diff options
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/shader.c')
-rw-r--r-- | src/VBox/Devices/Graphics/shaderlib/shader.c | 2471 |
1 files changed, 2471 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/shader.c b/src/VBox/Devices/Graphics/shaderlib/shader.c new file mode 100644 index 00000000..8a9f2280 --- /dev/null +++ b/src/VBox/Devices/Graphics/shaderlib/shader.c @@ -0,0 +1,2471 @@ +/* + * 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 Stefan Dösinger for CodeWeavers + * Copyright 2009 Henri Verbeet for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +/* + * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice + * other than GPL or LGPL is available it will apply instead, Oracle elects to use only + * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where + * a choice of LGPL license versions is made available with the language indicating + * that LGPLv2 or any later version may be used, or where a choice of which version + * of the LGPL is applied is otherwise unspecified. + */ + +#include "config.h" +#include "wine/port.h" + +#include <math.h> +#include <stdio.h> +#include <string.h> + +#include "wined3d_private.h" + +WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); +WINE_DECLARE_DEBUG_CHANNEL(d3d); + +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_CUT */ "cut", + /* 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_EMIT */ "emit", + /* WINED3DSIH_ENDIF */ "endif", + /* WINED3DSIH_ENDLOOP */ "endloop", + /* WINED3DSIH_ENDREP */ "endrep", + /* WINED3DSIH_EXP */ "exp", + /* WINED3DSIH_EXPP */ "expp", + /* WINED3DSIH_FRC */ "frc", + /* WINED3DSIH_IADD */ "iadd", + /* WINED3DSIH_IF */ "if", + /* WINED3DSIH_IFC */ "ifc", + /* WINED3DSIH_IGE */ "ige", + /* WINED3DSIH_LABEL */ "label", + /* WINED3DSIH_LIT */ "lit", + /* WINED3DSIH_LOG */ "log", + /* WINED3DSIH_LOGP */ "logp", + /* WINED3DSIH_LOOP */ "loop", + /* WINED3DSIH_LRP */ "lrp", + /* WINED3DSIH_LT */ "lt", + /* WINED3DSIH_M3x2 */ "m3x2", + /* WINED3DSIH_M3x3 */ "m3x3", + /* WINED3DSIH_M3x4 */ "m3x4", + /* WINED3DSIH_M4x3 */ "m4x3", + /* WINED3DSIH_M4x4 */ "m4x4", + /* WINED3DSIH_MAD */ "mad", + /* WINED3DSIH_MAX */ "max", + /* WINED3DSIH_MIN */ "min", + /* WINED3DSIH_MOV */ "mov", + /* WINED3DSIH_MOVA */ "mova", + /* WINED3DSIH_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", +}; + +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", +}; + +static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage) +{ + if (usage >= sizeof(semantic_names) / sizeof(*semantic_names)) + { + FIXME("Unrecognized usage %#x.\n", usage); + return "UNRECOGNIZED"; + } + + return semantic_names[usage]; +} + +static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name) +{ + unsigned int i; + + for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i) + { + if (!strcmp(name, semantic_names[i])) return i; + } + + return ~0U; +} + +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; +} + +static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) +{ + switch (version_token >> 16) + { + case WINED3D_SM1_VS: + case WINED3D_SM1_PS: + return &sm1_shader_frontend; + + case WINED3D_SM4_PS: + case WINED3D_SM4_VS: + case WINED3D_SM4_GS: + 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) +{ + 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 */) + { + 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 + { + TRACE("%s", base); + } + + buffer->bsize += rc; + if (buffer->buffer[buffer->bsize-1] == '\n') + { + ++buffer->lineNo; + buffer->newline = TRUE; + } + + return 0; +} + +int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...) +{ + va_list args; + int ret; + + va_start(args, format); + ret = shader_vaddline(buffer, format, args); + va_end(args); + + return ret; +} + +static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, + IUnknown *parent, const struct wined3d_parent_ops *parent_ops) +{ + shader->ref = 1; + shader->device = (IWineD3DDevice *)device; + shader->parent = parent; + shader->parent_ops = parent_ops; + list_init(&shader->linked_programs); + list_add_head(&device->shaders, &shader->shader_list_entry); +} + +/* 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; + default: + FIXME("Unsupported register type: %u.\n", register_type); + return register_idx; + } +} + +static void shader_delete_constant_list(struct list *clist) +{ + struct local_constant *constant; + struct list *ptr; + + 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 *shader, 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 |= 1 << reg->idx; + else reg_maps->address |= 1 << reg->idx; + break; + + case WINED3DSPR_TEMP: + reg_maps->temporary |= 1 << reg->idx; + 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 *)shader)->input_reg_used[i] = TRUE; + } + } + else + { + ((IWineD3DPixelShaderImpl *)shader)->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 *)shader)->min_rel_offset) + { + ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx; + } + if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset) + { + ((IWineD3DVertexShaderImpl *)shader)->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; + + 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; + } +} + +/* Note that this does not count the loop register as an address register. */ +static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, + struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, + struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) +{ + IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; + unsigned int cur_loop_depth = 0, max_loop_depth = 0; + void *fe_data = shader->baseShader.frontend_data; + struct wined3d_shader_version shader_version; + const DWORD *ptr = byte_code; + + 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(&shader->baseShader.constantsF); + shader_delete_constant_list(&shader->baseShader.constantsB); + shader_delete_constant_list(&shader->baseShader.constantsI); + + fe->shader_read_header(fe_data, &ptr, &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("Failed to allocate constant map memory.\n"); + return E_OUTOFMEMORY; + } + + while (!fe->shader_is_end(fe_data, &ptr)) + { + struct wined3d_shader_instruction ins; + const char *comment; + UINT comment_size; + UINT param_size; + + /* Skip comments. */ + fe->shader_read_comment(&ptr, &comment, &comment_size); + if (comment) continue; + + /* Fetch opcode. */ + fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size); + + /* Unhandled opcode, and its parameters. */ + if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) + { + TRACE("Skipping unrecognized instruction.\n"); + ptr += param_size; + continue; + } + + /* Handle declarations. */ + if (ins.handler_idx == WINED3DSIH_DCL) + { + struct wined3d_shader_semantic semantic; + + fe->shader_read_semantic(&ptr, &semantic); + + switch (semantic.reg.reg.type) + { + /* Mark input registers used. */ + case WINED3DSPR_INPUT: + reg_maps->input_registers |= 1 << semantic.reg.reg.idx; + shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic); + break; + + /* Vertex shader: 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_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); + if (!lconst) return E_OUTOFMEMORY; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + lconst->idx = dst.reg.idx; + + memcpy(lconst->value, ptr, 4 * sizeof(DWORD)); + ptr += 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(&shader->baseShader.constantsF, &lconst->entry); + } + else if (ins.handler_idx == WINED3DSIH_DEFI) + { + struct wined3d_shader_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); + if (!lconst) return E_OUTOFMEMORY; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + lconst->idx = dst.reg.idx; + + memcpy(lconst->value, ptr, 4 * sizeof(DWORD)); + ptr += 4; + + list_add_head(&shader->baseShader.constantsI, &lconst->entry); + reg_maps->local_int_consts |= (1 << dst.reg.idx); + } + else if (ins.handler_idx == WINED3DSIH_DEFB) + { + struct wined3d_shader_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); + if (!lconst) return E_OUTOFMEMORY; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + lconst->idx = dst.reg.idx; + + memcpy(lconst->value, ptr, sizeof(DWORD)); + ++ptr; + + list_add_head(&shader->baseShader.constantsB, &lconst->entry); + reg_maps->local_bool_consts |= (1 << dst.reg.idx); + } + /* 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, &ptr, &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, &ptr, &src, &rel_addr); + reg_maps->integer_constants |= 1 << src.reg.idx; + } + + 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--; + } + /* 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, &ptr, &src, &rel_addr); + reg_maps->labels |= 1 << src.reg.idx; + } + /* Set texture, address, temporary registers. */ + else + { + BOOL color0_mov = FALSE; + int i, limit; + + /* 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_src_param dst_rel_addr; + struct wined3d_shader_dst_param dst_param; + + fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr); + + shader_record_register_usage(shader, 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 *)shader; + + 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 type. */ + 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 |= 1 << dst_param.reg.idx; + if (ins.handler_idx == WINED3DSIH_TEXBEML) + { + reg_maps->luminanceparams |= 1 << dst_param.reg.idx; + } + } + } + else if (ins.handler_idx == WINED3DSIH_BEM) + { + reg_maps->bumpmat |= 1 << dst_param.reg.idx; + } + } + + if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1; + else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1; + else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1; + else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1; + else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1; + else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1; + else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1; + else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1; + + 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, &ptr, &src_param, &src_rel_addr); + count = get_instr_extra_regcount(ins.handler_idx, i); + + shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type); + while (count) + { + ++src_param.reg.idx; + shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type); + --count; + } + + if (color0_mov) + { + IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader; + if (src_param.reg.type == WINED3DSPR_TEMP + && src_param.swizzle == WINED3DSP_NOSWIZZLE) + { + ps->color0_mov = TRUE; + ps->color0_reg = src_param.reg.idx; + } + } + } + } + } + reg_maps->loop_depth = max_loop_depth; + + shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code); + + return WINED3D_OK; +} + +unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) +{ + DWORD map = 1 << max; + map |= map - 1; + map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers; + + return wined3d_log2i(map); +} + +static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic, + const struct wined3d_shader_version *shader_version) +{ + 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 + { + /* Pixel shaders 3.0 don't have usage semantics. */ + if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return; + else TRACE("_"); + + switch (semantic->usage) + { + case WINED3DDECLUSAGE_POSITION: + TRACE("position%u", semantic->usage_idx); + break; + + case WINED3DDECLUSAGE_BLENDINDICES: + TRACE("blend"); + break; + + case WINED3DDECLUSAGE_BLENDWEIGHT: + TRACE("weight"); + break; + + case WINED3DDECLUSAGE_NORMAL: + TRACE("normal%u", semantic->usage_idx); + break; + + case WINED3DDECLUSAGE_PSIZE: + TRACE("psize"); + break; + + case WINED3DDECLUSAGE_COLOR: + if (semantic->usage_idx == 0) TRACE("color"); + else TRACE("specular%u", (semantic->usage_idx - 1)); + break; + + case WINED3DDECLUSAGE_TEXCOORD: + TRACE("texture%u", 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%u", 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: + 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; + + case WINED3DSPR_TEXCRDOUT: + /* Vertex shaders >= 3.0 use general purpose output registers + * (WINED3DSPR_OUTPUT), which can include an address token. */ + if (shader_version->major >= 3) 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; + + case WINED3DSPR_MISCTYPE: + if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx); + else TRACE("%s", misctype_reg_names[reg->idx]); + break; + + case WINED3DSPR_PREDICATE: + TRACE("p"); + 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: + TRACE("%.8e", *(const float *)reg->immconst_data); + break; + + case WINED3D_IMMCONST_FLOAT4: + TRACE("%.8e, %.8e, %.8e, %.8e", + *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1], + *(const float *)®->immconst_data[2], *(const float *)®->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(¶m->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(¶m->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 *byte_code, void *backend_ctx) +{ + IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; + const struct wined3d_shader_frontend *fe = shader->baseShader.frontend; + void *fe_data = shader->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 *ptr = byte_code; + DWORD i; + + /* Initialize current parsing state. */ + ctx.shader = iface; + ctx.gl_info = &device->adapter->gl_info; + ctx.reg_maps = reg_maps; + ctx.buffer = buffer; + ctx.backend_data = backend_ctx; + + ins.ctx = &ctx; + ins.dst = &dst_param; + ins.src = src_param; + shader->baseShader.parse_state.current_row = 0; + + fe->shader_read_header(fe_data, &ptr, &shader_version); + + while (!fe->shader_is_end(fe_data, &ptr)) + { + const char *comment; + UINT comment_size; + UINT param_size; + + /* Skip comment tokens. */ + fe->shader_read_comment(&ptr, &comment, &comment_size); + if (comment) continue; + + /* Read opcode. */ + fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size); + + /* Unknown opcode and its parameters. */ + if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) + { + TRACE("Skipping unrecognized instruction.\n"); + ptr += 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) + { + ptr += param_size; + continue; + } + + /* Destination token */ + if (ins.dst_count) fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr); + + /* Predication token */ + if (ins.predicate) + { +#ifndef VBOX_WITH_VMSVGA + FIXME("Predicates not implemented.\n"); +#endif + ins.predicate = *ptr++; + } + + /* Other source tokens */ + for (i = 0; i < ins.src_count; ++i) + { + fe->shader_read_src_param(fe_data, &ptr, &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); +} + +static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code) +{ + struct wined3d_shader_version shader_version; + const DWORD *ptr = byte_code; + const char *type_prefix; + DWORD i; + + TRACE("Parsing %p.\n", byte_code); + + fe->shader_read_header(fe_data, &ptr, &shader_version); + + switch (shader_version.type) + { + case WINED3D_SHADER_TYPE_VERTEX: + type_prefix = "vs"; + break; + + case WINED3D_SHADER_TYPE_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, &ptr)) + { + struct wined3d_shader_instruction ins; + const char *comment; + UINT comment_size; + UINT param_size; + + /* comment */ + fe->shader_read_comment(&ptr, &comment, &comment_size); + if (comment) + { + if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T')) + { + const char *end = comment + comment_size; + const char *cur = comment + 4; + const char *line = cur; + + TRACE("// TEXT\n"); + while (cur != end) + { + if (*cur == '\n') + { + UINT len = cur - line; + if (len && *(cur - 1) == '\r') --len; + TRACE("// %s\n", debugstr_an(line, len)); + line = ++cur; + } + else ++cur; + } + if (line != cur) TRACE("// %s\n", debugstr_an(line, cur - line)); + } + else TRACE("// %s\n", debugstr_an(comment, comment_size)); + continue; + } + + fe->shader_read_opcode(fe_data, &ptr, &ins, ¶m_size); + if (ins.handler_idx == WINED3DSIH_TABLE_SIZE) + { + TRACE("Skipping unrecognized instruction.\n"); + ptr += param_size; + continue; + } + + if (ins.handler_idx == WINED3DSIH_DCL) + { + struct wined3d_shader_semantic semantic; + + fe->shader_read_semantic(&ptr, &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_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + + TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx), + *(const float *)(ptr), + *(const float *)(ptr + 1), + *(const float *)(ptr + 2), + *(const float *)(ptr + 3)); + ptr += 4; + } + else if (ins.handler_idx == WINED3DSIH_DEFI) + { + struct wined3d_shader_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + + TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx, + *(ptr), + *(ptr + 1), + *(ptr + 2), + *(ptr + 3)); + ptr += 4; + } + else if (ins.handler_idx == WINED3DSIH_DEFB) + { + struct wined3d_shader_src_param rel_addr; + struct wined3d_shader_dst_param dst; + + fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr); + + TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false"); + ++ptr; + } + 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, &ptr, &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, &ptr, &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, &ptr, &src_param, &src_rel_addr); + TRACE(!i ? " " : ", "); + shader_dump_src_param(&src_param, &shader_version); + } + } + TRACE("\n"); + } +} + +static void shader_cleanup(IWineD3DBaseShader *iface) +{ + IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; + + ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface); + HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf); + HeapFree(GetProcessHeap(), 0, shader->baseShader.function); + shader_delete_constant_list(&shader->baseShader.constantsF); + shader_delete_constant_list(&shader->baseShader.constantsB); + shader_delete_constant_list(&shader->baseShader.constantsI); + list_remove(&shader->baseShader.shader_list_entry); + + if (shader->baseShader.frontend && shader->baseShader.frontend_data) + { + shader->baseShader.frontend->shader_free(shader->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;} + +static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) +{ + /* Set the shader caps to 0 for the none shader backend */ + caps->VertexShaderVersion = 0; + caps->PixelShaderVersion = 0; + caps->PixelShader1xMaxValue = 0.0f; +} + +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_complex_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, +}; + +static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent) +{ + *parent = shader->baseShader.parent; + IUnknown_AddRef(*parent); + TRACE("shader %p, returning %p.\n", shader, *parent); +} + +static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size) +{ + if (!data) + { + *data_size = shader->baseShader.functionLength; + return WINED3D_OK; + } + + if (*data_size < shader->baseShader.functionLength) + { + /* MSDN claims (for d3d8 at least) that if *pSizeOfData 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(data, shader->baseShader.function, shader->baseShader.functionLength); + + return WINED3D_OK; +} + +static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code, + const struct wined3d_shader_signature *output_signature, DWORD float_const_count) +{ + struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; + const struct wined3d_shader_frontend *fe; + HRESULT hr; + + TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n", + shader, byte_code, output_signature, float_const_count); + + fe = shader_select_frontend(*byte_code); + if (!fe) + { + FIXME("Unable to find frontend for shader.\n"); + return WINED3DERR_INVALIDCALL; + } + shader->baseShader.frontend = fe; + shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature); + if (!shader->baseShader.frontend_data) + { + FIXME("Failed to initialize frontend.\n"); + return WINED3DERR_INVALIDCALL; + } + + /* First pass: trace shader. */ + if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code); + + /* Initialize immediate constant lists. */ + list_init(&shader->baseShader.constantsF); + list_init(&shader->baseShader.constantsB); + list_init(&shader->baseShader.constantsI); + + /* Second pass: figure out which registers are used, what the semantics are, etc. */ + hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe, + reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature, + byte_code, float_const_count); + if (FAILED(hr)) return hr; + + shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength); + if (!shader->baseShader.function) return E_OUTOFMEMORY; + memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength); + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object) +{ + TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); + + if (IsEqualGUID(riid, &IID_IWineD3DVertexShader) + || IsEqualGUID(riid, &IID_IWineD3DBaseShader) + || IsEqualGUID(riid, &IID_IWineD3DBase) + || IsEqualGUID(riid, &IID_IUnknown)) + { + IUnknown_AddRef(iface); + *object = iface; + return S_OK; + } + + WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); + + *object = NULL; + return E_NOINTERFACE; +} + +static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface) +{ + IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; + ULONG refcount = InterlockedIncrement(&shader->baseShader.ref); + + TRACE("%p increasing refcount to %u.\n", shader, refcount); + + return refcount; +} + +#ifdef VBOX_WINE_WITH_SHADER_CACHE +static void shader_chache_put(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader); +#endif + +static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface) +{ + IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; + ULONG refcount = InterlockedDecrement(&shader->baseShader.ref); + + TRACE("%p decreasing refcount to %u.\n", shader, refcount); + + if (!refcount) + { +#ifdef VBOX_WINE_WITH_SHADER_CACHE + shader_chache_put(&((IWineD3DDeviceImpl*)shader->baseShader.device)->vshaderCache, (IWineD3DBaseShaderImpl*)shader); +#else + shader_cleanup((IWineD3DBaseShader *)iface); +#ifndef VBOX_WITH_VMSVGA + shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent); +#endif + HeapFree(GetProcessHeap(), 0, shader); +#endif + } + + return refcount; +} + +static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent) +{ + TRACE("iface %p, parent %p.\n", iface, parent); + + shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size) +{ + TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); + + return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); +} + +/* Set local constants for d3d8 shaders. */ +static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface, + UINT start_idx, const float *src_data, UINT count) +{ + IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface; + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; + UINT i, end_idx; + + TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count); + + end_idx = start_idx + count; + if (end_idx > device->d3d_vshader_constantF) + { + WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF); + end_idx = device->d3d_vshader_constantF; + } + + for (i = start_idx; i < end_idx; ++i) + { + local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); + if (!lconst) return E_OUTOFMEMORY; + + lconst->idx = i; + memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float)); + list_add_head(&shader->baseShader.constantsF, &lconst->entry); + } + + return WINED3D_OK; +} + +static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = +{ + /* IUnknown methods */ + vertexshader_QueryInterface, + vertexshader_AddRef, + vertexshader_Release, + /* IWineD3DBase methods */ + vertexshader_GetParent, + /* IWineD3DBaseShader methods */ + vertexshader_GetFunction, + /* IWineD3DVertexShader methods */ + vertexshader_SetLocalConstantsF, +}; + +void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, + IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) +{ + args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z; + args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] + && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]; + args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map; +} + +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 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE; + if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE; + + return FALSE; +} + +BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) +{ + IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; + WORD map = shader->baseShader.reg_maps.input_registers; + unsigned int i; + + for (i = 0; map; map >>= 1, ++i) + { + if (!(map & 1)) continue; + + if (match_usage(shader->attributes[i].usage, + shader->attributes[i].usage_idx, usage_req, usage_idx_req)) + { + *regnum = i; + return TRUE; + } + } + return FALSE; +} + +static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader) +{ + DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major, + shader->baseShader.reg_maps.shader_version.minor); + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; + + shader->baseShader.limits.texcoord = 0; + shader->baseShader.limits.attributes = 16; + shader->baseShader.limits.packed_input = 0; + + switch (shader_version) + { + case WINED3D_SHADER_VERSION(1, 0): + case WINED3D_SHADER_VERSION(1, 1): + shader->baseShader.limits.temporary = 12; + shader->baseShader.limits.constant_bool = 0; + shader->baseShader.limits.constant_int = 0; + shader->baseShader.limits.address = 1; + shader->baseShader.limits.packed_output = 0; + shader->baseShader.limits.sampler = 0; + shader->baseShader.limits.label = 0; + /* TODO: vs_1_1 has a minimum of 96 constants. What happens when + * a vs_1_1 shader is used on a vs_3_0 capable card that has 256 + * constants? */ + shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); + break; + + case WINED3D_SHADER_VERSION(2, 0): + case WINED3D_SHADER_VERSION(2, 1): + shader->baseShader.limits.temporary = 12; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.address = 1; + shader->baseShader.limits.packed_output = 0; + shader->baseShader.limits.sampler = 0; + shader->baseShader.limits.label = 16; + shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); + break; + + case WINED3D_SHADER_VERSION(4, 0): + FIXME("Using 3.0 limits for 4.0 shader.\n"); + RT_FALL_THRU(); + + case WINED3D_SHADER_VERSION(3, 0): + shader->baseShader.limits.temporary = 32; + shader->baseShader.limits.constant_bool = 32; + shader->baseShader.limits.constant_int = 32; + shader->baseShader.limits.address = 1; + shader->baseShader.limits.packed_output = 12; + shader->baseShader.limits.sampler = 4; + shader->baseShader.limits.label = 16; /* FIXME: 2048 */ + /* 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. */ + shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); + break; + + default: + shader->baseShader.limits.temporary = 12; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.address = 1; + shader->baseShader.limits.packed_output = 0; + shader->baseShader.limits.sampler = 0; + shader->baseShader.limits.label = 16; + shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF); + FIXME("Unrecognized vertex shader version \"%u.%u\".\n", + shader->baseShader.reg_maps.shader_version.major, + shader->baseShader.reg_maps.shader_version.minor); + } +} + +HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device, + const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, + IUnknown *parent, const struct wined3d_parent_ops *parent_ops) +{ + const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; + struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps; + unsigned int i; + HRESULT hr; + WORD map; + + if (!byte_code) return WINED3DERR_INVALIDCALL; + + shader->lpVtbl = &IWineD3DVertexShader_Vtbl; + shader_init(&shader->baseShader, device, parent, parent_ops); + + hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, + output_signature, device->d3d_vshader_constantF); + if (FAILED(hr)) + { + WARN("Failed to set function, hr %#x.\n", hr); + shader_cleanup((IWineD3DBaseShader *)shader); + return hr; + } + + map = shader->baseShader.reg_maps.input_registers; + for (i = 0; map; map >>= 1, ++i) + { + if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; + + shader->attributes[i].usage = + shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); + shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; + } + + if (output_signature) + { + for (i = 0; i < output_signature->element_count; ++i) + { + struct wined3d_shader_signature_element *e = &output_signature->elements[i]; + reg_maps->output_registers |= 1 << e->register_idx; + shader->baseShader.output_signature[e->register_idx] = *e; + } + } + + vertexshader_set_limits(shader); + + if (device->vs_selected_mode == SHADER_ARB + && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) + && shader->min_rel_offset <= shader->max_rel_offset) + { + if (shader->max_rel_offset - shader->min_rel_offset > 127) + { + FIXME("The difference between the minimum and maximum relative offset is > 127.\n"); + FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n"); + FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset); + } + else if (shader->max_rel_offset - shader->min_rel_offset > 63) + { + shader->rel_offset = shader->min_rel_offset + 63; + } + else if (shader->max_rel_offset > 63) + { + shader->rel_offset = shader->min_rel_offset; + } + else + { + shader->rel_offset = 0; + } + } + + shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF + && !list_empty(&shader->baseShader.constantsF); + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface, + REFIID riid, void **object) +{ + TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); + + if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader) + || IsEqualGUID(riid, &IID_IWineD3DBaseShader) + || IsEqualGUID(riid, &IID_IWineD3DBase) + || IsEqualGUID(riid, &IID_IUnknown)) + { + IUnknown_AddRef(iface); + *object = iface; + return S_OK; + } + + WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); + + *object = NULL; + return E_NOINTERFACE; +} + +static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface) +{ + struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; + ULONG refcount = InterlockedIncrement(&shader->base_shader.ref); + + TRACE("%p increasing refcount to %u.\n", shader, refcount); + + return refcount; +} + +static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface) +{ + struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; + ULONG refcount = InterlockedDecrement(&shader->base_shader.ref); + + TRACE("%p decreasing refcount to %u.\n", shader, refcount); + + if (!refcount) + { + shader_cleanup((IWineD3DBaseShader *)iface); + shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent); + HeapFree(GetProcessHeap(), 0, shader); + } + + return refcount; +} + +static HRESULT STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface, IUnknown **parent) +{ + TRACE("iface %p, parent %p.\n", iface, parent); + + shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size) +{ + TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); + + return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); +} + +static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl = +{ + /* IUnknown methods */ + geometryshader_QueryInterface, + geometryshader_AddRef, + geometryshader_Release, + /* IWineD3DBase methods */ + geometryshader_GetParent, + /* IWineD3DBaseShader methods */ + geometryshader_GetFunction, +}; + +HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device, + const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, + IUnknown *parent, const struct wined3d_parent_ops *parent_ops) +{ + HRESULT hr; + + shader->vtbl = &wined3d_geometryshader_vtbl; + shader_init(&shader->base_shader, device, parent, parent_ops); + + hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0); + if (FAILED(hr)) + { + WARN("Failed to set function, hr %#x.\n", hr); + shader_cleanup((IWineD3DBaseShader *)shader); + return hr; + } + + shader->base_shader.load_local_constsF = FALSE; + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object) +{ + TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); + + if (IsEqualGUID(riid, &IID_IWineD3DPixelShader) + || IsEqualGUID(riid, &IID_IWineD3DBaseShader) + || IsEqualGUID(riid, &IID_IWineD3DBase) + || IsEqualGUID(riid, &IID_IUnknown)) + { + IUnknown_AddRef(iface); + *object = iface; + return S_OK; + } + + WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); + + *object = NULL; + return E_NOINTERFACE; +} + +static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface) +{ + IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; + ULONG refcount = InterlockedIncrement(&shader->baseShader.ref); + + TRACE("%p increasing refcount to %u.\n", shader, refcount); + + return refcount; +} + +static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface) +{ + IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; + ULONG refcount = InterlockedDecrement(&shader->baseShader.ref); + + TRACE("%p decreasing refcount to %u.\n", shader, refcount); + + if (!refcount) + { +#ifdef VBOX_WINE_WITH_SHADER_CACHE + shader_chache_put(&((IWineD3DDeviceImpl*)shader->baseShader.device)->pshaderCache, (IWineD3DBaseShaderImpl*)shader); +#else + shader_cleanup((IWineD3DBaseShader *)iface); +#ifndef VBOX_WITH_VMSVGA + shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent); +#endif + HeapFree(GetProcessHeap(), 0, shader); +#endif + } + + return refcount; +} + +static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent) +{ + TRACE("iface %p, parent %p.\n", iface, parent); + + shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent); + + return WINED3D_OK; +} + +static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size) +{ + TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size); + + return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size); +} + +static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = +{ + /* IUnknown methods */ + pixelshader_QueryInterface, + pixelshader_AddRef, + pixelshader_Release, + /* IWineD3DBase methods */ + pixelshader_GetParent, + /* IWineD3DBaseShader methods */ + pixelshader_GetFunction +}; + +void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, + IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) +{ + IWineD3DBaseTextureImpl *texture; + UINT i; + + memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */ + args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; + args->np2_fixup = 0; + args->t_mirror = 0; + + if (shader->baseShader.reg_maps.shader_version.major==1 + && shader->baseShader.reg_maps.shader_version.minor<=3) + { + for (i=0; i<4; ++i) + { + DWORD flags = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS]; + DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED; + if (flags & WINED3DTTFF_PROJECTED) + { + tex_transform |= WINED3D_PSARGS_PROJECTED; + } + args->tex_transform |= tex_transform << (i*WINED3D_PSARGS_TEXTRANSFORM_SHIFT); + } + } + + for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + { + if (!shader->baseShader.reg_maps.sampler_type[i]) continue; + texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i]; + if (!texture) + { + args->color_fixup[i] = COLOR_FIXUP_IDENTITY; + continue; + } + args->color_fixup[i] = texture->resource.format_desc->color_fixup; + + /* Flag samplers that need NP2 texcoord fixup. */ + if (!texture->baseTexture.pow2Matrix_identity) + { + args->np2_fixup |= (1 << i); + } + + if (texture->baseTexture.t_mirror) + { + args->t_mirror |= (1 << i); + } + } + if (shader->baseShader.reg_maps.shader_version.major >= 3) + { + if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed) + { + args->vp_mode = pretransformed; + } + else if (use_vs(stateblock)) + { + args->vp_mode = vertexshader; + } + else + { + args->vp_mode = fixedfunction; + } + args->fog = FOG_OFF; + } + else + { + args->vp_mode = vertexshader; + if (stateblock->renderState[WINED3DRS_FOGENABLE]) + { + switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) + { + case WINED3DFOG_NONE: + if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed + || use_vs(stateblock)) + { + args->fog = FOG_LINEAR; + break; + } + + switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) + { + case WINED3DFOG_NONE: RT_FALL_THRU(); + case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break; + case WINED3DFOG_EXP: args->fog = FOG_EXP; break; + case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break; + } + break; + + case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break; + case WINED3DFOG_EXP: args->fog = FOG_EXP; break; + case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break; + } + } + else + { + args->fog = FOG_OFF; + } + } +} + +static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader) +{ + DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major, + shader->baseShader.reg_maps.shader_version.minor); + + shader->baseShader.limits.attributes = 0; + shader->baseShader.limits.address = 0; + shader->baseShader.limits.packed_output = 0; + + switch (shader_version) + { + case WINED3D_SHADER_VERSION(1, 0): + case WINED3D_SHADER_VERSION(1, 1): + case WINED3D_SHADER_VERSION(1, 2): + case WINED3D_SHADER_VERSION(1, 3): + shader->baseShader.limits.temporary = 2; + shader->baseShader.limits.constant_float = 8; + shader->baseShader.limits.constant_int = 0; + shader->baseShader.limits.constant_bool = 0; + shader->baseShader.limits.texcoord = 4; + shader->baseShader.limits.sampler = 4; + shader->baseShader.limits.packed_input = 0; + shader->baseShader.limits.label = 0; + break; + + case WINED3D_SHADER_VERSION(1, 4): + shader->baseShader.limits.temporary = 6; + shader->baseShader.limits.constant_float = 8; + shader->baseShader.limits.constant_int = 0; + shader->baseShader.limits.constant_bool = 0; + shader->baseShader.limits.texcoord = 6; + shader->baseShader.limits.sampler = 6; + shader->baseShader.limits.packed_input = 0; + shader->baseShader.limits.label = 0; + break; + + /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */ + case WINED3D_SHADER_VERSION(2, 0): + shader->baseShader.limits.temporary = 32; + shader->baseShader.limits.constant_float = 32; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.texcoord = 8; + shader->baseShader.limits.sampler = 16; + shader->baseShader.limits.packed_input = 0; + break; + + case WINED3D_SHADER_VERSION(2, 1): + shader->baseShader.limits.temporary = 32; + shader->baseShader.limits.constant_float = 32; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.texcoord = 8; + shader->baseShader.limits.sampler = 16; + shader->baseShader.limits.packed_input = 0; + shader->baseShader.limits.label = 16; + break; + + case WINED3D_SHADER_VERSION(4, 0): + FIXME("Using 3.0 limits for 4.0 shader.\n"); + RT_FALL_THRU(); + + case WINED3D_SHADER_VERSION(3, 0): + shader->baseShader.limits.temporary = 32; + shader->baseShader.limits.constant_float = 224; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.texcoord = 0; + shader->baseShader.limits.sampler = 16; + shader->baseShader.limits.packed_input = 12; + shader->baseShader.limits.label = 16; /* FIXME: 2048 */ + break; + + default: + shader->baseShader.limits.temporary = 32; + shader->baseShader.limits.constant_float = 32; + shader->baseShader.limits.constant_int = 16; + shader->baseShader.limits.constant_bool = 16; + shader->baseShader.limits.texcoord = 8; + shader->baseShader.limits.sampler = 16; + shader->baseShader.limits.packed_input = 0; + shader->baseShader.limits.label = 0; + FIXME("Unrecognized pixel shader version %u.%u\n", + shader->baseShader.reg_maps.shader_version.major, + shader->baseShader.reg_maps.shader_version.minor); + } +} + +HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device, + const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, + IUnknown *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 (!byte_code) return WINED3DERR_INVALIDCALL; + + shader->lpVtbl = &IWineD3DPixelShader_Vtbl; + shader_init(&shader->baseShader, device, parent, parent_ops); + + hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, + output_signature, device->d3d_pshader_constantF); + if (FAILED(hr)) + { + WARN("Failed to set function, hr %#x.\n", hr); + shader_cleanup((IWineD3DBaseShader *)shader); + return hr; + } + + pixelshader_set_limits(shader); + + for (i = 0; i < MAX_REG_INPUT; ++i) + { + if (shader->input_reg_used[i]) + { + ++num_regs_used; + highest_reg_used = i; + } + } + + /* Don't do any register mapping magic if it is not needed, or if we can't + * achieve anything anyway */ + if (highest_reg_used < (gl_info->limits.glsl_varyings / 4) + || num_regs_used > (gl_info->limits.glsl_varyings / 4)) + { + 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->input_reg_map[i] = i; + } + + shader->declared_in_count = highest_reg_used + 1; + } + else + { + shader->declared_in_count = 0; + for (i = 0; i < MAX_REG_INPUT; ++i) + { + if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++; + else shader->input_reg_map[i] = ~0U; + } + } + + shader->baseShader.load_local_constsF = FALSE; + + return WINED3D_OK; +} + +void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures) +{ + WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type; + unsigned int i; + + if (reg_maps->shader_version.major != 1) return; + + for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i) + { + /* We don't sample from this sampler. */ + if (!sampler_type[i]) continue; + + if (!textures[i]) + { + WARN("No texture bound to sampler %u, using 2D.\n", i); + sampler_type[i] = WINED3DSTT_2D; + continue; + } + + switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i])) + { + case GL_TEXTURE_RECTANGLE_ARB: + case GL_TEXTURE_2D: + /* We have to select between texture rectangles and 2D + * textures later because 2.0 and 3.0 shaders only have + * WINED3DSTT_2D as well. */ + sampler_type[i] = WINED3DSTT_2D; + break; + + case GL_TEXTURE_3D: + sampler_type[i] = WINED3DSTT_VOLUME; + break; + + case GL_TEXTURE_CUBE_MAP_ARB: + sampler_type[i] = WINED3DSTT_CUBE; + break; + + default: + FIXME("Unrecognized texture type %#x, using 2D.\n", + IWineD3DBaseTexture_GetTextureDimensions(textures[i])); + sampler_type[i] = WINED3DSTT_2D; + } + } +} + +#ifdef VBOX_WINE_WITH_SHADER_CACHE + +static void shader_reinit(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, + IUnknown *parent, const struct wined3d_parent_ops *parent_ops) +{ + shader->ref = 1; + shader->device = (IWineD3DDevice *)device; + shader->parent = parent; + shader->parent_ops = parent_ops; +#ifdef DEBUG + { + IWineD3DBaseShaderImpl *tstShader; + LIST_FOR_EACH_ENTRY(tstShader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) { + if (&tstShader->baseShader == shader) + return; + } + ERR("shader not in list!"); + } +#endif +} + +static DECLCALLBACK(uint32_t) shader_cache_hash(void *pvKey) +{ + uint32_t u32Hash, i; + DWORD *function; + IWineD3DBaseShaderImpl *pShader = (IWineD3DBaseShaderImpl *)pvKey; + if (pShader->baseShader.u32CacheDataInited) + return pShader->baseShader.u32Hash; + + u32Hash = pShader->baseShader.functionLength; + function = pShader->baseShader.function; + for (i = 0; i < pShader->baseShader.functionLength / 4; ++i) + { + u32Hash += *function++; + } + + for (i = 0; i < pShader->baseShader.functionLength % 4; ++i) + { + u32Hash += *((uint8_t*)function)++; + } + + pShader->baseShader.u32Hash = u32Hash; + pShader->baseShader.u32CacheDataInited = TRUE; + return pShader->baseShader.u32Hash; +} + +static DECLCALLBACK(bool) shader_cache_equal(void *pvKey1, void *pvKey2) +{ + IWineD3DBaseShaderImpl *pShader1 = (IWineD3DBaseShaderImpl *)pvKey1; + IWineD3DBaseShaderImpl *pShader2 = (IWineD3DBaseShaderImpl *)pvKey2; + + if (pShader1 == pShader2) + return TRUE; + + if (pShader1->baseShader.functionLength != pShader2->baseShader.functionLength) + return FALSE; + + if (shader_cache_hash(pvKey1) != shader_cache_hash(pvKey2)) + { +#ifdef DEBUG_misha + Assert(memcmp(pShader1->baseShader.function, pShader2->baseShader.function, pShader1->baseShader.functionLength)); +#endif + return FALSE; + } + + return !memcmp(pShader1->baseShader.function, pShader2->baseShader.function, pShader1->baseShader.functionLength); +} + +#define VBOX_SHADER_FROM_CACHE_ENTRY(_pEntry) RT_FROM_MEMBER(RT_FROM_MEMBER((_pEntry), IWineD3DBaseShaderClass, CacheEntry), IWineD3DBaseShaderImpl, baseShader) + +static DECLCALLBACK(void) shader_cache_cleanup_entry(void *pvKey, struct VBOXEXT_HASHCACHE_ENTRY *pEntry) +{ + IWineD3DBaseShaderImpl *pShader = VBOX_SHADER_FROM_CACHE_ENTRY(pEntry); + shader_cleanup((IWineD3DBaseShader *)pShader); + if (pShader->baseShader.parent) + pShader->baseShader.parent_ops->wined3d_object_destroyed(pShader->baseShader.parent); + HeapFree(GetProcessHeap(), 0, pShader); +} + +static void shader_chache_init(PVBOXEXT_HASHCACHE pCache) +{ + VBoxExtCacheInit(pCache, 1024, shader_cache_hash, shader_cache_equal, shader_cache_cleanup_entry); +} + +static void shader_chache_term(PVBOXEXT_HASHCACHE pCache) +{ + VBoxExtCacheTerm(pCache); +} + +static void shader_chache_put(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader) +{ + if (pShader->baseShader.parent) + { + pShader->baseShader.parent_ops->wined3d_object_destroyed(pShader->baseShader.parent); + pShader->baseShader.parent = NULL; + } + + VBoxExtCachePut(pCache, pShader, &pShader->baseShader.CacheEntry); +} + +static IWineD3DBaseShaderImpl* shader_chache_get(PVBOXEXT_HASHCACHE pCache, IWineD3DBaseShaderImpl *pShader) +{ + PVBOXEXT_HASHCACHE_ENTRY pEntry = VBoxExtCacheGet(pCache, pShader); + IWineD3DBaseShaderImpl *pCachedShader; + + if (!pEntry) + return pShader; + + pCachedShader = VBOX_SHADER_FROM_CACHE_ENTRY(pEntry); + shader_reinit(&pCachedShader->baseShader, (IWineD3DDeviceImpl *)pShader->baseShader.device, + pShader->baseShader.parent, pShader->baseShader.parent_ops); + pShader->baseShader.parent = NULL; + /* we can not do a IWineD3DBaseShader_Release here since this would result in putting a shader to the cache */ + shader_cleanup((IWineD3DBaseShader *)pShader); + HeapFree(GetProcessHeap(), 0, pShader); + return pCachedShader; +} + +IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) +{ + return (IWineD3DVertexShaderImpl*)shader_chache_get(&device->vshaderCache, (IWineD3DBaseShaderImpl *)object); +} + +IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) +{ + return (IWineD3DPixelShaderImpl*)shader_chache_get(&device->pshaderCache, (IWineD3DBaseShaderImpl *)object); +} + +void shader_chaches_init(IWineD3DDeviceImpl *device) +{ + shader_chache_init(&device->vshaderCache); + shader_chache_init(&device->pshaderCache); +} + +void shader_chaches_term(IWineD3DDeviceImpl *device) +{ + shader_chache_term(&device->vshaderCache); + shader_chache_term(&device->pshaderCache); +} +#endif |