334 lines
13 KiB
C++
334 lines
13 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// pshdrval.cpp
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//
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// Direct3D Reference Device - PixelShader validation
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "pch.cpp"
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#pragma hdrstop
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// Use these macros when looking at CPSInstruction derived members of the current instruction (CBaseInstruction)
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#define _CURR_PS_INST ((CPSInstruction*)m_pCurrInst)
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#define _PREV_PS_INST (m_pCurrInst?((CPSInstruction*)(m_pCurrInst->m_pPrevInst)):NULL)
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//-----------------------------------------------------------------------------
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// CPSInstruction::CalculateComponentReadMasks()
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//
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// Figure out which components of each source parameter is read by a pixelshader
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// instruction. For certain pixelshader instructions, the some components
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// are also read from the dest parameter.
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//
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// Note: When this function is changed, the changes need to be ported to
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// refrast's CalculateSourceReadMasks() function in rast\pshader.cpp
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// (Though that function does not care about channels read from the dest parameter
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// like this one does).
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//-----------------------------------------------------------------------------
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void CPSInstruction::CalculateComponentReadMasks(DWORD dwVersion)
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{
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UINT i, j;
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switch( m_Type ) // instructions that actually read from the *Destination* register...
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{
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case D3DSIO_TEXM3x2DEPTH:
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case D3DSIO_TEXDEPTH:
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m_DstParam.m_ComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1;
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break;
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case D3DSIO_TEXKILL:
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if( (D3DPS_VERSION(1,4) == dwVersion) && (D3DSPR_TEMP == m_DstParam.m_RegType) )
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{
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// for ps.1.4, texkill on an r# register only reads rgb
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m_DstParam.m_ComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
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}
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else
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{
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m_DstParam.m_ComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
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}
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break;
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}
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for( i = 0; i < m_SrcParamCount; i++ )
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{
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DWORD NeededComponents;
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DWORD ReadComponents = 0;
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switch( m_Type )
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{
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case D3DSIO_TEX: // only in ps.1.4 does texld have source parameter
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if( D3DPS_VERSION(1,4) == dwVersion )
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{
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// for ps.1.4, texld has a source parameter
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
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}
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else // versions < ps.1.4 don't have a src param on tex, so we shouldn't get here. But maybe in ps.2.0...
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{
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
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}
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break;
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case D3DSIO_TEXCOORD:
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if( D3DPS_VERSION(1,4) == dwVersion )
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{
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// for ps.1.4, texcrd has a source parameter
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
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}
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else // versions < ps.1.4 don't have a src param on texcoord, so we shouldn't get here. But maybe in ps.2.0...
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{
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
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}
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break;
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case D3DSIO_TEXBEM:
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case D3DSIO_TEXBEML:
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1;
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break;
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case D3DSIO_DP3:
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
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break;
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case D3DSIO_DP4:
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
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break;
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case D3DSIO_BEM: // ps.1.4
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NeededComponents = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1;
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break;
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default:
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// standard component-wise instruction,
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// OR an op we know reads .rgba and we also know it will be validated to .rgba writemask
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NeededComponents = m_DstParam.m_WriteMask;
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break;
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}
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// Figure out which components of this source parameter are read (taking into account swizzle)
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for(j = 0; j < 4; j++)
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{
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if( NeededComponents & COMPONENT_MASKS[j] )
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ReadComponents |= COMPONENT_MASKS[(m_SrcParam[i].m_SwizzleShift >> (D3DVS_SWIZZLE_SHIFT + 2*j)) & 0x3];
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}
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m_SrcParam[i].m_ComponentReadMask = ReadComponents;
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}
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}
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//-----------------------------------------------------------------------------
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// CBasePShaderValidator::CBasePShaderValidator
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//-----------------------------------------------------------------------------
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CBasePShaderValidator::CBasePShaderValidator( const DWORD* pCode,
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const D3DCAPS8* pCaps,
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DWORD Flags )
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: CBaseShaderValidator( pCode, pCaps, Flags )
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{
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// Note that the base constructor initialized m_ReturnCode to E_FAIL.
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// Only set m_ReturnCode to S_OK if validation has succeeded,
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// before exiting this constructor.
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m_CycleNum = 0;
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m_TexOpCount = 0;
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m_BlendOpCount = 0;
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m_TotalOpCount = 0;
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m_pTempRegFile = NULL;
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m_pInputRegFile = NULL;
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m_pConstRegFile = NULL;
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m_pTextureRegFile = NULL;
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if( !m_bBaseInitOk )
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return;
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}
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//-----------------------------------------------------------------------------
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// CBasePShaderValidator::~CBasePShaderValidator
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//-----------------------------------------------------------------------------
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CBasePShaderValidator::~CBasePShaderValidator()
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{
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delete m_pTempRegFile;
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delete m_pInputRegFile;
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delete m_pConstRegFile;
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delete m_pTextureRegFile;
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}
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//-----------------------------------------------------------------------------
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// CBasePShaderValidator::AllocateNewInstruction
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//-----------------------------------------------------------------------------
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CBaseInstruction* CBasePShaderValidator::AllocateNewInstruction(CBaseInstruction*pPrevInst)
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{
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return new CPSInstruction((CPSInstruction*)pPrevInst);
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}
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//-----------------------------------------------------------------------------
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// CBasePShaderValidator::DecodeNextInstruction
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//-----------------------------------------------------------------------------
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BOOL CBasePShaderValidator::DecodeNextInstruction()
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{
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m_pCurrInst->m_Type = (D3DSHADER_INSTRUCTION_OPCODE_TYPE)(*m_pCurrToken & D3DSI_OPCODE_MASK);
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if( D3DSIO_COMMENT == m_pCurrInst->m_Type )
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{
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ParseCommentForAssemblerMessages(m_pCurrToken); // does not advance m_pCurrToken
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// Skip comments
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DWORD NumDWORDs = ((*m_pCurrToken) & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
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m_pCurrToken += (NumDWORDs+1);
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return TRUE;
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}
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// Find out if the instruction is a TexOp and/or TexMOp. Needed by multiple validation rules,
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// as well as further below in DecodeNextInstruction.
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IsCurrInstTexOp();
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// If the assembler has sent us file and/or line number messages,
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// received by ParseCommentForAssemblerMesssages(),
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// then bind this information to the current instruction.
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// This info can be used in error spew to direct the shader developer
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// to exactly where a problem is located.
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m_pCurrInst->SetSpewFileNameAndLineNumber(m_pLatestSpewFileName,m_pLatestSpewLineNumber);
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if( *m_pCurrToken & D3DSI_COISSUE )
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{
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_CURR_PS_INST->m_bCoIssue = TRUE;
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}
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else if( D3DSIO_NOP != m_pCurrInst->m_Type )
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{
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m_CycleNum++; // First cycle is 1. (co-issued instructions will have same cycle number)
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}
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_CURR_PS_INST->m_CycleNum = m_CycleNum;
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m_SpewInstructionCount++; // only used for spew, not for any limits
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m_pCurrInst->m_SpewInstructionCount = m_SpewInstructionCount;
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DWORD dwReservedBits = PS_INST_TOKEN_RESERVED_MASK;
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if( (*m_pCurrToken) & dwReservedBits )
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{
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Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in instruction parameter token! Aborting validation.");
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return FALSE;
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}
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m_pCurrToken++;
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// Decode dst param
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if (*m_pCurrToken & (1L<<31))
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{
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(m_pCurrInst->m_DstParamCount)++;
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DecodeDstParam( &m_pCurrInst->m_DstParam, *m_pCurrToken );
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if( (*m_pCurrToken) & PS_DSTPARAM_TOKEN_RESERVED_MASK )
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{
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Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in destination parameter token! Aborting validation.");
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return FALSE;
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}
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m_pCurrToken++;
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if( D3DSIO_DEF == m_pCurrInst->m_Type )
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{
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// Skip source params (float vector) - nothing to check
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// This is the only instruction with 4 source params,
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// and further, this is the only instruction that has
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// raw numbers as parameters. This justifies the
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// special case treatment here - we pretend
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// D3DSIO_DEF only has a dst param (which we will check).
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m_pCurrToken += 4;
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return TRUE;
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}
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}
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// Decode src param(s)
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while (*m_pCurrToken & (1L<<31))
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{
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(m_pCurrInst->m_SrcParamCount)++;
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if( (m_pCurrInst->m_SrcParamCount + m_pCurrInst->m_DstParamCount) > SHADER_INSTRUCTION_MAX_PARAMS )
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{
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m_pCurrInst->m_SrcParamCount--;
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m_pCurrToken++; // eat up extra parameters and skip to next
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continue;
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}
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// Below: index is [SrcParamCount - 1] because m_SrcParam array needs 0 based index.
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DecodeSrcParam( &(m_pCurrInst->m_SrcParam[m_pCurrInst->m_SrcParamCount - 1]),*m_pCurrToken );
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if( (*m_pCurrToken) & PS_SRCPARAM_TOKEN_RESERVED_MASK )
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{
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Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in source %d parameter token! Aborting validation.",
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m_pCurrInst->m_SrcParamCount);
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return FALSE;
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}
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m_pCurrToken++;
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}
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// Figure out which components of each source operand actually need to be read,
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// taking into account destination write mask, the type of instruction, source swizzle, etc.
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// (must be after IsCurrInstTexOp() )
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m_pCurrInst->CalculateComponentReadMasks(m_Version);
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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//
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// CBasePShaderValidator Wrapper Functions
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// GetNewPSValidator
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//
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// Called by ValidatePixelShaderInternal and ValidatePixelShader below.
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//-----------------------------------------------------------------------------
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CBasePShaderValidator* GetNewPSValidator( const DWORD* pCode,
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const D3DCAPS8* pCaps,
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const DWORD Flags )
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{
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if( !pCode )
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return NULL;
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else if( D3DPS_VERSION(1,4) > *pCode )
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return new CPShaderValidator10(pCode,pCaps,Flags);
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else
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return new CPShaderValidator14(pCode,pCaps,Flags);
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}
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//-----------------------------------------------------------------------------
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// ValidatePixelShaderInternal
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//-----------------------------------------------------------------------------
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BOOL ValidatePixelShaderInternal( const DWORD* pCode, const D3DCAPS8* pCaps )
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{
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CBasePShaderValidator * pValidator = NULL;
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BOOL bSuccess = FALSE;
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pValidator = GetNewPSValidator( pCode, pCaps, 0 );
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if( NULL == pValidator )
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{
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OutputDebugString("Out of memory.\n");
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return bSuccess;
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}
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bSuccess = SUCCEEDED(pValidator->GetStatus()) ? TRUE : FALSE;
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delete pValidator;
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return bSuccess;
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}
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//-----------------------------------------------------------------------------
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// ValidatePixelShader
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//
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// Don't forget to call "free" on the buffer returned in ppBuf.
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//-----------------------------------------------------------------------------
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HRESULT WINAPI ValidatePixelShader( const DWORD* pCode,
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const D3DCAPS8* pCaps,
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const DWORD Flags,
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char** const ppBuf )
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{
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CBasePShaderValidator * pValidator = NULL;
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HRESULT hr;
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pValidator = GetNewPSValidator( pCode, pCaps, Flags );
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if( NULL == pValidator )
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{
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OutputDebugString("Out of memory.\n");
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return E_FAIL;
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}
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if( ppBuf )
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{
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*ppBuf = (char*)HeapAlloc(GetProcessHeap(), 0, pValidator->GetRequiredLogBufferSize());
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if( NULL == *ppBuf )
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OutputDebugString("Out of memory.\n");
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else
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pValidator->WriteLogToBuffer(*ppBuf);
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}
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hr = pValidator->GetStatus();
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delete pValidator;
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return hr;
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}
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