2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 #define GLNAME_REQUIRE_GLSL ((const char *)1)
34 inline static BOOL shader_is_version_token(DWORD token) {
35 return shader_is_pshader_version(token) ||
36 shader_is_vshader_version(token);
40 SHADER_BUFFER* buffer,
41 const char *format, ...) {
43 char* base = buffer->buffer + buffer->bsize;
47 va_start(args, format);
48 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
51 if (rc < 0 || /* C89 */
52 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
54 ERR("The buffer allocated for the shader program string "
55 "is too small at %d bytes.\n", SHADER_PGMSIZE);
56 buffer->bsize = SHADER_PGMSIZE - 1;
62 TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
66 const SHADER_OPCODE* shader_get_opcode(
67 IWineD3DBaseShader *iface, const DWORD code) {
69 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
72 DWORD hex_version = This->baseShader.hex_version;
73 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
75 /** TODO: use dichotomic search */
76 while (NULL != shader_ins[i].name) {
77 if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
78 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
79 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
80 return &shader_ins[i];
84 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
85 code, code, code & D3DSI_OPCODE_MASK, hex_version);
89 /* Read a parameter opcode from the input stream,
90 * and possibly a relative addressing token.
91 * Return the number of tokens read */
93 IWineD3DBaseShader* iface,
98 /* PS >= 3.0 have relative addressing (with token)
99 * VS >= 2.0 have relative addressing (with token)
100 * VS >= 1.0 < 2.0 have relative addressing (without token)
101 * The version check below should work in general */
103 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
104 char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
105 ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
108 *addr_token = rel_token? *(pToken + 1): 0;
109 return rel_token? 2:1;
112 /* Return the number of parameters to skip for an opcode */
113 static inline int shader_skip_opcode(
114 IWineD3DBaseShaderImpl* This,
115 const SHADER_OPCODE* curOpcode,
116 DWORD opcode_token) {
118 /* Shaders >= 2.0 may contain address tokens, but fortunately they
119 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
121 return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
122 ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
123 curOpcode->num_params;
126 /* Read the parameters of an unrecognized opcode from the input stream
127 * Return the number of tokens read.
129 * Note: This function assumes source or destination token format.
130 * It will not work with specially-formatted tokens like DEF or DCL,
131 * but hopefully those would be recognized */
133 int shader_skip_unrecognized(
134 IWineD3DBaseShader* iface,
135 const DWORD* pToken) {
140 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
141 while (*pToken & 0x80000000) {
143 DWORD param, addr_token;
144 tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
145 pToken += tokens_read;
147 FIXME("Unrecognized opcode param: token=%08x "
148 "addr_token=%08x name=", param, addr_token);
149 shader_dump_param(iface, param, addr_token, i);
156 /* Convert floating point offset relative
157 * to a register file to an absolute offset for float constants */
159 unsigned int shader_get_float_offset(const DWORD reg) {
161 unsigned int regnum = reg & D3DSP_REGNUM_MASK;
162 int regtype = shader_get_regtype(reg);
165 case D3DSPR_CONST: return regnum;
166 case D3DSPR_CONST2: return 2048 + regnum;
167 case D3DSPR_CONST3: return 4096 + regnum;
168 case D3DSPR_CONST4: return 6144 + regnum;
170 FIXME("Unsupported register type: %d\n", regtype);
175 /* Note that this does not count the loop register
176 * as an address register. */
178 HRESULT shader_get_registers_used(
179 IWineD3DBaseShader *iface,
180 shader_reg_maps* reg_maps,
181 semantic* semantics_in,
182 semantic* semantics_out,
184 IWineD3DStateBlockImpl *stateBlock) {
186 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
188 /* There are some minor differences between pixel and vertex shaders */
189 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
194 while (D3DVS_END() != *pToken) {
195 CONST SHADER_OPCODE* curOpcode;
199 if (shader_is_version_token(*pToken)) {
204 } else if (shader_is_comment(*pToken)) {
205 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
207 pToken += comment_len;
212 opcode_token = *pToken++;
213 curOpcode = shader_get_opcode(iface, opcode_token);
215 /* Unhandled opcode, and its parameters */
216 if (NULL == curOpcode) {
217 while (*pToken & 0x80000000)
220 /* Handle declarations */
221 } else if (D3DSIO_DCL == curOpcode->opcode) {
223 DWORD usage = *pToken++;
224 DWORD param = *pToken++;
225 DWORD regtype = shader_get_regtype(param);
226 unsigned int regnum = param & D3DSP_REGNUM_MASK;
228 /* Vshader: mark attributes used
229 Pshader: mark 3.0 input registers used, save token */
230 if (D3DSPR_INPUT == regtype) {
233 reg_maps->attributes[regnum] = 1;
235 reg_maps->packed_input[regnum] = 1;
237 semantics_in[regnum].usage = usage;
238 semantics_in[regnum].reg = param;
240 /* Vshader: mark 3.0 output registers used, save token */
241 } else if (D3DSPR_OUTPUT == regtype) {
242 reg_maps->packed_output[regnum] = 1;
243 semantics_out[regnum].usage = usage;
244 semantics_out[regnum].reg = param;
246 /* Save sampler usage token */
247 } else if (D3DSPR_SAMPLER == regtype)
248 reg_maps->samplers[regnum] = usage;
250 } else if (D3DSIO_DEF == curOpcode->opcode) {
252 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
253 if (!lconst) return E_OUTOFMEMORY;
254 lconst->idx = *pToken & D3DSP_REGNUM_MASK;
255 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
256 list_add_head(&This->baseShader.constantsF, &lconst->entry);
257 pToken += curOpcode->num_params;
259 } else if (D3DSIO_DEFI == curOpcode->opcode) {
261 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
262 if (!lconst) return E_OUTOFMEMORY;
263 lconst->idx = *pToken & D3DSP_REGNUM_MASK;
264 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
265 list_add_head(&This->baseShader.constantsI, &lconst->entry);
266 pToken += curOpcode->num_params;
268 } else if (D3DSIO_DEFB == curOpcode->opcode) {
270 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
271 if (!lconst) return E_OUTOFMEMORY;
272 lconst->idx = *pToken & D3DSP_REGNUM_MASK;
273 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
274 list_add_head(&This->baseShader.constantsB, &lconst->entry);
275 pToken += curOpcode->num_params;
277 /* If there's a loop in the shader */
278 } else if (D3DSIO_LOOP == curOpcode->opcode ||
279 D3DSIO_REP == curOpcode->opcode) {
281 pToken += curOpcode->num_params;
283 /* For subroutine prototypes */
284 } else if (D3DSIO_LABEL == curOpcode->opcode) {
286 DWORD snum = *pToken & D3DSP_REGNUM_MASK;
287 reg_maps->labels[snum] = 1;
288 pToken += curOpcode->num_params;
290 /* Set texture, address, temporary registers */
294 /* Declare 1.X samplers implicitly, based on the destination reg. number */
295 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
296 (D3DSIO_TEX == curOpcode->opcode ||
297 D3DSIO_TEXBEM == curOpcode->opcode ||
298 D3DSIO_TEXM3x2TEX == curOpcode->opcode ||
299 D3DSIO_TEXM3x3TEX == curOpcode->opcode)) {
301 /* Fake sampler usage, only set reserved bit and ttype */
302 DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
304 if(!stateBlock->textures[sampler_code]) {
305 ERR("No texture bound to sampler %d\n", sampler_code);
306 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
308 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
311 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
315 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
319 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
322 case GLTEXTURECUBEMAP:
323 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
327 ERR("Unexpected gl texture type found: %d\n", texType);
328 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
332 } else if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
333 (D3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
334 D3DSIO_TEXM3x3VSPEC == curOpcode->opcode)) {
336 /* 3D sampler usage, only set reserved bit and ttype
337 * FIXME: This could be either Cube or Volume, but we wouldn't know unless
338 * we waited to generate the shader until the textures were all bound.
339 * For now, use Cube textures because they are more common. */
340 DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
341 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
342 } else if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
343 (D3DSIO_TEXDP3TEX == curOpcode->opcode)) {
345 /* 1D Sampler usage */
346 DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
347 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
350 /* This will loop over all the registers and try to
351 * make a bitmask of the ones we're interested in.
353 * Relative addressing tokens are ignored, but that's
354 * okay, since we'll catch any address registers when
355 * they are initialized (required by spec) */
357 limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
358 curOpcode->num_params + 1: curOpcode->num_params;
360 for (i = 0; i < limit; ++i) {
362 DWORD param, addr_token, reg, regtype;
363 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
365 regtype = shader_get_regtype(param);
366 reg = param & D3DSP_REGNUM_MASK;
368 if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
371 reg_maps->texcoord[reg] = 1;
373 reg_maps->address[reg] = 1;
376 else if (D3DSPR_TEMP == regtype)
377 reg_maps->temporary[reg] = 1;
379 else if (D3DSPR_INPUT == regtype && !pshader)
380 reg_maps->attributes[reg] = 1;
382 else if (D3DSPR_RASTOUT == regtype && reg == 1)
391 static void shader_dump_decl_usage(
392 IWineD3DBaseShaderImpl* This,
396 DWORD regtype = shader_get_regtype(param);
400 if (regtype == D3DSPR_SAMPLER) {
401 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
404 case WINED3DSTT_2D: TRACE("_2d"); break;
405 case WINED3DSTT_CUBE: TRACE("_cube"); break;
406 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
407 default: TRACE("_unknown_ttype(%08x)", ttype);
412 DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
413 DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
415 /* Pixel shaders 3.0 don't have usage semantics */
416 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
417 if (pshader && This->baseShader.hex_version < D3DPS_VERSION(3,0))
423 case D3DDECLUSAGE_POSITION:
424 TRACE("%s%d", "position", idx);
426 case D3DDECLUSAGE_BLENDINDICES:
427 TRACE("%s", "blend");
429 case D3DDECLUSAGE_BLENDWEIGHT:
430 TRACE("%s", "weight");
432 case D3DDECLUSAGE_NORMAL:
433 TRACE("%s%d", "normal", idx);
435 case D3DDECLUSAGE_PSIZE:
436 TRACE("%s", "psize");
438 case D3DDECLUSAGE_COLOR:
440 TRACE("%s", "color");
442 TRACE("%s%d", "specular", (idx - 1));
445 case D3DDECLUSAGE_TEXCOORD:
446 TRACE("%s%d", "texture", idx);
448 case D3DDECLUSAGE_TANGENT:
449 TRACE("%s", "tangent");
451 case D3DDECLUSAGE_BINORMAL:
452 TRACE("%s", "binormal");
454 case D3DDECLUSAGE_TESSFACTOR:
455 TRACE("%s", "tessfactor");
457 case D3DDECLUSAGE_POSITIONT:
458 TRACE("%s%d", "positionT", idx);
460 case D3DDECLUSAGE_FOG:
463 case D3DDECLUSAGE_DEPTH:
464 TRACE("%s", "depth");
466 case D3DDECLUSAGE_SAMPLE:
467 TRACE("%s", "sample");
470 FIXME("unknown_semantics(%08x)", usage);
475 static void shader_dump_arr_entry(
476 IWineD3DBaseShader *iface,
478 const DWORD addr_token,
483 ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
488 shader_dump_param(iface, addr_token, 0, input);
498 void shader_dump_param(
499 IWineD3DBaseShader *iface,
501 const DWORD addr_token,
504 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
505 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
506 char swizzle_reg_chars[4];
508 DWORD reg = param & D3DSP_REGNUM_MASK;
509 DWORD regtype = shader_get_regtype(param);
510 DWORD modifier = param & D3DSP_SRCMOD_MASK;
512 /* There are some minor differences between pixel and vertex shaders */
513 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
515 /* For one, we'd prefer color components to be shown for pshaders.
516 * FIXME: use the swizzle function for this */
518 swizzle_reg_chars[0] = pshader? 'r': 'x';
519 swizzle_reg_chars[1] = pshader? 'g': 'y';
520 swizzle_reg_chars[2] = pshader? 'b': 'z';
521 swizzle_reg_chars[3] = pshader? 'a': 'w';
524 if ( (modifier == D3DSPSM_NEG) ||
525 (modifier == D3DSPSM_BIASNEG) ||
526 (modifier == D3DSPSM_SIGNNEG) ||
527 (modifier == D3DSPSM_X2NEG) ||
528 (modifier == D3DSPSM_ABSNEG) )
530 else if (modifier == D3DSPSM_COMP)
532 else if (modifier == D3DSPSM_NOT)
535 if (modifier == D3DSPSM_ABS || modifier == D3DSPSM_ABSNEG)
545 shader_dump_arr_entry(iface, param, addr_token, reg, input);
552 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
554 case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
555 TRACE("%c%u", (pshader? 't':'a'), reg);
558 TRACE("%s", rastout_reg_names[reg]);
560 case D3DSPR_COLOROUT:
563 case D3DSPR_DEPTHOUT:
569 case D3DSPR_TEXCRDOUT:
571 /* Vertex shaders >= 3.0 use general purpose output registers
572 * (D3DSPR_OUTPUT), which can include an address token */
574 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
576 shader_dump_arr_entry(iface, param, addr_token, reg, input);
581 case D3DSPR_CONSTINT:
583 shader_dump_arr_entry(iface, param, addr_token, reg, input);
585 case D3DSPR_CONSTBOOL:
587 shader_dump_arr_entry(iface, param, addr_token, reg, input);
598 case D3DSPR_PREDICATE:
602 TRACE("unhandled_rtype(%#x)", regtype);
607 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
609 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
611 if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
612 if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
613 if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
614 if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
619 DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
620 DWORD swizzle_r = swizzle & 0x03;
621 DWORD swizzle_g = (swizzle >> 2) & 0x03;
622 DWORD swizzle_b = (swizzle >> 4) & 0x03;
623 DWORD swizzle_a = (swizzle >> 6) & 0x03;
627 case D3DSPSM_NONE: break;
628 case D3DSPSM_NEG: break;
629 case D3DSPSM_NOT: break;
630 case D3DSPSM_BIAS: TRACE("_bias"); break;
631 case D3DSPSM_BIASNEG: TRACE("_bias"); break;
632 case D3DSPSM_SIGN: TRACE("_bx2"); break;
633 case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
634 case D3DSPSM_COMP: break;
635 case D3DSPSM_X2: TRACE("_x2"); break;
636 case D3DSPSM_X2NEG: TRACE("_x2"); break;
637 case D3DSPSM_DZ: TRACE("_dz"); break;
638 case D3DSPSM_DW: TRACE("_dw"); break;
639 case D3DSPSM_ABSNEG: TRACE(")"); break;
640 case D3DSPSM_ABS: TRACE(")"); break;
642 TRACE("_unknown_modifier(%#x)", modifier >> D3DSP_SRCMOD_SHIFT);
647 * swizzle bits fields:
650 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
651 if (swizzle_r == swizzle_g &&
652 swizzle_r == swizzle_b &&
653 swizzle_r == swizzle_a) {
654 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
657 swizzle_reg_chars[swizzle_r],
658 swizzle_reg_chars[swizzle_g],
659 swizzle_reg_chars[swizzle_b],
660 swizzle_reg_chars[swizzle_a]);
666 /** Shared code in order to generate the bulk of the shader string.
667 Use the shader_header_fct & shader_footer_fct to add strings
668 that are specific to pixel or vertex functions
669 NOTE: A description of how to parse tokens can be found at:
670 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
671 void shader_generate_main(
672 IWineD3DBaseShader *iface,
673 SHADER_BUFFER* buffer,
674 shader_reg_maps* reg_maps,
675 CONST DWORD* pFunction) {
677 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
678 const DWORD *pToken = pFunction;
679 const SHADER_OPCODE *curOpcode = NULL;
680 SHADER_HANDLER hw_fct = NULL;
682 SHADER_OPCODE_ARG hw_arg;
684 /* Initialize current parsing state */
685 hw_arg.shader = iface;
686 hw_arg.buffer = buffer;
687 hw_arg.reg_maps = reg_maps;
688 This->baseShader.parse_state.current_row = 0;
690 /* Second pass, process opcodes */
691 if (NULL != pToken) {
692 while (D3DPS_END() != *pToken) {
694 /* Skip version token */
695 if (shader_is_version_token(*pToken)) {
700 /* Skip comment tokens */
701 if (shader_is_comment(*pToken)) {
702 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
704 TRACE("#%s\n", (char*)pToken);
705 pToken += comment_len;
710 hw_arg.opcode_token = *pToken++;
711 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
714 if (curOpcode == NULL)
716 else if (This->baseShader.shader_mode == SHADER_GLSL)
717 hw_fct = curOpcode->hw_glsl_fct;
718 else if (This->baseShader.shader_mode == SHADER_ARB)
719 hw_fct = curOpcode->hw_fct;
721 /* Unknown opcode and its parameters */
722 if (NULL == curOpcode) {
723 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
724 pToken += shader_skip_unrecognized(iface, pToken);
727 } else if (D3DSIO_DCL == curOpcode->opcode ||
728 D3DSIO_NOP == curOpcode->opcode ||
729 D3DSIO_DEF == curOpcode->opcode ||
730 D3DSIO_DEFI == curOpcode->opcode ||
731 D3DSIO_DEFB == curOpcode->opcode ||
732 D3DSIO_PHASE == curOpcode->opcode ||
733 D3DSIO_RET == curOpcode->opcode) {
735 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
737 /* If a generator function is set for current shader target, use it */
738 } else if (hw_fct != NULL) {
740 hw_arg.opcode = curOpcode;
742 /* Destination token */
743 if (curOpcode->dst_token) {
745 DWORD param, addr_token = 0;
746 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
748 hw_arg.dst_addr = addr_token;
751 /* Predication token */
752 if (hw_arg.opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)
753 hw_arg.predicate = *pToken++;
755 /* Other source tokens */
756 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
758 DWORD param, addr_token = 0;
759 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
760 hw_arg.src[i] = param;
761 hw_arg.src_addr[i] = addr_token;
764 /* Call appropriate function for output target */
767 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
768 if (This->baseShader.shader_mode == SHADER_GLSL)
769 shader_glsl_add_instruction_modifiers(&hw_arg);
771 /* Unhandled opcode */
774 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
775 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
778 /* TODO: What about result.depth? */
783 void shader_dump_ins_modifiers(const DWORD output) {
785 DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
786 DWORD mmask = output & D3DSP_DSTMOD_MASK;
790 case 13: TRACE("_d8"); break;
791 case 14: TRACE("_d4"); break;
792 case 15: TRACE("_d2"); break;
793 case 1: TRACE("_x2"); break;
794 case 2: TRACE("_x4"); break;
795 case 3: TRACE("_x8"); break;
796 default: TRACE("_unhandled_shift(%d)", shift); break;
799 if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
800 if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
801 if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
803 mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
805 FIXME("_unrecognized_modifier(%#x)", mmask >> D3DSP_DSTMOD_SHIFT);
808 /* First pass: trace shader, initialize length and version */
809 void shader_trace_init(
810 IWineD3DBaseShader *iface,
811 const DWORD* pFunction) {
813 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
815 const DWORD* pToken = pFunction;
816 const SHADER_OPCODE* curOpcode = NULL;
818 unsigned int len = 0;
821 TRACE("(%p) : Parsing programme\n", This);
823 if (NULL != pToken) {
824 while (D3DVS_END() != *pToken) {
825 if (shader_is_version_token(*pToken)) { /** version */
826 This->baseShader.hex_version = *pToken;
827 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
828 D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
829 D3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
834 if (shader_is_comment(*pToken)) { /** comment */
835 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
837 TRACE("//%s\n", (char*)pToken);
838 pToken += comment_len;
839 len += comment_len + 1;
842 opcode_token = *pToken++;
843 curOpcode = shader_get_opcode(iface, opcode_token);
846 if (NULL == curOpcode) {
848 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
849 tokens_read = shader_skip_unrecognized(iface, pToken);
850 pToken += tokens_read;
854 if (curOpcode->opcode == D3DSIO_DCL) {
856 DWORD usage = *pToken;
857 DWORD param = *(pToken + 1);
859 shader_dump_decl_usage(This, usage, param);
860 shader_dump_ins_modifiers(param);
862 shader_dump_param(iface, param, 0, 0);
866 } else if (curOpcode->opcode == D3DSIO_DEF) {
868 unsigned int offset = shader_get_float_offset(*pToken);
870 TRACE("def c%u = %f, %f, %f, %f", offset,
871 *(float *)(pToken + 1),
872 *(float *)(pToken + 2),
873 *(float *)(pToken + 3),
874 *(float *)(pToken + 4));
878 } else if (curOpcode->opcode == D3DSIO_DEFI) {
880 TRACE("defi i%u = %d, %d, %d, %d", *pToken & D3DSP_REGNUM_MASK,
889 } else if (curOpcode->opcode == D3DSIO_DEFB) {
891 TRACE("defb b%u = %s", *pToken & D3DSP_REGNUM_MASK,
892 *(pToken + 1)? "true": "false");
899 DWORD param, addr_token;
902 /* Print out predication source token first - it follows
903 * the destination token. */
904 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
906 shader_dump_param(iface, *(pToken + 2), 0, 1);
910 TRACE("%s", curOpcode->name);
912 if (curOpcode->opcode == D3DSIO_IFC ||
913 curOpcode->opcode == D3DSIO_BREAKC) {
915 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
917 case COMPARISON_GT: TRACE("_gt"); break;
918 case COMPARISON_EQ: TRACE("_eq"); break;
919 case COMPARISON_GE: TRACE("_ge"); break;
920 case COMPARISON_LT: TRACE("_lt"); break;
921 case COMPARISON_NE: TRACE("_ne"); break;
922 case COMPARISON_LE: TRACE("_le"); break;
928 /* Destination token */
929 if (curOpcode->dst_token) {
931 /* Destination token */
932 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
933 pToken += tokens_read;
936 shader_dump_ins_modifiers(param);
938 shader_dump_param(iface, param, addr_token, 0);
941 /* Predication token - already printed out, just skip it */
942 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
947 /* Other source tokens */
948 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
950 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
951 pToken += tokens_read;
954 TRACE((i == 0)? " " : ", ");
955 shader_dump_param(iface, param, addr_token, 1);
961 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
963 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
967 void shader_delete_constant_list(
968 struct list* clist) {
971 struct local_constant* constant;
973 ptr = list_head(clist);
975 constant = LIST_ENTRY(ptr, struct local_constant, entry);
976 ptr = list_next(clist, ptr);
977 HeapFree(GetProcessHeap(), 0, constant);