[PATCH 3/5] wined3d: Fail to create shaders using more than the supported number of float constants.
Matteo Bruni
mbruni at codeweavers.com
Tue Sep 30 07:51:45 CDT 2014
Also avoid accessing outside of the reg_maps->constf bitmap.
---
dlls/wined3d/shader.c | 361 ++++++++++++++++++++++-------------------
dlls/wined3d/wined3d_private.h | 3 +-
2 files changed, 193 insertions(+), 171 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 1076628..db40c7e 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;
@@ -443,7 +607,15 @@ 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 >= shader->limits.constant_float)
+ {
+ WARN("Shader using constant %u which is not supported.\n", reg->idx[0].offset);
+ reg_maps->unsupported = 1;
+ }
+ else
+ {
+ set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
+ }
}
break;
@@ -502,6 +674,21 @@ 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));
if (!reg_maps->constf)
@@ -853,6 +1040,9 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
shader->functionLength = ((const char *)ptr - (const char *)byte_code);
+ if (reg_maps->unsupported)
+ return WINED3DERR_INVALIDCALL;
+
return WINED3D_OK;
}
@@ -1863,72 +2053,6 @@ 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 +2096,12 @@ 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 +2118,6 @@ 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 +2297,6 @@ 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 +2318,6 @@ 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])
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 110334b..86ee802 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -592,7 +592,8 @@ struct wined3d_shader_reg_maps
WORD usesifc : 1;
WORD usescall : 1;
WORD usespow : 1;
- WORD padding : 3;
+ WORD unsupported : 1;
+ WORD padding : 2;
DWORD rt_mask; /* Used render targets, 32 max. */
--
1.8.5.5
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