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
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34 #define GLNAME_REQUIRE_GLSL ((const char *)1)
36 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
38 static inline BOOL shader_is_version_token(DWORD token) {
39 return shader_is_pshader_version(token) ||
40 shader_is_vshader_version(token);
43 void shader_buffer_init(struct SHADER_BUFFER *buffer)
45 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
46 buffer->buffer[0] = '\0';
49 buffer->newline = TRUE;
52 void shader_buffer_free(struct SHADER_BUFFER *buffer)
54 HeapFree(GetProcessHeap(), 0, buffer->buffer);
58 SHADER_BUFFER* buffer,
59 const char *format, ...) {
61 char* base = buffer->buffer + buffer->bsize;
65 va_start(args, format);
66 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
69 if (rc < 0 || /* C89 */
70 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
72 ERR("The buffer allocated for the shader program string "
73 "is too small at %d bytes.\n", SHADER_PGMSIZE);
74 buffer->bsize = SHADER_PGMSIZE - 1;
78 if (buffer->newline) {
79 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
80 buffer->newline = FALSE;
86 if (buffer->buffer[buffer->bsize-1] == '\n') {
88 buffer->newline = TRUE;
93 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
97 /** TODO: use dichotomic search */
98 while (opcode_table[i].name)
100 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
101 && shader_version >= opcode_table[i].min_version
102 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
104 return &opcode_table[i];
109 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
110 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
115 /* Read a parameter opcode from the input stream,
116 * and possibly a relative addressing token.
117 * Return the number of tokens read */
118 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
120 /* PS >= 3.0 have relative addressing (with token)
121 * VS >= 2.0 have relative addressing (with token)
122 * VS >= 1.0 < 2.0 have relative addressing (without token)
123 * The version check below should work in general */
125 char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
126 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
129 *addr_token = rel_token? *(pToken + 1): 0;
130 return rel_token? 2:1;
133 /* Return the number of parameters to skip for an opcode */
134 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
136 /* Shaders >= 2.0 may contain address tokens, but fortunately they
137 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
138 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
139 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
142 /* Read the parameters of an unrecognized opcode from the input stream
143 * Return the number of tokens read.
145 * Note: This function assumes source or destination token format.
146 * It will not work with specially-formatted tokens like DEF or DCL,
147 * but hopefully those would be recognized */
148 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
153 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
154 while (*pToken & 0x80000000) {
156 DWORD param, addr_token;
157 tokens_read += shader_get_param(pToken, shader_version, ¶m, &addr_token);
158 pToken += tokens_read;
160 FIXME("Unrecognized opcode param: token=0x%08x "
161 "addr_token=0x%08x name=", param, addr_token);
162 shader_dump_param(param, addr_token, i, shader_version);
169 /* Convert floating point offset relative
170 * to a register file to an absolute offset for float constants */
171 static unsigned int shader_get_float_offset(const DWORD reg)
173 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
174 int regtype = shader_get_regtype(reg);
177 case WINED3DSPR_CONST: return regnum;
178 case WINED3DSPR_CONST2: return 2048 + regnum;
179 case WINED3DSPR_CONST3: return 4096 + regnum;
180 case WINED3DSPR_CONST4: return 6144 + regnum;
182 FIXME("Unsupported register type: %d\n", regtype);
187 static void shader_delete_constant_list(struct list* clist) {
190 struct local_constant* constant;
192 ptr = list_head(clist);
194 constant = LIST_ENTRY(ptr, struct local_constant, entry);
195 ptr = list_next(clist, ptr);
196 HeapFree(GetProcessHeap(), 0, constant);
201 /* Note that this does not count the loop register
202 * as an address register. */
204 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
205 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
207 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
208 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
209 DWORD shader_version;
210 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
211 const DWORD* pToken = byte_code;
214 /* There are some minor differences between pixel and vertex shaders */
216 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
217 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
221 WARN("Got a NULL pFunction, returning.\n");
222 This->baseShader.functionLength = 0;
226 /* get_registers_used is called on every compile on some 1.x shaders, which can result
227 * in stacking up a collection of local constants. Delete the old constants if existing
229 shader_delete_constant_list(&This->baseShader.constantsF);
230 shader_delete_constant_list(&This->baseShader.constantsB);
231 shader_delete_constant_list(&This->baseShader.constantsI);
233 /* The version token is supposed to be the first token */
234 if (!shader_is_version_token(*pToken))
236 FIXME("First token is not a version token, invalid shader.\n");
237 return WINED3DERR_INVALIDCALL;
239 reg_maps->shader_version = shader_version = *pToken++;
240 pshader = shader_is_pshader_version(shader_version);
242 while (WINED3DVS_END() != *pToken) {
243 CONST SHADER_OPCODE* curOpcode;
247 if (shader_is_comment(*pToken))
249 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
251 pToken += comment_len;
256 opcode_token = *pToken++;
257 curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
259 /* Unhandled opcode, and its parameters */
260 if (NULL == curOpcode) {
261 while (*pToken & 0x80000000)
264 /* Handle declarations */
265 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
267 DWORD usage = *pToken++;
268 DWORD param = *pToken++;
269 DWORD regtype = shader_get_regtype(param);
270 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
272 /* Vshader: mark attributes used
273 Pshader: mark 3.0 input registers used, save token */
274 if (WINED3DSPR_INPUT == regtype) {
277 reg_maps->attributes[regnum] = 1;
279 reg_maps->packed_input[regnum] = 1;
281 semantics_in[regnum].usage = usage;
282 semantics_in[regnum].reg = param;
284 /* Vshader: mark 3.0 output registers used, save token */
285 } else if (WINED3DSPR_OUTPUT == regtype) {
286 reg_maps->packed_output[regnum] = 1;
287 semantics_out[regnum].usage = usage;
288 semantics_out[regnum].reg = param;
289 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
292 /* Save sampler usage token */
293 } else if (WINED3DSPR_SAMPLER == regtype)
294 reg_maps->samplers[regnum] = usage;
296 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
298 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
299 if (!lconst) return E_OUTOFMEMORY;
300 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
301 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
303 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
304 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
306 float *value = (float *) lconst->value;
307 if(value[0] < -1.0) value[0] = -1.0;
308 else if(value[0] > 1.0) value[0] = 1.0;
309 if(value[1] < -1.0) value[1] = -1.0;
310 else if(value[1] > 1.0) value[1] = 1.0;
311 if(value[2] < -1.0) value[2] = -1.0;
312 else if(value[2] > 1.0) value[2] = 1.0;
313 if(value[3] < -1.0) value[3] = -1.0;
314 else if(value[3] > 1.0) value[3] = 1.0;
317 list_add_head(&This->baseShader.constantsF, &lconst->entry);
318 pToken += curOpcode->num_params;
320 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
322 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
323 if (!lconst) return E_OUTOFMEMORY;
324 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
325 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
326 list_add_head(&This->baseShader.constantsI, &lconst->entry);
327 pToken += curOpcode->num_params;
329 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
331 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
332 if (!lconst) return E_OUTOFMEMORY;
333 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
334 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
335 list_add_head(&This->baseShader.constantsB, &lconst->entry);
336 pToken += curOpcode->num_params;
338 /* If there's a loop in the shader */
339 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
340 WINED3DSIO_REP == curOpcode->opcode) {
342 if(cur_loop_depth > max_loop_depth)
343 max_loop_depth = cur_loop_depth;
344 pToken += curOpcode->num_params;
346 /* Rep and Loop always use an integer constant for the control parameters */
347 This->baseShader.uses_int_consts = TRUE;
348 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
349 WINED3DSIO_ENDREP == curOpcode->opcode) {
352 /* For subroutine prototypes */
353 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
355 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
356 reg_maps->labels[snum] = 1;
357 pToken += curOpcode->num_params;
359 /* Set texture, address, temporary registers */
363 /* Declare 1.X samplers implicitly, based on the destination reg. number */
364 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
365 && pshader /* Filter different instructions with the same enum values in VS */
366 && (WINED3DSIO_TEX == curOpcode->opcode
367 || WINED3DSIO_TEXBEM == curOpcode->opcode
368 || WINED3DSIO_TEXBEML == curOpcode->opcode
369 || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
370 || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
371 || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
372 || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
373 || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
374 || WINED3DSIO_TEXREG2AR == curOpcode->opcode
375 || WINED3DSIO_TEXREG2GB == curOpcode->opcode
376 || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
378 /* Fake sampler usage, only set reserved bit and ttype */
379 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
381 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
382 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
384 /* texbem is only valid with < 1.4 pixel shaders */
385 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
386 WINED3DSIO_TEXBEML == curOpcode->opcode) {
387 reg_maps->bumpmat[sampler_code] = TRUE;
388 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
389 reg_maps->luminanceparams[sampler_code] = TRUE;
393 if(WINED3DSIO_NRM == curOpcode->opcode) {
394 reg_maps->usesnrm = 1;
395 } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
396 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
397 reg_maps->bumpmat[regnum] = TRUE;
398 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
399 reg_maps->usesdsy = 1;
402 /* This will loop over all the registers and try to
403 * make a bitmask of the ones we're interested in.
405 * Relative addressing tokens are ignored, but that's
406 * okay, since we'll catch any address registers when
407 * they are initialized (required by spec) */
409 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
410 curOpcode->num_params + 1: curOpcode->num_params;
412 for (i = 0; i < limit; ++i) {
414 DWORD param, addr_token, reg, regtype;
415 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
417 regtype = shader_get_regtype(param);
418 reg = param & WINED3DSP_REGNUM_MASK;
420 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
423 reg_maps->texcoord[reg] = 1;
425 reg_maps->address[reg] = 1;
428 else if (WINED3DSPR_TEMP == regtype)
429 reg_maps->temporary[reg] = 1;
431 else if (WINED3DSPR_INPUT == regtype) {
433 reg_maps->attributes[reg] = 1;
435 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
436 /* If relative addressing is used, we must assume that all registers
437 * are used. Even if it is a construct like v3[aL], we can't assume
438 * that v0, v1 and v2 aren't read because aL can be negative
441 for(i = 0; i < MAX_REG_INPUT; i++) {
442 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
445 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
450 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
453 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
456 else if(WINED3DSPR_CONST == regtype) {
457 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
459 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
460 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
461 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
462 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
465 reg_maps->usesrelconstF = TRUE;
468 else if(WINED3DSPR_CONSTINT == regtype) {
469 This->baseShader.uses_int_consts = TRUE;
471 else if(WINED3DSPR_CONSTBOOL == regtype) {
472 This->baseShader.uses_bool_consts = TRUE;
475 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
476 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
477 * isn't used in them, but future register types might cause issues
479 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
480 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
482 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
488 reg_maps->loop_depth = max_loop_depth;
490 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
495 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
497 DWORD regtype = shader_get_regtype(param);
501 if (regtype == WINED3DSPR_SAMPLER) {
502 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
505 case WINED3DSTT_2D: TRACE("_2d"); break;
506 case WINED3DSTT_CUBE: TRACE("_cube"); break;
507 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
508 default: TRACE("_unknown_ttype(0x%08x)", ttype);
513 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
514 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
516 /* Pixel shaders 3.0 don't have usage semantics */
517 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
523 case WINED3DDECLUSAGE_POSITION:
524 TRACE("position%d", idx);
526 case WINED3DDECLUSAGE_BLENDINDICES:
529 case WINED3DDECLUSAGE_BLENDWEIGHT:
532 case WINED3DDECLUSAGE_NORMAL:
533 TRACE("normal%d", idx);
535 case WINED3DDECLUSAGE_PSIZE:
538 case WINED3DDECLUSAGE_COLOR:
542 TRACE("specular%d", (idx - 1));
545 case WINED3DDECLUSAGE_TEXCOORD:
546 TRACE("texture%d", idx);
548 case WINED3DDECLUSAGE_TANGENT:
551 case WINED3DDECLUSAGE_BINORMAL:
554 case WINED3DDECLUSAGE_TESSFACTOR:
557 case WINED3DDECLUSAGE_POSITIONT:
558 TRACE("positionT%d", idx);
560 case WINED3DDECLUSAGE_FOG:
563 case WINED3DDECLUSAGE_DEPTH:
566 case WINED3DDECLUSAGE_SAMPLE:
570 FIXME("unknown_semantics(0x%08x)", usage);
575 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
576 unsigned int reg, int input, DWORD shader_version)
579 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
584 shader_dump_param(addr_token, 0, input, shader_version);
594 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
596 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
597 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
598 char swizzle_reg_chars[4];
600 DWORD reg = param & WINED3DSP_REGNUM_MASK;
601 DWORD regtype = shader_get_regtype(param);
602 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
604 /* There are some minor differences between pixel and vertex shaders */
605 char pshader = shader_is_pshader_version(shader_version);
607 /* For one, we'd prefer color components to be shown for pshaders.
608 * FIXME: use the swizzle function for this */
610 swizzle_reg_chars[0] = pshader? 'r': 'x';
611 swizzle_reg_chars[1] = pshader? 'g': 'y';
612 swizzle_reg_chars[2] = pshader? 'b': 'z';
613 swizzle_reg_chars[3] = pshader? 'a': 'w';
616 if ( (modifier == WINED3DSPSM_NEG) ||
617 (modifier == WINED3DSPSM_BIASNEG) ||
618 (modifier == WINED3DSPSM_SIGNNEG) ||
619 (modifier == WINED3DSPSM_X2NEG) ||
620 (modifier == WINED3DSPSM_ABSNEG) )
622 else if (modifier == WINED3DSPSM_COMP)
624 else if (modifier == WINED3DSPSM_NOT)
627 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
632 case WINED3DSPR_TEMP:
635 case WINED3DSPR_INPUT:
637 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
639 case WINED3DSPR_CONST:
640 case WINED3DSPR_CONST2:
641 case WINED3DSPR_CONST3:
642 case WINED3DSPR_CONST4:
644 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
646 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
647 TRACE("%c%u", (pshader? 't':'a'), reg);
649 case WINED3DSPR_RASTOUT:
650 TRACE("%s", rastout_reg_names[reg]);
652 case WINED3DSPR_COLOROUT:
655 case WINED3DSPR_DEPTHOUT:
658 case WINED3DSPR_ATTROUT:
661 case WINED3DSPR_TEXCRDOUT:
663 /* Vertex shaders >= 3.0 use general purpose output registers
664 * (WINED3DSPR_OUTPUT), which can include an address token */
666 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
668 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
673 case WINED3DSPR_CONSTINT:
675 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
677 case WINED3DSPR_CONSTBOOL:
679 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
681 case WINED3DSPR_LABEL:
684 case WINED3DSPR_LOOP:
687 case WINED3DSPR_SAMPLER:
690 case WINED3DSPR_MISCTYPE:
692 FIXME("Unhandled misctype register %d\n", reg);
694 TRACE("%s", misctype_reg_names[reg]);
697 case WINED3DSPR_PREDICATE:
701 TRACE("unhandled_rtype(%#x)", regtype);
706 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
708 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
710 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
711 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
712 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
713 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
718 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
719 DWORD swizzle_r = swizzle & 0x03;
720 DWORD swizzle_g = (swizzle >> 2) & 0x03;
721 DWORD swizzle_b = (swizzle >> 4) & 0x03;
722 DWORD swizzle_a = (swizzle >> 6) & 0x03;
726 case WINED3DSPSM_NONE: break;
727 case WINED3DSPSM_NEG: break;
728 case WINED3DSPSM_NOT: break;
729 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
730 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
731 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
732 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
733 case WINED3DSPSM_COMP: break;
734 case WINED3DSPSM_X2: TRACE("_x2"); break;
735 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
736 case WINED3DSPSM_DZ: TRACE("_dz"); break;
737 case WINED3DSPSM_DW: TRACE("_dw"); break;
738 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
739 case WINED3DSPSM_ABS: TRACE(")"); break;
741 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
746 * swizzle bits fields:
749 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
750 if (swizzle_r == swizzle_g &&
751 swizzle_r == swizzle_b &&
752 swizzle_r == swizzle_a) {
753 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
756 swizzle_reg_chars[swizzle_r],
757 swizzle_reg_chars[swizzle_g],
758 swizzle_reg_chars[swizzle_b],
759 swizzle_reg_chars[swizzle_a]);
765 static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
766 IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
768 IWineD3DBaseTextureImpl *texture;
769 struct color_fixup_desc fixup;
770 BOOL recorded = FALSE;
774 switch(arg->opcode->opcode)
777 if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
778 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
781 case WINED3DSIO_TEXLDL:
782 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
785 case WINED3DSIO_TEXDP3TEX:
786 case WINED3DSIO_TEXM3x3TEX:
787 case WINED3DSIO_TEXM3x3SPEC:
788 case WINED3DSIO_TEXM3x3VSPEC:
789 case WINED3DSIO_TEXBEM:
790 case WINED3DSIO_TEXREG2AR:
791 case WINED3DSIO_TEXREG2GB:
792 case WINED3DSIO_TEXREG2RGB:
793 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
797 /* Not a texture sampling instruction, nothing to do */
801 texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
802 if (texture) fixup = texture->baseTexture.shader_color_fixup;
803 else fixup = COLOR_FIXUP_IDENTITY;
805 /* before doing anything, record the sampler with the format in the format conversion list,
806 * but check if it's not there already */
807 for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
809 if (shader->baseShader.sampled_samplers[i] == sampler_idx)
818 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
819 ++shader->baseShader.num_sampled_samplers;
822 device->shader_backend->shader_color_correction(arg, fixup);
825 /* Shared code in order to generate the bulk of the shader string.
826 * NOTE: A description of how to parse tokens can be found on msdn */
827 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
828 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
830 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
831 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
832 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
833 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
834 DWORD shader_version = reg_maps->shader_version;
835 const DWORD *pToken = pFunction;
836 const SHADER_OPCODE *curOpcode;
837 SHADER_HANDLER hw_fct;
839 SHADER_OPCODE_ARG hw_arg;
841 /* Initialize current parsing state */
842 hw_arg.shader = iface;
843 hw_arg.buffer = buffer;
844 hw_arg.reg_maps = reg_maps;
845 This->baseShader.parse_state.current_row = 0;
849 while (WINED3DPS_END() != *pToken)
851 /* Skip version token */
852 if (shader_is_version_token(*pToken))
858 /* Skip comment tokens */
859 if (shader_is_comment(*pToken))
861 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
867 hw_arg.opcode_token = *pToken++;
868 curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
870 /* Unknown opcode and its parameters */
873 FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
874 pToken += shader_skip_unrecognized(pToken, shader_version);
879 if (WINED3DSIO_DCL == curOpcode->opcode
880 || WINED3DSIO_NOP == curOpcode->opcode
881 || WINED3DSIO_DEF == curOpcode->opcode
882 || WINED3DSIO_DEFI == curOpcode->opcode
883 || WINED3DSIO_DEFB == curOpcode->opcode
884 || WINED3DSIO_PHASE == curOpcode->opcode
885 || WINED3DSIO_RET == curOpcode->opcode)
887 pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
892 hw_fct = handler_table[curOpcode->handler_idx];
894 /* Unhandled opcode */
897 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
898 pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
902 hw_arg.opcode = curOpcode;
904 /* Destination token */
905 if (curOpcode->dst_token)
907 DWORD param, addr_token = 0;
908 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
910 hw_arg.dst_addr = addr_token;
913 /* Predication token */
914 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
916 /* Other source tokens */
917 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
919 DWORD param, addr_token = 0;
920 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
921 hw_arg.src[i] = param;
922 hw_arg.src_addr[i] = addr_token;
925 /* Call appropriate function for output target */
928 /* Add color correction if needed */
929 shader_color_correction(This, device, &hw_arg, shader_version);
931 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
932 /* FIXME: This should be internal to the shader backend.
933 * Also, right now this is the only reason "shader_mode" exists. */
934 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg);
938 static void shader_dump_ins_modifiers(const DWORD output)
940 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
941 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
945 case 13: TRACE("_d8"); break;
946 case 14: TRACE("_d4"); break;
947 case 15: TRACE("_d2"); break;
948 case 1: TRACE("_x2"); break;
949 case 2: TRACE("_x4"); break;
950 case 3: TRACE("_x8"); break;
951 default: TRACE("_unhandled_shift(%d)", shift); break;
954 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
955 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
956 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
958 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
960 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
963 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
965 const DWORD* pToken = pFunction;
966 const SHADER_OPCODE* curOpcode = NULL;
967 DWORD shader_version;
971 TRACE("Parsing %p\n", pFunction);
975 WARN("Got a NULL pFunction, returning.\n");
979 /* The version token is supposed to be the first token */
980 if (!shader_is_version_token(*pToken))
982 FIXME("First token is not a version token, invalid shader.\n");
985 shader_version = *pToken++;
986 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
987 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
989 while (WINED3DVS_END() != *pToken)
991 if (shader_is_comment(*pToken)) /* comment */
993 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
995 TRACE("//%s\n", (const char*)pToken);
996 pToken += comment_len;
999 opcode_token = *pToken++;
1000 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
1005 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
1006 tokens_read = shader_skip_unrecognized(pToken, shader_version);
1007 pToken += tokens_read;
1011 if (curOpcode->opcode == WINED3DSIO_DCL)
1013 DWORD usage = *pToken;
1014 DWORD param = *(pToken + 1);
1016 shader_dump_decl_usage(usage, param, shader_version);
1017 shader_dump_ins_modifiers(param);
1019 shader_dump_param(param, 0, 0, shader_version);
1022 else if (curOpcode->opcode == WINED3DSIO_DEF)
1024 unsigned int offset = shader_get_float_offset(*pToken);
1026 TRACE("def c%u = %f, %f, %f, %f", offset,
1027 *(const float *)(pToken + 1),
1028 *(const float *)(pToken + 2),
1029 *(const float *)(pToken + 3),
1030 *(const float *)(pToken + 4));
1033 else if (curOpcode->opcode == WINED3DSIO_DEFI)
1035 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1042 else if (curOpcode->opcode == WINED3DSIO_DEFB)
1044 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1045 *(pToken + 1)? "true": "false");
1050 DWORD param, addr_token;
1053 /* Print out predication source token first - it follows
1054 * the destination token. */
1055 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1058 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1061 if (opcode_token & WINED3DSI_COISSUE)
1063 /* PixWin marks instructions with the coissue flag with a '+' */
1067 TRACE("%s", curOpcode->name);
1069 if (curOpcode->opcode == WINED3DSIO_IFC
1070 || curOpcode->opcode == WINED3DSIO_BREAKC)
1072 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1076 case COMPARISON_GT: TRACE("_gt"); break;
1077 case COMPARISON_EQ: TRACE("_eq"); break;
1078 case COMPARISON_GE: TRACE("_ge"); break;
1079 case COMPARISON_LT: TRACE("_lt"); break;
1080 case COMPARISON_NE: TRACE("_ne"); break;
1081 case COMPARISON_LE: TRACE("_le"); break;
1082 default: TRACE("_(%u)", op);
1085 else if (curOpcode->opcode == WINED3DSIO_TEX
1086 && shader_version >= WINED3DPS_VERSION(2,0)
1087 && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1092 /* Destination token */
1093 if (curOpcode->dst_token)
1095 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1096 pToken += tokens_read;
1098 shader_dump_ins_modifiers(param);
1100 shader_dump_param(param, addr_token, 0, shader_version);
1103 /* Predication token - already printed out, just skip it */
1104 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1109 /* Other source tokens */
1110 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1112 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1113 pToken += tokens_read;
1115 TRACE((i == 0)? " " : ", ");
1116 shader_dump_param(param, addr_token, 1, shader_version);
1124 void shader_cleanup(IWineD3DBaseShader *iface)
1126 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1128 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1129 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1130 shader_delete_constant_list(&This->baseShader.constantsF);
1131 shader_delete_constant_list(&This->baseShader.constantsB);
1132 shader_delete_constant_list(&This->baseShader.constantsI);
1133 list_remove(&This->baseShader.shader_list_entry);
1136 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1137 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1138 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1139 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1140 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1141 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1142 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
1143 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1144 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1145 static void shader_none_free(IWineD3DDevice *iface) {}
1146 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1147 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1148 FIXME("NONE shader backend asked to generate a pixel shader\n");
1151 static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1152 FIXME("NONE shader backend asked to generate a vertex shader\n");
1155 #define GLINFO_LOCATION (*gl_info)
1156 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1158 /* Set the shader caps to 0 for the none shader backend */
1159 pCaps->VertexShaderVersion = 0;
1160 pCaps->PixelShaderVersion = 0;
1161 pCaps->PixelShader1xMaxValue = 0.0;
1163 #undef GLINFO_LOCATION
1164 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1166 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1168 TRACE("Checking support for fixup:\n");
1169 dump_color_fixup_desc(fixup);
1172 /* Faked to make some apps happy. */
1173 if (!is_yuv_fixup(fixup))
1179 TRACE("[FAILED]\n");
1183 const shader_backend_t none_shader_backend = {
1184 shader_none_instruction_handler_table,
1186 shader_none_select_depth_blt,
1187 shader_none_deselect_depth_blt,
1188 shader_none_load_constants,
1189 shader_none_cleanup,
1190 shader_none_color_correction,
1191 shader_none_destroy,
1194 shader_none_dirty_const,
1195 shader_none_generate_pshader,
1196 shader_none_generate_vshader,
1197 shader_none_get_caps,
1198 shader_none_color_fixup_supported,