2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 #define GLNAME_REQUIRE_GLSL ((const char *)1)
34 static inline BOOL shader_is_version_token(DWORD token) {
35 return shader_is_pshader_version(token) ||
36 shader_is_vshader_version(token);
40 SHADER_BUFFER* buffer,
41 const char *format, ...) {
43 char* base = buffer->buffer + buffer->bsize;
47 va_start(args, format);
48 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
51 if (rc < 0 || /* C89 */
52 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
54 ERR("The buffer allocated for the shader program string "
55 "is too small at %d bytes.\n", SHADER_PGMSIZE);
56 buffer->bsize = SHADER_PGMSIZE - 1;
60 if (buffer->newline) {
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62 buffer->newline = FALSE;
68 if (buffer->buffer[buffer->bsize-1] == '\n') {
70 buffer->newline = TRUE;
75 const SHADER_OPCODE* shader_get_opcode(
76 IWineD3DBaseShader *iface, const DWORD code) {
78 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
81 DWORD hex_version = This->baseShader.hex_version;
82 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
84 /** TODO: use dichotomic search */
85 while (NULL != shader_ins[i].name) {
86 if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
87 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
88 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
89 return &shader_ins[i];
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
98 /* Read a parameter opcode from the input stream,
99 * and possibly a relative addressing token.
100 * Return the number of tokens read */
101 int shader_get_param(
102 IWineD3DBaseShader* iface,
107 /* PS >= 3.0 have relative addressing (with token)
108 * VS >= 2.0 have relative addressing (with token)
109 * VS >= 1.0 < 2.0 have relative addressing (without token)
110 * The version check below should work in general */
112 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
113 char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
114 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
117 *addr_token = rel_token? *(pToken + 1): 0;
118 return rel_token? 2:1;
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123 IWineD3DBaseShaderImpl* This,
124 const SHADER_OPCODE* curOpcode,
125 DWORD opcode_token) {
127 /* Shaders >= 2.0 may contain address tokens, but fortunately they
128 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
130 return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131 ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132 curOpcode->num_params;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
138 * Note: This function assumes source or destination token format.
139 * It will not work with specially-formatted tokens like DEF or DCL,
140 * but hopefully those would be recognized */
142 int shader_skip_unrecognized(
143 IWineD3DBaseShader* iface,
144 const DWORD* pToken) {
149 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150 while (*pToken & 0x80000000) {
152 DWORD param, addr_token;
153 tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
154 pToken += tokens_read;
156 FIXME("Unrecognized opcode param: token=%08x "
157 "addr_token=%08x name=", param, addr_token);
158 shader_dump_param(iface, param, addr_token, i);
165 /* Convert floating point offset relative
166 * to a register file to an absolute offset for float constants */
168 unsigned int shader_get_float_offset(const DWORD reg) {
170 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171 int regtype = shader_get_regtype(reg);
174 case WINED3DSPR_CONST: return regnum;
175 case WINED3DSPR_CONST2: return 2048 + regnum;
176 case WINED3DSPR_CONST3: return 4096 + regnum;
177 case WINED3DSPR_CONST4: return 6144 + regnum;
179 FIXME("Unsupported register type: %d\n", regtype);
184 /* Note that this does not count the loop register
185 * as an address register. */
187 HRESULT shader_get_registers_used(
188 IWineD3DBaseShader *iface,
189 shader_reg_maps* reg_maps,
190 semantic* semantics_in,
191 semantic* semantics_out,
193 IWineD3DStateBlockImpl *stateBlock) {
195 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
197 /* There are some minor differences between pixel and vertex shaders */
198 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
200 reg_maps->bumpmat = -1;
201 reg_maps->luminanceparams = -1;
206 while (WINED3DVS_END() != *pToken) {
207 CONST SHADER_OPCODE* curOpcode;
211 if (shader_is_version_token(*pToken)) {
216 } else if (shader_is_comment(*pToken)) {
217 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
219 pToken += comment_len;
224 opcode_token = *pToken++;
225 curOpcode = shader_get_opcode(iface, opcode_token);
227 /* Unhandled opcode, and its parameters */
228 if (NULL == curOpcode) {
229 while (*pToken & 0x80000000)
232 /* Handle declarations */
233 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
235 DWORD usage = *pToken++;
236 DWORD param = *pToken++;
237 DWORD regtype = shader_get_regtype(param);
238 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
240 /* Vshader: mark attributes used
241 Pshader: mark 3.0 input registers used, save token */
242 if (WINED3DSPR_INPUT == regtype) {
245 reg_maps->attributes[regnum] = 1;
247 reg_maps->packed_input[regnum] = 1;
249 semantics_in[regnum].usage = usage;
250 semantics_in[regnum].reg = param;
252 /* Vshader: mark 3.0 output registers used, save token */
253 } else if (WINED3DSPR_OUTPUT == regtype) {
254 reg_maps->packed_output[regnum] = 1;
255 semantics_out[regnum].usage = usage;
256 semantics_out[regnum].reg = param;
257 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
260 /* Save sampler usage token */
261 } else if (WINED3DSPR_SAMPLER == regtype)
262 reg_maps->samplers[regnum] = usage;
264 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
266 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
267 if (!lconst) return E_OUTOFMEMORY;
268 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
269 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
271 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
272 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
273 float *value = (float *) lconst->value;
274 if(value[0] < -1.0) value[0] = -1.0;
275 else if(value[0] > 1.0) value[0] = 1.0;
276 if(value[1] < -1.0) value[1] = -1.0;
277 else if(value[1] > 1.0) value[1] = 1.0;
278 if(value[2] < -1.0) value[2] = -1.0;
279 else if(value[2] > 1.0) value[2] = 1.0;
280 if(value[3] < -1.0) value[3] = -1.0;
281 else if(value[3] > 1.0) value[3] = 1.0;
284 list_add_head(&This->baseShader.constantsF, &lconst->entry);
285 pToken += curOpcode->num_params;
287 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
289 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
290 if (!lconst) return E_OUTOFMEMORY;
291 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
292 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
293 list_add_head(&This->baseShader.constantsI, &lconst->entry);
294 pToken += curOpcode->num_params;
296 } else if (WINED3DSIO_DEFB == 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, 1 * sizeof(DWORD));
302 list_add_head(&This->baseShader.constantsB, &lconst->entry);
303 pToken += curOpcode->num_params;
305 /* If there's a loop in the shader */
306 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
307 WINED3DSIO_REP == curOpcode->opcode) {
309 pToken += curOpcode->num_params;
311 /* For subroutine prototypes */
312 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
314 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
315 reg_maps->labels[snum] = 1;
316 pToken += curOpcode->num_params;
318 /* Set texture, address, temporary registers */
322 /* Declare 1.X samplers implicitly, based on the destination reg. number */
323 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
324 (WINED3DSIO_TEX == curOpcode->opcode ||
325 WINED3DSIO_TEXBEM == curOpcode->opcode ||
326 WINED3DSIO_TEXBEML == curOpcode->opcode ||
327 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
328 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
329 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
330 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
331 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
332 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
333 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
334 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
336 /* Fake sampler usage, only set reserved bit and ttype */
337 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
339 if(!stateBlock->textures[sampler_code]) {
340 ERR("No texture bound to sampler %d\n", sampler_code);
341 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
343 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
346 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
350 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
353 case GL_TEXTURE_CUBE_MAP_ARB:
354 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
358 ERR("Unexpected gl texture type found: %d\n", texType);
359 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
363 /* texbem is only valid with < 1.4 pixel shaders */
364 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
365 WINED3DSIO_TEXBEML == curOpcode->opcode) {
366 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
367 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
369 reg_maps->bumpmat = sampler_code;
370 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
371 reg_maps->luminanceparams = sampler_code;
376 if(WINED3DSIO_NRM == curOpcode->opcode) {
377 reg_maps->usesnrm = 1;
378 } else if(WINED3DSIO_BEM == curOpcode->opcode) {
379 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
380 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
381 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
383 reg_maps->bumpmat = regnum;
387 /* This will loop over all the registers and try to
388 * make a bitmask of the ones we're interested in.
390 * Relative addressing tokens are ignored, but that's
391 * okay, since we'll catch any address registers when
392 * they are initialized (required by spec) */
394 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
395 curOpcode->num_params + 1: curOpcode->num_params;
397 for (i = 0; i < limit; ++i) {
399 DWORD param, addr_token, reg, regtype;
400 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
402 regtype = shader_get_regtype(param);
403 reg = param & WINED3DSP_REGNUM_MASK;
405 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
408 reg_maps->texcoord[reg] = 1;
410 reg_maps->address[reg] = 1;
413 else if (WINED3DSPR_TEMP == regtype)
414 reg_maps->temporary[reg] = 1;
416 else if (WINED3DSPR_INPUT == regtype && !pshader)
417 reg_maps->attributes[reg] = 1;
419 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
428 static void shader_dump_decl_usage(
429 IWineD3DBaseShaderImpl* This,
433 DWORD regtype = shader_get_regtype(param);
437 if (regtype == WINED3DSPR_SAMPLER) {
438 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
441 case WINED3DSTT_2D: TRACE("_2d"); break;
442 case WINED3DSTT_CUBE: TRACE("_cube"); break;
443 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
444 default: TRACE("_unknown_ttype(%08x)", ttype);
449 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
450 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
452 /* Pixel shaders 3.0 don't have usage semantics */
453 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
454 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
460 case WINED3DDECLUSAGE_POSITION:
461 TRACE("position%d", idx);
463 case WINED3DDECLUSAGE_BLENDINDICES:
466 case WINED3DDECLUSAGE_BLENDWEIGHT:
469 case WINED3DDECLUSAGE_NORMAL:
470 TRACE("normal%d", idx);
472 case WINED3DDECLUSAGE_PSIZE:
475 case WINED3DDECLUSAGE_COLOR:
479 TRACE("specular%d", (idx - 1));
482 case WINED3DDECLUSAGE_TEXCOORD:
483 TRACE("texture%d", idx);
485 case WINED3DDECLUSAGE_TANGENT:
488 case WINED3DDECLUSAGE_BINORMAL:
491 case WINED3DDECLUSAGE_TESSFACTOR:
494 case WINED3DDECLUSAGE_POSITIONT:
495 TRACE("positionT%d", idx);
497 case WINED3DDECLUSAGE_FOG:
500 case WINED3DDECLUSAGE_DEPTH:
503 case WINED3DDECLUSAGE_SAMPLE:
507 FIXME("unknown_semantics(%08x)", usage);
512 static void shader_dump_arr_entry(
513 IWineD3DBaseShader *iface,
515 const DWORD addr_token,
520 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
525 shader_dump_param(iface, addr_token, 0, input);
535 void shader_dump_param(
536 IWineD3DBaseShader *iface,
538 const DWORD addr_token,
541 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
542 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
543 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
544 char swizzle_reg_chars[4];
546 DWORD reg = param & WINED3DSP_REGNUM_MASK;
547 DWORD regtype = shader_get_regtype(param);
548 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
550 /* There are some minor differences between pixel and vertex shaders */
551 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
553 /* For one, we'd prefer color components to be shown for pshaders.
554 * FIXME: use the swizzle function for this */
556 swizzle_reg_chars[0] = pshader? 'r': 'x';
557 swizzle_reg_chars[1] = pshader? 'g': 'y';
558 swizzle_reg_chars[2] = pshader? 'b': 'z';
559 swizzle_reg_chars[3] = pshader? 'a': 'w';
562 if ( (modifier == WINED3DSPSM_NEG) ||
563 (modifier == WINED3DSPSM_BIASNEG) ||
564 (modifier == WINED3DSPSM_SIGNNEG) ||
565 (modifier == WINED3DSPSM_X2NEG) ||
566 (modifier == WINED3DSPSM_ABSNEG) )
568 else if (modifier == WINED3DSPSM_COMP)
570 else if (modifier == WINED3DSPSM_NOT)
573 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
578 case WINED3DSPR_TEMP:
581 case WINED3DSPR_INPUT:
583 shader_dump_arr_entry(iface, param, addr_token, reg, input);
585 case WINED3DSPR_CONST:
586 case WINED3DSPR_CONST2:
587 case WINED3DSPR_CONST3:
588 case WINED3DSPR_CONST4:
590 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
592 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
593 TRACE("%c%u", (pshader? 't':'a'), reg);
595 case WINED3DSPR_RASTOUT:
596 TRACE("%s", rastout_reg_names[reg]);
598 case WINED3DSPR_COLOROUT:
601 case WINED3DSPR_DEPTHOUT:
604 case WINED3DSPR_ATTROUT:
607 case WINED3DSPR_TEXCRDOUT:
609 /* Vertex shaders >= 3.0 use general purpose output registers
610 * (WINED3DSPR_OUTPUT), which can include an address token */
612 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
614 shader_dump_arr_entry(iface, param, addr_token, reg, input);
619 case WINED3DSPR_CONSTINT:
621 shader_dump_arr_entry(iface, param, addr_token, reg, input);
623 case WINED3DSPR_CONSTBOOL:
625 shader_dump_arr_entry(iface, param, addr_token, reg, input);
627 case WINED3DSPR_LABEL:
630 case WINED3DSPR_LOOP:
633 case WINED3DSPR_SAMPLER:
636 case WINED3DSPR_MISCTYPE:
638 FIXME("Unhandled misctype register %d\n", reg);
640 TRACE("%s", misctype_reg_names[reg]);
643 case WINED3DSPR_PREDICATE:
647 TRACE("unhandled_rtype(%#x)", regtype);
652 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
654 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
656 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
657 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
658 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
659 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
664 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
665 DWORD swizzle_r = swizzle & 0x03;
666 DWORD swizzle_g = (swizzle >> 2) & 0x03;
667 DWORD swizzle_b = (swizzle >> 4) & 0x03;
668 DWORD swizzle_a = (swizzle >> 6) & 0x03;
672 case WINED3DSPSM_NONE: break;
673 case WINED3DSPSM_NEG: break;
674 case WINED3DSPSM_NOT: break;
675 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
676 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
677 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
678 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
679 case WINED3DSPSM_COMP: break;
680 case WINED3DSPSM_X2: TRACE("_x2"); break;
681 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
682 case WINED3DSPSM_DZ: TRACE("_dz"); break;
683 case WINED3DSPSM_DW: TRACE("_dw"); break;
684 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
685 case WINED3DSPSM_ABS: TRACE(")"); break;
687 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
692 * swizzle bits fields:
695 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
696 if (swizzle_r == swizzle_g &&
697 swizzle_r == swizzle_b &&
698 swizzle_r == swizzle_a) {
699 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
702 swizzle_reg_chars[swizzle_r],
703 swizzle_reg_chars[swizzle_g],
704 swizzle_reg_chars[swizzle_b],
705 swizzle_reg_chars[swizzle_a]);
711 /** Shared code in order to generate the bulk of the shader string.
712 Use the shader_header_fct & shader_footer_fct to add strings
713 that are specific to pixel or vertex functions
714 NOTE: A description of how to parse tokens can be found at:
715 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
716 void shader_generate_main(
717 IWineD3DBaseShader *iface,
718 SHADER_BUFFER* buffer,
719 shader_reg_maps* reg_maps,
720 CONST DWORD* pFunction) {
722 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
723 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
724 const DWORD *pToken = pFunction;
725 const SHADER_OPCODE *curOpcode = NULL;
726 SHADER_HANDLER hw_fct = NULL;
728 SHADER_OPCODE_ARG hw_arg;
730 /* Initialize current parsing state */
731 hw_arg.shader = iface;
732 hw_arg.buffer = buffer;
733 hw_arg.reg_maps = reg_maps;
734 This->baseShader.parse_state.current_row = 0;
736 /* Second pass, process opcodes */
737 if (NULL != pToken) {
738 while (WINED3DPS_END() != *pToken) {
740 /* Skip version token */
741 if (shader_is_version_token(*pToken)) {
746 /* Skip comment tokens */
747 if (shader_is_comment(*pToken)) {
748 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
750 TRACE("#%s\n", (const char*)pToken);
751 pToken += comment_len;
756 hw_arg.opcode_token = *pToken++;
757 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
760 if (curOpcode == NULL)
762 else if (This->baseShader.shader_mode == SHADER_GLSL)
763 hw_fct = curOpcode->hw_glsl_fct;
764 else if (This->baseShader.shader_mode == SHADER_ARB)
765 hw_fct = curOpcode->hw_fct;
767 /* Unknown opcode and its parameters */
768 if (NULL == curOpcode) {
769 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
770 pToken += shader_skip_unrecognized(iface, pToken);
773 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
774 WINED3DSIO_NOP == curOpcode->opcode ||
775 WINED3DSIO_DEF == curOpcode->opcode ||
776 WINED3DSIO_DEFI == curOpcode->opcode ||
777 WINED3DSIO_DEFB == curOpcode->opcode ||
778 WINED3DSIO_PHASE == curOpcode->opcode ||
779 WINED3DSIO_RET == curOpcode->opcode) {
781 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
783 /* If a generator function is set for current shader target, use it */
784 } else if (hw_fct != NULL) {
786 hw_arg.opcode = curOpcode;
788 /* Destination token */
789 if (curOpcode->dst_token) {
791 DWORD param, addr_token = 0;
792 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
794 hw_arg.dst_addr = addr_token;
797 /* Predication token */
798 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
799 hw_arg.predicate = *pToken++;
801 /* Other source tokens */
802 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
804 DWORD param, addr_token = 0;
805 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
806 hw_arg.src[i] = param;
807 hw_arg.src_addr[i] = addr_token;
810 /* Call appropriate function for output target */
813 /* Add color correction if needed */
814 device->shader_backend->shader_color_correction(&hw_arg);
816 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
817 if (This->baseShader.shader_mode == SHADER_GLSL)
818 shader_glsl_add_instruction_modifiers(&hw_arg);
820 /* Unhandled opcode */
823 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
824 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
827 /* TODO: What about result.depth? */
832 void shader_dump_ins_modifiers(const DWORD output) {
834 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
835 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
839 case 13: TRACE("_d8"); break;
840 case 14: TRACE("_d4"); break;
841 case 15: TRACE("_d2"); break;
842 case 1: TRACE("_x2"); break;
843 case 2: TRACE("_x4"); break;
844 case 3: TRACE("_x8"); break;
845 default: TRACE("_unhandled_shift(%d)", shift); break;
848 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
849 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
850 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
852 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
854 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
857 /* First pass: trace shader, initialize length and version */
858 void shader_trace_init(
859 IWineD3DBaseShader *iface,
860 const DWORD* pFunction) {
862 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
864 const DWORD* pToken = pFunction;
865 const SHADER_OPCODE* curOpcode = NULL;
867 unsigned int len = 0;
870 TRACE("(%p) : Parsing programme\n", This);
872 if (NULL != pToken) {
873 while (WINED3DVS_END() != *pToken) {
874 if (shader_is_version_token(*pToken)) { /** version */
875 This->baseShader.hex_version = *pToken;
876 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
877 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
878 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
883 if (shader_is_comment(*pToken)) { /** comment */
884 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
886 TRACE("//%s\n", (const char*)pToken);
887 pToken += comment_len;
888 len += comment_len + 1;
891 opcode_token = *pToken++;
892 curOpcode = shader_get_opcode(iface, opcode_token);
895 if (NULL == curOpcode) {
897 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
898 tokens_read = shader_skip_unrecognized(iface, pToken);
899 pToken += tokens_read;
903 if (curOpcode->opcode == WINED3DSIO_DCL) {
905 DWORD usage = *pToken;
906 DWORD param = *(pToken + 1);
908 shader_dump_decl_usage(This, usage, param);
909 shader_dump_ins_modifiers(param);
911 shader_dump_param(iface, param, 0, 0);
915 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
917 unsigned int offset = shader_get_float_offset(*pToken);
919 TRACE("def c%u = %f, %f, %f, %f", offset,
920 *(const float *)(pToken + 1),
921 *(const float *)(pToken + 2),
922 *(const float *)(pToken + 3),
923 *(const float *)(pToken + 4));
927 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
929 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
938 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
940 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
941 *(pToken + 1)? "true": "false");
948 DWORD param, addr_token;
951 /* Print out predication source token first - it follows
952 * the destination token. */
953 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
955 shader_dump_param(iface, *(pToken + 2), 0, 1);
958 if (opcode_token & WINED3DSI_COISSUE) {
959 /* PixWin marks instructions with the coissue flag with a '+' */
963 TRACE("%s", curOpcode->name);
965 if (curOpcode->opcode == WINED3DSIO_IFC ||
966 curOpcode->opcode == WINED3DSIO_BREAKC) {
968 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
970 case COMPARISON_GT: TRACE("_gt"); break;
971 case COMPARISON_EQ: TRACE("_eq"); break;
972 case COMPARISON_GE: TRACE("_ge"); break;
973 case COMPARISON_LT: TRACE("_lt"); break;
974 case COMPARISON_NE: TRACE("_ne"); break;
975 case COMPARISON_LE: TRACE("_le"); break;
979 } else if (curOpcode->opcode == WINED3DSIO_TEX &&
980 This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
981 if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
984 /* Destination token */
985 if (curOpcode->dst_token) {
987 /* Destination token */
988 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
989 pToken += tokens_read;
992 shader_dump_ins_modifiers(param);
994 shader_dump_param(iface, param, addr_token, 0);
997 /* Predication token - already printed out, just skip it */
998 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1003 /* Other source tokens */
1004 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1006 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
1007 pToken += tokens_read;
1010 TRACE((i == 0)? " " : ", ");
1011 shader_dump_param(iface, param, addr_token, 1);
1017 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1019 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1023 void shader_delete_constant_list(
1024 struct list* clist) {
1027 struct local_constant* constant;
1029 ptr = list_head(clist);
1031 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1032 ptr = list_next(clist, ptr);
1033 HeapFree(GetProcessHeap(), 0, constant);
1037 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1038 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1039 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1040 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1042 const shader_backend_t none_shader_backend = {
1043 &shader_none_select,
1044 &shader_none_select_depth_blt,
1045 &shader_none_load_constants,
1046 &shader_none_cleanup