Leaked source code of windows server 2003
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// vshdrval.cpp
//
// Direct3D Reference Device - VertexShader validation
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
// Use these macros when looking at CVSInstruction derived members of the current instruction (CBaseInstruction)
#define _CURR_VS_INST ((CVSInstruction*)m_pCurrInst)
#define _PREV_VS_INST (m_pCurrInst?((CVSInstruction*)(m_pCurrInst->m_pPrevInst)):NULL)
//-----------------------------------------------------------------------------
// VertexShader Validation Rule Coverage
//
// Below is the list of rules in "DX8 VertexShader Version Specification",
// matched to the function(s) in this file which enforce them.
// Note that the mapping from rules to funtions can be 1->n or n->1
//
// Generic Rules
// -------------
//
// VS-G1: Rule_oPosWritten
// VS-G2: Rule_ValidAddressRegWrite
//
// Vertex Shader Version 1.0 Rules
// ------------------------------
//
// VS.1.0-1: Rule_ValidAddressRegWrite
//
// Vertex Shader Version 1.1 Rules
// ------------------------------
//
// VS.1.1-1: Rule_ValidInstructionCount
// VS.1.1-2: Rule_ValidAddressRegWrite, Rule_ValidSrcParams
// VS.1.1-3: Rule_ValidFRCInstruction
// VS.1.1-4: ?
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CVSInstruction::CalculateComponentReadMasks(DWORD dwVersion)
//-----------------------------------------------------------------------------
void CVSInstruction::CalculateComponentReadMasks(DWORD dwVersion)
{
for( UINT i = 0; i < m_SrcParamCount; i++ )
{
DWORD PostSwizzleComponentReadMask = 0;
switch( m_Type )
{
case D3DSIO_ADD:
case D3DSIO_FRC:
case D3DSIO_MAD:
case D3DSIO_MAX:
case D3DSIO_MIN:
case D3DSIO_MOV:
case D3DSIO_MUL:
case D3DSIO_SLT:
case D3DSIO_SGE:
PostSwizzleComponentReadMask = m_DstParam.m_WriteMask; // per-component ops.
break;
case D3DSIO_DP3:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
break;
case D3DSIO_DP4:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
break;
case D3DSIO_LIT:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_3;
break;
case D3DSIO_DST:
if( 0 == i ) PostSwizzleComponentReadMask = D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
else if( 1 == i ) PostSwizzleComponentReadMask = D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_3;
break;
case D3DSIO_EXP:
case D3DSIO_LOG:
case D3DSIO_EXPP:
case D3DSIO_LOGP:
case D3DSIO_RCP:
case D3DSIO_RSQ:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_3;
break;
case D3DSIO_M3x2:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
break;
case D3DSIO_M3x3:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
break;
case D3DSIO_M3x4:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2;
break;
case D3DSIO_M4x3:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
break;
case D3DSIO_M4x4:
PostSwizzleComponentReadMask = D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1 | D3DSP_WRITEMASK_2 | D3DSP_WRITEMASK_3;
break;
case D3DSIO_NOP:
default:
break;
}
// Now that we know which components of the source will be used by the instruction,
// we need to figure out which components of the actual source register need to be read to provide the data,
// taking into account source component swizzling.
m_SrcParam[i].m_ComponentReadMask = 0;
for( UINT j = 0; j < 4; j++ )
{
if( PostSwizzleComponentReadMask & COMPONENT_MASKS[j] )
m_SrcParam[i].m_ComponentReadMask |= COMPONENT_MASKS[(m_SrcParam[i].m_SwizzleShift >> (D3DVS_SWIZZLE_SHIFT + j*2)) & 3];
}
}
}
//-----------------------------------------------------------------------------
// CVShaderValidator::CVShaderValidator
//-----------------------------------------------------------------------------
CVShaderValidator::CVShaderValidator( const DWORD* pCode,
const DWORD* pDecl,
const D3DCAPS8* pCaps,
DWORD Flags )
: CBaseShaderValidator( pCode, pCaps, Flags )
{
// Note that the base constructor initialized m_ReturnCode to E_FAIL.
// Only set m_ReturnCode to S_OK if validation has succeeded,
// before exiting this constructor.
m_pDecl = pDecl;
m_bFixedFunction = pDecl && !pCode;
if( pCaps )
{
m_dwMaxVertexShaderConst = pCaps->MaxVertexShaderConst;
m_bIgnoreConstantInitializationChecks = FALSE;
}
else
{
m_dwMaxVertexShaderConst = 0;
m_bIgnoreConstantInitializationChecks = TRUE;
}
m_pTempRegFile = NULL;
m_pInputRegFile = NULL;
m_pConstRegFile = NULL;
m_pAddrRegFile = NULL;
m_pTexCrdOutputRegFile = NULL;
m_pAttrOutputRegFile = NULL;
m_pRastOutputRegFile = NULL;
if( NULL == pCode && NULL == pDecl )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Version Token: Code and declaration pointers passed into shader vertex shader validator cannot both be NULL.");
return;
}
if( !m_bBaseInitOk )
return;
ValidateShader(); // If successful, m_ReturnCode will be set to S_OK.
// Call GetStatus() on this object to determine validation outcome.
}
//-----------------------------------------------------------------------------
// CVShaderValidator::~CVShaderValidator
//-----------------------------------------------------------------------------
CVShaderValidator::~CVShaderValidator()
{
delete m_pTempRegFile;
delete m_pInputRegFile;
delete m_pConstRegFile;
delete m_pAddrRegFile;
delete m_pTexCrdOutputRegFile;
delete m_pAttrOutputRegFile;
delete m_pRastOutputRegFile;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::AllocateNewInstruction
//-----------------------------------------------------------------------------
CBaseInstruction* CVShaderValidator::AllocateNewInstruction(CBaseInstruction*pPrevInst)
{
return new CVSInstruction((CVSInstruction*)pPrevInst);
}
//-----------------------------------------------------------------------------
// CVShaderValidator::DecodeNextInstruction
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::DecodeNextInstruction()
{
m_pCurrInst->m_Type = (D3DSHADER_INSTRUCTION_OPCODE_TYPE)(*m_pCurrToken & D3DSI_OPCODE_MASK);
if( m_pCurrInst->m_Type == D3DSIO_COMMENT )
{
ParseCommentForAssemblerMessages(m_pCurrToken); // does not advance m_pCurrToken
// Skip comments
DWORD NumDWORDs = ((*m_pCurrToken) & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
m_pCurrToken += (NumDWORDs+1);
return TRUE;
}
// If the assembler has sent us file and/or line number messages,
// received by ParseCommentForAssemblerMesssages(),
// then bind this information to the current instruction.
// This info can be used in error spew to direct the shader developer
// to exactly where a problem is located.
m_pCurrInst->SetSpewFileNameAndLineNumber(m_pLatestSpewFileName,m_pLatestSpewLineNumber);
m_SpewInstructionCount++; // only used for spew, not for any limits
m_pCurrInst->m_SpewInstructionCount = m_SpewInstructionCount;
DWORD dwReservedBits = VS_INST_TOKEN_RESERVED_MASK;
if( (*m_pCurrToken) & dwReservedBits )
{
Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in instruction parameter token! Aborting validation.");
return FALSE;
}
m_pCurrToken++;
// Decode dst param
if (*m_pCurrToken & (1L<<31))
{
(m_pCurrInst->m_DstParamCount)++;
DecodeDstParam( &m_pCurrInst->m_DstParam, *m_pCurrToken );
if( (*m_pCurrToken) & VS_DSTPARAM_TOKEN_RESERVED_MASK )
{
Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in destination parameter token! Aborting validation.");
return FALSE;
}
m_pCurrToken++;
}
// Decode src param(s)
while (*m_pCurrToken & (1L<<31))
{
(m_pCurrInst->m_SrcParamCount)++;
if( (m_pCurrInst->m_DstParamCount + m_pCurrInst->m_SrcParamCount) > SHADER_INSTRUCTION_MAX_PARAMS )
{
m_pCurrInst->m_SrcParamCount--;
m_pCurrToken++; // eat up extra parameters and skip to next
continue;
}
// Below: index is [SrcParamCount - 1] because m_SrcParam array needs 0 based index.
DecodeSrcParam( &(m_pCurrInst->m_SrcParam[m_pCurrInst->m_SrcParamCount - 1]),*m_pCurrToken );
if( (*m_pCurrToken) & VS_SRCPARAM_TOKEN_RESERVED_MASK )
{
Spew(SPEW_INSTRUCTION_ERROR,m_pCurrInst,"Reserved bit(s) set in source %d parameter token! Aborting validation.",
m_pCurrInst->m_SrcParamCount);
return FALSE;
}
m_pCurrToken++;
}
// Figure out which components of each source operand actually need to be read,
// taking into account destination write mask, the type of instruction, source swizzle, etc.
m_pCurrInst->CalculateComponentReadMasks(m_Version);
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::InitValidation
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::InitValidation()
{
if( m_bFixedFunction )
{
m_pTempRegFile = new CRegisterFile(0,FALSE,0,TRUE);// #regs, bWritable, max# reads/instruction, pre-shader initialized
m_pInputRegFile = new CRegisterFile(17,FALSE,0,TRUE);
m_pConstRegFile = new CRegisterFile(0,FALSE,0,TRUE);
m_pAddrRegFile = new CRegisterFile(0,FALSE,0,TRUE);
m_pTexCrdOutputRegFile = new CRegisterFile(0,FALSE,0,TRUE);
m_pAttrOutputRegFile = new CRegisterFile(0,FALSE,0,TRUE);
m_pRastOutputRegFile = new CRegisterFile(0,FALSE,0,TRUE);
}
else
{
if( m_pCaps )
{
if( (m_pCaps->VertexShaderVersion & 0x0000FFFF) < (m_Version & 0x0000FFFF) )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Version Token: Vertex shader version %d.%d is too high for device. Maximum supported version is %d.%d. Aborting shader validation.",
D3DSHADER_VERSION_MAJOR(m_Version),D3DSHADER_VERSION_MINOR(m_Version),
D3DSHADER_VERSION_MAJOR(m_pCaps->VertexShaderVersion),D3DSHADER_VERSION_MINOR(m_pCaps->VertexShaderVersion));
return FALSE;
}
}
switch( m_Version >> 16 )
{
case 0xffff:
Spew( SPEW_GLOBAL_ERROR, NULL, "Version token: 0x%x indicates a pixel shader. Vertex shader version token must be of the form 0xfffe****.",
m_Version);
return FALSE;
case 0xfffe:
break; // vertexshader - ok.
default:
Spew( SPEW_GLOBAL_ERROR, NULL, "Version Token: 0x%x is invalid. Vertex shader version token must be of the form 0xfffe****. Aborting vertex shader validation.",
m_Version);
return FALSE;
}
switch(m_Version)
{
case D3DVS_VERSION(1,0): // DX8
m_pTempRegFile = new CRegisterFile(12,TRUE,3,FALSE);// #regs, bWritable, max# reads/instruction, pre-shader initialized
m_pInputRegFile = new CRegisterFile(16,FALSE,1,TRUE);
if( m_bIgnoreConstantInitializationChecks )
m_pConstRegFile = new CRegisterFile(0,FALSE,1,TRUE); // still creating register file so we can validate number of read ports
else
m_pConstRegFile = new CRegisterFile(m_dwMaxVertexShaderConst,FALSE,1,TRUE);
m_pAddrRegFile = new CRegisterFile(0,TRUE,0,FALSE);
m_pTexCrdOutputRegFile = new CRegisterFile(8,TRUE,0,FALSE);
m_pAttrOutputRegFile = new CRegisterFile(2,TRUE,0,FALSE);
m_pRastOutputRegFile = new CRegisterFile(3,TRUE,0,FALSE);
break;
case D3DVS_VERSION(1,1): // DX8
m_pTempRegFile = new CRegisterFile(12,TRUE,3,FALSE);// #regs, bWritable, max# reads/instruction, pre-shader initialized
m_pInputRegFile = new CRegisterFile(16,FALSE,1,TRUE);
if( m_bIgnoreConstantInitializationChecks )
m_pConstRegFile = new CRegisterFile(0,FALSE,1,TRUE); // still creating register file so we can validate number of read ports
else
m_pConstRegFile = new CRegisterFile(m_dwMaxVertexShaderConst,FALSE,1,TRUE);
m_pAddrRegFile = new CRegisterFile(1,TRUE,0,FALSE);
m_pTexCrdOutputRegFile = new CRegisterFile(8,TRUE,0,FALSE);
m_pAttrOutputRegFile = new CRegisterFile(2,TRUE,0,FALSE);
m_pRastOutputRegFile = new CRegisterFile(3,TRUE,0,FALSE);
break;
default:
Spew( SPEW_GLOBAL_ERROR, NULL, "Version Token: %d.%d is not a supported vertex shader version. Aborting vertex shader validation.",
D3DSHADER_VERSION_MAJOR(m_Version),D3DSHADER_VERSION_MINOR(m_Version));
return FALSE;
}
}
if( NULL == m_pTempRegFile ||
NULL == m_pInputRegFile ||
NULL == m_pConstRegFile ||
NULL == m_pAddrRegFile ||
NULL == m_pTexCrdOutputRegFile ||
NULL == m_pAttrOutputRegFile ||
NULL == m_pRastOutputRegFile )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Out of memory.");
return FALSE;
}
ValidateDeclaration(); // no matter what happens here, we can continue checking shader code, if present.
if( m_bFixedFunction ) // no shader code - fixed function, so we only validate declaration
{
if( 0 == m_ErrorCount )
m_ReturnCode = S_OK;
return FALSE; // returning false just makes validation stop here (not for indicating success/failure of validation)
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::ValidateDeclaration
//-----------------------------------------------------------------------------
void CVShaderValidator::ValidateDeclaration()
{
if( !m_pDecl ) // no shader declaration passed in.
return;
DXGASSERT(m_pInputRegFile);
typedef struct _NORMAL_GEN {
UINT DestReg;
UINT SourceReg;
UINT TokenNum;
} NORMAL_GEN;
const DWORD* pCurrToken = m_pDecl;
DWORD MaxStreams = 0;
UINT TokenNum = 1;
UINT NumInputRegs = m_pInputRegFile->GetNumRegs();
BOOL bInStream = FALSE;
BOOL* pVertexStreamDeclared = NULL;
BOOL bInTessStream = FALSE;
BOOL bTessStreamDeclared = FALSE;
BOOL bAtLeastOneDataDefinition = FALSE;
NORMAL_GEN* pNormalGenOperations = new NORMAL_GEN[m_pInputRegFile->GetNumRegs()];
UINT NumNormalGenOperations = 0;
BOOL bErrorInForLoop = FALSE;
if( NULL == pNormalGenOperations )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Out of memory. Aborting shader decl. validation.");
m_ErrorCount++;
goto Exit;
}
DXGASSERT(m_pConstRegFile && m_pInputRegFile); // if we have a declaration, we better have these two register files
DXGASSERT(!m_bIgnoreConstantInitializationChecks); // we better have d3d8 caps if we have a decl to verify!
if( m_pCaps ) // only validate stream numbers when caps present
{
MaxStreams = m_pCaps->MaxStreams;
if( MaxStreams > 0 )
{
pVertexStreamDeclared = new BOOL[MaxStreams];
if( NULL == pVertexStreamDeclared )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Out of memory. Aborting shader decl. validation.");
m_ErrorCount++;
goto Exit;
}
for( UINT i = 0; i < MaxStreams; i++ )
pVertexStreamDeclared[i] = FALSE;
}
}
// The constructor for the input register file assumed that the input regs were initialized,
// but now that we are parsing a shader declaration,
// we can check initialization of input registers.
for( UINT i = 0; i < 4; i++ )
{
for( UINT j = 0; j < m_pInputRegFile->GetNumRegs(); j++ )
m_pInputRegFile->m_pAccessHistory[i][j].m_bPreShaderInitialized = FALSE;
}
// Now parse the declaration.
while( D3DVSD_END() != *pCurrToken )
{
DWORD Token = *pCurrToken;
switch( (Token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT )
{
case D3DVSD_TOKEN_NOP:
break;
case D3DVSD_TOKEN_STREAM:
{
UINT StreamNum = (Token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT;
bInTessStream = (Token & D3DVSD_STREAMTESSMASK) >> D3DVSD_STREAMTESSSHIFT;
bInStream = !bInTessStream;
bAtLeastOneDataDefinition = FALSE;
if( bInStream )
{
if( m_pCaps && (StreamNum >= MaxStreams) )
{
if( MaxStreams )
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream number %d is out of range. Max allowed is %d. Aborting shader decl. validation.",
TokenNum, StreamNum, m_pCaps->MaxStreams - 1);
else
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream number %d is out of range. There are no streams available. Aborting shader decl. validation.",
TokenNum, StreamNum, m_pCaps->MaxStreams - 1);
m_ErrorCount++;
goto Exit;
}
}
else if( StreamNum > 0 )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream number must not be specified for tesselator stream.",
TokenNum);
m_ErrorCount++;
}
if( bInStream && pVertexStreamDeclared )
{
if( TRUE == pVertexStreamDeclared[StreamNum] )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream number %d has already been declared. Aborting shader decl. validation.",
TokenNum, StreamNum );
m_ErrorCount++;
goto Exit;
}
pVertexStreamDeclared[StreamNum] = TRUE;
}
if( bInTessStream )
{
if( bTessStreamDeclared )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Tesselation stream has already been declared. Aborting shader decl. validation.",
TokenNum);
m_ErrorCount++;
goto Exit;
}
bTessStreamDeclared = TRUE;
}
break;
}
case D3DVSD_TOKEN_STREAMDATA:
if( !bInStream )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Cannot set stream input without first setting stream #. Aborting shader decl. validation.",
TokenNum);
m_ErrorCount++;
goto Exit;
}
if( (Token & D3DVSD_DATALOADTYPEMASK) >> D3DVSD_DATALOADTYPESHIFT ) // SKIP
{
if( m_bFixedFunction )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: SKIP not permitted in fixed-function declarations.",
TokenNum);
m_ErrorCount++;
break;
}
}
else
{
UINT RegNum = (Token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT;
if( RegNum >= m_pInputRegFile->GetNumRegs() )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Invalid reg num: %d. Max allowed is %d.",
TokenNum, RegNum, m_pInputRegFile->GetNumRegs() - 1);
m_ErrorCount++;
break;
}
switch( (Token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT )
{
case D3DVSDT_FLOAT1:
case D3DVSDT_FLOAT2:
case D3DVSDT_FLOAT3:
case D3DVSDT_FLOAT4:
case D3DVSDT_D3DCOLOR:
case D3DVSDT_UBYTE4:
case D3DVSDT_SHORT2:
case D3DVSDT_SHORT4:
break;
default:
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Unrecognized stream data type.",
TokenNum);
m_ErrorCount++;
break;
}
bErrorInForLoop = FALSE;
for( UINT i = 0; i < 4; i++ )
{
if( TRUE == m_pInputRegFile->m_pAccessHistory[i][RegNum].m_bPreShaderInitialized )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Input register %d already declared.",
TokenNum, RegNum);
m_ErrorCount++;
bErrorInForLoop = TRUE;
break;
}
m_pInputRegFile->m_pAccessHistory[i][RegNum].m_bPreShaderInitialized = TRUE;
}
if( bErrorInForLoop )
break;
bAtLeastOneDataDefinition = TRUE;
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
{
if( !bInTessStream )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Cannot set tesselator stream input without first setting tesselator stream #. Aborting shader decl. validation.",
TokenNum);
m_ErrorCount++;
goto Exit;
}
DWORD InRegNum = (Token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT;
DWORD RegNum = (Token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT;
BOOL bNormalGen = !(Token & 0x10000000); // TODO: Why isnt there a const for this in the d3d api headers?
if( RegNum >= m_pInputRegFile->GetNumRegs() )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Invalid reg num: %d. Max allowed is %d.",
TokenNum, RegNum, m_pInputRegFile->GetNumRegs() - 1);
m_ErrorCount++;
break;
}
if( bNormalGen )
{
if( InRegNum >= m_pInputRegFile->GetNumRegs() )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Invalid input reg num: %d. Max allowed is %d.",
TokenNum, InRegNum, m_pInputRegFile->GetNumRegs() - 1);
m_ErrorCount++;
break;
}
bErrorInForLoop = FALSE;
for( UINT i = 0; i < NumNormalGenOperations; i++ )
{
if( pNormalGenOperations[i].DestReg == RegNum )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Duplicate declaration of input register %d as destination for normal generation.",
TokenNum, RegNum );
m_ErrorCount++;
bErrorInForLoop = TRUE;
break;
}
}
if( bErrorInForLoop )
break;
// Defer checking of initialization of inputs for normal gen until the entire declaration has been seen.
// Also, defer setting of normal gen destination reg. to initialized,
// in order to disallow normal generation loops.
pNormalGenOperations[NumNormalGenOperations].DestReg = RegNum;
pNormalGenOperations[NumNormalGenOperations].SourceReg = InRegNum;
pNormalGenOperations[NumNormalGenOperations].TokenNum = TokenNum; // used later for spew
NumNormalGenOperations++;
}
else
{
if( ((Token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT) != D3DVSDT_FLOAT2 )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Tess datatype must be FLOAT2 for UV generation.",
TokenNum);
m_ErrorCount++;
break;
}
if( InRegNum > 0 )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Input register number must not be specified (does not apply) for UV tesselation.",
TokenNum);
m_ErrorCount++;
break;
}
for( UINT i = 0; i < 4; i++ )
{
if( TRUE == m_pInputRegFile->m_pAccessHistory[i][RegNum].m_bPreShaderInitialized )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Input register %d already declared.",
TokenNum, RegNum);
m_ErrorCount++;
break;
}
m_pInputRegFile->m_pAccessHistory[i][RegNum].m_bPreShaderInitialized = TRUE;
}
}
bAtLeastOneDataDefinition = TRUE;
break;
}
case D3DVSD_TOKEN_CONSTMEM:
{
DWORD ConstCount = (Token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT;
DWORD MaxOffset = ((Token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT) + ConstCount;
DWORD NumConstRegs = m_pConstRegFile->GetNumRegs();
DXGASSERT(NumConstRegs > 0);
if( (bInStream || bInTessStream) && !bAtLeastOneDataDefinition )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream selector token must be followed by at least one stream data definition token.",
TokenNum);
m_ErrorCount++;
}
if( 0 == NumConstRegs )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Write to const register %d is not valid. There are no constant registers available.",
TokenNum,MaxOffset );
}
else if( MaxOffset > NumConstRegs )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Write to const register %d is out of range. Max offset is %d.",
TokenNum,MaxOffset,m_pConstRegFile->GetNumRegs() - 1 );
m_ErrorCount++;
}
pCurrToken += ConstCount*4;
bInStream = bInTessStream = FALSE;
break;
}
case D3DVSD_TOKEN_EXT:
pCurrToken += ((Token & D3DVSD_EXTCOUNTMASK) >> D3DVSD_EXTCOUNTSHIFT);
if( (bInStream || bInTessStream) && !bAtLeastOneDataDefinition )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Stream selector token must be followed by at least one stream data definition token.",
TokenNum);
m_ErrorCount++;
}
bInStream = bInTessStream = FALSE;
break;
default:
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Unrecognized stream declaration token. Aborting shader decl. validation.",
TokenNum);
m_ErrorCount++;
goto Exit;
}
pCurrToken++;
}
// Make sure inputs to normal gen operations have been initialized
for( UINT i = 0; i < NumNormalGenOperations; i++ )
{
for( UINT Component = 0; Component < 4; Component++ )
{
if( FALSE == m_pInputRegFile->m_pAccessHistory[Component][pNormalGenOperations[i].SourceReg].m_bPreShaderInitialized )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token %d: Source input register %d for normal generation has not been declared.",
pNormalGenOperations[i].TokenNum, pNormalGenOperations[i].SourceReg);
m_ErrorCount++;
break;
}
}
}
// Set outputs of normal gen operations to initialized
for( UINT i = 0; i < NumNormalGenOperations; i++ )
{
for( UINT Component = 0; Component < 4; Component++ )
{
if( TRUE == m_pInputRegFile->m_pAccessHistory[Component][pNormalGenOperations[i].DestReg].m_bPreShaderInitialized )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Declaration Token #%d: Input reg %d specified as destination for normal generation is already declared elsewhere.",
pNormalGenOperations[i].TokenNum, pNormalGenOperations[i].DestReg);
m_ErrorCount++;
break;
}
m_pInputRegFile->m_pAccessHistory[Component][pNormalGenOperations[i].DestReg].m_bPreShaderInitialized = TRUE;
}
}
Exit:
if( pVertexStreamDeclared )
delete [] pVertexStreamDeclared;
if( pNormalGenOperations )
delete [] pNormalGenOperations;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::ApplyPerInstructionRules
//
// Returns FALSE if shader validation must terminate.
// Returns TRUE if validation may proceed to next instruction.
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::ApplyPerInstructionRules()
{
if( ! Rule_InstructionRecognized() ) return FALSE; // Bail completely on unrecognized instr.
if( ! Rule_InstructionSupportedByVersion() ) goto EXIT;
if( ! Rule_ValidParamCount() ) goto EXIT;
if( ! Rule_ValidSrcParams() ) goto EXIT;
if( ! Rule_SrcInitialized() ) goto EXIT; // needs to be before ValidDstParam()
if( ! Rule_ValidAddressRegWrite() ) goto EXIT;
if( ! Rule_ValidDstParam() ) goto EXIT;
if( ! Rule_ValidFRCInstruction() ) goto EXIT;
if( ! Rule_ValidRegisterPortUsage() ) goto EXIT;
if( ! Rule_ValidInstructionCount() ) goto EXIT;
EXIT:
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::ApplyPostInstructionsRules
//-----------------------------------------------------------------------------
void CVShaderValidator::ApplyPostInstructionsRules()
{
Rule_ValidInstructionCount(); // see if we went over the limits
Rule_oPosWritten();
}
//-----------------------------------------------------------------------------
//
// Per Instruction Rules
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_InstructionRecognized
//
// ** Rule:
// Is the instruction opcode known? (regardless of shader version)
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// FALSE when instruction not recognized.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_InstructionRecognized()
{
switch(m_pCurrInst->m_Type)
{
case D3DSIO_MOV:
case D3DSIO_ADD:
case D3DSIO_MAD:
case D3DSIO_MUL:
case D3DSIO_RCP:
case D3DSIO_RSQ:
case D3DSIO_DP3:
case D3DSIO_DP4:
case D3DSIO_MIN:
case D3DSIO_MAX:
case D3DSIO_SLT:
case D3DSIO_SGE:
case D3DSIO_EXPP:
case D3DSIO_LOGP:
case D3DSIO_LIT:
case D3DSIO_DST:
case D3DSIO_M4x4:
case D3DSIO_M4x3:
case D3DSIO_M3x4:
case D3DSIO_M3x3:
case D3DSIO_M3x2:
case D3DSIO_FRC:
case D3DSIO_EXP:
case D3DSIO_LOG:
case D3DSIO_END:
case D3DSIO_NOP:
return TRUE; // instruction recognized - ok.
}
// if we get here, the instruction is not recognized
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Unrecognized instruction. Aborting vertex shader validation." );
m_ErrorCount++;
return FALSE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_InstructionSupportedByVersion
//
// ** Rule:
// Is the instruction supported by the current pixel shader version?
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// FALSE when instruction not supported by version.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_InstructionSupportedByVersion()
{
if( D3DVS_VERSION(1,0) <= m_Version ) // 1.0 and above
{
switch(m_pCurrInst->m_Type)
{
case D3DSIO_MOV:
case D3DSIO_ADD:
case D3DSIO_MAD:
case D3DSIO_MUL:
case D3DSIO_RCP:
case D3DSIO_RSQ:
case D3DSIO_DP3:
case D3DSIO_DP4:
case D3DSIO_MIN:
case D3DSIO_MAX:
case D3DSIO_SLT:
case D3DSIO_SGE:
case D3DSIO_EXPP:
case D3DSIO_LOGP:
case D3DSIO_LIT:
case D3DSIO_DST:
case D3DSIO_M4x4:
case D3DSIO_M4x3:
case D3DSIO_M3x4:
case D3DSIO_M3x3:
case D3DSIO_M3x2:
case D3DSIO_FRC:
case D3DSIO_EXP:
case D3DSIO_LOG:
return TRUE; // instruction supported - ok.
}
}
switch(m_pCurrInst->m_Type)
{
case D3DSIO_END:
case D3DSIO_NOP:
return TRUE; // instruction supported - ok.
}
// if we get here, the instruction is not supported.
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Instruction not supported by version %d.%d vertex shader.",
D3DSHADER_VERSION_MAJOR(m_Version),D3DSHADER_VERSION_MINOR(m_Version));
m_ErrorCount++;
return FALSE; // no more checks on this instruction
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidParamCount
//
// ** Rule:
// Is the parameter count correct for the instruction?
// The count includes dest + source parameters.
//
// DEF is a special case that is treated as having only 1 dest parameter,
// even though there are also 4 source parameters. The 4 source params for DEF
// are immediate float values, so there is nothing to check, and no way of
// knowing whether or not those parameter tokens were actually present in the
// token list - all the validator can do is skip over 4 DWORDS (which it does).
//
// ** When to call:
// Per instruction.
//
// ** Returns:
//
// FALSE when the parameter count is incorrect.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidParamCount()
{
BOOL bBadParamCount = FALSE;
if ((m_pCurrInst->m_DstParamCount + m_pCurrInst->m_SrcParamCount) > SHADER_INSTRUCTION_MAX_PARAMS) bBadParamCount = TRUE;
switch (m_pCurrInst->m_Type)
{
case D3DSIO_NOP:
bBadParamCount = (m_pCurrInst->m_DstParamCount != 0) || (m_pCurrInst->m_SrcParamCount != 0); break;
case D3DSIO_EXP:
case D3DSIO_EXPP:
case D3DSIO_FRC:
case D3DSIO_LOG:
case D3DSIO_LOGP:
case D3DSIO_LIT:
case D3DSIO_MOV:
case D3DSIO_RCP:
case D3DSIO_RSQ:
bBadParamCount = (m_pCurrInst->m_DstParamCount != 1) || (m_pCurrInst->m_SrcParamCount != 1); break;
case D3DSIO_ADD:
case D3DSIO_DP3:
case D3DSIO_DP4:
case D3DSIO_DST:
case D3DSIO_M3x2:
case D3DSIO_M3x3:
case D3DSIO_M3x4:
case D3DSIO_M4x3:
case D3DSIO_M4x4:
case D3DSIO_MAX:
case D3DSIO_MIN:
case D3DSIO_MUL:
case D3DSIO_SGE:
case D3DSIO_SLT:
bBadParamCount = (m_pCurrInst->m_DstParamCount != 1) || (m_pCurrInst->m_SrcParamCount != 2); break;
case D3DSIO_MAD:
bBadParamCount = (m_pCurrInst->m_DstParamCount != 1) || (m_pCurrInst->m_SrcParamCount != 3); break;
}
if (bBadParamCount)
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid parameter count." );
m_ErrorCount++;
return FALSE; // no more checks on this instruction
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidSrcParams
//
// ** Rule:
// For each source parameter,
// Source register type must be D3DSPR_TEMP/_INPUT/_CONST.
// Register # must be within range for register type,
// including the special case where matrix macro ops read source reg# + offset.
// Modifier must be D3DSPSM_NONE or _NEG.
// If version is < 1.1, addressmode must be absolute.
// If the register type is not _CONST, addressmode must be absolute.
// If relative addressing is used for constants, a0.x must be referenced.
// Swizzle cannot be used for vector*matrix instructions.
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// Always TRUE.
//
// Errors in any of the source parameters causes m_bSrcParamError[i]
// to be TRUE, so later rules that only apply when a particular source
// parameter was valid know whether they need to execute or not.
// e.g. Rule_SrcInitialized.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidSrcParams() // could break this down for more granularity
{
for( UINT i = 0; i < m_pCurrInst->m_SrcParamCount; i++ )
{
DXGASSERT(i < 3);
BOOL bFoundSrcError = FALSE;
SRCPARAM* pSrcParam = &(m_pCurrInst->m_SrcParam[i]);
UINT ValidRegNum = 0;
BOOL bSkipOutOfRangeCheck = FALSE;
char* SourceName[3] = {"first", "second", "third"};
switch(pSrcParam->m_RegType)
{
case D3DSPR_TEMP: ValidRegNum = m_pTempRegFile->GetNumRegs(); break;
case D3DSPR_INPUT: ValidRegNum = m_pInputRegFile->GetNumRegs(); break;
case D3DSPR_CONST:
if(m_bIgnoreConstantInitializationChecks)
bSkipOutOfRangeCheck = TRUE;
else
ValidRegNum = m_pConstRegFile->GetNumRegs();
break;
default:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid reg type for %s source param.", SourceName[i]);
m_ErrorCount++;
bFoundSrcError = TRUE;
}
if( (!bFoundSrcError) && (!bSkipOutOfRangeCheck))
{
UINT NumConsecutiveRegistersUsed = 1;
if( 1 == i )
{
switch( m_pCurrInst->m_Type )
{
case D3DSIO_M3x2:
NumConsecutiveRegistersUsed = 2;
break;
case D3DSIO_M3x3:
NumConsecutiveRegistersUsed = 3;
break;
case D3DSIO_M3x4:
NumConsecutiveRegistersUsed = 4;
break;
case D3DSIO_M4x3:
NumConsecutiveRegistersUsed = 3;
break;
case D3DSIO_M4x4:
NumConsecutiveRegistersUsed = 4;
break;
}
}
if((pSrcParam->m_RegNum >= ValidRegNum) && (D3DVS_ADDRMODE_ABSOLUTE == pSrcParam->m_AddressMode))
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid reg num: %d for %s source param. Max allowed for this type is %d.",
pSrcParam->m_RegNum, SourceName[i], ValidRegNum - 1);
m_ErrorCount++;
bFoundSrcError = TRUE;
}
else if( NumConsecutiveRegistersUsed > 1 )
{
if( pSrcParam->m_RegNum + NumConsecutiveRegistersUsed - 1 >= ValidRegNum )
{
if( !((D3DSPR_CONST == pSrcParam->m_RegType) && (D3DVS_ADDRMODE_RELATIVE == pSrcParam->m_AddressMode)) )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst,
"Reg num: %d for %s source param on matrix instruction causes attempt to access out of range register number %d. Max allowed for this type is %d.",
pSrcParam->m_RegNum, SourceName[i], pSrcParam->m_RegNum + NumConsecutiveRegistersUsed - 1, ValidRegNum - 1);
}
m_ErrorCount++;
bFoundSrcError = TRUE;
}
}
}
switch( pSrcParam->m_SrcMod )
{
case D3DSPSM_NEG:
if( 1 == i )
{
switch( m_pCurrInst->m_Type )
{
case D3DSIO_M3x2:
case D3DSIO_M3x3:
case D3DSIO_M3x4:
case D3DSIO_M4x3:
case D3DSIO_M4x4:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Cannot negate second source parameter to vector*matrix instructions.");
m_ErrorCount++;
bFoundSrcError = TRUE;
break;
}
}
break;
case D3DSPSM_NONE:
break;
default:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid src mod for %s source param.",
SourceName[i]);
m_ErrorCount++;
bFoundSrcError = TRUE;
}
if( pSrcParam->m_AddressMode != D3DVS_ADDRMODE_ABSOLUTE
&&
( m_Version < D3DVS_VERSION(1,1) || pSrcParam->m_RegType != D3DSPR_CONST )
)
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Address mode must be absolute (%s source param).",
SourceName[i]);
m_ErrorCount++;
bFoundSrcError = TRUE;
}
if( (pSrcParam->m_AddressMode == D3DVS_ADDRMODE_RELATIVE) &&
(D3DSPR_CONST == pSrcParam->m_RegType) )
{
if( pSrcParam->m_RelativeAddrComponent != D3DSP_WRITEMASK_0 )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Relative addressing of constant register must reference a0.x only.",
SourceName[i]);
m_ErrorCount++;
bFoundSrcError = TRUE;
}
}
if( pSrcParam->m_SwizzleShift != D3DSP_NOSWIZZLE )
{
if( 1 == i )
{
switch( m_pCurrInst->m_Type )
{
case D3DSIO_M3x2:
case D3DSIO_M3x3:
case D3DSIO_M3x4:
case D3DSIO_M4x3:
case D3DSIO_M4x4:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Cannot swizzle second source parameter to vector*matrix instructions.");
m_ErrorCount++;
bFoundSrcError = TRUE;
break;
}
}
}
if( bFoundSrcError )
{
m_bSrcParamError[i] = TRUE; // needed in Rule_SrcInitialized
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_SrcInitialized
//
// ** Rule:
// for each source parameter,
// The register type must be _TEMP, _INPUT or _CONST.
// Certain components of the register need to have been initialized, depending
// on what the instruction is and also taking into account the source swizzle.
// For reads of the _CONST register file, do no validation.
//
// ** When to call:
// Per instruction. This rule must be called before Rule_ValidDstParam().
//
// ** Returns:
// Always TRUE.
//
// NOTE: This rule also updates the access history to indicate reads of the
// affected components of each source register.
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_SrcInitialized()
{
DSTPARAM* pDstParam = &(m_pCurrInst->m_DstParam);
for( UINT i = 0; i < m_pCurrInst->m_SrcParamCount; i++ )
{
SRCPARAM* pSrcParam = &(m_pCurrInst->m_SrcParam[i]);
UINT RegNum = pSrcParam->m_RegNum;
CRegisterFile* pRegFile = NULL;
char* RegChar = NULL;
UINT NumConsecutiveRegistersUsed = 1; // more than one for matrix mul macros.
DWORD RelativeAddrComponent = 0;
if( m_bSrcParamError[i] ) continue;
switch( pSrcParam->m_RegType )
{
case D3DSPR_TEMP:
pRegFile = m_pTempRegFile;
RegChar = "r";
break;
case D3DSPR_INPUT:
pRegFile = m_pInputRegFile;
RegChar = "v";
break;
case D3DSPR_CONST:
if( D3DVS_ADDRMODE_RELATIVE == pSrcParam->m_AddressMode )
{
// make sure a0 was initialized.
pRegFile = m_pAddrRegFile;
RegChar = "a";
RegNum = 0;
RelativeAddrComponent = pSrcParam->m_RelativeAddrComponent;
break;
}
continue; // no validation for const register reads (no need to update access history either).
}
if( !pRegFile ) continue;
if( 1 == i )
{
switch( m_pCurrInst->m_Type )
{
case D3DSIO_M3x2:
NumConsecutiveRegistersUsed = 2;
break;
case D3DSIO_M3x3:
NumConsecutiveRegistersUsed = 3;
break;
case D3DSIO_M3x4:
NumConsecutiveRegistersUsed = 4;
break;
case D3DSIO_M4x3:
NumConsecutiveRegistersUsed = 3;
break;
case D3DSIO_M4x4:
NumConsecutiveRegistersUsed = 4;
break;
}
}
// check for read of uninitialized components
for( UINT j = 0; j < (RelativeAddrComponent?1:NumConsecutiveRegistersUsed); j++ ) // will loop for macro matrix instructions
{
DWORD UninitializedComponentsMask = 0;
UINT NumUninitializedComponents = 0;
for( UINT k = 0; k < 4; k++ )
{
if( (RelativeAddrComponent ? RelativeAddrComponent : pSrcParam->m_ComponentReadMask) & COMPONENT_MASKS[k] )
{
if( NULL == pRegFile->m_pAccessHistory[k][RegNum + j].m_pMostRecentWriter &&
!pRegFile->m_pAccessHistory[k][RegNum + j].m_bPreShaderInitialized )
{
NumUninitializedComponents++;
UninitializedComponentsMask |= COMPONENT_MASKS[k];
}
}
}
if( NumUninitializedComponents )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Read of uninitialized component%s(*) in %s%d: %s",
NumUninitializedComponents > 1 ? "s" : "",
RegChar, RegNum + j, MakeAffectedComponentsText(UninitializedComponentsMask,FALSE,TRUE));
m_ErrorCount++;
}
// Update register file to indicate READ.
// Multiple reads of the same register component by the current instruction
// will only be logged as one read in the access history.
for( UINT k = 0; k < 4; k++ )
{
#define PREV_READER(_CHAN,_REG) \
((NULL == pRegFile->m_pAccessHistory[_CHAN][_REG].m_pMostRecentReader) ? NULL :\
pRegFile->m_pAccessHistory[_CHAN][_REG].m_pMostRecentReader->m_pInst)
if((RelativeAddrComponent ? RelativeAddrComponent : pSrcParam->m_ComponentReadMask) & COMPONENT_MASKS[k])
{
if( PREV_READER(k,RegNum) != m_pCurrInst )
{
if( !pRegFile->m_pAccessHistory[k][RegNum].NewAccess(m_pCurrInst,FALSE) )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Out of memory");
m_ErrorCount++;
}
}
}
}
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidAddressRegWrite
//
// ** Rule:
// Address register may only be written by MOV, and only for version >= 1.1.
// Register format must be a0.x
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// Always TRUE
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidAddressRegWrite()
{
DSTPARAM* pDstParam = &(m_pCurrInst->m_DstParam);
if( pDstParam->m_bParamUsed )
{
if( D3DSPR_ADDR == pDstParam->m_RegType )
{
if( m_Version < D3DVS_VERSION(1,1) )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Address register not available for vertex shader version %d.%d. Version 1.1 required.",
D3DSHADER_VERSION_MAJOR(m_Version),D3DSHADER_VERSION_MINOR(m_Version) );
m_ErrorCount++;
}
if( D3DSIO_MOV == m_pCurrInst->m_Type )
{
if( 0 != pDstParam->m_RegNum ||
D3DSP_WRITEMASK_0 != pDstParam->m_WriteMask ||
D3DSPDM_NONE != pDstParam->m_DstMod ||
DSTSHIFT_NONE != pDstParam->m_DstShift )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Format for address register must be a0.x." );
m_ErrorCount++;
}
}
else
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Only the mov instruction is allowed to write to the address register." );
m_ErrorCount++;
}
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidDstParam
//
// ** Rule:
// Dst register type must be temp/addr/rastout/attrout/texcrdout,
// and reg num must be within range for register type.
//
// There can be no dst modifiers or shifts with vertex shaders.
//
// The writemask cannot be 'none'.
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// Always TRUE.
//
// NOTE: After checking the dst parameter, if no error was found,
// the write to the appropriate component(s) of the destination register
// is recorded by this function, so subsequent rules may check for previous
// write to registers.
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidDstParam() // could break this down for more granularity
{
BOOL bFoundDstError = FALSE;
DSTPARAM* pDstParam = &(m_pCurrInst->m_DstParam);
UINT RegNum = pDstParam->m_RegNum;
if( pDstParam->m_bParamUsed )
{
UINT ValidRegNum = 0;
BOOL bWritable = FALSE;
switch( pDstParam->m_RegType )
{
case D3DSPR_TEMP:
bWritable = m_pTempRegFile->IsWritable(); //(TRUE)
ValidRegNum = m_pTempRegFile->GetNumRegs();
break;
case D3DSPR_ADDR:
bWritable = m_pAddrRegFile->IsWritable(); //(TRUE)
ValidRegNum = m_pAddrRegFile->GetNumRegs();
break;
case D3DSPR_RASTOUT:
bWritable = m_pRastOutputRegFile->IsWritable(); //(TRUE)
ValidRegNum = m_pRastOutputRegFile->GetNumRegs();
break;
case D3DSPR_ATTROUT:
bWritable = m_pAttrOutputRegFile->IsWritable(); //(TRUE)
ValidRegNum = m_pAttrOutputRegFile->GetNumRegs();
break;
case D3DSPR_TEXCRDOUT:
bWritable = m_pTexCrdOutputRegFile->IsWritable(); //(TRUE)
ValidRegNum = m_pTexCrdOutputRegFile->GetNumRegs();
break;
}
if( !bWritable || !ValidRegNum )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid reg type for dest param." );
m_ErrorCount++;
bFoundDstError = TRUE;
}
else if( RegNum >= ValidRegNum )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Invalid dest reg num: %d. Max allowed for this reg type is %d.", RegNum, ValidRegNum - 1);
m_ErrorCount++;
bFoundDstError = TRUE;
}
switch( pDstParam->m_DstMod )
{
case D3DSPDM_NONE:
break;
default:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Dst modifiers not allowed for vertex shaders." );
m_ErrorCount++;
bFoundDstError = TRUE;
}
switch( pDstParam->m_DstShift )
{
case DSTSHIFT_NONE:
break;
default:
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Dest shifts not allowed for vertex shaders." );
m_ErrorCount++;
bFoundDstError = TRUE;
}
if( 0 == pDstParam->m_WriteMask )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Dest write mask cannot be empty." );
m_ErrorCount++;
bFoundDstError = TRUE;
}
// Update register file to indicate write.
if( !bFoundDstError )
{
CRegisterFile* pRegFile = NULL;
switch( pDstParam->m_RegType )
{
case D3DSPR_TEMP:
pRegFile = m_pTempRegFile;
break;
case D3DSPR_ADDR:
pRegFile = m_pAddrRegFile;
break;
case D3DSPR_RASTOUT:
pRegFile = m_pRastOutputRegFile;
break;
case D3DSPR_ATTROUT:
pRegFile = m_pAttrOutputRegFile;
break;
case D3DSPR_TEXCRDOUT:
pRegFile = m_pTexCrdOutputRegFile;
break;
}
if( pRegFile )
{
if( pDstParam->m_WriteMask & D3DSP_WRITEMASK_0 )
pRegFile->m_pAccessHistory[0][RegNum].NewAccess(m_pCurrInst,TRUE);
if( pDstParam->m_WriteMask & D3DSP_WRITEMASK_1 )
pRegFile->m_pAccessHistory[1][RegNum].NewAccess(m_pCurrInst,TRUE);
if( pDstParam->m_WriteMask & D3DSP_WRITEMASK_2 )
pRegFile->m_pAccessHistory[2][RegNum].NewAccess(m_pCurrInst,TRUE);
if( pDstParam->m_WriteMask & D3DSP_WRITEMASK_3 )
pRegFile->m_pAccessHistory[3][RegNum].NewAccess(m_pCurrInst,TRUE);
}
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidFRCInstruction
//
// ** Rule:
// The only valid write masks for the FRC instruction are .y and .xy
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// Always TRUE.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidFRCInstruction()
{
if( NULL == m_pCurrInst )
return TRUE;
if( D3DSIO_FRC == m_pCurrInst->m_Type )
{
if( ( (D3DSP_WRITEMASK_0 | D3DSP_WRITEMASK_1) != m_pCurrInst->m_DstParam.m_WriteMask ) &&
( D3DSP_WRITEMASK_1 != m_pCurrInst->m_DstParam.m_WriteMask ) )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst,
"The only valid write masks for the FRC instruction are .xy and .y." );
m_ErrorCount++;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidRegisterPortUsage
//
// ** Rule:
// Each register class (TEMP,TEXTURE,INPUT,CONST) may only appear as parameters
// in an individual instruction up to a maximum number of times.
//
// In additon there is special treatment for constant registers:
// - absolute and relative addressing of constants cannot be combined
// - relative addressing of constants can be used more than once in an
// instruction, as long as each instance is identical
//
// For matrix ops,
// - multiple constant registers of any type (including relative offset)
// can never be paired as sources
// - multiple input registers (same or different) can never be paired as sources
//
// ** When to call:
// Per instruction.
//
// ** Returns:
// Always TRUE.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidRegisterPortUsage()
{
UINT TempRegAccessCount = 0;
UINT TempRegAccess[SHADER_INSTRUCTION_MAX_SRCPARAMS];
UINT InputRegAccessCount = 0;
UINT InputRegAccess[SHADER_INSTRUCTION_MAX_SRCPARAMS];
UINT ConstRegAccessCount = 0; // mad r0, c0, c0, c1 counts as *2* const reg accesses
UINT ConstRegAccess[SHADER_INSTRUCTION_MAX_SRCPARAMS];
BOOL bMatrixOp = FALSE;
BOOL bSeenRelativeAddr = FALSE;
UINT SeenRelativeAddrBase = 0;
DWORD SeenRelativeAddrComp = 0;
BOOL bSeenAbsoluteAddr = FALSE;
UINT NumConsecutiveRegistersUsed = 1;
UINT NumConstRegs = 0; // mad r0, c0, c0, c1 counts as *3* const reg accesses with this variable
UINT NumInputRegs = 0; // mad r0, v0, v0, v1 counts as *3* input reg accesses with this variable
switch( m_pCurrInst->m_Type )
{
case D3DSIO_M3x2:
NumConsecutiveRegistersUsed = 2;
bMatrixOp = TRUE;
break;
case D3DSIO_M3x3:
NumConsecutiveRegistersUsed = 3;
bMatrixOp = TRUE;
break;
case D3DSIO_M3x4:
NumConsecutiveRegistersUsed = 4;
bMatrixOp = TRUE;
break;
case D3DSIO_M4x3:
NumConsecutiveRegistersUsed = 3;
bMatrixOp = TRUE;
break;
case D3DSIO_M4x4:
NumConsecutiveRegistersUsed = 4;
bMatrixOp = TRUE;
break;
default:
break;
}
for( UINT i = 0; i < SHADER_INSTRUCTION_MAX_SRCPARAMS; i++ )
{
D3DSHADER_PARAM_REGISTER_TYPE RegType;
UINT RegNum;
if( !m_pCurrInst->m_SrcParam[i].m_bParamUsed ) continue;
RegType = m_pCurrInst->m_SrcParam[i].m_RegType;
RegNum = m_pCurrInst->m_SrcParam[i].m_RegNum;
UINT* pCount = NULL;
UINT* pAccess = NULL;
switch( RegType )
{
case D3DSPR_TEMP:
pCount = &TempRegAccessCount;
pAccess = TempRegAccess;
break;
case D3DSPR_INPUT:
NumInputRegs++;
pCount = &InputRegAccessCount;
pAccess = InputRegAccess;
break;
case D3DSPR_CONST:
NumConstRegs++;
pCount = &ConstRegAccessCount;
pAccess = ConstRegAccess;
if( D3DVS_ADDRMODE_RELATIVE == m_pCurrInst->m_SrcParam[i].m_AddressMode )
{
if( bSeenAbsoluteAddr )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst,
"Absolute and relative addressing of constant registers cannot be combined in one instruction.");
m_ErrorCount++;
}
else if( bSeenRelativeAddr &&
((SeenRelativeAddrBase != RegNum) || (SeenRelativeAddrComp != m_pCurrInst->m_SrcParam[i].m_RelativeAddrComponent)))
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst,
"Different relative addressing of constant registers cannot be combined in one instruction.");
m_ErrorCount++;
}
bSeenRelativeAddr = TRUE;
SeenRelativeAddrBase = RegNum;
SeenRelativeAddrComp = m_pCurrInst->m_SrcParam[i].m_RelativeAddrComponent;
}
else
{
if( bSeenRelativeAddr )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst,
"Absolute and relative addressing of constant registers cannot be combined in one instruction.");
m_ErrorCount++;
}
bSeenAbsoluteAddr = TRUE;
}
break;
}
if( pCount && pAccess )
{
BOOL bNewRegNumberAccessed = TRUE;
for( UINT j = 0; j < *pCount; j++ )
{
if( RegNum == pAccess[j] )
{
bNewRegNumberAccessed = FALSE;
break;
}
}
if( bNewRegNumberAccessed )
{
pAccess[*pCount] = RegNum;
(*pCount)++;
}
}
}
if( TempRegAccessCount > m_pTempRegFile->GetNumReadPorts() )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "%d different temp registers (r#) read by instruction. Max. different temp registers readable per instruction is %d.",
TempRegAccessCount, m_pTempRegFile->GetNumReadPorts());
m_ErrorCount++;
}
if( InputRegAccessCount > m_pInputRegFile->GetNumReadPorts() )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "%d different input registers (v#) read by instruction. Max. different input registers readable per instruction is %d.",
InputRegAccessCount, m_pInputRegFile->GetNumReadPorts());
m_ErrorCount++;
}
if( ConstRegAccessCount > m_pConstRegFile->GetNumReadPorts() )
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "%d different constant registers (c#) read by instruction. Max. different constant registers readable per instruction is %d.",
ConstRegAccessCount, m_pConstRegFile->GetNumReadPorts());
m_ErrorCount++;
}
if( bMatrixOp )
{
if(1 < NumConstRegs)
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Multiple constant registers cannot be read by a matrix op.");
m_ErrorCount++;
}
if(1 < NumInputRegs)
{
Spew( SPEW_INSTRUCTION_ERROR, m_pCurrInst, "Multiple input registers cannot be read by a matrix op.");
m_ErrorCount++;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_ValidInstructionCount
//
// ** Rule:
// Make sure instruction count for vertex shader version has not been exceeded.
//
// Nop, and comments (already stripped) do not count towards the limit.
//
// ** When to call:
// Per instruction AND after all instructions seen.
//
// ** Returns:
// Always TRUE.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_ValidInstructionCount()
{
static UINT s_OpCount;
static UINT s_MaxTotalOpCount;
if( NULL == m_pCurrInst->m_pPrevInst ) // First instruction - initialize static vars
{
s_OpCount = 0;
switch(m_Version)
{
case D3DVS_VERSION(1,0):
case D3DVS_VERSION(1,1):
default:
s_MaxTotalOpCount = 128;
break;
}
}
if( m_bSeenAllInstructions )
{
if( s_OpCount > s_MaxTotalOpCount )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Number of instruction slots used too high: %d. Max. allowed is %d.",
s_OpCount, s_MaxTotalOpCount);
m_ErrorCount++;
}
return TRUE;
}
switch( m_pCurrInst->m_Type )
{
case D3DSIO_NOP:
s_OpCount += 0; break;
case D3DSIO_ADD:
case D3DSIO_DP3:
case D3DSIO_DP4:
case D3DSIO_DST:
case D3DSIO_EXPP:
case D3DSIO_LIT:
case D3DSIO_LOGP:
case D3DSIO_MAD:
case D3DSIO_MAX:
case D3DSIO_MIN:
case D3DSIO_MOV:
case D3DSIO_MUL:
case D3DSIO_RCP:
case D3DSIO_RSQ:
case D3DSIO_SGE:
case D3DSIO_SLT:
s_OpCount += 1; break;
case D3DSIO_M3x2:
s_OpCount += 2; break;
case D3DSIO_FRC:
case D3DSIO_M3x3:
case D3DSIO_M4x3:
s_OpCount += 3; break;
case D3DSIO_M3x4:
case D3DSIO_M4x4:
s_OpCount += 4; break;
case D3DSIO_EXP:
case D3DSIO_LOG:
s_OpCount += 10; break;
}
return TRUE;
}
//-----------------------------------------------------------------------------
// CVShaderValidator::Rule_oPosWritten
//
// ** Rule:
// First two channels (x,y) of oPos output register must be written.
//
// ** When to call:
// After all instructions have been seen.
//
// ** Returns:
// Always TRUE.
//
//-----------------------------------------------------------------------------
BOOL CVShaderValidator::Rule_oPosWritten()
{
UINT NumUninitializedComponents = 0;
DWORD UninitializedComponentsMask = 0;
for( UINT i = 0; i < 2; i++ ) // looking at component 0 (X) and component 1 (Y)
{
if( NULL == m_pRastOutputRegFile->m_pAccessHistory[i][0].m_pMostRecentWriter )
{
NumUninitializedComponents++;
UninitializedComponentsMask |= COMPONENT_MASKS[i];
}
}
if( 1 == NumUninitializedComponents )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Vertex shader must minimally write first two (x,y) components of oPos output register. Affected component%s(*): %s",
NumUninitializedComponents > 1 ? "s" : "", MakeAffectedComponentsText(UninitializedComponentsMask,FALSE,TRUE));
m_ErrorCount++;
}
else if( 2 == NumUninitializedComponents )
{
Spew( SPEW_GLOBAL_ERROR, NULL, "Vertex shader must minimally write first two (x,y) components of oPos output register.");
m_ErrorCount++;
}
return TRUE;
}
//-----------------------------------------------------------------------------
//
// CVShaderValidator Wrapper Functions
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// ValidateVertexShaderInternal
//-----------------------------------------------------------------------------
BOOL ValidateVertexShaderInternal( const DWORD* pCode,
const DWORD* pDecl,
const D3DCAPS8* pCaps )
{
CVShaderValidator Validator(pCode,pDecl,pCaps,0);
return SUCCEEDED(Validator.GetStatus()) ? TRUE : FALSE;
}
//-----------------------------------------------------------------------------
// ValidateVertexShader
//
// Don't forget to call "free" on the buffer returned in ppBuf.
//-----------------------------------------------------------------------------
HRESULT WINAPI ValidateVertexShader( const DWORD* pCode,
const DWORD* pDecl,
const D3DCAPS8* pCaps,
const DWORD Flags,
char** const ppBuf )
{
CVShaderValidator Validator(pCode,pDecl,pCaps,Flags);
if( ppBuf )
{
*ppBuf = (char*)HeapAlloc(GetProcessHeap(), 0, Validator.GetRequiredLogBufferSize());
if( NULL == *ppBuf )
OutputDebugString("Out of memory.\n");
else
Validator.WriteLogToBuffer(*ppBuf);
}
return Validator.GetStatus();
}