advapi32: Implement ConvertSecurityDescriptorToStringSecurityDescriptor[AW].
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include <string.h>
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31
32 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
33
34 static inline BOOL shader_is_version_token(DWORD token) {
35     return shader_is_pshader_version(token) ||
36            shader_is_vshader_version(token);
37 }
38
39 int shader_addline(
40     SHADER_BUFFER* buffer,  
41     const char *format, ...) {
42
43     char* base = buffer->buffer + buffer->bsize;
44     int rc;
45
46     va_list args;
47     va_start(args, format);
48     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49     va_end(args);
50
51     if (rc < 0 ||                                   /* C89 */ 
52         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
53
54         ERR("The buffer allocated for the shader program string "
55             "is too small at %d bytes.\n", SHADER_PGMSIZE);
56         buffer->bsize = SHADER_PGMSIZE - 1;
57         return -1;
58     }
59
60     if (buffer->newline) {
61         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62         buffer->newline = FALSE;
63     } else {
64         TRACE("%s", base);
65     }
66
67     buffer->bsize += rc;
68     if (buffer->buffer[buffer->bsize-1] == '\n') {
69         buffer->lineNo++;
70         buffer->newline = TRUE;
71     }
72     return 0;
73 }
74
75 const SHADER_OPCODE* shader_get_opcode(
76     IWineD3DBaseShader *iface, const DWORD code) {
77
78     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
79
80     DWORD i = 0;
81     DWORD hex_version = This->baseShader.hex_version;
82     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
83
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];
90         }
91         ++i;
92     }
93     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", 
94        code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
95     return NULL;
96 }
97
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,
103     const DWORD* pToken,
104     DWORD* param,
105     DWORD* addr_token) {
106
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 */
111
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);
115
116     *param = *pToken;
117     *addr_token = rel_token? *(pToken + 1): 0;
118     return rel_token? 2:1;
119 }
120
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) {
126
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 */
129
130     return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131         ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132         curOpcode->num_params;
133 }
134
135 /* Read the parameters of an unrecognized opcode from the input stream
136  * Return the number of tokens read. 
137  * 
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 */
141
142 int shader_skip_unrecognized(
143     IWineD3DBaseShader* iface,
144     const DWORD* pToken) {
145
146     int tokens_read = 0;
147     int i = 0;
148
149     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150     while (*pToken & 0x80000000) {
151
152         DWORD param, addr_token;
153         tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
154         pToken += tokens_read;
155
156         FIXME("Unrecognized opcode param: token=%08x "
157             "addr_token=%08x name=", param, addr_token);
158         shader_dump_param(iface, param, addr_token, i);
159         FIXME("\n");
160         ++i;
161     }
162     return tokens_read;
163 }
164
165 /* Convert floating point offset relative
166  * to a register file to an absolute offset for float constants */
167
168 unsigned int shader_get_float_offset(const DWORD reg) {
169
170      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171      int regtype = shader_get_regtype(reg);
172
173      switch (regtype) {
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;
178         default:
179             FIXME("Unsupported register type: %d\n", regtype);
180             return regnum;
181      }
182 }
183
184 /* Note that this does not count the loop register
185  * as an address register. */
186
187 HRESULT shader_get_registers_used(
188     IWineD3DBaseShader *iface,
189     shader_reg_maps* reg_maps,
190     semantic* semantics_in,
191     semantic* semantics_out,
192     CONST DWORD* pToken,
193     IWineD3DStateBlockImpl *stateBlock) {
194
195     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
196
197     /* There are some minor differences between pixel and vertex shaders */
198     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
199
200     reg_maps->bumpmat = -1;
201     reg_maps->luminanceparams = -1;
202
203     if (pToken == NULL)
204         return WINED3D_OK;
205
206     while (WINED3DVS_END() != *pToken) {
207         CONST SHADER_OPCODE* curOpcode;
208         DWORD opcode_token;
209
210         /* Skip version */
211         if (shader_is_version_token(*pToken)) {
212              ++pToken;
213              continue;
214
215         /* Skip comments */
216         } else if (shader_is_comment(*pToken)) {
217              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
218              ++pToken;
219              pToken += comment_len;
220              continue;
221         }
222
223         /* Fetch opcode */
224         opcode_token = *pToken++;
225         curOpcode = shader_get_opcode(iface, opcode_token);
226
227         /* Unhandled opcode, and its parameters */
228         if (NULL == curOpcode) {
229            while (*pToken & 0x80000000)
230                ++pToken;
231
232         /* Handle declarations */
233         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
234
235             DWORD usage = *pToken++;
236             DWORD param = *pToken++;
237             DWORD regtype = shader_get_regtype(param);
238             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
239
240             /* Vshader: mark attributes used
241                Pshader: mark 3.0 input registers used, save token */
242             if (WINED3DSPR_INPUT == regtype) {
243
244                 if (!pshader)
245                     reg_maps->attributes[regnum] = 1;
246                 else
247                     reg_maps->packed_input[regnum] = 1;
248
249                 semantics_in[regnum].usage = usage;
250                 semantics_in[regnum].reg = param;
251
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))
258                     reg_maps->fog = 1;
259
260             /* Save sampler usage token */
261             } else if (WINED3DSPR_SAMPLER == regtype)
262                 reg_maps->samplers[regnum] = usage;
263
264         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
265
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));
270
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;
282             }
283
284             list_add_head(&This->baseShader.constantsF, &lconst->entry);
285             pToken += curOpcode->num_params;
286
287         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
288
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;
295
296         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
297
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;
304
305         /* If there's a loop in the shader */
306         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
307                    WINED3DSIO_REP == curOpcode->opcode) {
308             reg_maps->loop = 1;
309             pToken += curOpcode->num_params;
310    
311         /* For subroutine prototypes */
312         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
313
314             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
315             reg_maps->labels[snum] = 1;
316             pToken += curOpcode->num_params;
317
318         } else if(WINED3DSIO_BEM == curOpcode->opcode) {
319             DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
320             if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
321                 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
322             } else {
323                 reg_maps->bumpmat = regnum;
324             }
325
326         /* Set texture, address, temporary registers */
327         } else {
328             int i, limit;
329
330             /* Declare 1.X samplers implicitly, based on the destination reg. number */
331             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && 
332                 (WINED3DSIO_TEX == curOpcode->opcode ||
333                  WINED3DSIO_TEXBEM == curOpcode->opcode ||
334                  WINED3DSIO_TEXBEML == curOpcode->opcode ||
335                  WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
336                  WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
337                  WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
338                  WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
339                  WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
340                  WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
341                  WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
342                  WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
343
344                 /* Fake sampler usage, only set reserved bit and ttype */
345                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
346
347                 if(!stateBlock->textures[sampler_code]) {
348                     ERR("No texture bound to sampler %d\n", sampler_code);
349                     reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
350                 } else {
351                     int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
352                     switch(texType) {
353                         case GL_TEXTURE_2D:
354                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
355                             break;
356
357                         case GL_TEXTURE_3D:
358                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
359                             break;
360
361                         case GL_TEXTURE_CUBE_MAP_ARB:
362                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
363                             break;
364
365                         default:
366                             ERR("Unexpected gl texture type found: %d\n", texType);
367                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
368                     }
369                 }
370
371                 /* texbem is only valid with < 1.4 pixel shaders */
372                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
373                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
374                     if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
375                         FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
376                     } else {
377                         reg_maps->bumpmat = sampler_code;
378                         if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
379                             reg_maps->luminanceparams = sampler_code;
380                         }
381                     }
382                 }
383             }
384
385             /* This will loop over all the registers and try to
386              * make a bitmask of the ones we're interested in. 
387              *
388              * Relative addressing tokens are ignored, but that's 
389              * okay, since we'll catch any address registers when 
390              * they are initialized (required by spec) */
391
392             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
393                 curOpcode->num_params + 1: curOpcode->num_params;
394
395             for (i = 0; i < limit; ++i) {
396
397                 DWORD param, addr_token, reg, regtype;
398                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
399
400                 regtype = shader_get_regtype(param);
401                 reg = param & WINED3DSP_REGNUM_MASK;
402
403                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
404
405                     if (pshader)
406                         reg_maps->texcoord[reg] = 1;
407                     else
408                         reg_maps->address[reg] = 1;
409                 }
410
411                 else if (WINED3DSPR_TEMP == regtype)
412                     reg_maps->temporary[reg] = 1;
413
414                 else if (WINED3DSPR_INPUT == regtype && !pshader)
415                     reg_maps->attributes[reg] = 1;
416
417                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
418                     reg_maps->fog = 1;
419              }
420         }
421     }
422
423     return WINED3D_OK;
424 }
425
426 static void shader_dump_decl_usage(
427     IWineD3DBaseShaderImpl* This,
428     DWORD decl, 
429     DWORD param) {
430
431     DWORD regtype = shader_get_regtype(param);
432
433     TRACE("dcl");
434
435     if (regtype == WINED3DSPR_SAMPLER) {
436         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
437
438         switch (ttype) {
439             case WINED3DSTT_2D: TRACE("_2d"); break;
440             case WINED3DSTT_CUBE: TRACE("_cube"); break;
441             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
442             default: TRACE("_unknown_ttype(%08x)", ttype); 
443        }
444
445     } else { 
446
447         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
448         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
449
450         /* Pixel shaders 3.0 don't have usage semantics */
451         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
452         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
453             return;
454         else
455             TRACE("_");
456
457         switch(usage) {
458         case WINED3DDECLUSAGE_POSITION:
459             TRACE("position%d", idx);
460             break;
461         case WINED3DDECLUSAGE_BLENDINDICES:
462             TRACE("blend");
463             break;
464         case WINED3DDECLUSAGE_BLENDWEIGHT:
465             TRACE("weight");
466             break;
467         case WINED3DDECLUSAGE_NORMAL:
468             TRACE("normal%d", idx);
469             break;
470         case WINED3DDECLUSAGE_PSIZE:
471             TRACE("psize");
472             break;
473         case WINED3DDECLUSAGE_COLOR:
474             if(idx == 0)  {
475                 TRACE("color");
476             } else {
477                 TRACE("specular%d", (idx - 1));
478             }
479             break;
480         case WINED3DDECLUSAGE_TEXCOORD:
481             TRACE("texture%d", idx);
482             break;
483         case WINED3DDECLUSAGE_TANGENT:
484             TRACE("tangent");
485             break;
486         case WINED3DDECLUSAGE_BINORMAL:
487             TRACE("binormal");
488             break;
489         case WINED3DDECLUSAGE_TESSFACTOR:
490             TRACE("tessfactor");
491             break;
492         case WINED3DDECLUSAGE_POSITIONT:
493             TRACE("positionT%d", idx);
494             break;
495         case WINED3DDECLUSAGE_FOG:
496             TRACE("fog");
497             break;
498         case WINED3DDECLUSAGE_DEPTH:
499             TRACE("depth");
500             break;
501         case WINED3DDECLUSAGE_SAMPLE:
502             TRACE("sample");
503             break;
504         default:
505             FIXME("unknown_semantics(%08x)", usage);
506         }
507     }
508 }
509
510 static void shader_dump_arr_entry(
511     IWineD3DBaseShader *iface,
512     const DWORD param,
513     const DWORD addr_token,
514     unsigned int reg,
515     int input) {
516
517     char relative =
518         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
519
520     if (relative) {
521         TRACE("[");
522         if (addr_token)
523             shader_dump_param(iface, addr_token, 0, input);
524         else
525             TRACE("a0.x");
526         TRACE(" + ");
527      }
528      TRACE("%u", reg);
529      if (relative)
530          TRACE("]");
531 }
532
533 void shader_dump_param(
534     IWineD3DBaseShader *iface,
535     const DWORD param, 
536     const DWORD addr_token,
537     int input) {
538
539     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
540     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
541     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
542     char swizzle_reg_chars[4];
543
544     DWORD reg = param & WINED3DSP_REGNUM_MASK;
545     DWORD regtype = shader_get_regtype(param);
546     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
547
548     /* There are some minor differences between pixel and vertex shaders */
549     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
550
551     /* For one, we'd prefer color components to be shown for pshaders.
552      * FIXME: use the swizzle function for this */
553
554     swizzle_reg_chars[0] = pshader? 'r': 'x';
555     swizzle_reg_chars[1] = pshader? 'g': 'y';
556     swizzle_reg_chars[2] = pshader? 'b': 'z';
557     swizzle_reg_chars[3] = pshader? 'a': 'w';
558
559     if (input) {
560         if ( (modifier == WINED3DSPSM_NEG) ||
561              (modifier == WINED3DSPSM_BIASNEG) ||
562              (modifier == WINED3DSPSM_SIGNNEG) ||
563              (modifier == WINED3DSPSM_X2NEG) ||
564              (modifier == WINED3DSPSM_ABSNEG) )
565             TRACE("-");
566         else if (modifier == WINED3DSPSM_COMP)
567             TRACE("1-");
568         else if (modifier == WINED3DSPSM_NOT)
569             TRACE("!");
570
571         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
572             TRACE("abs(");
573     }
574
575     switch (regtype) {
576         case WINED3DSPR_TEMP:
577             TRACE("r%u", reg);
578             break;
579         case WINED3DSPR_INPUT:
580             TRACE("v");
581             shader_dump_arr_entry(iface, param, addr_token, reg, input);
582             break;
583         case WINED3DSPR_CONST:
584         case WINED3DSPR_CONST2:
585         case WINED3DSPR_CONST3:
586         case WINED3DSPR_CONST4:
587             TRACE("c");
588             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
589             break;
590         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
591             TRACE("%c%u", (pshader? 't':'a'), reg);
592             break;        
593         case WINED3DSPR_RASTOUT:
594             TRACE("%s", rastout_reg_names[reg]);
595             break;
596         case WINED3DSPR_COLOROUT:
597             TRACE("oC%u", reg);
598             break;
599         case WINED3DSPR_DEPTHOUT:
600             TRACE("oDepth");
601             break;
602         case WINED3DSPR_ATTROUT:
603             TRACE("oD%u", reg);
604             break;
605         case WINED3DSPR_TEXCRDOUT: 
606
607             /* Vertex shaders >= 3.0 use general purpose output registers
608              * (WINED3DSPR_OUTPUT), which can include an address token */
609
610             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
611                 TRACE("o");
612                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
613             }
614             else 
615                TRACE("oT%u", reg);
616             break;
617         case WINED3DSPR_CONSTINT:
618             TRACE("i");
619             shader_dump_arr_entry(iface, param, addr_token, reg, input);
620             break;
621         case WINED3DSPR_CONSTBOOL:
622             TRACE("b");
623             shader_dump_arr_entry(iface, param, addr_token, reg, input);
624             break;
625         case WINED3DSPR_LABEL:
626             TRACE("l%u", reg);
627             break;
628         case WINED3DSPR_LOOP:
629             TRACE("aL");
630             break;
631         case WINED3DSPR_SAMPLER:
632             TRACE("s%u", reg);
633             break;
634         case WINED3DSPR_MISCTYPE:
635             if (reg > 1) {
636                 FIXME("Unhandled misctype register %d\n", reg);
637             } else {
638                 TRACE("%s", misctype_reg_names[reg]);
639             }
640             break;
641         case WINED3DSPR_PREDICATE:
642             TRACE("p%u", reg);
643             break;
644         default:
645             TRACE("unhandled_rtype(%#x)", regtype);
646             break;
647    }
648
649    if (!input) {
650        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
651
652        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
653            TRACE(".");
654            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
655            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
656            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
657            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
658        }
659
660    } else {
661         /** operand input */
662         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
663         DWORD swizzle_r = swizzle & 0x03;
664         DWORD swizzle_g = (swizzle >> 2) & 0x03;
665         DWORD swizzle_b = (swizzle >> 4) & 0x03;
666         DWORD swizzle_a = (swizzle >> 6) & 0x03;
667
668         if (0 != modifier) {
669             switch (modifier) {
670                 case WINED3DSPSM_NONE:    break;
671                 case WINED3DSPSM_NEG:     break;
672                 case WINED3DSPSM_NOT:     break;
673                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
674                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
675                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
676                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
677                 case WINED3DSPSM_COMP:    break;
678                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
679                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
680                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
681                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
682                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
683                 case WINED3DSPSM_ABS:     TRACE(")"); break;
684                 default:
685                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
686             }
687         }
688
689         /**
690         * swizzle bits fields:
691         *  RRGGBBAA
692         */
693         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
694             if (swizzle_r == swizzle_g &&
695                 swizzle_r == swizzle_b &&
696                 swizzle_r == swizzle_a) {
697                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
698             } else {
699                 TRACE(".%c%c%c%c",
700                 swizzle_reg_chars[swizzle_r],
701                 swizzle_reg_chars[swizzle_g],
702                 swizzle_reg_chars[swizzle_b],
703                 swizzle_reg_chars[swizzle_a]);
704             }
705         }
706     }
707 }
708
709 /** Shared code in order to generate the bulk of the shader string.
710     Use the shader_header_fct & shader_footer_fct to add strings
711     that are specific to pixel or vertex functions
712     NOTE: A description of how to parse tokens can be found at:
713           http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
714 void shader_generate_main(
715     IWineD3DBaseShader *iface,
716     SHADER_BUFFER* buffer,
717     shader_reg_maps* reg_maps,
718     CONST DWORD* pFunction) {
719
720     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
721     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
722     const DWORD *pToken = pFunction;
723     const SHADER_OPCODE *curOpcode = NULL;
724     SHADER_HANDLER hw_fct = NULL;
725     DWORD i;
726     SHADER_OPCODE_ARG hw_arg;
727
728     /* Initialize current parsing state */
729     hw_arg.shader = iface;
730     hw_arg.buffer = buffer;
731     hw_arg.reg_maps = reg_maps;
732     This->baseShader.parse_state.current_row = 0;
733
734     /* Second pass, process opcodes */
735     if (NULL != pToken) {
736         while (WINED3DPS_END() != *pToken) {
737
738             /* Skip version token */
739             if (shader_is_version_token(*pToken)) {
740                 ++pToken;
741                 continue;
742             }
743
744             /* Skip comment tokens */
745             if (shader_is_comment(*pToken)) {
746                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
747                 ++pToken;
748                 TRACE("#%s\n", (const char*)pToken);
749                 pToken += comment_len;
750                 continue;
751             }
752
753             /* Read opcode */
754             hw_arg.opcode_token = *pToken++;
755             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
756
757             /* Select handler */
758             if (curOpcode == NULL)
759                 hw_fct = NULL;
760             else if (This->baseShader.shader_mode == SHADER_GLSL)
761                 hw_fct = curOpcode->hw_glsl_fct;
762             else if (This->baseShader.shader_mode == SHADER_ARB)
763                 hw_fct = curOpcode->hw_fct;
764
765             /* Unknown opcode and its parameters */
766             if (NULL == curOpcode) {
767                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
768                 pToken += shader_skip_unrecognized(iface, pToken); 
769
770             /* Nothing to do */
771             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
772                        WINED3DSIO_NOP == curOpcode->opcode ||
773                        WINED3DSIO_DEF == curOpcode->opcode ||
774                        WINED3DSIO_DEFI == curOpcode->opcode ||
775                        WINED3DSIO_DEFB == curOpcode->opcode ||
776                        WINED3DSIO_PHASE == curOpcode->opcode ||
777                        WINED3DSIO_RET == curOpcode->opcode) {
778
779                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
780
781             /* If a generator function is set for current shader target, use it */
782             } else if (hw_fct != NULL) {
783
784                 hw_arg.opcode = curOpcode;
785
786                 /* Destination token */
787                 if (curOpcode->dst_token) {
788
789                     DWORD param, addr_token = 0;
790                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
791                     hw_arg.dst = param;
792                     hw_arg.dst_addr = addr_token;
793                 }
794
795                 /* Predication token */
796                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
797                     hw_arg.predicate = *pToken++;
798
799                 /* Other source tokens */
800                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
801
802                     DWORD param, addr_token = 0; 
803                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
804                     hw_arg.src[i] = param;
805                     hw_arg.src_addr[i] = addr_token;
806                 }
807
808                 /* Call appropriate function for output target */
809                 hw_fct(&hw_arg);
810
811                 /* Add color correction if needed */
812                 device->shader_backend->shader_color_correction(&hw_arg);
813
814                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
815                 if (This->baseShader.shader_mode == SHADER_GLSL)
816                     shader_glsl_add_instruction_modifiers(&hw_arg);
817
818             /* Unhandled opcode */
819             } else {
820
821                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
822                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
823             }
824         }
825         /* TODO: What about result.depth? */
826
827     }
828 }
829
830 void shader_dump_ins_modifiers(const DWORD output) {
831
832     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
833     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
834
835     switch (shift) {
836         case 0: break;
837         case 13: TRACE("_d8"); break;
838         case 14: TRACE("_d4"); break;
839         case 15: TRACE("_d2"); break;
840         case 1: TRACE("_x2"); break;
841         case 2: TRACE("_x4"); break;
842         case 3: TRACE("_x8"); break;
843         default: TRACE("_unhandled_shift(%d)", shift); break;
844     }
845
846     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
847     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
848     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
849
850     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
851     if (mmask)
852         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
853 }
854
855 /* First pass: trace shader, initialize length and version */
856 void shader_trace_init(
857     IWineD3DBaseShader *iface,
858     const DWORD* pFunction) {
859
860     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
861
862     const DWORD* pToken = pFunction;
863     const SHADER_OPCODE* curOpcode = NULL;
864     DWORD opcode_token;
865     unsigned int len = 0;
866     DWORD i;
867
868     TRACE("(%p) : Parsing programme\n", This);
869
870     if (NULL != pToken) {
871         while (WINED3DVS_END() != *pToken) {
872             if (shader_is_version_token(*pToken)) { /** version */
873                 This->baseShader.hex_version = *pToken;
874                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
875                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
876                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
877                 ++pToken;
878                 ++len;
879                 continue;
880             }
881             if (shader_is_comment(*pToken)) { /** comment */
882                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
883                 ++pToken;
884                 TRACE("//%s\n", (const char*)pToken);
885                 pToken += comment_len;
886                 len += comment_len + 1;
887                 continue;
888             }
889             opcode_token = *pToken++;
890             curOpcode = shader_get_opcode(iface, opcode_token);
891             len++;
892
893             if (NULL == curOpcode) {
894                 int tokens_read;
895                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
896                 tokens_read = shader_skip_unrecognized(iface, pToken);
897                 pToken += tokens_read;
898                 len += tokens_read;
899
900             } else {
901                 if (curOpcode->opcode == WINED3DSIO_DCL) {
902
903                     DWORD usage = *pToken;
904                     DWORD param = *(pToken + 1);
905
906                     shader_dump_decl_usage(This, usage, param);
907                     shader_dump_ins_modifiers(param);
908                     TRACE(" ");
909                     shader_dump_param(iface, param, 0, 0);
910                     pToken += 2;
911                     len += 2;
912
913                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
914
915                         unsigned int offset = shader_get_float_offset(*pToken);
916
917                         TRACE("def c%u = %f, %f, %f, %f", offset,
918                             *(const float *)(pToken + 1),
919                             *(const float *)(pToken + 2),
920                             *(const float *)(pToken + 3),
921                             *(const float *)(pToken + 4));
922
923                         pToken += 5;
924                         len += 5;
925                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
926
927                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
928                             *(pToken + 1),
929                             *(pToken + 2),
930                             *(pToken + 3),
931                             *(pToken + 4));
932
933                         pToken += 5;
934                         len += 5;
935
936                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
937
938                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
939                             *(pToken + 1)? "true": "false");
940
941                         pToken += 2;
942                         len += 2;
943
944                 } else {
945
946                     DWORD param, addr_token;
947                     int tokens_read;
948
949                     /* Print out predication source token first - it follows
950                      * the destination token. */
951                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
952                         TRACE("(");
953                         shader_dump_param(iface, *(pToken + 2), 0, 1);
954                         TRACE(") ");
955                     }
956                     if (opcode_token & WINED3DSI_COISSUE) {
957                         /* PixWin marks instructions with the coissue flag with a '+' */
958                         TRACE("+");
959                     }
960
961                     TRACE("%s", curOpcode->name);
962
963                     if (curOpcode->opcode == WINED3DSIO_IFC ||
964                         curOpcode->opcode == WINED3DSIO_BREAKC) {
965
966                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
967                         switch (op) {
968                             case COMPARISON_GT: TRACE("_gt"); break;
969                             case COMPARISON_EQ: TRACE("_eq"); break;
970                             case COMPARISON_GE: TRACE("_ge"); break;
971                             case COMPARISON_LT: TRACE("_lt"); break;
972                             case COMPARISON_NE: TRACE("_ne"); break;
973                             case COMPARISON_LE: TRACE("_le"); break;
974                             default:
975                                 TRACE("_(%u)", op);
976                         }
977                     } else if (curOpcode->opcode == WINED3DSIO_TEX &&
978                                This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
979                         if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
980                     }
981
982                     /* Destination token */
983                     if (curOpcode->dst_token) {
984
985                         /* Destination token */
986                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
987                         pToken += tokens_read;
988                         len += tokens_read;
989
990                         shader_dump_ins_modifiers(param);
991                         TRACE(" ");
992                         shader_dump_param(iface, param, addr_token, 0);
993                     }
994
995                     /* Predication token - already printed out, just skip it */
996                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
997                         pToken++;
998                         len++;
999                     }
1000
1001                     /* Other source tokens */
1002                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1003
1004                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1005                         pToken += tokens_read;
1006                         len += tokens_read;
1007
1008                         TRACE((i == 0)? " " : ", ");
1009                         shader_dump_param(iface, param, addr_token, 1);
1010                     }
1011                 }
1012                 TRACE("\n");
1013             }
1014         }
1015         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1016     } else {
1017         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1018     }
1019 }
1020
1021 void shader_delete_constant_list(
1022     struct list* clist) {
1023
1024     struct list *ptr;
1025     struct local_constant* constant;
1026
1027     ptr = list_head(clist);
1028     while (ptr) {
1029         constant = LIST_ENTRY(ptr, struct local_constant, entry);
1030         ptr = list_next(clist, ptr);
1031         HeapFree(GetProcessHeap(), 0, constant);
1032     }
1033 }
1034
1035 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1036 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1037 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1038 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1039
1040 const shader_backend_t none_shader_backend = {
1041     &shader_none_select,
1042     &shader_none_select_depth_blt,
1043     &shader_none_load_constants,
1044     &shader_none_cleanup
1045 };