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
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 #define WINED3DSP_DCL_USAGE_SHIFT 0
37 #define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
38 #define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
39 #define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
41 /* Opcode-related masks */
42 #define WINED3DSI_OPCODE_MASK 0x0000ffff
44 #define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
45 #define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
47 #define WINED3DSI_INSTLENGTH_SHIFT 24
48 #define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
50 #define WINED3DSI_COISSUE (1 << 30)
52 #define WINED3DSI_COMMENTSIZE_SHIFT 16
53 #define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
55 #define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
57 /* Register number mask */
58 #define WINED3DSP_REGNUM_MASK 0x000007ff
60 /* Register type masks */
61 #define WINED3DSP_REGTYPE_SHIFT 28
62 #define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
63 #define WINED3DSP_REGTYPE_SHIFT2 8
64 #define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
66 /* Relative addressing mask */
67 #define WINED3DSHADER_ADDRESSMODE_SHIFT 13
68 #define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
70 /* Destination modifier mask */
71 #define WINED3DSP_DSTMOD_SHIFT 20
72 #define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
74 /* Destination shift mask */
75 #define WINED3DSP_DSTSHIFT_SHIFT 24
76 #define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
79 #define WINED3DSP_SWIZZLE_SHIFT 16
80 #define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
82 /* Source modifier mask */
83 #define WINED3DSP_SRCMOD_SHIFT 24
84 #define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
86 typedef enum _WINED3DSHADER_ADDRESSMODE_TYPE
88 WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
89 WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
90 WINED3DSHADER_ADDRMODE_FORCE_DWORD = 0x7fffffff,
91 } WINED3DSHADER_ADDRESSMODE_TYPE;
93 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
95 /* Read a parameter opcode from the input stream,
96 * and possibly a relative addressing token.
97 * Return the number of tokens read */
98 static int shader_get_param(const DWORD *ptr, DWORD shader_version, DWORD *token, DWORD *addr_token)
104 /* PS >= 3.0 have relative addressing (with token)
105 * VS >= 2.0 have relative addressing (with token)
106 * VS >= 1.0 < 2.0 have relative addressing (without token)
107 * The version check below should work in general */
108 if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
110 if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2)
112 *addr_token = (1 << 31)
113 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
114 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
115 | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
119 *addr_token = *(ptr + 1);
127 static const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
131 /** TODO: use dichotomic search */
132 while (opcode_table[i].name)
134 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
135 && shader_version >= opcode_table[i].min_version
136 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
138 return &opcode_table[i];
143 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
144 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
149 /* Return the number of parameters to skip for an opcode */
150 static inline int shader_skip_opcode(const SHADER_OPCODE *opcode_info, DWORD opcode_token, DWORD shader_version)
152 /* Shaders >= 2.0 may contain address tokens, but fortunately they
153 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
154 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
155 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->num_params;
158 /* Read the parameters of an unrecognized opcode from the input stream
159 * Return the number of tokens read.
161 * Note: This function assumes source or destination token format.
162 * It will not work with specially-formatted tokens like DEF or DCL,
163 * but hopefully those would be recognized */
164 static int shader_skip_unrecognized(const DWORD *ptr, DWORD shader_version)
169 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
170 while (*ptr & 0x80000000)
172 DWORD token, addr_token = 0;
173 tokens_read += shader_get_param(ptr, shader_version, &token, &addr_token);
176 FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
177 shader_dump_param(token, addr_token, i, shader_version);
184 static void shader_sm1_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size,
185 const SHADER_OPCODE *opcode_table, DWORD shader_version)
187 const SHADER_OPCODE *opcode_info;
190 opcode_token = *(*ptr)++;
191 opcode_info = shader_get_opcode(opcode_table, shader_version, opcode_token);
194 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
195 ins->handler_idx = WINED3DSIH_TABLE_SIZE;
196 *param_size = shader_skip_unrecognized(*ptr, shader_version);
200 ins->handler_idx = opcode_info->handler_idx;
201 ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
202 ins->coissue = opcode_token & WINED3DSI_COISSUE;
203 ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
204 ins->dst_count = opcode_info->dst_token ? 1 : 0;
205 ins->src_count = opcode_info->num_params - opcode_info->dst_token;
206 *param_size = shader_skip_opcode(opcode_info, opcode_token, shader_version);
209 static inline BOOL shader_is_version_token(DWORD token) {
210 return shader_is_pshader_version(token) ||
211 shader_is_vshader_version(token);
214 void shader_buffer_init(struct SHADER_BUFFER *buffer)
216 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
217 buffer->buffer[0] = '\0';
220 buffer->newline = TRUE;
223 void shader_buffer_free(struct SHADER_BUFFER *buffer)
225 HeapFree(GetProcessHeap(), 0, buffer->buffer);
228 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
230 char* base = buffer->buffer + buffer->bsize;
233 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
235 if (rc < 0 || /* C89 */
236 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
238 ERR("The buffer allocated for the shader program string "
239 "is too small at %d bytes.\n", SHADER_PGMSIZE);
240 buffer->bsize = SHADER_PGMSIZE - 1;
244 if (buffer->newline) {
245 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
246 buffer->newline = FALSE;
252 if (buffer->buffer[buffer->bsize-1] == '\n') {
254 buffer->newline = TRUE;
259 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
264 va_start(args, format);
265 ret = shader_vaddline(buffer, format, args);
271 void shader_init(struct IWineD3DBaseShaderClass *shader,
272 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
275 shader->device = device;
276 shader->shader_ins = instruction_table;
277 list_init(&shader->linked_programs);
280 static inline WINED3DSHADER_PARAM_REGISTER_TYPE shader_get_regtype(DWORD param)
282 return ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
283 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
286 static inline DWORD shader_get_writemask(DWORD param)
288 return param & WINED3DSP_WRITEMASK_ALL;
291 static inline BOOL shader_is_comment(DWORD token)
293 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
296 /* Convert floating point offset relative
297 * to a register file to an absolute offset for float constants */
298 static unsigned int shader_get_float_offset(const DWORD reg)
300 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
301 int regtype = shader_get_regtype(reg);
304 case WINED3DSPR_CONST: return regnum;
305 case WINED3DSPR_CONST2: return 2048 + regnum;
306 case WINED3DSPR_CONST3: return 4096 + regnum;
307 case WINED3DSPR_CONST4: return 6144 + regnum;
309 FIXME("Unsupported register type: %d\n", regtype);
314 static void shader_delete_constant_list(struct list* clist) {
317 struct local_constant* constant;
319 ptr = list_head(clist);
321 constant = LIST_ENTRY(ptr, struct local_constant, entry);
322 ptr = list_next(clist, ptr);
323 HeapFree(GetProcessHeap(), 0, constant);
328 static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
329 struct wined3d_shader_dst_param *dst)
331 dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
332 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
333 dst->register_idx = param & WINED3DSP_REGNUM_MASK;
334 dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
335 dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
336 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
337 dst->rel_addr = rel_addr;
340 static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
341 struct wined3d_shader_src_param *src)
343 src->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
344 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
345 src->register_idx = param & WINED3DSP_REGNUM_MASK;
346 src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
347 src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
348 src->rel_addr = rel_addr;
351 /* Note that this does not count the loop register
352 * as an address register. */
354 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
355 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
356 const DWORD *byte_code)
358 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
359 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
360 DWORD shader_version;
361 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
362 const DWORD* pToken = byte_code;
365 /* There are some minor differences between pixel and vertex shaders */
367 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
368 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
370 /* get_registers_used is called on every compile on some 1.x shaders, which can result
371 * in stacking up a collection of local constants. Delete the old constants if existing
373 shader_delete_constant_list(&This->baseShader.constantsF);
374 shader_delete_constant_list(&This->baseShader.constantsB);
375 shader_delete_constant_list(&This->baseShader.constantsI);
377 /* The version token is supposed to be the first token */
378 if (!shader_is_version_token(*pToken))
380 FIXME("First token is not a version token, invalid shader.\n");
381 return WINED3DERR_INVALIDCALL;
383 reg_maps->shader_version = shader_version = *pToken++;
384 pshader = shader_is_pshader_version(shader_version);
386 while (WINED3DVS_END() != *pToken) {
387 struct wined3d_shader_instruction ins;
391 if (shader_is_comment(*pToken))
393 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
395 pToken += comment_len;
400 shader_sm1_read_opcode(&pToken, &ins, ¶m_size, shader_ins, shader_version);
402 /* Unhandled opcode, and its parameters */
403 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
405 TRACE("Skipping unrecognized instruction.\n");
406 pToken += param_size;
410 /* Handle declarations */
411 if (ins.handler_idx == WINED3DSIH_DCL)
413 DWORD usage = *pToken++;
414 DWORD param = *pToken++;
415 DWORD regtype = shader_get_regtype(param);
416 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
418 /* Vshader: mark attributes used
419 Pshader: mark 3.0 input registers used, save token */
420 if (WINED3DSPR_INPUT == regtype) {
423 reg_maps->attributes[regnum] = 1;
425 reg_maps->packed_input[regnum] = 1;
427 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
428 semantics_in[regnum].usage_idx =
429 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
430 shader_parse_dst_param(param, NULL, &semantics_in[regnum].reg);
432 /* Vshader: mark 3.0 output registers used, save token */
433 } else if (WINED3DSPR_OUTPUT == regtype) {
434 reg_maps->packed_output[regnum] = 1;
435 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
436 semantics_out[regnum].usage_idx =
437 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
438 shader_parse_dst_param(param, NULL, &semantics_out[regnum].reg);
440 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
443 /* Save sampler usage token */
444 } else if (WINED3DSPR_SAMPLER == regtype)
445 reg_maps->samplers[regnum] = usage;
447 else if (ins.handler_idx == WINED3DSIH_DEF)
449 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
450 if (!lconst) return E_OUTOFMEMORY;
451 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
452 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
454 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
455 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
457 float *value = (float *) lconst->value;
458 if(value[0] < -1.0) value[0] = -1.0;
459 else if(value[0] > 1.0) value[0] = 1.0;
460 if(value[1] < -1.0) value[1] = -1.0;
461 else if(value[1] > 1.0) value[1] = 1.0;
462 if(value[2] < -1.0) value[2] = -1.0;
463 else if(value[2] > 1.0) value[2] = 1.0;
464 if(value[3] < -1.0) value[3] = -1.0;
465 else if(value[3] > 1.0) value[3] = 1.0;
468 list_add_head(&This->baseShader.constantsF, &lconst->entry);
469 pToken += param_size;
471 else if (ins.handler_idx == WINED3DSIH_DEFI)
473 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
474 if (!lconst) return E_OUTOFMEMORY;
475 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
476 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
477 list_add_head(&This->baseShader.constantsI, &lconst->entry);
478 pToken += param_size;
480 else if (ins.handler_idx == WINED3DSIH_DEFB)
482 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
483 if (!lconst) return E_OUTOFMEMORY;
484 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
485 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
486 list_add_head(&This->baseShader.constantsB, &lconst->entry);
487 pToken += param_size;
489 /* If there's a loop in the shader */
490 else if (ins.handler_idx == WINED3DSIH_LOOP
491 || ins.handler_idx == WINED3DSIH_REP)
494 if(cur_loop_depth > max_loop_depth)
495 max_loop_depth = cur_loop_depth;
496 pToken += param_size;
498 /* Rep and Loop always use an integer constant for the control parameters */
499 This->baseShader.uses_int_consts = TRUE;
501 else if (ins.handler_idx == WINED3DSIH_ENDLOOP
502 || ins.handler_idx == WINED3DSIH_ENDREP)
506 /* For subroutine prototypes */
507 else if (ins.handler_idx == WINED3DSIH_LABEL)
510 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
511 reg_maps->labels[snum] = 1;
512 pToken += param_size;
514 /* Set texture, address, temporary registers */
519 /* Declare 1.X samplers implicitly, based on the destination reg. number */
520 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
521 && pshader /* Filter different instructions with the same enum values in VS */
522 && (ins.handler_idx == WINED3DSIH_TEX
523 || ins.handler_idx == WINED3DSIH_TEXBEM
524 || ins.handler_idx == WINED3DSIH_TEXBEML
525 || ins.handler_idx == WINED3DSIH_TEXDP3TEX
526 || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
527 || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
528 || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
529 || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
530 || ins.handler_idx == WINED3DSIH_TEXREG2AR
531 || ins.handler_idx == WINED3DSIH_TEXREG2GB
532 || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
534 /* Fake sampler usage, only set reserved bit and ttype */
535 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
537 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
538 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
540 /* texbem is only valid with < 1.4 pixel shaders */
541 if (ins.handler_idx == WINED3DSIH_TEXBEM
542 || ins.handler_idx == WINED3DSIH_TEXBEML)
544 reg_maps->bumpmat[sampler_code] = TRUE;
545 if (ins.handler_idx == WINED3DSIH_TEXBEML)
547 reg_maps->luminanceparams[sampler_code] = TRUE;
551 if (ins.handler_idx == WINED3DSIH_NRM)
553 reg_maps->usesnrm = 1;
555 else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
557 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
558 reg_maps->bumpmat[regnum] = TRUE;
560 else if (ins.handler_idx == WINED3DSIH_DSY)
562 reg_maps->usesdsy = 1;
565 /* This will loop over all the registers and try to
566 * make a bitmask of the ones we're interested in.
568 * Relative addressing tokens are ignored, but that's
569 * okay, since we'll catch any address registers when
570 * they are initialized (required by spec) */
572 limit = ins.dst_count + ins.src_count + (ins.predicate ? 1 : 0);
574 for (i = 0; i < limit; ++i) {
576 DWORD param, addr_token, reg, regtype;
577 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
579 regtype = shader_get_regtype(param);
580 reg = param & WINED3DSP_REGNUM_MASK;
582 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
585 reg_maps->texcoord[reg] = 1;
587 reg_maps->address[reg] = 1;
590 else if (WINED3DSPR_TEMP == regtype)
591 reg_maps->temporary[reg] = 1;
593 else if (WINED3DSPR_INPUT == regtype) {
595 reg_maps->attributes[reg] = 1;
597 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
598 /* If relative addressing is used, we must assume that all registers
599 * are used. Even if it is a construct like v3[aL], we can't assume
600 * that v0, v1 and v2 aren't read because aL can be negative
603 for(i = 0; i < MAX_REG_INPUT; i++) {
604 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
607 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
612 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
615 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
618 else if(WINED3DSPR_CONST == regtype) {
619 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
621 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
622 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
623 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
624 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
627 reg_maps->usesrelconstF = TRUE;
630 else if(WINED3DSPR_CONSTINT == regtype) {
631 This->baseShader.uses_int_consts = TRUE;
633 else if(WINED3DSPR_CONSTBOOL == regtype) {
634 This->baseShader.uses_bool_consts = TRUE;
637 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
638 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
639 * isn't used in them, but future register types might cause issues
641 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
642 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
644 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
650 reg_maps->loop_depth = max_loop_depth;
652 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
657 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
659 DWORD regtype = shader_get_regtype(param);
663 if (regtype == WINED3DSPR_SAMPLER) {
664 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
667 case WINED3DSTT_2D: TRACE("_2d"); break;
668 case WINED3DSTT_CUBE: TRACE("_cube"); break;
669 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
670 default: TRACE("_unknown_ttype(0x%08x)", ttype);
675 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
676 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
678 /* Pixel shaders 3.0 don't have usage semantics */
679 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
685 case WINED3DDECLUSAGE_POSITION:
686 TRACE("position%d", idx);
688 case WINED3DDECLUSAGE_BLENDINDICES:
691 case WINED3DDECLUSAGE_BLENDWEIGHT:
694 case WINED3DDECLUSAGE_NORMAL:
695 TRACE("normal%d", idx);
697 case WINED3DDECLUSAGE_PSIZE:
700 case WINED3DDECLUSAGE_COLOR:
704 TRACE("specular%d", (idx - 1));
707 case WINED3DDECLUSAGE_TEXCOORD:
708 TRACE("texture%d", idx);
710 case WINED3DDECLUSAGE_TANGENT:
713 case WINED3DDECLUSAGE_BINORMAL:
716 case WINED3DDECLUSAGE_TESSFACTOR:
719 case WINED3DDECLUSAGE_POSITIONT:
720 TRACE("positionT%d", idx);
722 case WINED3DDECLUSAGE_FOG:
725 case WINED3DDECLUSAGE_DEPTH:
728 case WINED3DDECLUSAGE_SAMPLE:
732 FIXME("unknown_semantics(0x%08x)", usage);
737 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
738 unsigned int reg, int input, DWORD shader_version)
741 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
746 shader_dump_param(addr_token, 0, input, shader_version);
756 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
758 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
759 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
760 const char *swizzle_reg_chars = "xyzw";
762 DWORD reg = param & WINED3DSP_REGNUM_MASK;
763 DWORD regtype = shader_get_regtype(param);
764 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
766 /* There are some minor differences between pixel and vertex shaders */
767 char pshader = shader_is_pshader_version(shader_version);
770 if ( (modifier == WINED3DSPSM_NEG) ||
771 (modifier == WINED3DSPSM_BIASNEG) ||
772 (modifier == WINED3DSPSM_SIGNNEG) ||
773 (modifier == WINED3DSPSM_X2NEG) ||
774 (modifier == WINED3DSPSM_ABSNEG) )
776 else if (modifier == WINED3DSPSM_COMP)
778 else if (modifier == WINED3DSPSM_NOT)
781 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
786 case WINED3DSPR_TEMP:
789 case WINED3DSPR_INPUT:
791 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
793 case WINED3DSPR_CONST:
794 case WINED3DSPR_CONST2:
795 case WINED3DSPR_CONST3:
796 case WINED3DSPR_CONST4:
798 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
800 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
801 TRACE("%c%u", (pshader? 't':'a'), reg);
803 case WINED3DSPR_RASTOUT:
804 TRACE("%s", rastout_reg_names[reg]);
806 case WINED3DSPR_COLOROUT:
809 case WINED3DSPR_DEPTHOUT:
812 case WINED3DSPR_ATTROUT:
815 case WINED3DSPR_TEXCRDOUT:
817 /* Vertex shaders >= 3.0 use general purpose output registers
818 * (WINED3DSPR_OUTPUT), which can include an address token */
820 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
822 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
827 case WINED3DSPR_CONSTINT:
829 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
831 case WINED3DSPR_CONSTBOOL:
833 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
835 case WINED3DSPR_LABEL:
838 case WINED3DSPR_LOOP:
841 case WINED3DSPR_SAMPLER:
844 case WINED3DSPR_MISCTYPE:
846 FIXME("Unhandled misctype register %d\n", reg);
848 TRACE("%s", misctype_reg_names[reg]);
851 case WINED3DSPR_PREDICATE:
855 TRACE("unhandled_rtype(%#x)", regtype);
860 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
862 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
864 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
865 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
866 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
867 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
872 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
873 DWORD swizzle_x = swizzle & 0x03;
874 DWORD swizzle_y = (swizzle >> 2) & 0x03;
875 DWORD swizzle_z = (swizzle >> 4) & 0x03;
876 DWORD swizzle_w = (swizzle >> 6) & 0x03;
880 case WINED3DSPSM_NONE: break;
881 case WINED3DSPSM_NEG: break;
882 case WINED3DSPSM_NOT: break;
883 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
884 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
885 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
886 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
887 case WINED3DSPSM_COMP: break;
888 case WINED3DSPSM_X2: TRACE("_x2"); break;
889 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
890 case WINED3DSPSM_DZ: TRACE("_dz"); break;
891 case WINED3DSPSM_DW: TRACE("_dw"); break;
892 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
893 case WINED3DSPSM_ABS: TRACE(")"); break;
895 TRACE("_unknown_modifier(%#x)", modifier);
900 * swizzle bits fields:
903 if (swizzle != WINED3DSP_NOSWIZZLE)
905 if (swizzle_x == swizzle_y &&
906 swizzle_x == swizzle_z &&
907 swizzle_x == swizzle_w) {
908 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
911 swizzle_reg_chars[swizzle_x],
912 swizzle_reg_chars[swizzle_y],
913 swizzle_reg_chars[swizzle_z],
914 swizzle_reg_chars[swizzle_w]);
920 /* Shared code in order to generate the bulk of the shader string.
921 * NOTE: A description of how to parse tokens can be found on msdn */
922 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
923 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
925 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
926 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
927 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
928 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
929 DWORD shader_version = reg_maps->shader_version;
930 struct wined3d_shader_src_param src_rel_addr[4];
931 struct wined3d_shader_src_param src_param[4];
932 struct wined3d_shader_src_param dst_rel_addr;
933 struct wined3d_shader_dst_param dst_param;
934 struct wined3d_shader_instruction ins;
935 struct wined3d_shader_context ctx;
936 const DWORD *pToken = pFunction;
937 SHADER_HANDLER hw_fct;
940 /* Initialize current parsing state */
942 ctx.reg_maps = reg_maps;
946 ins.dst = &dst_param;
948 This->baseShader.parse_state.current_row = 0;
950 if (!shader_is_version_token(*pToken++))
952 ERR("First token is not a version token, invalid shader.\n");
956 while (WINED3DPS_END() != *pToken)
960 /* Skip comment tokens */
961 if (shader_is_comment(*pToken))
963 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
969 shader_sm1_read_opcode(&pToken, &ins, ¶m_size, opcode_table, shader_version);
971 /* Unknown opcode and its parameters */
972 if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
974 TRACE("Skipping unrecognized instruction.\n");
975 pToken += param_size;
980 if (ins.handler_idx == WINED3DSIH_DCL
981 || ins.handler_idx == WINED3DSIH_NOP
982 || ins.handler_idx == WINED3DSIH_DEF
983 || ins.handler_idx == WINED3DSIH_DEFI
984 || ins.handler_idx == WINED3DSIH_DEFB
985 || ins.handler_idx == WINED3DSIH_PHASE
986 || ins.handler_idx == WINED3DSIH_RET)
988 pToken += param_size;
993 hw_fct = handler_table[ins.handler_idx];
995 /* Unhandled opcode */
998 FIXME("Backend can't handle opcode %#x\n", ins.handler_idx);
999 pToken += param_size;
1003 /* Destination token */
1006 DWORD param, addr_param;
1007 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_param);
1009 if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
1011 shader_parse_src_param(addr_param, NULL, &dst_rel_addr);
1012 shader_parse_dst_param(param, &dst_rel_addr, &dst_param);
1016 shader_parse_dst_param(param, NULL, &dst_param);
1020 /* Predication token */
1021 if (ins.predicate) ins.predicate = *pToken++;
1023 /* Other source tokens */
1024 for (i = 0; i < ins.src_count; ++i)
1026 DWORD param, addr_param;
1027 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_param);
1028 if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
1030 shader_parse_src_param(addr_param, NULL, &src_rel_addr[i]);
1031 shader_parse_src_param(param, &src_rel_addr[i], &src_param[i]);
1035 shader_parse_src_param(param, NULL, &src_param[i]);
1039 /* Call appropriate function for output target */
1042 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
1043 /* FIXME: This should be internal to the shader backend.
1044 * Also, right now this is the only reason "shader_mode" exists. */
1045 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
1049 static void shader_dump_ins_modifiers(const DWORD output)
1051 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1052 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
1056 case 13: TRACE("_d8"); break;
1057 case 14: TRACE("_d4"); break;
1058 case 15: TRACE("_d2"); break;
1059 case 1: TRACE("_x2"); break;
1060 case 2: TRACE("_x4"); break;
1061 case 3: TRACE("_x8"); break;
1062 default: TRACE("_unhandled_shift(%d)", shift); break;
1065 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
1066 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1067 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
1069 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1071 FIXME("_unrecognized_modifier(%#x)", mmask);
1074 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
1076 const DWORD* pToken = pFunction;
1077 const SHADER_OPCODE* curOpcode = NULL;
1078 DWORD shader_version;
1082 TRACE("Parsing %p\n", pFunction);
1084 /* The version token is supposed to be the first token */
1085 if (!shader_is_version_token(*pToken))
1087 FIXME("First token is not a version token, invalid shader.\n");
1090 shader_version = *pToken++;
1091 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
1092 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
1094 while (WINED3DVS_END() != *pToken)
1096 if (shader_is_comment(*pToken)) /* comment */
1098 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
1100 TRACE("//%s\n", (const char*)pToken);
1101 pToken += comment_len;
1104 opcode_token = *pToken++;
1105 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
1110 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
1111 tokens_read = shader_skip_unrecognized(pToken, shader_version);
1112 pToken += tokens_read;
1116 if (curOpcode->opcode == WINED3DSIO_DCL)
1118 DWORD usage = *pToken;
1119 DWORD param = *(pToken + 1);
1121 shader_dump_decl_usage(usage, param, shader_version);
1122 shader_dump_ins_modifiers(param);
1124 shader_dump_param(param, 0, 0, shader_version);
1127 else if (curOpcode->opcode == WINED3DSIO_DEF)
1129 unsigned int offset = shader_get_float_offset(*pToken);
1131 TRACE("def c%u = %f, %f, %f, %f", offset,
1132 *(const float *)(pToken + 1),
1133 *(const float *)(pToken + 2),
1134 *(const float *)(pToken + 3),
1135 *(const float *)(pToken + 4));
1138 else if (curOpcode->opcode == WINED3DSIO_DEFI)
1140 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1147 else if (curOpcode->opcode == WINED3DSIO_DEFB)
1149 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1150 *(pToken + 1)? "true": "false");
1155 DWORD param, addr_token = 0;
1158 /* Print out predication source token first - it follows
1159 * the destination token. */
1160 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1163 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1166 if (opcode_token & WINED3DSI_COISSUE)
1168 /* PixWin marks instructions with the coissue flag with a '+' */
1172 TRACE("%s", curOpcode->name);
1174 if (curOpcode->opcode == WINED3DSIO_IFC
1175 || curOpcode->opcode == WINED3DSIO_BREAKC)
1177 DWORD op = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
1181 case COMPARISON_GT: TRACE("_gt"); break;
1182 case COMPARISON_EQ: TRACE("_eq"); break;
1183 case COMPARISON_GE: TRACE("_ge"); break;
1184 case COMPARISON_LT: TRACE("_lt"); break;
1185 case COMPARISON_NE: TRACE("_ne"); break;
1186 case COMPARISON_LE: TRACE("_le"); break;
1187 default: TRACE("_(%u)", op);
1190 else if (curOpcode->opcode == WINED3DSIO_TEX
1191 && shader_version >= WINED3DPS_VERSION(2,0)
1192 && (opcode_token & (WINED3DSI_TEXLD_PROJECT << WINED3D_OPCODESPECIFICCONTROL_SHIFT)))
1197 /* Destination token */
1198 if (curOpcode->dst_token)
1200 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1201 pToken += tokens_read;
1203 shader_dump_ins_modifiers(param);
1205 shader_dump_param(param, addr_token, 0, shader_version);
1208 /* Predication token - already printed out, just skip it */
1209 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1214 /* Other source tokens */
1215 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1217 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1218 pToken += tokens_read;
1220 TRACE((i == 0)? " " : ", ");
1221 shader_dump_param(param, addr_token, 1, shader_version);
1229 void shader_cleanup(IWineD3DBaseShader *iface)
1231 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1233 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1234 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1235 shader_delete_constant_list(&This->baseShader.constantsF);
1236 shader_delete_constant_list(&This->baseShader.constantsB);
1237 shader_delete_constant_list(&This->baseShader.constantsI);
1238 list_remove(&This->baseShader.shader_list_entry);
1241 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1242 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1243 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1244 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1245 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1246 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1247 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1248 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1249 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1250 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1251 static void shader_none_free(IWineD3DDevice *iface) {}
1252 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1253 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1254 FIXME("NONE shader backend asked to generate a pixel shader\n");
1257 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1258 FIXME("NONE shader backend asked to generate a vertex shader\n");
1262 #define GLINFO_LOCATION (*gl_info)
1263 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1265 /* Set the shader caps to 0 for the none shader backend */
1266 pCaps->VertexShaderVersion = 0;
1267 pCaps->PixelShaderVersion = 0;
1268 pCaps->PixelShader1xMaxValue = 0.0;
1270 #undef GLINFO_LOCATION
1271 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1273 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1275 TRACE("Checking support for fixup:\n");
1276 dump_color_fixup_desc(fixup);
1279 /* Faked to make some apps happy. */
1280 if (!is_yuv_fixup(fixup))
1286 TRACE("[FAILED]\n");
1290 const shader_backend_t none_shader_backend = {
1291 shader_none_instruction_handler_table,
1293 shader_none_select_depth_blt,
1294 shader_none_deselect_depth_blt,
1295 shader_none_update_float_vertex_constants,
1296 shader_none_update_float_pixel_constants,
1297 shader_none_load_constants,
1298 shader_none_load_np2fixup_constants,
1299 shader_none_destroy,
1302 shader_none_dirty_const,
1303 shader_none_generate_pshader,
1304 shader_none_generate_vshader,
1305 shader_none_get_caps,
1306 shader_none_color_fixup_supported,