wined3d: Remove IWineD3DDevice_ApplyStateChanges.
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
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
9  *
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.
14  *
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.
19  *
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
23  */
24
25 #include "config.h"
26 #include <string.h>
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31
32 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
33
34 inline static BOOL shader_is_version_token(DWORD token) {
35     return shader_is_pshader_version(token) ||
36            shader_is_vshader_version(token);
37 }
38
39 int shader_addline(
40     SHADER_BUFFER* buffer,  
41     const char *format, ...) {
42
43     char* base = buffer->buffer + buffer->bsize;
44     int rc;
45
46     va_list args;
47     va_start(args, format);
48     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49     va_end(args);
50
51     if (rc < 0 ||                                   /* C89 */ 
52         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
53
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;
57         return -1;
58     }
59
60     buffer->bsize += rc;
61     buffer->lineNo++;
62     TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base); 
63     return 0;
64 }
65
66 const SHADER_OPCODE* shader_get_opcode(
67     IWineD3DBaseShader *iface, const DWORD code) {
68
69     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
70
71     DWORD i = 0;
72     DWORD hex_version = This->baseShader.hex_version;
73     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
74
75     /** TODO: use dichotomic search */
76     while (NULL != shader_ins[i].name) {
77         if (((code & WINED3DSI_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];
81         }
82         ++i;
83     }
84     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", 
85        code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
86     return NULL;
87 }
88
89 /* Read a parameter opcode from the input stream,
90  * and possibly a relative addressing token.
91  * Return the number of tokens read */
92 int shader_get_param(
93     IWineD3DBaseShader* iface,
94     const DWORD* pToken,
95     DWORD* param,
96     DWORD* addr_token) {
97
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 */
102
103     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
104     char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
105         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
106
107     *param = *pToken;
108     *addr_token = rel_token? *(pToken + 1): 0;
109     return rel_token? 2:1;
110 }
111
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) {
117
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 */
120
121     return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
122         ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
123         curOpcode->num_params;
124 }
125
126 /* Read the parameters of an unrecognized opcode from the input stream
127  * Return the number of tokens read. 
128  * 
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 */
132
133 int shader_skip_unrecognized(
134     IWineD3DBaseShader* iface,
135     const DWORD* pToken) {
136
137     int tokens_read = 0;
138     int i = 0;
139
140     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
141     while (*pToken & 0x80000000) {
142
143         DWORD param, addr_token;
144         tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
145         pToken += tokens_read;
146
147         FIXME("Unrecognized opcode param: token=%08x "
148             "addr_token=%08x name=", param, addr_token);
149         shader_dump_param(iface, param, addr_token, i);
150         FIXME("\n");
151         ++i;
152     }
153     return tokens_read;
154 }
155
156 /* Convert floating point offset relative
157  * to a register file to an absolute offset for float constants */
158
159 unsigned int shader_get_float_offset(const DWORD reg) {
160
161      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
162      int regtype = shader_get_regtype(reg);
163
164      switch (regtype) {
165         case WINED3DSPR_CONST: return regnum;
166         case WINED3DSPR_CONST2: return 2048 + regnum;
167         case WINED3DSPR_CONST3: return 4096 + regnum;
168         case WINED3DSPR_CONST4: return 6144 + regnum;
169         default:
170             FIXME("Unsupported register type: %d\n", regtype);
171             return regnum;
172      }
173 }
174
175 /* Note that this does not count the loop register
176  * as an address register. */
177
178 HRESULT shader_get_registers_used(
179     IWineD3DBaseShader *iface,
180     shader_reg_maps* reg_maps,
181     semantic* semantics_in,
182     semantic* semantics_out,
183     CONST DWORD* pToken,
184     IWineD3DStateBlockImpl *stateBlock) {
185
186     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
187
188     /* There are some minor differences between pixel and vertex shaders */
189     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
190
191     if (pToken == NULL)
192         return WINED3D_OK;
193
194     while (WINED3DVS_END() != *pToken) {
195         CONST SHADER_OPCODE* curOpcode;
196         DWORD opcode_token;
197
198         /* Skip version */
199         if (shader_is_version_token(*pToken)) {
200              ++pToken;
201              continue;
202
203         /* Skip comments */
204         } else if (shader_is_comment(*pToken)) {
205              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
206              ++pToken;
207              pToken += comment_len;
208              continue;
209         }
210
211         /* Fetch opcode */
212         opcode_token = *pToken++;
213         curOpcode = shader_get_opcode(iface, opcode_token);
214
215         /* Unhandled opcode, and its parameters */
216         if (NULL == curOpcode) {
217            while (*pToken & 0x80000000)
218                ++pToken;
219
220         /* Handle declarations */
221         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
222
223             DWORD usage = *pToken++;
224             DWORD param = *pToken++;
225             DWORD regtype = shader_get_regtype(param);
226             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
227
228             /* Vshader: mark attributes used
229                Pshader: mark 3.0 input registers used, save token */
230             if (WINED3DSPR_INPUT == regtype) {
231
232                 if (!pshader)
233                     reg_maps->attributes[regnum] = 1;
234                 else
235                     reg_maps->packed_input[regnum] = 1;
236
237                 semantics_in[regnum].usage = usage;
238                 semantics_in[regnum].reg = param;
239
240             /* Vshader: mark 3.0 output registers used, save token */
241             } else if (WINED3DSPR_OUTPUT == regtype) {
242                 reg_maps->packed_output[regnum] = 1;
243                 semantics_out[regnum].usage = usage;
244                 semantics_out[regnum].reg = param;
245
246             /* Save sampler usage token */
247             } else if (WINED3DSPR_SAMPLER == regtype)
248                 reg_maps->samplers[regnum] = usage;
249
250         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
251
252             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
253             if (!lconst) return E_OUTOFMEMORY;
254             lconst->idx = *pToken & WINED3DSP_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;
258
259         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
260
261             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
262             if (!lconst) return E_OUTOFMEMORY;
263             lconst->idx = *pToken & WINED3DSP_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;
267
268         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
269
270             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
271             if (!lconst) return E_OUTOFMEMORY;
272             lconst->idx = *pToken & WINED3DSP_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;
276
277         /* If there's a loop in the shader */
278         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
279                    WINED3DSIO_REP == curOpcode->opcode) {
280             reg_maps->loop = 1;
281             pToken += curOpcode->num_params;
282    
283         /* For subroutine prototypes */
284         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
285
286             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
287             reg_maps->labels[snum] = 1;
288             pToken += curOpcode->num_params;
289  
290         /* Set texture, address, temporary registers */
291         } else {
292             int i, limit;
293
294             /* Declare 1.X samplers implicitly, based on the destination reg. number */
295             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && 
296                 (WINED3DSIO_TEX == curOpcode->opcode ||
297                  WINED3DSIO_TEXBEM == curOpcode->opcode ||
298                  WINED3DSIO_TEXBEML == curOpcode->opcode ||
299                  WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
300                  WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
301                  WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
302                  WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
303                  WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
304                  WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
305                  WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
306                  WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
307
308                 /* Fake sampler usage, only set reserved bit and ttype */
309                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
310
311                 if(!stateBlock->textures[sampler_code]) {
312                     ERR("No texture bound to sampler %d\n", sampler_code);
313                     reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
314                 } else {
315                     int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
316                     switch(texType) {
317                         case GL_TEXTURE_1D:
318                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
319                             break;
320
321                         case GL_TEXTURE_2D:
322                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
323                             break;
324
325                         case GL_TEXTURE_3D:
326                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
327                             break;
328
329                         case GL_TEXTURE_CUBE_MAP_ARB:
330                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
331                             break;
332
333                         default:
334                             ERR("Unexpected gl texture type found: %d\n", texType);
335                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
336                     }
337                 }
338             }
339
340             /* This will loop over all the registers and try to
341              * make a bitmask of the ones we're interested in. 
342              *
343              * Relative addressing tokens are ignored, but that's 
344              * okay, since we'll catch any address registers when 
345              * they are initialized (required by spec) */
346
347             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
348                 curOpcode->num_params + 1: curOpcode->num_params;
349
350             for (i = 0; i < limit; ++i) {
351
352                 DWORD param, addr_token, reg, regtype;
353                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
354
355                 regtype = shader_get_regtype(param);
356                 reg = param & WINED3DSP_REGNUM_MASK;
357
358                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
359
360                     if (pshader)
361                         reg_maps->texcoord[reg] = 1;
362                     else
363                         reg_maps->address[reg] = 1;
364                 }
365
366                 else if (WINED3DSPR_TEMP == regtype)
367                     reg_maps->temporary[reg] = 1;
368
369                 else if (WINED3DSPR_INPUT == regtype && !pshader)
370                     reg_maps->attributes[reg] = 1;
371
372                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
373                     reg_maps->fog = 1;
374              }
375         }
376     }
377
378     return WINED3D_OK;
379 }
380
381 static void shader_dump_decl_usage(
382     IWineD3DBaseShaderImpl* This,
383     DWORD decl, 
384     DWORD param) {
385
386     DWORD regtype = shader_get_regtype(param);
387
388     TRACE("dcl");
389
390     if (regtype == WINED3DSPR_SAMPLER) {
391         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
392
393         switch (ttype) {
394             case WINED3DSTT_2D: TRACE("_2d"); break;
395             case WINED3DSTT_CUBE: TRACE("_cube"); break;
396             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
397             default: TRACE("_unknown_ttype(%08x)", ttype); 
398        }
399
400     } else { 
401
402         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
403         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
404
405         /* Pixel shaders 3.0 don't have usage semantics */
406         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
407         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
408             return;
409         else
410             TRACE("_");
411
412         switch(usage) {
413         case D3DDECLUSAGE_POSITION:
414             TRACE("position%d", idx);
415             break;
416         case D3DDECLUSAGE_BLENDINDICES:
417             TRACE("blend");
418             break;
419         case D3DDECLUSAGE_BLENDWEIGHT:
420             TRACE("weight");
421             break;
422         case D3DDECLUSAGE_NORMAL:
423             TRACE("normal%d", idx);
424             break;
425         case D3DDECLUSAGE_PSIZE:
426             TRACE("psize");
427             break;
428         case D3DDECLUSAGE_COLOR:
429             if(idx == 0)  {
430                 TRACE("color");
431             } else {
432                 TRACE("specular%d", (idx - 1));
433             }
434             break;
435         case D3DDECLUSAGE_TEXCOORD:
436             TRACE("texture%d", idx);
437             break;
438         case D3DDECLUSAGE_TANGENT:
439             TRACE("tangent");
440             break;
441         case D3DDECLUSAGE_BINORMAL:
442             TRACE("binormal");
443             break;
444         case D3DDECLUSAGE_TESSFACTOR:
445             TRACE("tessfactor");
446             break;
447         case D3DDECLUSAGE_POSITIONT:
448             TRACE("positionT%d", idx);
449             break;
450         case D3DDECLUSAGE_FOG:
451             TRACE("fog");
452             break;
453         case D3DDECLUSAGE_DEPTH:
454             TRACE("depth");
455             break;
456         case D3DDECLUSAGE_SAMPLE:
457             TRACE("sample");
458             break;
459         default:
460             FIXME("unknown_semantics(%08x)", usage);
461         }
462     }
463 }
464
465 static void shader_dump_arr_entry(
466     IWineD3DBaseShader *iface,
467     const DWORD param,
468     const DWORD addr_token,
469     unsigned int reg,
470     int input) {
471
472     char relative =
473         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
474
475     if (relative) {
476         TRACE("[");
477         if (addr_token)
478             shader_dump_param(iface, addr_token, 0, input);
479         else
480             TRACE("a0.x");
481         TRACE(" + ");
482      }
483      TRACE("%u", reg);
484      if (relative)
485          TRACE("]");
486 }
487
488 void shader_dump_param(
489     IWineD3DBaseShader *iface,
490     const DWORD param, 
491     const DWORD addr_token,
492     int input) {
493
494     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
495     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
496     char swizzle_reg_chars[4];
497
498     DWORD reg = param & WINED3DSP_REGNUM_MASK;
499     DWORD regtype = shader_get_regtype(param);
500     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
501
502     /* There are some minor differences between pixel and vertex shaders */
503     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
504
505     /* For one, we'd prefer color components to be shown for pshaders.
506      * FIXME: use the swizzle function for this */
507
508     swizzle_reg_chars[0] = pshader? 'r': 'x';
509     swizzle_reg_chars[1] = pshader? 'g': 'y';
510     swizzle_reg_chars[2] = pshader? 'b': 'z';
511     swizzle_reg_chars[3] = pshader? 'a': 'w';
512
513     if (input) {
514         if ( (modifier == WINED3DSPSM_NEG) ||
515              (modifier == WINED3DSPSM_BIASNEG) ||
516              (modifier == WINED3DSPSM_SIGNNEG) ||
517              (modifier == WINED3DSPSM_X2NEG) ||
518              (modifier == WINED3DSPSM_ABSNEG) )
519             TRACE("-");
520         else if (modifier == WINED3DSPSM_COMP)
521             TRACE("1-");
522         else if (modifier == WINED3DSPSM_NOT)
523             TRACE("!");
524
525         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
526             TRACE("abs(");
527     }
528
529     switch (regtype) {
530         case WINED3DSPR_TEMP:
531             TRACE("r%u", reg);
532             break;
533         case WINED3DSPR_INPUT:
534             TRACE("v");
535             shader_dump_arr_entry(iface, param, addr_token, reg, input);
536             break;
537         case WINED3DSPR_CONST:
538         case WINED3DSPR_CONST2:
539         case WINED3DSPR_CONST3:
540         case WINED3DSPR_CONST4:
541             TRACE("c");
542             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
543             break;
544         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
545             TRACE("%c%u", (pshader? 't':'a'), reg);
546             break;        
547         case WINED3DSPR_RASTOUT:
548             TRACE("%s", rastout_reg_names[reg]);
549             break;
550         case WINED3DSPR_COLOROUT:
551             TRACE("oC%u", reg);
552             break;
553         case WINED3DSPR_DEPTHOUT:
554             TRACE("oDepth");
555             break;
556         case WINED3DSPR_ATTROUT:
557             TRACE("oD%u", reg);
558             break;
559         case WINED3DSPR_TEXCRDOUT: 
560
561             /* Vertex shaders >= 3.0 use general purpose output registers
562              * (WINED3DSPR_OUTPUT), which can include an address token */
563
564             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
565                 TRACE("o");
566                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
567             }
568             else 
569                TRACE("oT%u", reg);
570             break;
571         case WINED3DSPR_CONSTINT:
572             TRACE("i");
573             shader_dump_arr_entry(iface, param, addr_token, reg, input);
574             break;
575         case WINED3DSPR_CONSTBOOL:
576             TRACE("b");
577             shader_dump_arr_entry(iface, param, addr_token, reg, input);
578             break;
579         case WINED3DSPR_LABEL:
580             TRACE("l%u", reg);
581             break;
582         case WINED3DSPR_LOOP:
583             TRACE("aL");
584             break;
585         case WINED3DSPR_SAMPLER:
586             TRACE("s%u", reg);
587             break;
588         case WINED3DSPR_PREDICATE:
589             TRACE("p%u", reg);
590             break;
591         default:
592             TRACE("unhandled_rtype(%#x)", regtype);
593             break;
594    }
595
596    if (!input) {
597        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
598
599        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
600            TRACE(".");
601            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
602            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
603            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
604            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
605        }
606
607    } else {
608         /** operand input */
609         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
610         DWORD swizzle_r = swizzle & 0x03;
611         DWORD swizzle_g = (swizzle >> 2) & 0x03;
612         DWORD swizzle_b = (swizzle >> 4) & 0x03;
613         DWORD swizzle_a = (swizzle >> 6) & 0x03;
614
615         if (0 != modifier) {
616             switch (modifier) {
617                 case WINED3DSPSM_NONE:    break;
618                 case WINED3DSPSM_NEG:     break;
619                 case WINED3DSPSM_NOT:     break;
620                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
621                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
622                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
623                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
624                 case WINED3DSPSM_COMP:    break;
625                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
626                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
627                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
628                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
629                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
630                 case WINED3DSPSM_ABS:     TRACE(")"); break;
631                 default:
632                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
633             }
634         }
635
636         /**
637         * swizzle bits fields:
638         *  RRGGBBAA
639         */
640         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
641             if (swizzle_r == swizzle_g &&
642                 swizzle_r == swizzle_b &&
643                 swizzle_r == swizzle_a) {
644                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
645             } else {
646                 TRACE(".%c%c%c%c",
647                 swizzle_reg_chars[swizzle_r],
648                 swizzle_reg_chars[swizzle_g],
649                 swizzle_reg_chars[swizzle_b],
650                 swizzle_reg_chars[swizzle_a]);
651             }
652         }
653     }
654 }
655
656 /** Shared code in order to generate the bulk of the shader string.
657     Use the shader_header_fct & shader_footer_fct to add strings
658     that are specific to pixel or vertex functions
659     NOTE: A description of how to parse tokens can be found at:
660           http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
661 void shader_generate_main(
662     IWineD3DBaseShader *iface,
663     SHADER_BUFFER* buffer,
664     shader_reg_maps* reg_maps,
665     CONST DWORD* pFunction) {
666
667     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
668     const DWORD *pToken = pFunction;
669     const SHADER_OPCODE *curOpcode = NULL;
670     SHADER_HANDLER hw_fct = NULL;
671     DWORD i;
672     SHADER_OPCODE_ARG hw_arg;
673
674     /* Initialize current parsing state */
675     hw_arg.shader = iface;
676     hw_arg.buffer = buffer;
677     hw_arg.reg_maps = reg_maps;
678     This->baseShader.parse_state.current_row = 0;
679
680     /* Second pass, process opcodes */
681     if (NULL != pToken) {
682         while (WINED3DPS_END() != *pToken) {
683
684             /* Skip version token */
685             if (shader_is_version_token(*pToken)) {
686                 ++pToken;
687                 continue;
688             }
689
690             /* Skip comment tokens */
691             if (shader_is_comment(*pToken)) {
692                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
693                 ++pToken;
694                 TRACE("#%s\n", (const char*)pToken);
695                 pToken += comment_len;
696                 continue;
697             }
698
699             /* Read opcode */
700             hw_arg.opcode_token = *pToken++;
701             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
702
703             /* Select handler */
704             if (curOpcode == NULL)
705                 hw_fct = NULL;
706             else if (This->baseShader.shader_mode == SHADER_GLSL)
707                 hw_fct = curOpcode->hw_glsl_fct;
708             else if (This->baseShader.shader_mode == SHADER_ARB)
709                 hw_fct = curOpcode->hw_fct;
710
711             /* Unknown opcode and its parameters */
712             if (NULL == curOpcode) {
713                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
714                 pToken += shader_skip_unrecognized(iface, pToken); 
715
716             /* Nothing to do */
717             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
718                        WINED3DSIO_NOP == curOpcode->opcode ||
719                        WINED3DSIO_DEF == curOpcode->opcode ||
720                        WINED3DSIO_DEFI == curOpcode->opcode ||
721                        WINED3DSIO_DEFB == curOpcode->opcode ||
722                        WINED3DSIO_PHASE == curOpcode->opcode ||
723                        WINED3DSIO_RET == curOpcode->opcode) {
724
725                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
726
727             /* If a generator function is set for current shader target, use it */
728             } else if (hw_fct != NULL) {
729
730                 hw_arg.opcode = curOpcode;
731
732                 /* Destination token */
733                 if (curOpcode->dst_token) {
734
735                     DWORD param, addr_token = 0;
736                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
737                     hw_arg.dst = param;
738                     hw_arg.dst_addr = addr_token;
739                 }
740
741                 /* Predication token */
742                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
743                     hw_arg.predicate = *pToken++;
744
745                 /* Other source tokens */
746                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
747
748                     DWORD param, addr_token = 0; 
749                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
750                     hw_arg.src[i] = param;
751                     hw_arg.src_addr[i] = addr_token;
752                 }
753
754                 /* Call appropriate function for output target */
755                 hw_fct(&hw_arg);
756
757                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
758                 if (This->baseShader.shader_mode == SHADER_GLSL)
759                     shader_glsl_add_instruction_modifiers(&hw_arg);
760
761             /* Unhandled opcode */
762             } else {
763
764                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
765                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
766             }
767         }
768         /* TODO: What about result.depth? */
769
770     }
771 }
772
773 void shader_dump_ins_modifiers(const DWORD output) {
774
775     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
776     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
777
778     switch (shift) {
779         case 0: break;
780         case 13: TRACE("_d8"); break;
781         case 14: TRACE("_d4"); break;
782         case 15: TRACE("_d2"); break;
783         case 1: TRACE("_x2"); break;
784         case 2: TRACE("_x4"); break;
785         case 3: TRACE("_x8"); break;
786         default: TRACE("_unhandled_shift(%d)", shift); break;
787     }
788
789     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
790     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
791     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
792
793     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
794     if (mmask)
795         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
796 }
797
798 /* First pass: trace shader, initialize length and version */
799 void shader_trace_init(
800     IWineD3DBaseShader *iface,
801     const DWORD* pFunction) {
802
803     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
804
805     const DWORD* pToken = pFunction;
806     const SHADER_OPCODE* curOpcode = NULL;
807     DWORD opcode_token;
808     unsigned int len = 0;
809     DWORD i;
810
811     TRACE("(%p) : Parsing programme\n", This);
812
813     if (NULL != pToken) {
814         while (WINED3DVS_END() != *pToken) {
815             if (shader_is_version_token(*pToken)) { /** version */
816                 This->baseShader.hex_version = *pToken;
817                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
818                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
819                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
820                 ++pToken;
821                 ++len;
822                 continue;
823             }
824             if (shader_is_comment(*pToken)) { /** comment */
825                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
826                 ++pToken;
827                 TRACE("//%s\n", (const char*)pToken);
828                 pToken += comment_len;
829                 len += comment_len + 1;
830                 continue;
831             }
832             opcode_token = *pToken++;
833             curOpcode = shader_get_opcode(iface, opcode_token);
834             len++;
835
836             if (NULL == curOpcode) {
837                 int tokens_read;
838                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
839                 tokens_read = shader_skip_unrecognized(iface, pToken);
840                 pToken += tokens_read;
841                 len += tokens_read;
842
843             } else {
844                 if (curOpcode->opcode == WINED3DSIO_DCL) {
845
846                     DWORD usage = *pToken;
847                     DWORD param = *(pToken + 1);
848
849                     shader_dump_decl_usage(This, usage, param);
850                     shader_dump_ins_modifiers(param);
851                     TRACE(" ");
852                     shader_dump_param(iface, param, 0, 0);
853                     pToken += 2;
854                     len += 2;
855
856                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
857
858                         unsigned int offset = shader_get_float_offset(*pToken);
859
860                         TRACE("def c%u = %f, %f, %f, %f", offset,
861                             *(const float *)(pToken + 1),
862                             *(const float *)(pToken + 2),
863                             *(const float *)(pToken + 3),
864                             *(const float *)(pToken + 4));
865
866                         pToken += 5;
867                         len += 5;
868                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
869
870                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
871                             *(pToken + 1),
872                             *(pToken + 2),
873                             *(pToken + 3),
874                             *(pToken + 4));
875
876                         pToken += 5;
877                         len += 5;
878
879                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
880
881                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
882                             *(pToken + 1)? "true": "false");
883
884                         pToken += 2;
885                         len += 2;
886
887                 } else {
888
889                     DWORD param, addr_token;
890                     int tokens_read;
891
892                     /* Print out predication source token first - it follows
893                      * the destination token. */
894                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
895                         TRACE("(");
896                         shader_dump_param(iface, *(pToken + 2), 0, 1);
897                         TRACE(") ");
898                     }
899
900                     TRACE("%s", curOpcode->name);
901
902                     if (curOpcode->opcode == WINED3DSIO_IFC ||
903                         curOpcode->opcode == WINED3DSIO_BREAKC) {
904
905                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
906                         switch (op) {
907                             case COMPARISON_GT: TRACE("_gt"); break;
908                             case COMPARISON_EQ: TRACE("_eq"); break;
909                             case COMPARISON_GE: TRACE("_ge"); break;
910                             case COMPARISON_LT: TRACE("_lt"); break;
911                             case COMPARISON_NE: TRACE("_ne"); break;
912                             case COMPARISON_LE: TRACE("_le"); break;
913                             default:
914                                 TRACE("_(%u)", op);
915                         }
916                     }
917
918                     /* Destination token */
919                     if (curOpcode->dst_token) {
920
921                         /* Destination token */
922                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
923                         pToken += tokens_read;
924                         len += tokens_read;
925
926                         shader_dump_ins_modifiers(param);
927                         TRACE(" ");
928                         shader_dump_param(iface, param, addr_token, 0);
929                     }
930
931                     /* Predication token - already printed out, just skip it */
932                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
933                         pToken++;
934                         len++;
935                     }
936
937                     /* Other source tokens */
938                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
939
940                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
941                         pToken += tokens_read;
942                         len += tokens_read;
943
944                         TRACE((i == 0)? " " : ", ");
945                         shader_dump_param(iface, param, addr_token, 1);
946                     }
947                 }
948                 TRACE("\n");
949             }
950         }
951         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
952     } else {
953         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
954     }
955 }
956
957 void shader_delete_constant_list(
958     struct list* clist) {
959
960     struct list *ptr;
961     struct local_constant* constant;
962
963     ptr = list_head(clist);
964     while (ptr) {
965         constant = LIST_ENTRY(ptr, struct local_constant, entry);
966         ptr = list_next(clist, ptr);
967         HeapFree(GetProcessHeap(), 0, constant);
968     }
969 }
970
971 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
972 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
973 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
974 static void shader_none_cleanup(BOOL usePS, BOOL useVS) {}
975
976 const shader_backend_t none_shader_backend = {
977     &shader_none_select,
978     &shader_none_select_depth_blt,
979     &shader_none_load_constants,
980     &shader_none_cleanup
981 };