[PATCH 3/6] wined3d: Fail to create shaders using more than the supported number of constants.
Matteo Bruni
mbruni at codeweavers.com
Thu Oct 9 11:00:57 CDT 2014
v2: Also check bool and int constants. Avoid the extra flag in struct
wined3d_shader_reg_maps.
---
dlls/wined3d/shader.c | 401 ++++++++++++++++++++++++++++----------------------
1 file changed, 222 insertions(+), 179 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 1076628..4501dc6 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -370,6 +370,170 @@ static void shader_delete_constant_list(struct list *clist)
list_init(clist);
}
+static void vertexshader_set_limits(struct wined3d_shader *shader)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+ struct wined3d_device *device = shader->device;
+ const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
+
+ shader->limits.packed_input = 0;
+
+ switch (shader_version)
+ {
+ case WINED3D_SHADER_VERSION(1, 0):
+ case WINED3D_SHADER_VERSION(1, 1):
+ shader->limits.constant_bool = 0;
+ shader->limits.constant_int = 0;
+ shader->limits.packed_output = 12;
+ shader->limits.sampler = 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->limits.constant_float = min(256, vs_uniform_count);
+ break;
+
+ case WINED3D_SHADER_VERSION(2, 0):
+ case WINED3D_SHADER_VERSION(2, 1):
+ shader->limits.constant_bool = 16;
+ shader->limits.constant_int = 16;
+ shader->limits.packed_output = 12;
+ shader->limits.sampler = 0;
+ shader->limits.constant_float = min(256, vs_uniform_count);
+ break;
+
+ case WINED3D_SHADER_VERSION(3, 0):
+ shader->limits.constant_bool = 16;
+ shader->limits.constant_int = 16;
+ shader->limits.packed_output = 12;
+ shader->limits.sampler = 4;
+ /* 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->limits.constant_float = min(256, vs_uniform_count);
+ break;
+
+ case WINED3D_SHADER_VERSION(4, 0):
+ shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
+ shader->limits.constant_int = 0;
+ shader->limits.constant_float = 0;
+ shader->limits.constant_bool = 0;
+ shader->limits.packed_output = 16;
+ shader->limits.packed_input = 0;
+ break;
+
+ default:
+ shader->limits.constant_bool = 16;
+ shader->limits.constant_int = 16;
+ shader->limits.packed_output = 12;
+ shader->limits.sampler = 0;
+ shader->limits.constant_float = min(256, vs_uniform_count);
+ FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
+ shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+ }
+}
+
+static void geometryshader_set_limits(struct wined3d_shader *shader)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+
+ switch (shader_version)
+ {
+ case WINED3D_SHADER_VERSION(4, 0):
+ shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
+ shader->limits.constant_int = 0;
+ shader->limits.constant_float = 0;
+ shader->limits.constant_bool = 0;
+ shader->limits.packed_output = 32;
+ shader->limits.packed_input = 16;
+ break;
+
+ default:
+ memset(&shader->limits, 0, sizeof(shader->limits));
+ FIXME("Unhandled geometry shader version \"%u.%u\".\n",
+ shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+ }
+}
+
+static void pixelshader_set_limits(struct wined3d_shader *shader)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+ const DWORD ps_uniform_count = shader->device->adapter->d3d_info.limits.ps_uniform_count;
+
+ shader->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->limits.constant_float = 8;
+ shader->limits.constant_int = 0;
+ shader->limits.constant_bool = 0;
+ shader->limits.sampler = 4;
+ shader->limits.packed_input = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(1, 4):
+ shader->limits.constant_float = 8;
+ shader->limits.constant_int = 0;
+ shader->limits.constant_bool = 0;
+ shader->limits.sampler = 6;
+ shader->limits.packed_input = 0;
+ break;
+
+ /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
+ case WINED3D_SHADER_VERSION(2, 0):
+ shader->limits.constant_float = 32;
+ shader->limits.constant_int = 16;
+ shader->limits.constant_bool = 16;
+ shader->limits.sampler = 16;
+ shader->limits.packed_input = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(2, 1):
+ shader->limits.constant_float = 32;
+ shader->limits.constant_int = 16;
+ shader->limits.constant_bool = 16;
+ shader->limits.sampler = 16;
+ shader->limits.packed_input = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(3, 0):
+ shader->limits.constant_float = min(224, ps_uniform_count);
+ shader->limits.constant_int = 16;
+ shader->limits.constant_bool = 16;
+ shader->limits.sampler = 16;
+ shader->limits.packed_input = 12;
+ break;
+
+ case WINED3D_SHADER_VERSION(4, 0):
+ shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
+ shader->limits.constant_int = 0;
+ shader->limits.constant_float = 0;
+ shader->limits.constant_bool = 0;
+ shader->limits.packed_input = 32;
+ break;
+
+ default:
+ shader->limits.constant_float = 32;
+ shader->limits.constant_int = 16;
+ shader->limits.constant_bool = 16;
+ shader->limits.sampler = 16;
+ shader->limits.packed_input = 0;
+ FIXME("Unrecognized pixel shader version %u.%u\n",
+ shader->reg_maps.shader_version.major,
+ shader->reg_maps.shader_version.minor);
+ }
+}
+
static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
{
DWORD idx, shift;
@@ -378,8 +542,8 @@ static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
bitmap[idx] |= (1 << shift);
}
-static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
- const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
+static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
+ const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
{
switch (reg->type)
{
@@ -443,16 +607,40 @@ static void shader_record_register_usage(struct wined3d_shader *shader, struct w
}
else
{
- set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
+ if (reg->idx[0].offset >= min(shader->limits.constant_float, constf_size))
+ {
+ WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
+ return FALSE;
+ }
+ else
+ {
+ set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
+ }
}
break;
case WINED3DSPR_CONSTINT:
- reg_maps->integer_constants |= (1 << reg->idx[0].offset);
+ if (reg->idx[0].offset >= shader->limits.constant_int)
+ {
+ WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
+ return FALSE;
+ }
+ else
+ {
+ reg_maps->integer_constants |= (1 << reg->idx[0].offset);
+ }
break;
case WINED3DSPR_CONSTBOOL:
- reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
+ if (reg->idx[0].offset >= shader->limits.constant_bool)
+ {
+ WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
+ return FALSE;
+ }
+ else
+ {
+ reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
+ }
break;
case WINED3DSPR_COLOROUT:
@@ -464,6 +652,7 @@ static void shader_record_register_usage(struct wined3d_shader *shader, struct w
reg->type, reg->idx[0].offset, reg->idx[1].offset);
break;
}
+ return TRUE;
}
static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
@@ -502,8 +691,23 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
fe->shader_read_header(fe_data, &ptr, &shader_version);
reg_maps->shader_version = shader_version;
+ switch (reg_maps->shader_version.type)
+ {
+ case WINED3D_SHADER_TYPE_VERTEX:
+ vertexshader_set_limits(shader);
+ break;
+ case WINED3D_SHADER_TYPE_GEOMETRY:
+ geometryshader_set_limits(shader);
+ break;
+ case WINED3D_SHADER_TYPE_PIXEL:
+ pixelshader_set_limits(shader);
+ break;
+ default:
+ FIXME("Unexpected shader type %u found.\n", reg_maps->shader_version.type);
+ }
+
reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
- sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
+ sizeof(*reg_maps->constf) * ((min(shader->limits.constant_float, constf_size) + 31) / 32));
if (!reg_maps->constf)
{
ERR("Failed to allocate constant map memory.\n");
@@ -659,7 +863,9 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
* they are initialized (required by spec). */
for (i = 0; i < ins.dst_count; ++i)
{
- shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
+ if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
+ shader_version.type, constf_size))
+ return WINED3DERR_INVALIDCALL;
/* 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
@@ -817,18 +1023,24 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
--cur_loop_depth;
if (ins.predicate)
- shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
+ if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
+ shader_version.type, constf_size))
+ return WINED3DERR_INVALIDCALL;
for (i = 0; i < ins.src_count; ++i)
{
unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
struct wined3d_shader_register reg = ins.src[i].reg;
- shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
+ if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
+ shader_version.type, constf_size))
+ return WINED3DERR_INVALIDCALL;
while (count)
{
++reg.idx[0].offset;
- shader_record_register_usage(shader, reg_maps, ®, shader_version.type);
+ if (!shader_record_register_usage(shader, reg_maps, ®,
+ shader_version.type, constf_size))
+ return WINED3DERR_INVALIDCALL;
--count;
}
@@ -1863,72 +2075,6 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
return FALSE;
}
-static void vertexshader_set_limits(struct wined3d_shader *shader)
-{
- DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
- struct wined3d_device *device = shader->device;
- const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
-
- shader->limits.packed_input = 0;
-
- switch (shader_version)
- {
- case WINED3D_SHADER_VERSION(1, 0):
- case WINED3D_SHADER_VERSION(1, 1):
- shader->limits.constant_bool = 0;
- shader->limits.constant_int = 0;
- shader->limits.packed_output = 12;
- shader->limits.sampler = 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->limits.constant_float = min(256, vs_uniform_count);
- break;
-
- case WINED3D_SHADER_VERSION(2, 0):
- case WINED3D_SHADER_VERSION(2, 1):
- shader->limits.constant_bool = 16;
- shader->limits.constant_int = 16;
- shader->limits.packed_output = 12;
- shader->limits.sampler = 0;
- shader->limits.constant_float = min(256, vs_uniform_count);
- break;
-
- case WINED3D_SHADER_VERSION(3, 0):
- shader->limits.constant_bool = 16;
- shader->limits.constant_int = 16;
- shader->limits.packed_output = 12;
- shader->limits.sampler = 4;
- /* 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->limits.constant_float = min(256, vs_uniform_count);
- break;
-
- case WINED3D_SHADER_VERSION(4, 0):
- shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
- shader->limits.constant_int = 0;
- shader->limits.constant_float = 0;
- shader->limits.constant_bool = 0;
- shader->limits.packed_output = 16;
- shader->limits.packed_input = 0;
- break;
-
- default:
- shader->limits.constant_bool = 16;
- shader->limits.constant_int = 16;
- shader->limits.packed_output = 12;
- shader->limits.sampler = 0;
- shader->limits.constant_float = min(256, vs_uniform_count);
- FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
- shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
- }
-}
-
static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
@@ -1972,38 +2118,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
}
}
- vertexshader_set_limits(shader);
-
shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
shader->lconst_inf_or_nan;
return WINED3D_OK;
}
-static void geometryshader_set_limits(struct wined3d_shader *shader)
-{
- DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
-
- switch (shader_version)
- {
- case WINED3D_SHADER_VERSION(4, 0):
- shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
- shader->limits.constant_int = 0;
- shader->limits.constant_float = 0;
- shader->limits.constant_bool = 0;
- shader->limits.packed_output = 32;
- shader->limits.packed_input = 16;
- break;
-
- default:
- memset(&shader->limits, 0, sizeof(shader->limits));
- FIXME("Unhandled geometry shader version \"%u.%u\".\n",
- shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
- }
-}
-
static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
@@ -2020,8 +2140,6 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
return hr;
}
- geometryshader_set_limits(shader);
-
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
@@ -2201,79 +2319,6 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
}
}
-static void pixelshader_set_limits(struct wined3d_shader *shader)
-{
- DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
-
- shader->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->limits.constant_float = 8;
- shader->limits.constant_int = 0;
- shader->limits.constant_bool = 0;
- shader->limits.sampler = 4;
- shader->limits.packed_input = 0;
- break;
-
- case WINED3D_SHADER_VERSION(1, 4):
- shader->limits.constant_float = 8;
- shader->limits.constant_int = 0;
- shader->limits.constant_bool = 0;
- shader->limits.sampler = 6;
- shader->limits.packed_input = 0;
- break;
-
- /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
- case WINED3D_SHADER_VERSION(2, 0):
- shader->limits.constant_float = 32;
- shader->limits.constant_int = 16;
- shader->limits.constant_bool = 16;
- shader->limits.sampler = 16;
- shader->limits.packed_input = 0;
- break;
-
- case WINED3D_SHADER_VERSION(2, 1):
- shader->limits.constant_float = 32;
- shader->limits.constant_int = 16;
- shader->limits.constant_bool = 16;
- shader->limits.sampler = 16;
- shader->limits.packed_input = 0;
- break;
-
- case WINED3D_SHADER_VERSION(3, 0):
- shader->limits.constant_float = 224;
- shader->limits.constant_int = 16;
- shader->limits.constant_bool = 16;
- shader->limits.sampler = 16;
- shader->limits.packed_input = 12;
- break;
-
- case WINED3D_SHADER_VERSION(4, 0):
- shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
- shader->limits.constant_int = 0;
- shader->limits.constant_float = 0;
- shader->limits.constant_bool = 0;
- shader->limits.packed_input = 32;
- break;
-
- default:
- shader->limits.constant_float = 32;
- shader->limits.constant_int = 16;
- shader->limits.constant_bool = 16;
- shader->limits.sampler = 16;
- shader->limits.packed_input = 0;
- FIXME("Unrecognized pixel shader version %u.%u\n",
- shader->reg_maps.shader_version.major,
- shader->reg_maps.shader_version.minor);
- }
-}
-
static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
@@ -2295,8 +2340,6 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
return hr;
}
- pixelshader_set_limits(shader);
-
for (i = 0; i < MAX_REG_INPUT; ++i)
{
if (shader->u.ps.input_reg_used[i])
--
2.0.4
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