crypt32/tests: Fix some test failures on Win9x.
[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  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  *
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.
15  *
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.
20  *
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
24  */
25
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
30
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
33
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
35
36 static inline BOOL shader_is_version_token(DWORD token) {
37     return shader_is_pshader_version(token) ||
38            shader_is_vshader_version(token);
39 }
40
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
42 {
43     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44     buffer->buffer[0] = '\0';
45     buffer->bsize = 0;
46     buffer->lineNo = 0;
47     buffer->newline = TRUE;
48 }
49
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
51 {
52     HeapFree(GetProcessHeap(), 0, buffer->buffer);
53 }
54
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
56 {
57     char* base = buffer->buffer + buffer->bsize;
58     int rc;
59
60     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
61
62     if (rc < 0 ||                                   /* C89 */ 
63         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
64
65         ERR("The buffer allocated for the shader program string "
66             "is too small at %d bytes.\n", SHADER_PGMSIZE);
67         buffer->bsize = SHADER_PGMSIZE - 1;
68         return -1;
69     }
70
71     if (buffer->newline) {
72         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73         buffer->newline = FALSE;
74     } else {
75         TRACE("%s", base);
76     }
77
78     buffer->bsize += rc;
79     if (buffer->buffer[buffer->bsize-1] == '\n') {
80         buffer->lineNo++;
81         buffer->newline = TRUE;
82     }
83     return 0;
84 }
85
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
87 {
88     int ret;
89     va_list args;
90
91     va_start(args, format);
92     ret = shader_vaddline(buffer, format, args);
93     va_end(args);
94
95     return ret;
96 }
97
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
100 {
101     shader->ref = 1;
102     shader->device = device;
103     shader->shader_ins = instruction_table;
104     list_init(&shader->linked_programs);
105 }
106
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
108 {
109     DWORD i = 0;
110
111     /** TODO: use dichotomic search */
112     while (opcode_table[i].name)
113     {
114         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115                 && shader_version >= opcode_table[i].min_version
116                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
117         {
118             return &opcode_table[i];
119         }
120         ++i;
121     }
122
123     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
125
126     return NULL;
127 }
128
129 /* Read a parameter opcode from the input stream,
130  * and possibly a relative addressing token.
131  * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
133 {
134     /* PS >= 3.0 have relative addressing (with token)
135      * VS >= 2.0 have relative addressing (with token)
136      * VS >= 1.0 < 2.0 have relative addressing (without token)
137      * The version check below should work in general */
138
139     char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
141
142     *param = *pToken;
143     *addr_token = rel_token? *(pToken + 1): 0;
144     return rel_token? 2:1;
145 }
146
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
149 {
150    /* Shaders >= 2.0 may contain address tokens, but fortunately they
151     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
154 }
155
156 /* Read the parameters of an unrecognized opcode from the input stream
157  * Return the number of tokens read. 
158  * 
159  * Note: This function assumes source or destination token format.
160  * It will not work with specially-formatted tokens like DEF or DCL, 
161  * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
163 {
164     int tokens_read = 0;
165     int i = 0;
166
167     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168     while (*pToken & 0x80000000) {
169
170         DWORD param, addr_token;
171         tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
172         pToken += tokens_read;
173
174         FIXME("Unrecognized opcode param: token=0x%08x "
175             "addr_token=0x%08x name=", param, addr_token);
176         shader_dump_param(param, addr_token, i, shader_version);
177         FIXME("\n");
178         ++i;
179     }
180     return tokens_read;
181 }
182
183 /* Convert floating point offset relative
184  * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
186 {
187      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188      int regtype = shader_get_regtype(reg);
189
190      switch (regtype) {
191         case WINED3DSPR_CONST: return regnum;
192         case WINED3DSPR_CONST2: return 2048 + regnum;
193         case WINED3DSPR_CONST3: return 4096 + regnum;
194         case WINED3DSPR_CONST4: return 6144 + regnum;
195         default:
196             FIXME("Unsupported register type: %d\n", regtype);
197             return regnum;
198      }
199 }
200
201 static void shader_delete_constant_list(struct list* clist) {
202
203     struct list *ptr;
204     struct local_constant* constant;
205
206     ptr = list_head(clist);
207     while (ptr) {
208         constant = LIST_ENTRY(ptr, struct local_constant, entry);
209         ptr = list_next(clist, ptr);
210         HeapFree(GetProcessHeap(), 0, constant);
211     }
212     list_init(clist);
213 }
214
215 /* Note that this does not count the loop register
216  * as an address register. */
217
218 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
219         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
220 {
221     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
222     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
223     DWORD shader_version;
224     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
225     const DWORD* pToken = byte_code;
226     char pshader;
227
228     /* There are some minor differences between pixel and vertex shaders */
229
230     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
231     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
232
233     /* get_registers_used is called on every compile on some 1.x shaders, which can result
234      * in stacking up a collection of local constants. Delete the old constants if existing
235      */
236     shader_delete_constant_list(&This->baseShader.constantsF);
237     shader_delete_constant_list(&This->baseShader.constantsB);
238     shader_delete_constant_list(&This->baseShader.constantsI);
239
240     /* The version token is supposed to be the first token */
241     if (!shader_is_version_token(*pToken))
242     {
243         FIXME("First token is not a version token, invalid shader.\n");
244         return WINED3DERR_INVALIDCALL;
245     }
246     reg_maps->shader_version = shader_version = *pToken++;
247     pshader = shader_is_pshader_version(shader_version);
248
249     while (WINED3DVS_END() != *pToken) {
250         CONST SHADER_OPCODE* curOpcode;
251         DWORD opcode_token;
252
253         /* Skip comments */
254         if (shader_is_comment(*pToken))
255         {
256              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
257              ++pToken;
258              pToken += comment_len;
259              continue;
260         }
261
262         /* Fetch opcode */
263         opcode_token = *pToken++;
264         curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
265
266         /* Unhandled opcode, and its parameters */
267         if (NULL == curOpcode) {
268            while (*pToken & 0x80000000)
269                ++pToken;
270
271         /* Handle declarations */
272         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
273
274             DWORD usage = *pToken++;
275             DWORD param = *pToken++;
276             DWORD regtype = shader_get_regtype(param);
277             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
278
279             /* Vshader: mark attributes used
280                Pshader: mark 3.0 input registers used, save token */
281             if (WINED3DSPR_INPUT == regtype) {
282
283                 if (!pshader)
284                     reg_maps->attributes[regnum] = 1;
285                 else
286                     reg_maps->packed_input[regnum] = 1;
287
288                 semantics_in[regnum].usage = usage;
289                 semantics_in[regnum].reg = param;
290
291             /* Vshader: mark 3.0 output registers used, save token */
292             } else if (WINED3DSPR_OUTPUT == regtype) {
293                 reg_maps->packed_output[regnum] = 1;
294                 semantics_out[regnum].usage = usage;
295                 semantics_out[regnum].reg = param;
296                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
297                     reg_maps->fog = 1;
298
299             /* Save sampler usage token */
300             } else if (WINED3DSPR_SAMPLER == regtype)
301                 reg_maps->samplers[regnum] = usage;
302
303         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
304
305             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
306             if (!lconst) return E_OUTOFMEMORY;
307             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
308             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
309
310             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
311             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
312             {
313                 float *value = (float *) lconst->value;
314                 if(value[0] < -1.0) value[0] = -1.0;
315                 else if(value[0] >  1.0) value[0] =  1.0;
316                 if(value[1] < -1.0) value[1] = -1.0;
317                 else if(value[1] >  1.0) value[1] =  1.0;
318                 if(value[2] < -1.0) value[2] = -1.0;
319                 else if(value[2] >  1.0) value[2] =  1.0;
320                 if(value[3] < -1.0) value[3] = -1.0;
321                 else if(value[3] >  1.0) value[3] =  1.0;
322             }
323
324             list_add_head(&This->baseShader.constantsF, &lconst->entry);
325             pToken += curOpcode->num_params;
326
327         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
328
329             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
330             if (!lconst) return E_OUTOFMEMORY;
331             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
332             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
333             list_add_head(&This->baseShader.constantsI, &lconst->entry);
334             pToken += curOpcode->num_params;
335
336         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
337
338             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
339             if (!lconst) return E_OUTOFMEMORY;
340             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
341             memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
342             list_add_head(&This->baseShader.constantsB, &lconst->entry);
343             pToken += curOpcode->num_params;
344
345         /* If there's a loop in the shader */
346         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
347                    WINED3DSIO_REP == curOpcode->opcode) {
348             cur_loop_depth++;
349             if(cur_loop_depth > max_loop_depth)
350                 max_loop_depth = cur_loop_depth;
351             pToken += curOpcode->num_params;
352
353             /* Rep and Loop always use an integer constant for the control parameters */
354             This->baseShader.uses_int_consts = TRUE;
355         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
356                    WINED3DSIO_ENDREP == curOpcode->opcode) {
357             cur_loop_depth--;
358
359         /* For subroutine prototypes */
360         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
361
362             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
363             reg_maps->labels[snum] = 1;
364             pToken += curOpcode->num_params;
365
366         /* Set texture, address, temporary registers */
367         } else {
368             int i, limit;
369
370             /* Declare 1.X samplers implicitly, based on the destination reg. number */
371             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
372                     && pshader /* Filter different instructions with the same enum values in VS */
373                     && (WINED3DSIO_TEX == curOpcode->opcode
374                         || WINED3DSIO_TEXBEM == curOpcode->opcode
375                         || WINED3DSIO_TEXBEML == curOpcode->opcode
376                         || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
377                         || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
378                         || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
379                         || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
380                         || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
381                         || WINED3DSIO_TEXREG2AR == curOpcode->opcode
382                         || WINED3DSIO_TEXREG2GB == curOpcode->opcode
383                         || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
384             {
385                 /* Fake sampler usage, only set reserved bit and ttype */
386                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
387
388                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
389                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
390
391                 /* texbem is only valid with < 1.4 pixel shaders */
392                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
393                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
394                     reg_maps->bumpmat[sampler_code] = TRUE;
395                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
396                         reg_maps->luminanceparams[sampler_code] = TRUE;
397                     }
398                 }
399             }
400             if(WINED3DSIO_NRM  == curOpcode->opcode) {
401                 reg_maps->usesnrm = 1;
402             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
403                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
404                 reg_maps->bumpmat[regnum] = TRUE;
405             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
406                 reg_maps->usesdsy = 1;
407             }
408
409             /* This will loop over all the registers and try to
410              * make a bitmask of the ones we're interested in. 
411              *
412              * Relative addressing tokens are ignored, but that's 
413              * okay, since we'll catch any address registers when 
414              * they are initialized (required by spec) */
415
416             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
417                 curOpcode->num_params + 1: curOpcode->num_params;
418
419             for (i = 0; i < limit; ++i) {
420
421                 DWORD param, addr_token, reg, regtype;
422                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
423
424                 regtype = shader_get_regtype(param);
425                 reg = param & WINED3DSP_REGNUM_MASK;
426
427                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
428
429                     if (pshader)
430                         reg_maps->texcoord[reg] = 1;
431                     else
432                         reg_maps->address[reg] = 1;
433                 }
434
435                 else if (WINED3DSPR_TEMP == regtype)
436                     reg_maps->temporary[reg] = 1;
437
438                 else if (WINED3DSPR_INPUT == regtype) {
439                     if( !pshader)
440                         reg_maps->attributes[reg] = 1;
441                     else {
442                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
443                             /* If relative addressing is used, we must assume that all registers
444                              * are used. Even if it is a construct like v3[aL], we can't assume
445                              * that v0, v1 and v2 aren't read because aL can be negative
446                              */
447                             unsigned int i;
448                             for(i = 0; i < MAX_REG_INPUT; i++) {
449                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
450                             }
451                         } else {
452                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
453                         }
454                     }
455                 }
456
457                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
458                     reg_maps->fog = 1;
459
460                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
461                     reg_maps->vpos = 1;
462
463                 else if(WINED3DSPR_CONST == regtype) {
464                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
465                         if(!pshader) {
466                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
467                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
468                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
469                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
470                             }
471                         }
472                         reg_maps->usesrelconstF = TRUE;
473                     }
474                 }
475                 else if(WINED3DSPR_CONSTINT == regtype) {
476                     This->baseShader.uses_int_consts = TRUE;
477                 }
478                 else if(WINED3DSPR_CONSTBOOL == regtype) {
479                     This->baseShader.uses_bool_consts = TRUE;
480                 }
481
482                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
483                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
484                  * isn't used in them, but future register types might cause issues
485                  */
486                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
487                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
488                 {
489                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
490                 }
491             }
492         }
493     }
494     ++pToken;
495     reg_maps->loop_depth = max_loop_depth;
496
497     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
498
499     return WINED3D_OK;
500 }
501
502 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
503 {
504     DWORD regtype = shader_get_regtype(param);
505
506     TRACE("dcl");
507
508     if (regtype == WINED3DSPR_SAMPLER) {
509         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
510
511         switch (ttype) {
512             case WINED3DSTT_2D: TRACE("_2d"); break;
513             case WINED3DSTT_CUBE: TRACE("_cube"); break;
514             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
515             default: TRACE("_unknown_ttype(0x%08x)", ttype);
516        }
517
518     } else { 
519
520         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
521         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
522
523         /* Pixel shaders 3.0 don't have usage semantics */
524         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
525             return;
526         else
527             TRACE("_");
528
529         switch(usage) {
530         case WINED3DDECLUSAGE_POSITION:
531             TRACE("position%d", idx);
532             break;
533         case WINED3DDECLUSAGE_BLENDINDICES:
534             TRACE("blend");
535             break;
536         case WINED3DDECLUSAGE_BLENDWEIGHT:
537             TRACE("weight");
538             break;
539         case WINED3DDECLUSAGE_NORMAL:
540             TRACE("normal%d", idx);
541             break;
542         case WINED3DDECLUSAGE_PSIZE:
543             TRACE("psize");
544             break;
545         case WINED3DDECLUSAGE_COLOR:
546             if(idx == 0)  {
547                 TRACE("color");
548             } else {
549                 TRACE("specular%d", (idx - 1));
550             }
551             break;
552         case WINED3DDECLUSAGE_TEXCOORD:
553             TRACE("texture%d", idx);
554             break;
555         case WINED3DDECLUSAGE_TANGENT:
556             TRACE("tangent");
557             break;
558         case WINED3DDECLUSAGE_BINORMAL:
559             TRACE("binormal");
560             break;
561         case WINED3DDECLUSAGE_TESSFACTOR:
562             TRACE("tessfactor");
563             break;
564         case WINED3DDECLUSAGE_POSITIONT:
565             TRACE("positionT%d", idx);
566             break;
567         case WINED3DDECLUSAGE_FOG:
568             TRACE("fog");
569             break;
570         case WINED3DDECLUSAGE_DEPTH:
571             TRACE("depth");
572             break;
573         case WINED3DDECLUSAGE_SAMPLE:
574             TRACE("sample");
575             break;
576         default:
577             FIXME("unknown_semantics(0x%08x)", usage);
578         }
579     }
580 }
581
582 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
583         unsigned int reg, int input, DWORD shader_version)
584 {
585     char relative =
586         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
587
588     if (relative) {
589         TRACE("[");
590         if (addr_token)
591             shader_dump_param(addr_token, 0, input, shader_version);
592         else
593             TRACE("a0.x");
594         TRACE(" + ");
595      }
596      TRACE("%u", reg);
597      if (relative)
598          TRACE("]");
599 }
600
601 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
602 {
603     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
604     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
605     const char *swizzle_reg_chars = "xyzw";
606
607     DWORD reg = param & WINED3DSP_REGNUM_MASK;
608     DWORD regtype = shader_get_regtype(param);
609     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
610
611     /* There are some minor differences between pixel and vertex shaders */
612     char pshader = shader_is_pshader_version(shader_version);
613
614     if (input) {
615         if ( (modifier == WINED3DSPSM_NEG) ||
616              (modifier == WINED3DSPSM_BIASNEG) ||
617              (modifier == WINED3DSPSM_SIGNNEG) ||
618              (modifier == WINED3DSPSM_X2NEG) ||
619              (modifier == WINED3DSPSM_ABSNEG) )
620             TRACE("-");
621         else if (modifier == WINED3DSPSM_COMP)
622             TRACE("1-");
623         else if (modifier == WINED3DSPSM_NOT)
624             TRACE("!");
625
626         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
627             TRACE("abs(");
628     }
629
630     switch (regtype) {
631         case WINED3DSPR_TEMP:
632             TRACE("r%u", reg);
633             break;
634         case WINED3DSPR_INPUT:
635             TRACE("v");
636             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
637             break;
638         case WINED3DSPR_CONST:
639         case WINED3DSPR_CONST2:
640         case WINED3DSPR_CONST3:
641         case WINED3DSPR_CONST4:
642             TRACE("c");
643             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
644             break;
645         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
646             TRACE("%c%u", (pshader? 't':'a'), reg);
647             break;        
648         case WINED3DSPR_RASTOUT:
649             TRACE("%s", rastout_reg_names[reg]);
650             break;
651         case WINED3DSPR_COLOROUT:
652             TRACE("oC%u", reg);
653             break;
654         case WINED3DSPR_DEPTHOUT:
655             TRACE("oDepth");
656             break;
657         case WINED3DSPR_ATTROUT:
658             TRACE("oD%u", reg);
659             break;
660         case WINED3DSPR_TEXCRDOUT: 
661
662             /* Vertex shaders >= 3.0 use general purpose output registers
663              * (WINED3DSPR_OUTPUT), which can include an address token */
664
665             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
666                 TRACE("o");
667                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
668             }
669             else 
670                TRACE("oT%u", reg);
671             break;
672         case WINED3DSPR_CONSTINT:
673             TRACE("i");
674             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
675             break;
676         case WINED3DSPR_CONSTBOOL:
677             TRACE("b");
678             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
679             break;
680         case WINED3DSPR_LABEL:
681             TRACE("l%u", reg);
682             break;
683         case WINED3DSPR_LOOP:
684             TRACE("aL");
685             break;
686         case WINED3DSPR_SAMPLER:
687             TRACE("s%u", reg);
688             break;
689         case WINED3DSPR_MISCTYPE:
690             if (reg > 1) {
691                 FIXME("Unhandled misctype register %d\n", reg);
692             } else {
693                 TRACE("%s", misctype_reg_names[reg]);
694             }
695             break;
696         case WINED3DSPR_PREDICATE:
697             TRACE("p%u", reg);
698             break;
699         default:
700             TRACE("unhandled_rtype(%#x)", regtype);
701             break;
702    }
703
704    if (!input) {
705        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
706
707        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
708            TRACE(".");
709            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
710            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
711            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
712            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
713        }
714
715    } else {
716         /** operand input */
717         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
718         DWORD swizzle_x = swizzle & 0x03;
719         DWORD swizzle_y = (swizzle >> 2) & 0x03;
720         DWORD swizzle_z = (swizzle >> 4) & 0x03;
721         DWORD swizzle_w = (swizzle >> 6) & 0x03;
722
723         if (0 != modifier) {
724             switch (modifier) {
725                 case WINED3DSPSM_NONE:    break;
726                 case WINED3DSPSM_NEG:     break;
727                 case WINED3DSPSM_NOT:     break;
728                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
729                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
730                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
731                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
732                 case WINED3DSPSM_COMP:    break;
733                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
734                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
735                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
736                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
737                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
738                 case WINED3DSPSM_ABS:     TRACE(")"); break;
739                 default:
740                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
741             }
742         }
743
744         /**
745         * swizzle bits fields:
746         *  RRGGBBAA
747         */
748         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
749             if (swizzle_x == swizzle_y &&
750                 swizzle_x == swizzle_z &&
751                 swizzle_x == swizzle_w) {
752                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
753             } else {
754                 TRACE(".%c%c%c%c",
755                 swizzle_reg_chars[swizzle_x],
756                 swizzle_reg_chars[swizzle_y],
757                 swizzle_reg_chars[swizzle_z],
758                 swizzle_reg_chars[swizzle_w]);
759             }
760         }
761     }
762 }
763
764 /* Shared code in order to generate the bulk of the shader string.
765  * NOTE: A description of how to parse tokens can be found on msdn */
766 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
767         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
768 {
769     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
770     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
771     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
772     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
773     DWORD shader_version = reg_maps->shader_version;
774     const DWORD *pToken = pFunction;
775     const SHADER_OPCODE *curOpcode;
776     SHADER_HANDLER hw_fct;
777     DWORD i;
778     SHADER_OPCODE_ARG hw_arg;
779
780     /* Initialize current parsing state */
781     hw_arg.shader = iface;
782     hw_arg.buffer = buffer;
783     hw_arg.reg_maps = reg_maps;
784     This->baseShader.parse_state.current_row = 0;
785
786     while (WINED3DPS_END() != *pToken)
787     {
788         /* Skip version token */
789         if (shader_is_version_token(*pToken))
790         {
791             ++pToken;
792             continue;
793         }
794
795         /* Skip comment tokens */
796         if (shader_is_comment(*pToken))
797         {
798             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
799             ++pToken;
800             continue;
801         }
802
803         /* Read opcode */
804         hw_arg.opcode_token = *pToken++;
805         curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
806
807         /* Unknown opcode and its parameters */
808         if (!curOpcode)
809         {
810             FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
811             pToken += shader_skip_unrecognized(pToken, shader_version);
812             continue;
813         }
814
815         /* Nothing to do */
816         if (WINED3DSIO_DCL == curOpcode->opcode
817                 || WINED3DSIO_NOP == curOpcode->opcode
818                 || WINED3DSIO_DEF == curOpcode->opcode
819                 || WINED3DSIO_DEFI == curOpcode->opcode
820                 || WINED3DSIO_DEFB == curOpcode->opcode
821                 || WINED3DSIO_PHASE == curOpcode->opcode
822                 || WINED3DSIO_RET == curOpcode->opcode)
823         {
824             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
825             continue;
826         }
827
828         /* Select handler */
829         hw_fct = handler_table[curOpcode->handler_idx];
830
831         /* Unhandled opcode */
832         if (!hw_fct)
833         {
834             FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
835             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
836             continue;
837         }
838
839         hw_arg.opcode = curOpcode;
840
841         /* Destination token */
842         if (curOpcode->dst_token)
843         {
844             DWORD param, addr_token = 0;
845             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
846             hw_arg.dst = param;
847             hw_arg.dst_addr = addr_token;
848         }
849
850         /* Predication token */
851         if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
852
853         /* Other source tokens */
854         for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
855         {
856             DWORD param, addr_token = 0;
857             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
858             hw_arg.src[i] = param;
859             hw_arg.src_addr[i] = addr_token;
860         }
861
862         /* Call appropriate function for output target */
863         hw_fct(&hw_arg);
864
865         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
866         /* FIXME: This should be internal to the shader backend.
867          * Also, right now this is the only reason "shader_mode" exists. */
868         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg);
869     }
870 }
871
872 static void shader_dump_ins_modifiers(const DWORD output)
873 {
874     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
875     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
876
877     switch (shift) {
878         case 0: break;
879         case 13: TRACE("_d8"); break;
880         case 14: TRACE("_d4"); break;
881         case 15: TRACE("_d2"); break;
882         case 1: TRACE("_x2"); break;
883         case 2: TRACE("_x4"); break;
884         case 3: TRACE("_x8"); break;
885         default: TRACE("_unhandled_shift(%d)", shift); break;
886     }
887
888     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
889     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
890     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
891
892     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
893     if (mmask)
894         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
895 }
896
897 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
898 {
899     const DWORD* pToken = pFunction;
900     const SHADER_OPCODE* curOpcode = NULL;
901     DWORD shader_version;
902     DWORD opcode_token;
903     DWORD i;
904
905     TRACE("Parsing %p\n", pFunction);
906
907     /* The version token is supposed to be the first token */
908     if (!shader_is_version_token(*pToken))
909     {
910         FIXME("First token is not a version token, invalid shader.\n");
911         return;
912     }
913     shader_version = *pToken++;
914     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
915             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
916
917     while (WINED3DVS_END() != *pToken)
918     {
919         if (shader_is_comment(*pToken)) /* comment */
920         {
921             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
922             ++pToken;
923             TRACE("//%s\n", (const char*)pToken);
924             pToken += comment_len;
925             continue;
926         }
927         opcode_token = *pToken++;
928         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
929
930         if (!curOpcode)
931         {
932             int tokens_read;
933             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
934             tokens_read = shader_skip_unrecognized(pToken, shader_version);
935             pToken += tokens_read;
936         }
937         else
938         {
939             if (curOpcode->opcode == WINED3DSIO_DCL)
940             {
941                 DWORD usage = *pToken;
942                 DWORD param = *(pToken + 1);
943
944                 shader_dump_decl_usage(usage, param, shader_version);
945                 shader_dump_ins_modifiers(param);
946                 TRACE(" ");
947                 shader_dump_param(param, 0, 0, shader_version);
948                 pToken += 2;
949             }
950             else if (curOpcode->opcode == WINED3DSIO_DEF)
951             {
952                 unsigned int offset = shader_get_float_offset(*pToken);
953
954                 TRACE("def c%u = %f, %f, %f, %f", offset,
955                         *(const float *)(pToken + 1),
956                         *(const float *)(pToken + 2),
957                         *(const float *)(pToken + 3),
958                         *(const float *)(pToken + 4));
959                 pToken += 5;
960             }
961             else if (curOpcode->opcode == WINED3DSIO_DEFI)
962             {
963                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
964                         *(pToken + 1),
965                         *(pToken + 2),
966                         *(pToken + 3),
967                         *(pToken + 4));
968                 pToken += 5;
969             }
970             else if (curOpcode->opcode == WINED3DSIO_DEFB)
971             {
972                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
973                         *(pToken + 1)? "true": "false");
974                 pToken += 2;
975             }
976             else
977             {
978                 DWORD param, addr_token;
979                 int tokens_read;
980
981                 /* Print out predication source token first - it follows
982                  * the destination token. */
983                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
984                 {
985                     TRACE("(");
986                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
987                     TRACE(") ");
988                 }
989                 if (opcode_token & WINED3DSI_COISSUE)
990                 {
991                     /* PixWin marks instructions with the coissue flag with a '+' */
992                     TRACE("+");
993                 }
994
995                 TRACE("%s", curOpcode->name);
996
997                 if (curOpcode->opcode == WINED3DSIO_IFC
998                         || curOpcode->opcode == WINED3DSIO_BREAKC)
999                 {
1000                     DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1001
1002                     switch (op)
1003                     {
1004                         case COMPARISON_GT: TRACE("_gt"); break;
1005                         case COMPARISON_EQ: TRACE("_eq"); break;
1006                         case COMPARISON_GE: TRACE("_ge"); break;
1007                         case COMPARISON_LT: TRACE("_lt"); break;
1008                         case COMPARISON_NE: TRACE("_ne"); break;
1009                         case COMPARISON_LE: TRACE("_le"); break;
1010                         default: TRACE("_(%u)", op);
1011                     }
1012                 }
1013                 else if (curOpcode->opcode == WINED3DSIO_TEX
1014                         && shader_version >= WINED3DPS_VERSION(2,0)
1015                         && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1016                 {
1017                     TRACE("p");
1018                 }
1019
1020                 /* Destination token */
1021                 if (curOpcode->dst_token)
1022                 {
1023                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1024                     pToken += tokens_read;
1025
1026                     shader_dump_ins_modifiers(param);
1027                     TRACE(" ");
1028                     shader_dump_param(param, addr_token, 0, shader_version);
1029                 }
1030
1031                 /* Predication token - already printed out, just skip it */
1032                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1033                 {
1034                     pToken++;
1035                 }
1036
1037                 /* Other source tokens */
1038                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1039                 {
1040                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1041                     pToken += tokens_read;
1042
1043                     TRACE((i == 0)? " " : ", ");
1044                     shader_dump_param(param, addr_token, 1, shader_version);
1045                 }
1046             }
1047             TRACE("\n");
1048         }
1049     }
1050 }
1051
1052 void shader_cleanup(IWineD3DBaseShader *iface)
1053 {
1054     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1055
1056     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1057     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1058     shader_delete_constant_list(&This->baseShader.constantsF);
1059     shader_delete_constant_list(&This->baseShader.constantsB);
1060     shader_delete_constant_list(&This->baseShader.constantsI);
1061     list_remove(&This->baseShader.shader_list_entry);
1062 }
1063
1064 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1065 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1066 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1067 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1068 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1069 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1070 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1071 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1072 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1073 static void shader_none_free(IWineD3DDevice *iface) {}
1074 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1075 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1076     FIXME("NONE shader backend asked to generate a pixel shader\n");
1077     return 0;
1078 }
1079 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1080     FIXME("NONE shader backend asked to generate a vertex shader\n");
1081     return 0;
1082 }
1083
1084 #define GLINFO_LOCATION      (*gl_info)
1085 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1086 {
1087     /* Set the shader caps to 0 for the none shader backend */
1088     pCaps->VertexShaderVersion  = 0;
1089     pCaps->PixelShaderVersion    = 0;
1090     pCaps->PixelShader1xMaxValue = 0.0;
1091 }
1092 #undef GLINFO_LOCATION
1093 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1094 {
1095     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1096     {
1097         TRACE("Checking support for fixup:\n");
1098         dump_color_fixup_desc(fixup);
1099     }
1100
1101     /* Faked to make some apps happy. */
1102     if (!is_yuv_fixup(fixup))
1103     {
1104         TRACE("[OK]\n");
1105         return TRUE;
1106     }
1107
1108     TRACE("[FAILED]\n");
1109     return FALSE;
1110 }
1111
1112 const shader_backend_t none_shader_backend = {
1113     shader_none_instruction_handler_table,
1114     shader_none_select,
1115     shader_none_select_depth_blt,
1116     shader_none_deselect_depth_blt,
1117     shader_none_update_float_vertex_constants,
1118     shader_none_update_float_pixel_constants,
1119     shader_none_load_constants,
1120     shader_none_destroy,
1121     shader_none_alloc,
1122     shader_none_free,
1123     shader_none_dirty_const,
1124     shader_none_generate_pshader,
1125     shader_none_generate_vshader,
1126     shader_none_get_caps,
1127     shader_none_color_fixup_supported,
1128 };