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 static inline 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;
60 if (buffer->newline) {
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62 buffer->newline = FALSE;
68 if (buffer->buffer[buffer->bsize-1] == '\n') {
70 buffer->newline = TRUE;
75 const SHADER_OPCODE* shader_get_opcode(
76 IWineD3DBaseShader *iface, const DWORD code) {
78 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
81 DWORD hex_version = This->baseShader.hex_version;
82 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
84 /** TODO: use dichotomic search */
85 while (NULL != shader_ins[i].name) {
86 if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
87 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
88 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
89 return &shader_ins[i];
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
98 /* Read a parameter opcode from the input stream,
99 * and possibly a relative addressing token.
100 * Return the number of tokens read */
101 int shader_get_param(
102 IWineD3DBaseShader* iface,
107 /* PS >= 3.0 have relative addressing (with token)
108 * VS >= 2.0 have relative addressing (with token)
109 * VS >= 1.0 < 2.0 have relative addressing (without token)
110 * The version check below should work in general */
112 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
113 char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
114 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
117 *addr_token = rel_token? *(pToken + 1): 0;
118 return rel_token? 2:1;
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123 IWineD3DBaseShaderImpl* This,
124 const SHADER_OPCODE* curOpcode,
125 DWORD opcode_token) {
127 /* Shaders >= 2.0 may contain address tokens, but fortunately they
128 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
130 return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131 ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132 curOpcode->num_params;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
138 * Note: This function assumes source or destination token format.
139 * It will not work with specially-formatted tokens like DEF or DCL,
140 * but hopefully those would be recognized */
142 int shader_skip_unrecognized(
143 IWineD3DBaseShader* iface,
144 const DWORD* pToken) {
149 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150 while (*pToken & 0x80000000) {
152 DWORD param, addr_token;
153 tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
154 pToken += tokens_read;
156 FIXME("Unrecognized opcode param: token=%08x "
157 "addr_token=%08x name=", param, addr_token);
158 shader_dump_param(iface, param, addr_token, i);
165 /* Convert floating point offset relative
166 * to a register file to an absolute offset for float constants */
168 unsigned int shader_get_float_offset(const DWORD reg) {
170 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171 int regtype = shader_get_regtype(reg);
174 case WINED3DSPR_CONST: return regnum;
175 case WINED3DSPR_CONST2: return 2048 + regnum;
176 case WINED3DSPR_CONST3: return 4096 + regnum;
177 case WINED3DSPR_CONST4: return 6144 + regnum;
179 FIXME("Unsupported register type: %d\n", regtype);
184 /* Note that this does not count the loop register
185 * as an address register. */
187 HRESULT shader_get_registers_used(
188 IWineD3DBaseShader *iface,
189 shader_reg_maps* reg_maps,
190 semantic* semantics_in,
191 semantic* semantics_out,
193 IWineD3DStateBlockImpl *stateBlock) {
195 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
196 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
198 /* There are some minor differences between pixel and vertex shaders */
199 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
201 reg_maps->bumpmat = -1;
202 reg_maps->luminanceparams = -1;
207 while (WINED3DVS_END() != *pToken) {
208 CONST SHADER_OPCODE* curOpcode;
212 if (shader_is_version_token(*pToken)) {
217 } else if (shader_is_comment(*pToken)) {
218 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
220 pToken += comment_len;
225 opcode_token = *pToken++;
226 curOpcode = shader_get_opcode(iface, opcode_token);
228 /* Unhandled opcode, and its parameters */
229 if (NULL == curOpcode) {
230 while (*pToken & 0x80000000)
233 /* Handle declarations */
234 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
236 DWORD usage = *pToken++;
237 DWORD param = *pToken++;
238 DWORD regtype = shader_get_regtype(param);
239 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
241 /* Vshader: mark attributes used
242 Pshader: mark 3.0 input registers used, save token */
243 if (WINED3DSPR_INPUT == regtype) {
246 reg_maps->attributes[regnum] = 1;
248 reg_maps->packed_input[regnum] = 1;
250 semantics_in[regnum].usage = usage;
251 semantics_in[regnum].reg = param;
253 /* Vshader: mark 3.0 output registers used, save token */
254 } else if (WINED3DSPR_OUTPUT == regtype) {
255 reg_maps->packed_output[regnum] = 1;
256 semantics_out[regnum].usage = usage;
257 semantics_out[regnum].reg = param;
258 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
261 /* Save sampler usage token */
262 } else if (WINED3DSPR_SAMPLER == regtype)
263 reg_maps->samplers[regnum] = usage;
265 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
267 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
268 if (!lconst) return E_OUTOFMEMORY;
269 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
270 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
272 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
273 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
274 float *value = (float *) lconst->value;
275 if(value[0] < -1.0) value[0] = -1.0;
276 else if(value[0] > 1.0) value[0] = 1.0;
277 if(value[1] < -1.0) value[1] = -1.0;
278 else if(value[1] > 1.0) value[1] = 1.0;
279 if(value[2] < -1.0) value[2] = -1.0;
280 else if(value[2] > 1.0) value[2] = 1.0;
281 if(value[3] < -1.0) value[3] = -1.0;
282 else if(value[3] > 1.0) value[3] = 1.0;
285 list_add_head(&This->baseShader.constantsF, &lconst->entry);
286 pToken += curOpcode->num_params;
288 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
290 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
291 if (!lconst) return E_OUTOFMEMORY;
292 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
293 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
294 list_add_head(&This->baseShader.constantsI, &lconst->entry);
295 pToken += curOpcode->num_params;
297 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
299 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
300 if (!lconst) return E_OUTOFMEMORY;
301 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
302 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
303 list_add_head(&This->baseShader.constantsB, &lconst->entry);
304 pToken += curOpcode->num_params;
306 /* If there's a loop in the shader */
307 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
308 WINED3DSIO_REP == curOpcode->opcode) {
310 if(cur_loop_depth > max_loop_depth)
311 max_loop_depth = cur_loop_depth;
312 pToken += curOpcode->num_params;
314 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
315 WINED3DSIO_ENDREP == curOpcode->opcode) {
318 /* For subroutine prototypes */
319 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
321 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
322 reg_maps->labels[snum] = 1;
323 pToken += curOpcode->num_params;
325 /* Set texture, address, temporary registers */
329 /* Declare 1.X samplers implicitly, based on the destination reg. number */
330 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
331 (WINED3DSIO_TEX == curOpcode->opcode ||
332 WINED3DSIO_TEXBEM == curOpcode->opcode ||
333 WINED3DSIO_TEXBEML == curOpcode->opcode ||
334 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
335 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
336 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
337 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
338 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
339 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
340 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
341 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
343 /* Fake sampler usage, only set reserved bit and ttype */
344 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
346 if(!stateBlock->textures[sampler_code]) {
347 ERR("No texture bound to sampler %d\n", sampler_code);
348 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
350 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
353 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
357 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
360 case GL_TEXTURE_CUBE_MAP_ARB:
361 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
365 ERR("Unexpected gl texture type found: %d\n", texType);
366 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
370 /* texbem is only valid with < 1.4 pixel shaders */
371 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
372 WINED3DSIO_TEXBEML == curOpcode->opcode) {
373 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
374 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
376 reg_maps->bumpmat = sampler_code;
377 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
378 reg_maps->luminanceparams = sampler_code;
383 if(WINED3DSIO_NRM == curOpcode->opcode) {
384 reg_maps->usesnrm = 1;
385 } else if(WINED3DSIO_BEM == curOpcode->opcode) {
386 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
387 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
388 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
390 reg_maps->bumpmat = regnum;
392 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
393 reg_maps->usesdsy = 1;
396 /* This will loop over all the registers and try to
397 * make a bitmask of the ones we're interested in.
399 * Relative addressing tokens are ignored, but that's
400 * okay, since we'll catch any address registers when
401 * they are initialized (required by spec) */
403 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
404 curOpcode->num_params + 1: curOpcode->num_params;
406 for (i = 0; i < limit; ++i) {
408 DWORD param, addr_token, reg, regtype;
409 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
411 regtype = shader_get_regtype(param);
412 reg = param & WINED3DSP_REGNUM_MASK;
414 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
417 reg_maps->texcoord[reg] = 1;
419 reg_maps->address[reg] = 1;
422 else if (WINED3DSPR_TEMP == regtype)
423 reg_maps->temporary[reg] = 1;
425 else if (WINED3DSPR_INPUT == regtype) {
427 reg_maps->attributes[reg] = 1;
429 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
430 /* If relative addressing is used, we must assume that all registers
431 * are used. Even if it is a construct like v3[aL], we can't assume
432 * that v0, v1 and v2 aren't read because aL can be negative
435 for(i = 0; i < MAX_REG_INPUT; i++) {
436 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
439 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
444 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
447 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
450 else if(WINED3DSPR_CONST == regtype) {
451 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
453 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
454 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
455 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
456 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
459 reg_maps->usesrelconstF = TRUE;
465 reg_maps->loop_depth = max_loop_depth;
470 static void shader_dump_decl_usage(
471 IWineD3DBaseShaderImpl* This,
475 DWORD regtype = shader_get_regtype(param);
479 if (regtype == WINED3DSPR_SAMPLER) {
480 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
483 case WINED3DSTT_2D: TRACE("_2d"); break;
484 case WINED3DSTT_CUBE: TRACE("_cube"); break;
485 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
486 default: TRACE("_unknown_ttype(%08x)", ttype);
491 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
492 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
494 /* Pixel shaders 3.0 don't have usage semantics */
495 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
496 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
502 case WINED3DDECLUSAGE_POSITION:
503 TRACE("position%d", idx);
505 case WINED3DDECLUSAGE_BLENDINDICES:
508 case WINED3DDECLUSAGE_BLENDWEIGHT:
511 case WINED3DDECLUSAGE_NORMAL:
512 TRACE("normal%d", idx);
514 case WINED3DDECLUSAGE_PSIZE:
517 case WINED3DDECLUSAGE_COLOR:
521 TRACE("specular%d", (idx - 1));
524 case WINED3DDECLUSAGE_TEXCOORD:
525 TRACE("texture%d", idx);
527 case WINED3DDECLUSAGE_TANGENT:
530 case WINED3DDECLUSAGE_BINORMAL:
533 case WINED3DDECLUSAGE_TESSFACTOR:
536 case WINED3DDECLUSAGE_POSITIONT:
537 TRACE("positionT%d", idx);
539 case WINED3DDECLUSAGE_FOG:
542 case WINED3DDECLUSAGE_DEPTH:
545 case WINED3DDECLUSAGE_SAMPLE:
549 FIXME("unknown_semantics(%08x)", usage);
554 static void shader_dump_arr_entry(
555 IWineD3DBaseShader *iface,
557 const DWORD addr_token,
562 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
567 shader_dump_param(iface, addr_token, 0, input);
577 void shader_dump_param(
578 IWineD3DBaseShader *iface,
580 const DWORD addr_token,
583 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
584 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
585 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
586 char swizzle_reg_chars[4];
588 DWORD reg = param & WINED3DSP_REGNUM_MASK;
589 DWORD regtype = shader_get_regtype(param);
590 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
592 /* There are some minor differences between pixel and vertex shaders */
593 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
595 /* For one, we'd prefer color components to be shown for pshaders.
596 * FIXME: use the swizzle function for this */
598 swizzle_reg_chars[0] = pshader? 'r': 'x';
599 swizzle_reg_chars[1] = pshader? 'g': 'y';
600 swizzle_reg_chars[2] = pshader? 'b': 'z';
601 swizzle_reg_chars[3] = pshader? 'a': 'w';
604 if ( (modifier == WINED3DSPSM_NEG) ||
605 (modifier == WINED3DSPSM_BIASNEG) ||
606 (modifier == WINED3DSPSM_SIGNNEG) ||
607 (modifier == WINED3DSPSM_X2NEG) ||
608 (modifier == WINED3DSPSM_ABSNEG) )
610 else if (modifier == WINED3DSPSM_COMP)
612 else if (modifier == WINED3DSPSM_NOT)
615 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
620 case WINED3DSPR_TEMP:
623 case WINED3DSPR_INPUT:
625 shader_dump_arr_entry(iface, param, addr_token, reg, input);
627 case WINED3DSPR_CONST:
628 case WINED3DSPR_CONST2:
629 case WINED3DSPR_CONST3:
630 case WINED3DSPR_CONST4:
632 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
634 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
635 TRACE("%c%u", (pshader? 't':'a'), reg);
637 case WINED3DSPR_RASTOUT:
638 TRACE("%s", rastout_reg_names[reg]);
640 case WINED3DSPR_COLOROUT:
643 case WINED3DSPR_DEPTHOUT:
646 case WINED3DSPR_ATTROUT:
649 case WINED3DSPR_TEXCRDOUT:
651 /* Vertex shaders >= 3.0 use general purpose output registers
652 * (WINED3DSPR_OUTPUT), which can include an address token */
654 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
656 shader_dump_arr_entry(iface, param, addr_token, reg, input);
661 case WINED3DSPR_CONSTINT:
663 shader_dump_arr_entry(iface, param, addr_token, reg, input);
665 case WINED3DSPR_CONSTBOOL:
667 shader_dump_arr_entry(iface, param, addr_token, reg, input);
669 case WINED3DSPR_LABEL:
672 case WINED3DSPR_LOOP:
675 case WINED3DSPR_SAMPLER:
678 case WINED3DSPR_MISCTYPE:
680 FIXME("Unhandled misctype register %d\n", reg);
682 TRACE("%s", misctype_reg_names[reg]);
685 case WINED3DSPR_PREDICATE:
689 TRACE("unhandled_rtype(%#x)", regtype);
694 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
696 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
698 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
699 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
700 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
701 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
706 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
707 DWORD swizzle_r = swizzle & 0x03;
708 DWORD swizzle_g = (swizzle >> 2) & 0x03;
709 DWORD swizzle_b = (swizzle >> 4) & 0x03;
710 DWORD swizzle_a = (swizzle >> 6) & 0x03;
714 case WINED3DSPSM_NONE: break;
715 case WINED3DSPSM_NEG: break;
716 case WINED3DSPSM_NOT: break;
717 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
718 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
719 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
720 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
721 case WINED3DSPSM_COMP: break;
722 case WINED3DSPSM_X2: TRACE("_x2"); break;
723 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
724 case WINED3DSPSM_DZ: TRACE("_dz"); break;
725 case WINED3DSPSM_DW: TRACE("_dw"); break;
726 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
727 case WINED3DSPSM_ABS: TRACE(")"); break;
729 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
734 * swizzle bits fields:
737 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
738 if (swizzle_r == swizzle_g &&
739 swizzle_r == swizzle_b &&
740 swizzle_r == swizzle_a) {
741 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
744 swizzle_reg_chars[swizzle_r],
745 swizzle_reg_chars[swizzle_g],
746 swizzle_reg_chars[swizzle_b],
747 swizzle_reg_chars[swizzle_a]);
753 /** Shared code in order to generate the bulk of the shader string.
754 Use the shader_header_fct & shader_footer_fct to add strings
755 that are specific to pixel or vertex functions
756 NOTE: A description of how to parse tokens can be found at:
757 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
758 void shader_generate_main(
759 IWineD3DBaseShader *iface,
760 SHADER_BUFFER* buffer,
761 shader_reg_maps* reg_maps,
762 CONST DWORD* pFunction) {
764 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
765 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
766 const DWORD *pToken = pFunction;
767 const SHADER_OPCODE *curOpcode = NULL;
768 SHADER_HANDLER hw_fct = NULL;
770 SHADER_OPCODE_ARG hw_arg;
772 /* Initialize current parsing state */
773 hw_arg.shader = iface;
774 hw_arg.buffer = buffer;
775 hw_arg.reg_maps = reg_maps;
776 This->baseShader.parse_state.current_row = 0;
778 /* Second pass, process opcodes */
779 if (NULL != pToken) {
780 while (WINED3DPS_END() != *pToken) {
782 /* Skip version token */
783 if (shader_is_version_token(*pToken)) {
788 /* Skip comment tokens */
789 if (shader_is_comment(*pToken)) {
790 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
792 TRACE("#%s\n", (const char*)pToken);
793 pToken += comment_len;
798 hw_arg.opcode_token = *pToken++;
799 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
802 if (curOpcode == NULL)
804 else if (This->baseShader.shader_mode == SHADER_GLSL)
805 hw_fct = curOpcode->hw_glsl_fct;
806 else if (This->baseShader.shader_mode == SHADER_ARB)
807 hw_fct = curOpcode->hw_fct;
809 /* Unknown opcode and its parameters */
810 if (NULL == curOpcode) {
811 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
812 pToken += shader_skip_unrecognized(iface, pToken);
815 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
816 WINED3DSIO_NOP == curOpcode->opcode ||
817 WINED3DSIO_DEF == curOpcode->opcode ||
818 WINED3DSIO_DEFI == curOpcode->opcode ||
819 WINED3DSIO_DEFB == curOpcode->opcode ||
820 WINED3DSIO_PHASE == curOpcode->opcode ||
821 WINED3DSIO_RET == curOpcode->opcode) {
823 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
825 /* If a generator function is set for current shader target, use it */
826 } else if (hw_fct != NULL) {
828 hw_arg.opcode = curOpcode;
830 /* Destination token */
831 if (curOpcode->dst_token) {
833 DWORD param, addr_token = 0;
834 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
836 hw_arg.dst_addr = addr_token;
839 /* Predication token */
840 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
841 hw_arg.predicate = *pToken++;
843 /* Other source tokens */
844 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
846 DWORD param, addr_token = 0;
847 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
848 hw_arg.src[i] = param;
849 hw_arg.src_addr[i] = addr_token;
852 /* Call appropriate function for output target */
855 /* Add color correction if needed */
856 device->shader_backend->shader_color_correction(&hw_arg);
858 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
859 if (This->baseShader.shader_mode == SHADER_GLSL)
860 shader_glsl_add_instruction_modifiers(&hw_arg);
862 /* Unhandled opcode */
865 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
866 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
869 /* TODO: What about result.depth? */
874 void shader_dump_ins_modifiers(const DWORD output) {
876 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
877 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
881 case 13: TRACE("_d8"); break;
882 case 14: TRACE("_d4"); break;
883 case 15: TRACE("_d2"); break;
884 case 1: TRACE("_x2"); break;
885 case 2: TRACE("_x4"); break;
886 case 3: TRACE("_x8"); break;
887 default: TRACE("_unhandled_shift(%d)", shift); break;
890 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
891 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
892 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
894 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
896 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
899 /* First pass: trace shader, initialize length and version */
900 void shader_trace_init(
901 IWineD3DBaseShader *iface,
902 const DWORD* pFunction) {
904 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
906 const DWORD* pToken = pFunction;
907 const SHADER_OPCODE* curOpcode = NULL;
909 unsigned int len = 0;
912 TRACE("(%p) : Parsing programme\n", This);
914 if (NULL != pToken) {
915 while (WINED3DVS_END() != *pToken) {
916 if (shader_is_version_token(*pToken)) { /** version */
917 This->baseShader.hex_version = *pToken;
918 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
919 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
920 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
925 if (shader_is_comment(*pToken)) { /** comment */
926 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
928 TRACE("//%s\n", (const char*)pToken);
929 pToken += comment_len;
930 len += comment_len + 1;
933 opcode_token = *pToken++;
934 curOpcode = shader_get_opcode(iface, opcode_token);
937 if (NULL == curOpcode) {
939 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
940 tokens_read = shader_skip_unrecognized(iface, pToken);
941 pToken += tokens_read;
945 if (curOpcode->opcode == WINED3DSIO_DCL) {
947 DWORD usage = *pToken;
948 DWORD param = *(pToken + 1);
950 shader_dump_decl_usage(This, usage, param);
951 shader_dump_ins_modifiers(param);
953 shader_dump_param(iface, param, 0, 0);
957 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
959 unsigned int offset = shader_get_float_offset(*pToken);
961 TRACE("def c%u = %f, %f, %f, %f", offset,
962 *(const float *)(pToken + 1),
963 *(const float *)(pToken + 2),
964 *(const float *)(pToken + 3),
965 *(const float *)(pToken + 4));
969 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
971 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
980 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
982 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
983 *(pToken + 1)? "true": "false");
990 DWORD param, addr_token;
993 /* Print out predication source token first - it follows
994 * the destination token. */
995 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
997 shader_dump_param(iface, *(pToken + 2), 0, 1);
1000 if (opcode_token & WINED3DSI_COISSUE) {
1001 /* PixWin marks instructions with the coissue flag with a '+' */
1005 TRACE("%s", curOpcode->name);
1007 if (curOpcode->opcode == WINED3DSIO_IFC ||
1008 curOpcode->opcode == WINED3DSIO_BREAKC) {
1010 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1012 case COMPARISON_GT: TRACE("_gt"); break;
1013 case COMPARISON_EQ: TRACE("_eq"); break;
1014 case COMPARISON_GE: TRACE("_ge"); break;
1015 case COMPARISON_LT: TRACE("_lt"); break;
1016 case COMPARISON_NE: TRACE("_ne"); break;
1017 case COMPARISON_LE: TRACE("_le"); break;
1021 } else if (curOpcode->opcode == WINED3DSIO_TEX &&
1022 This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1023 if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
1026 /* Destination token */
1027 if (curOpcode->dst_token) {
1029 /* Destination token */
1030 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
1031 pToken += tokens_read;
1034 shader_dump_ins_modifiers(param);
1036 shader_dump_param(iface, param, addr_token, 0);
1039 /* Predication token - already printed out, just skip it */
1040 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1045 /* Other source tokens */
1046 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1048 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
1049 pToken += tokens_read;
1052 TRACE((i == 0)? " " : ", ");
1053 shader_dump_param(iface, param, addr_token, 1);
1059 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1061 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1065 static void shader_delete_constant_list(
1066 struct list* clist) {
1069 struct local_constant* constant;
1071 ptr = list_head(clist);
1073 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1074 ptr = list_next(clist, ptr);
1075 HeapFree(GetProcessHeap(), 0, constant);
1079 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1080 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1081 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1082 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1083 static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
1084 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1086 const shader_backend_t none_shader_backend = {
1087 &shader_none_select,
1088 &shader_none_select_depth_blt,
1089 &shader_none_load_constants,
1090 &shader_none_cleanup,
1091 &shader_none_color_correction,
1092 &shader_none_destroy
1095 /* *******************************************
1096 IWineD3DPixelShader IUnknown parts follow
1097 ******************************************* */
1098 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
1100 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1101 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
1102 if (IsEqualGUID(riid, &IID_IUnknown)
1103 || IsEqualGUID(riid, &IID_IWineD3DBase)
1104 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1105 || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
1106 IUnknown_AddRef(iface);
1111 return E_NOINTERFACE;
1114 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
1115 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1116 TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
1117 return InterlockedIncrement(&This->baseShader.ref);
1120 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
1121 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1122 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
1124 TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
1125 ref = InterlockedDecrement(&This->baseShader.ref);
1127 deviceImpl->shader_backend->shader_destroy(iface);
1128 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1129 shader_delete_constant_list(&This->baseShader.constantsF);
1130 shader_delete_constant_list(&This->baseShader.constantsB);
1131 shader_delete_constant_list(&This->baseShader.constantsI);
1132 HeapFree(GetProcessHeap(), 0, This);