wined3d: Initialize output texcoord .w to 1.0 if needed.
[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     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
197
198     /* There are some minor differences between pixel and vertex shaders */
199     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
200
201     reg_maps->bumpmat = -1;
202     reg_maps->luminanceparams = -1;
203
204     if (pToken == NULL)
205         return WINED3D_OK;
206
207     while (WINED3DVS_END() != *pToken) {
208         CONST SHADER_OPCODE* curOpcode;
209         DWORD opcode_token;
210
211         /* Skip version */
212         if (shader_is_version_token(*pToken)) {
213              ++pToken;
214              continue;
215
216         /* Skip comments */
217         } else if (shader_is_comment(*pToken)) {
218              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
219              ++pToken;
220              pToken += comment_len;
221              continue;
222         }
223
224         /* Fetch opcode */
225         opcode_token = *pToken++;
226         curOpcode = shader_get_opcode(iface, opcode_token);
227
228         /* Unhandled opcode, and its parameters */
229         if (NULL == curOpcode) {
230            while (*pToken & 0x80000000)
231                ++pToken;
232
233         /* Handle declarations */
234         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
235
236             DWORD usage = *pToken++;
237             DWORD param = *pToken++;
238             DWORD regtype = shader_get_regtype(param);
239             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
240
241             /* Vshader: mark attributes used
242                Pshader: mark 3.0 input registers used, save token */
243             if (WINED3DSPR_INPUT == regtype) {
244
245                 if (!pshader)
246                     reg_maps->attributes[regnum] = 1;
247                 else
248                     reg_maps->packed_input[regnum] = 1;
249
250                 semantics_in[regnum].usage = usage;
251                 semantics_in[regnum].reg = param;
252
253             /* Vshader: mark 3.0 output registers used, save token */
254             } else if (WINED3DSPR_OUTPUT == regtype) {
255                 reg_maps->packed_output[regnum] = 1;
256                 semantics_out[regnum].usage = usage;
257                 semantics_out[regnum].reg = param;
258                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
259                     reg_maps->fog = 1;
260
261             /* Save sampler usage token */
262             } else if (WINED3DSPR_SAMPLER == regtype)
263                 reg_maps->samplers[regnum] = usage;
264
265         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
266
267             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
268             if (!lconst) return E_OUTOFMEMORY;
269             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
270             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
271
272             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
273             if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
274                 float *value = (float *) lconst->value;
275                 if(value[0] < -1.0) value[0] = -1.0;
276                 else if(value[0] >  1.0) value[0] =  1.0;
277                 if(value[1] < -1.0) value[1] = -1.0;
278                 else if(value[1] >  1.0) value[1] =  1.0;
279                 if(value[2] < -1.0) value[2] = -1.0;
280                 else if(value[2] >  1.0) value[2] =  1.0;
281                 if(value[3] < -1.0) value[3] = -1.0;
282                 else if(value[3] >  1.0) value[3] =  1.0;
283             }
284
285             list_add_head(&This->baseShader.constantsF, &lconst->entry);
286             pToken += curOpcode->num_params;
287
288         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
289
290             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
291             if (!lconst) return E_OUTOFMEMORY;
292             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
293             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
294             list_add_head(&This->baseShader.constantsI, &lconst->entry);
295             pToken += curOpcode->num_params;
296
297         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
298
299             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
300             if (!lconst) return E_OUTOFMEMORY;
301             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
302             memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
303             list_add_head(&This->baseShader.constantsB, &lconst->entry);
304             pToken += curOpcode->num_params;
305
306         /* If there's a loop in the shader */
307         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
308                    WINED3DSIO_REP == curOpcode->opcode) {
309             cur_loop_depth++;
310             if(cur_loop_depth > max_loop_depth)
311                 max_loop_depth = cur_loop_depth;
312             pToken += curOpcode->num_params;
313
314         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
315                    WINED3DSIO_ENDREP == curOpcode->opcode) {
316             cur_loop_depth--;
317
318         /* For subroutine prototypes */
319         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
320
321             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
322             reg_maps->labels[snum] = 1;
323             pToken += curOpcode->num_params;
324
325         /* Set texture, address, temporary registers */
326         } else {
327             int i, limit;
328
329             /* Declare 1.X samplers implicitly, based on the destination reg. number */
330             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && 
331                 (WINED3DSIO_TEX == curOpcode->opcode ||
332                  WINED3DSIO_TEXBEM == curOpcode->opcode ||
333                  WINED3DSIO_TEXBEML == curOpcode->opcode ||
334                  WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
335                  WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
336                  WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
337                  WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
338                  WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
339                  WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
340                  WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
341                  WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
342
343                 /* Fake sampler usage, only set reserved bit and ttype */
344                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
345
346                 if(!stateBlock->textures[sampler_code]) {
347                     ERR("No texture bound to sampler %d\n", sampler_code);
348                     reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
349                 } else {
350                     int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
351                     switch(texType) {
352                         /* We have to select between texture rectangles and 2D textures later because 2.0 and
353                          * 3.0 shaders only have WINED3DSTT_2D as well
354                          */
355                         case GL_TEXTURE_RECTANGLE_ARB:
356                         case GL_TEXTURE_2D:
357                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
358                             break;
359
360                         case GL_TEXTURE_3D:
361                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
362                             break;
363
364                         case GL_TEXTURE_CUBE_MAP_ARB:
365                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
366                             break;
367
368                         default:
369                             ERR("Unexpected gl texture type found: %d\n", texType);
370                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
371                     }
372                 }
373
374                 /* texbem is only valid with < 1.4 pixel shaders */
375                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
376                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
377                     if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
378                         FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
379                     } else {
380                         reg_maps->bumpmat = sampler_code;
381                         if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
382                             reg_maps->luminanceparams = sampler_code;
383                         }
384                     }
385                 }
386             }
387             if(WINED3DSIO_NRM  == curOpcode->opcode) {
388                 reg_maps->usesnrm = 1;
389             } else if(WINED3DSIO_BEM == curOpcode->opcode) {
390                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
391                 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
392                     FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
393                 } else {
394                     reg_maps->bumpmat = regnum;
395                 }
396             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
397                 reg_maps->usesdsy = 1;
398             }
399
400             /* This will loop over all the registers and try to
401              * make a bitmask of the ones we're interested in. 
402              *
403              * Relative addressing tokens are ignored, but that's 
404              * okay, since we'll catch any address registers when 
405              * they are initialized (required by spec) */
406
407             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
408                 curOpcode->num_params + 1: curOpcode->num_params;
409
410             for (i = 0; i < limit; ++i) {
411
412                 DWORD param, addr_token, reg, regtype;
413                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
414
415                 regtype = shader_get_regtype(param);
416                 reg = param & WINED3DSP_REGNUM_MASK;
417
418                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
419
420                     if (pshader)
421                         reg_maps->texcoord[reg] = 1;
422                     else
423                         reg_maps->address[reg] = 1;
424                 }
425
426                 else if (WINED3DSPR_TEMP == regtype)
427                     reg_maps->temporary[reg] = 1;
428
429                 else if (WINED3DSPR_INPUT == regtype) {
430                     if( !pshader)
431                         reg_maps->attributes[reg] = 1;
432                     else {
433                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
434                             /* If relative addressing is used, we must assume that all registers
435                              * are used. Even if it is a construct like v3[aL], we can't assume
436                              * that v0, v1 and v2 aren't read because aL can be negative
437                              */
438                             unsigned int i;
439                             for(i = 0; i < MAX_REG_INPUT; i++) {
440                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
441                             }
442                         } else {
443                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
444                         }
445                     }
446                 }
447
448                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
449                     reg_maps->fog = 1;
450
451                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
452                     reg_maps->vpos = 1;
453
454                 else if(WINED3DSPR_CONST == regtype) {
455                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
456                         if(!pshader) {
457                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
458                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
459                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
460                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
461                             }
462                         }
463                         reg_maps->usesrelconstF = TRUE;
464                     }
465                 }
466
467                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
468                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
469                  * isn't used in them, but future register types might cause issues
470                  */
471                 else if(WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */ &&
472                         !pshader && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) < 3) {
473                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
474                 }
475             }
476         }
477     }
478     reg_maps->loop_depth = max_loop_depth;
479
480     return WINED3D_OK;
481 }
482
483 static void shader_dump_decl_usage(
484     IWineD3DBaseShaderImpl* This,
485     DWORD decl, 
486     DWORD param) {
487
488     DWORD regtype = shader_get_regtype(param);
489
490     TRACE("dcl");
491
492     if (regtype == WINED3DSPR_SAMPLER) {
493         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
494
495         switch (ttype) {
496             case WINED3DSTT_2D: TRACE("_2d"); break;
497             case WINED3DSTT_CUBE: TRACE("_cube"); break;
498             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
499             default: TRACE("_unknown_ttype(%08x)", ttype); 
500        }
501
502     } else { 
503
504         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
505         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
506
507         /* Pixel shaders 3.0 don't have usage semantics */
508         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
509         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
510             return;
511         else
512             TRACE("_");
513
514         switch(usage) {
515         case WINED3DDECLUSAGE_POSITION:
516             TRACE("position%d", idx);
517             break;
518         case WINED3DDECLUSAGE_BLENDINDICES:
519             TRACE("blend");
520             break;
521         case WINED3DDECLUSAGE_BLENDWEIGHT:
522             TRACE("weight");
523             break;
524         case WINED3DDECLUSAGE_NORMAL:
525             TRACE("normal%d", idx);
526             break;
527         case WINED3DDECLUSAGE_PSIZE:
528             TRACE("psize");
529             break;
530         case WINED3DDECLUSAGE_COLOR:
531             if(idx == 0)  {
532                 TRACE("color");
533             } else {
534                 TRACE("specular%d", (idx - 1));
535             }
536             break;
537         case WINED3DDECLUSAGE_TEXCOORD:
538             TRACE("texture%d", idx);
539             break;
540         case WINED3DDECLUSAGE_TANGENT:
541             TRACE("tangent");
542             break;
543         case WINED3DDECLUSAGE_BINORMAL:
544             TRACE("binormal");
545             break;
546         case WINED3DDECLUSAGE_TESSFACTOR:
547             TRACE("tessfactor");
548             break;
549         case WINED3DDECLUSAGE_POSITIONT:
550             TRACE("positionT%d", idx);
551             break;
552         case WINED3DDECLUSAGE_FOG:
553             TRACE("fog");
554             break;
555         case WINED3DDECLUSAGE_DEPTH:
556             TRACE("depth");
557             break;
558         case WINED3DDECLUSAGE_SAMPLE:
559             TRACE("sample");
560             break;
561         default:
562             FIXME("unknown_semantics(%08x)", usage);
563         }
564     }
565 }
566
567 static void shader_dump_arr_entry(
568     IWineD3DBaseShader *iface,
569     const DWORD param,
570     const DWORD addr_token,
571     unsigned int reg,
572     int input) {
573
574     char relative =
575         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
576
577     if (relative) {
578         TRACE("[");
579         if (addr_token)
580             shader_dump_param(iface, addr_token, 0, input);
581         else
582             TRACE("a0.x");
583         TRACE(" + ");
584      }
585      TRACE("%u", reg);
586      if (relative)
587          TRACE("]");
588 }
589
590 void shader_dump_param(
591     IWineD3DBaseShader *iface,
592     const DWORD param, 
593     const DWORD addr_token,
594     int input) {
595
596     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
597     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
598     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
599     char swizzle_reg_chars[4];
600
601     DWORD reg = param & WINED3DSP_REGNUM_MASK;
602     DWORD regtype = shader_get_regtype(param);
603     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
604
605     /* There are some minor differences between pixel and vertex shaders */
606     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
607
608     /* For one, we'd prefer color components to be shown for pshaders.
609      * FIXME: use the swizzle function for this */
610
611     swizzle_reg_chars[0] = pshader? 'r': 'x';
612     swizzle_reg_chars[1] = pshader? 'g': 'y';
613     swizzle_reg_chars[2] = pshader? 'b': 'z';
614     swizzle_reg_chars[3] = pshader? 'a': 'w';
615
616     if (input) {
617         if ( (modifier == WINED3DSPSM_NEG) ||
618              (modifier == WINED3DSPSM_BIASNEG) ||
619              (modifier == WINED3DSPSM_SIGNNEG) ||
620              (modifier == WINED3DSPSM_X2NEG) ||
621              (modifier == WINED3DSPSM_ABSNEG) )
622             TRACE("-");
623         else if (modifier == WINED3DSPSM_COMP)
624             TRACE("1-");
625         else if (modifier == WINED3DSPSM_NOT)
626             TRACE("!");
627
628         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
629             TRACE("abs(");
630     }
631
632     switch (regtype) {
633         case WINED3DSPR_TEMP:
634             TRACE("r%u", reg);
635             break;
636         case WINED3DSPR_INPUT:
637             TRACE("v");
638             shader_dump_arr_entry(iface, param, addr_token, reg, input);
639             break;
640         case WINED3DSPR_CONST:
641         case WINED3DSPR_CONST2:
642         case WINED3DSPR_CONST3:
643         case WINED3DSPR_CONST4:
644             TRACE("c");
645             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
646             break;
647         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
648             TRACE("%c%u", (pshader? 't':'a'), reg);
649             break;        
650         case WINED3DSPR_RASTOUT:
651             TRACE("%s", rastout_reg_names[reg]);
652             break;
653         case WINED3DSPR_COLOROUT:
654             TRACE("oC%u", reg);
655             break;
656         case WINED3DSPR_DEPTHOUT:
657             TRACE("oDepth");
658             break;
659         case WINED3DSPR_ATTROUT:
660             TRACE("oD%u", reg);
661             break;
662         case WINED3DSPR_TEXCRDOUT: 
663
664             /* Vertex shaders >= 3.0 use general purpose output registers
665              * (WINED3DSPR_OUTPUT), which can include an address token */
666
667             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
668                 TRACE("o");
669                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
670             }
671             else 
672                TRACE("oT%u", reg);
673             break;
674         case WINED3DSPR_CONSTINT:
675             TRACE("i");
676             shader_dump_arr_entry(iface, param, addr_token, reg, input);
677             break;
678         case WINED3DSPR_CONSTBOOL:
679             TRACE("b");
680             shader_dump_arr_entry(iface, param, addr_token, reg, input);
681             break;
682         case WINED3DSPR_LABEL:
683             TRACE("l%u", reg);
684             break;
685         case WINED3DSPR_LOOP:
686             TRACE("aL");
687             break;
688         case WINED3DSPR_SAMPLER:
689             TRACE("s%u", reg);
690             break;
691         case WINED3DSPR_MISCTYPE:
692             if (reg > 1) {
693                 FIXME("Unhandled misctype register %d\n", reg);
694             } else {
695                 TRACE("%s", misctype_reg_names[reg]);
696             }
697             break;
698         case WINED3DSPR_PREDICATE:
699             TRACE("p%u", reg);
700             break;
701         default:
702             TRACE("unhandled_rtype(%#x)", regtype);
703             break;
704    }
705
706    if (!input) {
707        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
708
709        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
710            TRACE(".");
711            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
712            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
713            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
714            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
715        }
716
717    } else {
718         /** operand input */
719         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
720         DWORD swizzle_r = swizzle & 0x03;
721         DWORD swizzle_g = (swizzle >> 2) & 0x03;
722         DWORD swizzle_b = (swizzle >> 4) & 0x03;
723         DWORD swizzle_a = (swizzle >> 6) & 0x03;
724
725         if (0 != modifier) {
726             switch (modifier) {
727                 case WINED3DSPSM_NONE:    break;
728                 case WINED3DSPSM_NEG:     break;
729                 case WINED3DSPSM_NOT:     break;
730                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
731                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
732                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
733                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
734                 case WINED3DSPSM_COMP:    break;
735                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
736                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
737                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
738                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
739                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
740                 case WINED3DSPSM_ABS:     TRACE(")"); break;
741                 default:
742                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
743             }
744         }
745
746         /**
747         * swizzle bits fields:
748         *  RRGGBBAA
749         */
750         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
751             if (swizzle_r == swizzle_g &&
752                 swizzle_r == swizzle_b &&
753                 swizzle_r == swizzle_a) {
754                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
755             } else {
756                 TRACE(".%c%c%c%c",
757                 swizzle_reg_chars[swizzle_r],
758                 swizzle_reg_chars[swizzle_g],
759                 swizzle_reg_chars[swizzle_b],
760                 swizzle_reg_chars[swizzle_a]);
761             }
762         }
763     }
764 }
765
766 /** Shared code in order to generate the bulk of the shader string.
767     Use the shader_header_fct & shader_footer_fct to add strings
768     that are specific to pixel or vertex functions
769     NOTE: A description of how to parse tokens can be found at:
770           http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
771 void shader_generate_main(
772     IWineD3DBaseShader *iface,
773     SHADER_BUFFER* buffer,
774     shader_reg_maps* reg_maps,
775     CONST DWORD* pFunction) {
776
777     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
778     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
779     const DWORD *pToken = pFunction;
780     const SHADER_OPCODE *curOpcode = NULL;
781     SHADER_HANDLER hw_fct = NULL;
782     DWORD i;
783     SHADER_OPCODE_ARG hw_arg;
784
785     /* Initialize current parsing state */
786     hw_arg.shader = iface;
787     hw_arg.buffer = buffer;
788     hw_arg.reg_maps = reg_maps;
789     This->baseShader.parse_state.current_row = 0;
790
791     /* Second pass, process opcodes */
792     if (NULL != pToken) {
793         while (WINED3DPS_END() != *pToken) {
794
795             /* Skip version token */
796             if (shader_is_version_token(*pToken)) {
797                 ++pToken;
798                 continue;
799             }
800
801             /* Skip comment tokens */
802             if (shader_is_comment(*pToken)) {
803                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
804                 ++pToken;
805                 TRACE("#%s\n", (const char*)pToken);
806                 pToken += comment_len;
807                 continue;
808             }
809
810             /* Read opcode */
811             hw_arg.opcode_token = *pToken++;
812             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
813
814             /* Select handler */
815             if (curOpcode == NULL)
816                 hw_fct = NULL;
817             else if (This->baseShader.shader_mode == SHADER_GLSL)
818                 hw_fct = curOpcode->hw_glsl_fct;
819             else if (This->baseShader.shader_mode == SHADER_ARB)
820                 hw_fct = curOpcode->hw_fct;
821
822             /* Unknown opcode and its parameters */
823             if (NULL == curOpcode) {
824                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
825                 pToken += shader_skip_unrecognized(iface, pToken); 
826
827             /* Nothing to do */
828             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
829                        WINED3DSIO_NOP == curOpcode->opcode ||
830                        WINED3DSIO_DEF == curOpcode->opcode ||
831                        WINED3DSIO_DEFI == curOpcode->opcode ||
832                        WINED3DSIO_DEFB == curOpcode->opcode ||
833                        WINED3DSIO_PHASE == curOpcode->opcode ||
834                        WINED3DSIO_RET == curOpcode->opcode) {
835
836                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
837
838             /* If a generator function is set for current shader target, use it */
839             } else if (hw_fct != NULL) {
840
841                 hw_arg.opcode = curOpcode;
842
843                 /* Destination token */
844                 if (curOpcode->dst_token) {
845
846                     DWORD param, addr_token = 0;
847                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
848                     hw_arg.dst = param;
849                     hw_arg.dst_addr = addr_token;
850                 }
851
852                 /* Predication token */
853                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
854                     hw_arg.predicate = *pToken++;
855
856                 /* Other source tokens */
857                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
858
859                     DWORD param, addr_token = 0; 
860                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
861                     hw_arg.src[i] = param;
862                     hw_arg.src_addr[i] = addr_token;
863                 }
864
865                 /* Call appropriate function for output target */
866                 hw_fct(&hw_arg);
867
868                 /* Add color correction if needed */
869                 device->shader_backend->shader_color_correction(&hw_arg);
870
871                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
872                 if (This->baseShader.shader_mode == SHADER_GLSL)
873                     shader_glsl_add_instruction_modifiers(&hw_arg);
874
875             /* Unhandled opcode */
876             } else {
877
878                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
879                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
880             }
881         }
882         /* TODO: What about result.depth? */
883
884     }
885 }
886
887 void shader_dump_ins_modifiers(const DWORD output) {
888
889     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
890     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
891
892     switch (shift) {
893         case 0: break;
894         case 13: TRACE("_d8"); break;
895         case 14: TRACE("_d4"); break;
896         case 15: TRACE("_d2"); break;
897         case 1: TRACE("_x2"); break;
898         case 2: TRACE("_x4"); break;
899         case 3: TRACE("_x8"); break;
900         default: TRACE("_unhandled_shift(%d)", shift); break;
901     }
902
903     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
904     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
905     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
906
907     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
908     if (mmask)
909         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
910 }
911
912 /* First pass: trace shader, initialize length and version */
913 void shader_trace_init(
914     IWineD3DBaseShader *iface,
915     const DWORD* pFunction) {
916
917     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
918
919     const DWORD* pToken = pFunction;
920     const SHADER_OPCODE* curOpcode = NULL;
921     DWORD opcode_token;
922     unsigned int len = 0;
923     DWORD i;
924
925     TRACE("(%p) : Parsing programme\n", This);
926
927     if (NULL != pToken) {
928         while (WINED3DVS_END() != *pToken) {
929             if (shader_is_version_token(*pToken)) { /** version */
930                 This->baseShader.hex_version = *pToken;
931                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
932                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
933                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
934                 ++pToken;
935                 ++len;
936                 continue;
937             }
938             if (shader_is_comment(*pToken)) { /** comment */
939                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
940                 ++pToken;
941                 TRACE("//%s\n", (const char*)pToken);
942                 pToken += comment_len;
943                 len += comment_len + 1;
944                 continue;
945             }
946             opcode_token = *pToken++;
947             curOpcode = shader_get_opcode(iface, opcode_token);
948             len++;
949
950             if (NULL == curOpcode) {
951                 int tokens_read;
952                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
953                 tokens_read = shader_skip_unrecognized(iface, pToken);
954                 pToken += tokens_read;
955                 len += tokens_read;
956
957             } else {
958                 if (curOpcode->opcode == WINED3DSIO_DCL) {
959
960                     DWORD usage = *pToken;
961                     DWORD param = *(pToken + 1);
962
963                     shader_dump_decl_usage(This, usage, param);
964                     shader_dump_ins_modifiers(param);
965                     TRACE(" ");
966                     shader_dump_param(iface, param, 0, 0);
967                     pToken += 2;
968                     len += 2;
969
970                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
971
972                         unsigned int offset = shader_get_float_offset(*pToken);
973
974                         TRACE("def c%u = %f, %f, %f, %f", offset,
975                             *(const float *)(pToken + 1),
976                             *(const float *)(pToken + 2),
977                             *(const float *)(pToken + 3),
978                             *(const float *)(pToken + 4));
979
980                         pToken += 5;
981                         len += 5;
982                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
983
984                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
985                             *(pToken + 1),
986                             *(pToken + 2),
987                             *(pToken + 3),
988                             *(pToken + 4));
989
990                         pToken += 5;
991                         len += 5;
992
993                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
994
995                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
996                             *(pToken + 1)? "true": "false");
997
998                         pToken += 2;
999                         len += 2;
1000
1001                 } else {
1002
1003                     DWORD param, addr_token;
1004                     int tokens_read;
1005
1006                     /* Print out predication source token first - it follows
1007                      * the destination token. */
1008                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1009                         TRACE("(");
1010                         shader_dump_param(iface, *(pToken + 2), 0, 1);
1011                         TRACE(") ");
1012                     }
1013                     if (opcode_token & WINED3DSI_COISSUE) {
1014                         /* PixWin marks instructions with the coissue flag with a '+' */
1015                         TRACE("+");
1016                     }
1017
1018                     TRACE("%s", curOpcode->name);
1019
1020                     if (curOpcode->opcode == WINED3DSIO_IFC ||
1021                         curOpcode->opcode == WINED3DSIO_BREAKC) {
1022
1023                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1024                         switch (op) {
1025                             case COMPARISON_GT: TRACE("_gt"); break;
1026                             case COMPARISON_EQ: TRACE("_eq"); break;
1027                             case COMPARISON_GE: TRACE("_ge"); break;
1028                             case COMPARISON_LT: TRACE("_lt"); break;
1029                             case COMPARISON_NE: TRACE("_ne"); break;
1030                             case COMPARISON_LE: TRACE("_le"); break;
1031                             default:
1032                                 TRACE("_(%u)", op);
1033                         }
1034                     } else if (curOpcode->opcode == WINED3DSIO_TEX &&
1035                                This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1036                         if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
1037                     }
1038
1039                     /* Destination token */
1040                     if (curOpcode->dst_token) {
1041
1042                         /* Destination token */
1043                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1044                         pToken += tokens_read;
1045                         len += tokens_read;
1046
1047                         shader_dump_ins_modifiers(param);
1048                         TRACE(" ");
1049                         shader_dump_param(iface, param, addr_token, 0);
1050                     }
1051
1052                     /* Predication token - already printed out, just skip it */
1053                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1054                         pToken++;
1055                         len++;
1056                     }
1057
1058                     /* Other source tokens */
1059                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1060
1061                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1062                         pToken += tokens_read;
1063                         len += tokens_read;
1064
1065                         TRACE((i == 0)? " " : ", ");
1066                         shader_dump_param(iface, param, addr_token, 1);
1067                     }
1068                 }
1069                 TRACE("\n");
1070             }
1071         }
1072         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1073     } else {
1074         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1075     }
1076 }
1077
1078 static void shader_delete_constant_list(
1079     struct list* clist) {
1080
1081     struct list *ptr;
1082     struct local_constant* constant;
1083
1084     ptr = list_head(clist);
1085     while (ptr) {
1086         constant = LIST_ENTRY(ptr, struct local_constant, entry);
1087         ptr = list_next(clist, ptr);
1088         HeapFree(GetProcessHeap(), 0, constant);
1089     }
1090 }
1091
1092 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1093 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1094 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1095 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1096 static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
1097 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1098
1099 const shader_backend_t none_shader_backend = {
1100     &shader_none_select,
1101     &shader_none_select_depth_blt,
1102     &shader_none_load_constants,
1103     &shader_none_cleanup,
1104     &shader_none_color_correction,
1105     &shader_none_destroy
1106 };
1107
1108 /* *******************************************
1109    IWineD3DPixelShader IUnknown parts follow
1110    ******************************************* */
1111 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
1112 {
1113     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1114     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
1115     if (IsEqualGUID(riid, &IID_IUnknown)
1116         || IsEqualGUID(riid, &IID_IWineD3DBase)
1117         || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1118         || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
1119         IUnknown_AddRef(iface);
1120         *ppobj = This;
1121         return S_OK;
1122     }
1123     *ppobj = NULL;
1124     return E_NOINTERFACE;
1125 }
1126
1127 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
1128     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1129     TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
1130     return InterlockedIncrement(&This->baseShader.ref);
1131 }
1132
1133 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
1134     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1135     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
1136     ULONG ref;
1137     TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
1138     ref = InterlockedDecrement(&This->baseShader.ref);
1139     if (ref == 0) {
1140         deviceImpl->shader_backend->shader_destroy(iface);
1141         HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1142         shader_delete_constant_list(&This->baseShader.constantsF);
1143         shader_delete_constant_list(&This->baseShader.constantsB);
1144         shader_delete_constant_list(&This->baseShader.constantsI);
1145         HeapFree(GetProcessHeap(), 0, This);
1146     }
1147     return ref;
1148 }