_modifier == WINED3DSPSM_COMP)
TRACE("1-");
else if (src_modifier == WINED3DSPSM_NOT)
TRACE("!");
if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
TRACE("abs(");
shader_dump_register(&param->reg, shader_version);
if (src_modifier)
{
switch (src_modifier)
{
case WINED3DSPSM_NONE: break;
case WINED3DSPSM_NEG: break;
case WINED3DSPSM_NOT: break;
case WINED3DSPSM_BIAS: TRACE("_bias"); break;
case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
case WINED3DSPSM_COMP: break;
case WINED3DSPSM_X2: TRACE("_x2"); break;
case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
case WINED3DSPSM_DZ: TRACE("_dz"); break;
case WINED3DSPSM_DW: TRACE("_dw"); break;
case WINED3DSPSM_ABSNEG: TRACE(")"); break;
case WINED3DSPSM_ABS: TRACE(")"); break;
default:
TRACE("_unknown_modifier(%#x)", src_modifier);
}
}
if (swizzle != WINED3DSP_NOSWIZZLE)
{
static const char *swizzle_chars = "xyzw";
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
if (swizzle_x == swizzle_y
&& swizzle_x == swizzle_z
&& swizzle_x == swizzle_w)
{
TRACE(".%c", swizzle_chars[swizzle_x]);
}
else
{
TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
}
}
}
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on msdn */
void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
void *fe_data = This->baseShader.frontend_data;
struct wined3d_shader_src_param src_rel_addr[4];
struct wined3d_shader_src_param src_param[4];
struct wined3d_shader_version shader_version;
struct wined3d_shader_src_param dst_rel_addr;
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_instruction ins;
struct wined3d_shader_context ctx;
const DWORD *pToken = pFunction;
DWORD i;
/* Initialize current parsing state */
ctx.shader = iface;
ctx.reg_maps = reg_maps;
ctx.buffer = buffer;
ctx.backend_data = backend_ctx;
ins.ctx = &ctx;
ins.dst = &dst_param;
ins.src = src_param;
This->baseShader.parse_state.current_row = 0;
fe->shader_read_header(fe_data, &pToken, &shader_version);
while (!fe->shader_is_end(fe_data, &pToken))
{
const char *comment;
UINT param_size;
/* Skip comment tokens */
fe->shader_read_comment(&pToken, &comment);
if (comment) continue;
/* Read opcode */
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
/* Unknown opcode and its parameters */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
pToken += param_size;
continue;
}
/* Nothing to do */
if (ins.handler_idx == WINED3DSIH_DCL
|| ins.handler_idx == WINED3DSIH_NOP
|| ins.handler_idx == WINED3DSIH_DEF
|| ins.handler_idx == WINED3DSIH_DEFI
|| ins.handler_idx == WINED3DSIH_DEFB
|| ins.handler_idx == WINED3DSIH_PHASE)
{
pToken += param_size;
continue;
}
/* Destination token */
if (ins.dst_count) fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
/* Predication token */
if (ins.predicate) ins.predicate = *pToken++;
/* Other source tokens */
for (i = 0; i < ins.src_count; ++i)
{
fe->shader_read_src_param(fe_data, &pToken, &src_param[i], &src_rel_addr[i]);
}
/* Call appropriate function for output target */
device->shader_backend->shader_handle_instruction(&ins);
}
}
static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
{
DWORD mmask = dst->modifiers;
switch (dst->shift)
{
case 0: break;
case 13: TRACE("_d8"); break;
case 14: TRACE("_d4"); break;
case 15: TRACE("_d2"); break;
case 1: TRACE("_x2"); break;
case 2: TRACE("_x4"); break;
case 3: TRACE("_x8"); break;
default: TRACE("_unhandled_shift(%d)", dst->shift); break;
}
if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
if (mmask)
FIXME("_unrecognized_modifier(%#x)", mmask);
}
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
{
struct wined3d_shader_version shader_version;
const DWORD* pToken = pFunction;
const char *type_prefix;
DWORD i;
TRACE("Parsing %p\n", pFunction);
fe->shader_read_header(fe_data, &pToken, &shader_version);
switch (shader_version.type)
{
case WINED3D_SHADER_TYPE_VERTEX:
type_prefix = "vs";
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
type_prefix = "gs";
break;
case WINED3D_SHADER_TYPE_PIXEL:
type_prefix = "ps";
break;
default:
FIXME("Unhandled shader type %#x.\n", shader_version.type);
type_prefix = "unknown";
break;
}
TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
while (!fe->shader_is_end(fe_data, &pToken))
{
struct wined3d_shader_instruction ins;
const char *comment;
UINT param_size;
/* comment */
fe->shader_read_comment(&pToken, &comment);
if (comment)
{
TRACE("//%s\n", comment);
continue;
}
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
pToken += param_size;
continue;
}
if (ins.handler_idx == WINED3DSIH_DCL)
{
struct wined3d_shader_semantic semantic;
fe->shader_read_semantic(&pToken, &semantic);
shader_dump_decl_usage(&semantic, &shader_version);
shader_dump_ins_modifiers(&semantic.reg);
TRACE(" ");
shader_dump_dst_param(&semantic.reg, &shader_version);
}
else if (ins.handler_idx == WINED3DSIH_DEF)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
*(const float *)(pToken),
*(const float *)(pToken + 1),
*(const float *)(pToken + 2),
*(const float *)(pToken + 3));
pToken += 4;
}
else if (ins.handler_idx == WINED3DSIH_DEFI)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
*(pToken),
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
pToken += 4;
}
else if (ins.handler_idx == WINED3DSIH_DEFB)
{
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param rel_addr;
fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
TRACE("defb b%u = %s", dst.reg.idx, *pToken ? "true" : "false");
++pToken;
}
else
{
struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_src_param src_param;
if (ins.dst_count)
{
fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
}
/* Print out predication source token first - it follows
* the destination token. */
if (ins.predicate)
{
fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
TRACE("(");
shader_dump_src_param(&src_param, &shader_version);
TRACE(") ");
}
/* PixWin marks instructions with the coissue flag with a '+' */
if (ins.coissue) TRACE("+");
TRACE("%s", shader_opcode_names[ins.handler_idx]);
if (ins.handler_idx == WINED3DSIH_IFC
|| ins.handler_idx == WINED3DSIH_BREAKC)
{
switch (ins.flags)
{
case COMPARISON_GT: TRACE("_gt"); break;
case COMPARISON_EQ: TRACE("_eq"); break;
case COMPARISON_GE: TRACE("_ge"); break;
case COMPARISON_LT: TRACE("_lt"); break;
case COMPARISON_NE: TRACE("_ne"); break;
case COMPARISON_LE: TRACE("_le"); break;
default: TRACE("_(%u)", ins.flags);
}
}
else if (ins.handler_idx == WINED3DSIH_TEX
&& shader_version.major >= 2
&& (ins.flags & WINED3DSI_TEXLD_PROJECT))
{
TRACE("p");
}
/* We already read the destination token, print it. */
if (ins.dst_count)
{
shader_dump_ins_modifiers(&dst_param);
TRACE(" ");
shader_dump_dst_param(&dst_param, &shader_version);
}
/* Other source tokens */
for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
{
fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
TRACE(!i ? " " : ", ");
shader_dump_src_param(&src_param, &shader_version);
}
}
TRACE("\n");
}
}
void shader_cleanup(IWineD3DBaseShader *iface)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
HeapFree(GetProcessHeap(), 0, This->baseShader.reg_maps.constf);
HeapFree(GetProcessHeap(), 0, This->baseShader.function);
shader_delete_constant_list(&This->baseShader.constantsF);
shader_delete_constant_list(&This->baseShader.constantsB);
shader_delete_constant_list(&This->baseShader.constantsI);
list_remove(&This->baseShader.shader_list_entry);
if (This->baseShader.frontend && This->baseShader.frontend_data)
{
This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
}
}
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
#define GLINFO_LOCATION (*gl_info)
static void shader_none_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
{
/* Set the shader caps to 0 for the none shader backend */
pCaps->VertexShaderVersion = 0;
pCaps->PixelShaderVersion = 0;
pCaps->PixelShader1xMaxValue = 0.0f;
}
#undef GLINFO_LOCATION
static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
/* Faked to make some apps happy. */
if (!is_yuv_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
const shader_backend_t none_shader_backend = {
shader_none_handle_instruction,
shader_none_select,
shader_none_select_depth_blt,
shader_none_deselect_depth_blt,
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,
shader_none_load_constants,
shader_none_load_np2fixup_constants,
shader_none_destroy,
shader_none_alloc,
shader_none_free,
shader_none_dirty_const,
shader_none_get_caps,
shader_none_color_fixup_supported,
};