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;
205 while (WINED3DVS_END() != *pToken) {
206 CONST SHADER_OPCODE* curOpcode;
210 if (shader_is_version_token(*pToken)) {
215 } else if (shader_is_comment(*pToken)) {
216 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
218 pToken += comment_len;
223 opcode_token = *pToken++;
224 curOpcode = shader_get_opcode(iface, opcode_token);
226 /* Unhandled opcode, and its parameters */
227 if (NULL == curOpcode) {
228 while (*pToken & 0x80000000)
231 /* Handle declarations */
232 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
234 DWORD usage = *pToken++;
235 DWORD param = *pToken++;
236 DWORD regtype = shader_get_regtype(param);
237 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
239 /* Vshader: mark attributes used
240 Pshader: mark 3.0 input registers used, save token */
241 if (WINED3DSPR_INPUT == regtype) {
244 reg_maps->attributes[regnum] = 1;
246 reg_maps->packed_input[regnum] = 1;
248 semantics_in[regnum].usage = usage;
249 semantics_in[regnum].reg = param;
251 /* Vshader: mark 3.0 output registers used, save token */
252 } else if (WINED3DSPR_OUTPUT == regtype) {
253 reg_maps->packed_output[regnum] = 1;
254 semantics_out[regnum].usage = usage;
255 semantics_out[regnum].reg = param;
256 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
259 /* Save sampler usage token */
260 } else if (WINED3DSPR_SAMPLER == regtype)
261 reg_maps->samplers[regnum] = usage;
263 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
265 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
266 if (!lconst) return E_OUTOFMEMORY;
267 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
268 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
269 list_add_head(&This->baseShader.constantsF, &lconst->entry);
270 pToken += curOpcode->num_params;
272 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
274 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
275 if (!lconst) return E_OUTOFMEMORY;
276 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
277 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
278 list_add_head(&This->baseShader.constantsI, &lconst->entry);
279 pToken += curOpcode->num_params;
281 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
283 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
284 if (!lconst) return E_OUTOFMEMORY;
285 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
286 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
287 list_add_head(&This->baseShader.constantsB, &lconst->entry);
288 pToken += curOpcode->num_params;
290 /* If there's a loop in the shader */
291 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
292 WINED3DSIO_REP == curOpcode->opcode) {
294 pToken += curOpcode->num_params;
296 /* For subroutine prototypes */
297 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
299 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
300 reg_maps->labels[snum] = 1;
301 pToken += curOpcode->num_params;
303 } else if(WINED3DSIO_BEM == curOpcode->opcode) {
304 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
305 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
306 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
308 reg_maps->bumpmat = regnum;
311 /* Set texture, address, temporary registers */
315 /* Declare 1.X samplers implicitly, based on the destination reg. number */
316 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
317 (WINED3DSIO_TEX == curOpcode->opcode ||
318 WINED3DSIO_TEXBEM == curOpcode->opcode ||
319 WINED3DSIO_TEXBEML == curOpcode->opcode ||
320 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
321 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
322 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
323 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
324 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
325 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
326 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
327 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
329 /* Fake sampler usage, only set reserved bit and ttype */
330 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
332 if(!stateBlock->textures[sampler_code]) {
333 ERR("No texture bound to sampler %d\n", sampler_code);
334 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
336 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
339 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
343 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
346 case GL_TEXTURE_CUBE_MAP_ARB:
347 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
351 ERR("Unexpected gl texture type found: %d\n", texType);
352 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
356 /* texbem is only valid with < 1.4 pixel shaders */
357 if(WINED3DSIO_TEXBEM == curOpcode->opcode) {
358 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
359 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
361 reg_maps->bumpmat = sampler_code;
366 /* This will loop over all the registers and try to
367 * make a bitmask of the ones we're interested in.
369 * Relative addressing tokens are ignored, but that's
370 * okay, since we'll catch any address registers when
371 * they are initialized (required by spec) */
373 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
374 curOpcode->num_params + 1: curOpcode->num_params;
376 for (i = 0; i < limit; ++i) {
378 DWORD param, addr_token, reg, regtype;
379 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
381 regtype = shader_get_regtype(param);
382 reg = param & WINED3DSP_REGNUM_MASK;
384 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
387 reg_maps->texcoord[reg] = 1;
389 reg_maps->address[reg] = 1;
392 else if (WINED3DSPR_TEMP == regtype)
393 reg_maps->temporary[reg] = 1;
395 else if (WINED3DSPR_INPUT == regtype && !pshader)
396 reg_maps->attributes[reg] = 1;
398 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
407 static void shader_dump_decl_usage(
408 IWineD3DBaseShaderImpl* This,
412 DWORD regtype = shader_get_regtype(param);
416 if (regtype == WINED3DSPR_SAMPLER) {
417 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
420 case WINED3DSTT_2D: TRACE("_2d"); break;
421 case WINED3DSTT_CUBE: TRACE("_cube"); break;
422 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
423 default: TRACE("_unknown_ttype(%08x)", ttype);
428 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
429 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
431 /* Pixel shaders 3.0 don't have usage semantics */
432 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
433 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
439 case WINED3DDECLUSAGE_POSITION:
440 TRACE("position%d", idx);
442 case WINED3DDECLUSAGE_BLENDINDICES:
445 case WINED3DDECLUSAGE_BLENDWEIGHT:
448 case WINED3DDECLUSAGE_NORMAL:
449 TRACE("normal%d", idx);
451 case WINED3DDECLUSAGE_PSIZE:
454 case WINED3DDECLUSAGE_COLOR:
458 TRACE("specular%d", (idx - 1));
461 case WINED3DDECLUSAGE_TEXCOORD:
462 TRACE("texture%d", idx);
464 case WINED3DDECLUSAGE_TANGENT:
467 case WINED3DDECLUSAGE_BINORMAL:
470 case WINED3DDECLUSAGE_TESSFACTOR:
473 case WINED3DDECLUSAGE_POSITIONT:
474 TRACE("positionT%d", idx);
476 case WINED3DDECLUSAGE_FOG:
479 case WINED3DDECLUSAGE_DEPTH:
482 case WINED3DDECLUSAGE_SAMPLE:
486 FIXME("unknown_semantics(%08x)", usage);
491 static void shader_dump_arr_entry(
492 IWineD3DBaseShader *iface,
494 const DWORD addr_token,
499 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
504 shader_dump_param(iface, addr_token, 0, input);
514 void shader_dump_param(
515 IWineD3DBaseShader *iface,
517 const DWORD addr_token,
520 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
521 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
522 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
523 char swizzle_reg_chars[4];
525 DWORD reg = param & WINED3DSP_REGNUM_MASK;
526 DWORD regtype = shader_get_regtype(param);
527 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
529 /* There are some minor differences between pixel and vertex shaders */
530 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
532 /* For one, we'd prefer color components to be shown for pshaders.
533 * FIXME: use the swizzle function for this */
535 swizzle_reg_chars[0] = pshader? 'r': 'x';
536 swizzle_reg_chars[1] = pshader? 'g': 'y';
537 swizzle_reg_chars[2] = pshader? 'b': 'z';
538 swizzle_reg_chars[3] = pshader? 'a': 'w';
541 if ( (modifier == WINED3DSPSM_NEG) ||
542 (modifier == WINED3DSPSM_BIASNEG) ||
543 (modifier == WINED3DSPSM_SIGNNEG) ||
544 (modifier == WINED3DSPSM_X2NEG) ||
545 (modifier == WINED3DSPSM_ABSNEG) )
547 else if (modifier == WINED3DSPSM_COMP)
549 else if (modifier == WINED3DSPSM_NOT)
552 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
557 case WINED3DSPR_TEMP:
560 case WINED3DSPR_INPUT:
562 shader_dump_arr_entry(iface, param, addr_token, reg, input);
564 case WINED3DSPR_CONST:
565 case WINED3DSPR_CONST2:
566 case WINED3DSPR_CONST3:
567 case WINED3DSPR_CONST4:
569 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
571 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
572 TRACE("%c%u", (pshader? 't':'a'), reg);
574 case WINED3DSPR_RASTOUT:
575 TRACE("%s", rastout_reg_names[reg]);
577 case WINED3DSPR_COLOROUT:
580 case WINED3DSPR_DEPTHOUT:
583 case WINED3DSPR_ATTROUT:
586 case WINED3DSPR_TEXCRDOUT:
588 /* Vertex shaders >= 3.0 use general purpose output registers
589 * (WINED3DSPR_OUTPUT), which can include an address token */
591 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
593 shader_dump_arr_entry(iface, param, addr_token, reg, input);
598 case WINED3DSPR_CONSTINT:
600 shader_dump_arr_entry(iface, param, addr_token, reg, input);
602 case WINED3DSPR_CONSTBOOL:
604 shader_dump_arr_entry(iface, param, addr_token, reg, input);
606 case WINED3DSPR_LABEL:
609 case WINED3DSPR_LOOP:
612 case WINED3DSPR_SAMPLER:
615 case WINED3DSPR_MISCTYPE:
617 FIXME("Unhandled misctype register %d\n", reg);
619 TRACE("%s", misctype_reg_names[reg]);
622 case WINED3DSPR_PREDICATE:
626 TRACE("unhandled_rtype(%#x)", regtype);
631 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
633 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
635 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
636 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
637 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
638 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
643 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
644 DWORD swizzle_r = swizzle & 0x03;
645 DWORD swizzle_g = (swizzle >> 2) & 0x03;
646 DWORD swizzle_b = (swizzle >> 4) & 0x03;
647 DWORD swizzle_a = (swizzle >> 6) & 0x03;
651 case WINED3DSPSM_NONE: break;
652 case WINED3DSPSM_NEG: break;
653 case WINED3DSPSM_NOT: break;
654 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
655 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
656 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
657 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
658 case WINED3DSPSM_COMP: break;
659 case WINED3DSPSM_X2: TRACE("_x2"); break;
660 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
661 case WINED3DSPSM_DZ: TRACE("_dz"); break;
662 case WINED3DSPSM_DW: TRACE("_dw"); break;
663 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
664 case WINED3DSPSM_ABS: TRACE(")"); break;
666 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
671 * swizzle bits fields:
674 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
675 if (swizzle_r == swizzle_g &&
676 swizzle_r == swizzle_b &&
677 swizzle_r == swizzle_a) {
678 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
681 swizzle_reg_chars[swizzle_r],
682 swizzle_reg_chars[swizzle_g],
683 swizzle_reg_chars[swizzle_b],
684 swizzle_reg_chars[swizzle_a]);
690 /** Shared code in order to generate the bulk of the shader string.
691 Use the shader_header_fct & shader_footer_fct to add strings
692 that are specific to pixel or vertex functions
693 NOTE: A description of how to parse tokens can be found at:
694 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
695 void shader_generate_main(
696 IWineD3DBaseShader *iface,
697 SHADER_BUFFER* buffer,
698 shader_reg_maps* reg_maps,
699 CONST DWORD* pFunction) {
701 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
702 const DWORD *pToken = pFunction;
703 const SHADER_OPCODE *curOpcode = NULL;
704 SHADER_HANDLER hw_fct = NULL;
706 SHADER_OPCODE_ARG hw_arg;
708 /* Initialize current parsing state */
709 hw_arg.shader = iface;
710 hw_arg.buffer = buffer;
711 hw_arg.reg_maps = reg_maps;
712 This->baseShader.parse_state.current_row = 0;
714 /* Second pass, process opcodes */
715 if (NULL != pToken) {
716 while (WINED3DPS_END() != *pToken) {
718 /* Skip version token */
719 if (shader_is_version_token(*pToken)) {
724 /* Skip comment tokens */
725 if (shader_is_comment(*pToken)) {
726 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
728 TRACE("#%s\n", (const char*)pToken);
729 pToken += comment_len;
734 hw_arg.opcode_token = *pToken++;
735 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
738 if (curOpcode == NULL)
740 else if (This->baseShader.shader_mode == SHADER_GLSL)
741 hw_fct = curOpcode->hw_glsl_fct;
742 else if (This->baseShader.shader_mode == SHADER_ARB)
743 hw_fct = curOpcode->hw_fct;
745 /* Unknown opcode and its parameters */
746 if (NULL == curOpcode) {
747 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
748 pToken += shader_skip_unrecognized(iface, pToken);
751 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
752 WINED3DSIO_NOP == curOpcode->opcode ||
753 WINED3DSIO_DEF == curOpcode->opcode ||
754 WINED3DSIO_DEFI == curOpcode->opcode ||
755 WINED3DSIO_DEFB == curOpcode->opcode ||
756 WINED3DSIO_PHASE == curOpcode->opcode ||
757 WINED3DSIO_RET == curOpcode->opcode) {
759 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
761 /* If a generator function is set for current shader target, use it */
762 } else if (hw_fct != NULL) {
764 hw_arg.opcode = curOpcode;
766 /* Destination token */
767 if (curOpcode->dst_token) {
769 DWORD param, addr_token = 0;
770 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
772 hw_arg.dst_addr = addr_token;
775 /* Predication token */
776 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
777 hw_arg.predicate = *pToken++;
779 /* Other source tokens */
780 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
782 DWORD param, addr_token = 0;
783 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
784 hw_arg.src[i] = param;
785 hw_arg.src_addr[i] = addr_token;
788 /* Call appropriate function for output target */
791 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
792 if (This->baseShader.shader_mode == SHADER_GLSL)
793 shader_glsl_add_instruction_modifiers(&hw_arg);
795 /* Unhandled opcode */
798 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
799 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
802 /* TODO: What about result.depth? */
807 void shader_dump_ins_modifiers(const DWORD output) {
809 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
810 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
814 case 13: TRACE("_d8"); break;
815 case 14: TRACE("_d4"); break;
816 case 15: TRACE("_d2"); break;
817 case 1: TRACE("_x2"); break;
818 case 2: TRACE("_x4"); break;
819 case 3: TRACE("_x8"); break;
820 default: TRACE("_unhandled_shift(%d)", shift); break;
823 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
824 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
825 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
827 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
829 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
832 /* First pass: trace shader, initialize length and version */
833 void shader_trace_init(
834 IWineD3DBaseShader *iface,
835 const DWORD* pFunction) {
837 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
839 const DWORD* pToken = pFunction;
840 const SHADER_OPCODE* curOpcode = NULL;
842 unsigned int len = 0;
845 TRACE("(%p) : Parsing programme\n", This);
847 if (NULL != pToken) {
848 while (WINED3DVS_END() != *pToken) {
849 if (shader_is_version_token(*pToken)) { /** version */
850 This->baseShader.hex_version = *pToken;
851 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
852 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
853 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
858 if (shader_is_comment(*pToken)) { /** comment */
859 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
861 TRACE("//%s\n", (const char*)pToken);
862 pToken += comment_len;
863 len += comment_len + 1;
866 opcode_token = *pToken++;
867 curOpcode = shader_get_opcode(iface, opcode_token);
870 if (NULL == curOpcode) {
872 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
873 tokens_read = shader_skip_unrecognized(iface, pToken);
874 pToken += tokens_read;
878 if (curOpcode->opcode == WINED3DSIO_DCL) {
880 DWORD usage = *pToken;
881 DWORD param = *(pToken + 1);
883 shader_dump_decl_usage(This, usage, param);
884 shader_dump_ins_modifiers(param);
886 shader_dump_param(iface, param, 0, 0);
890 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
892 unsigned int offset = shader_get_float_offset(*pToken);
894 TRACE("def c%u = %f, %f, %f, %f", offset,
895 *(const float *)(pToken + 1),
896 *(const float *)(pToken + 2),
897 *(const float *)(pToken + 3),
898 *(const float *)(pToken + 4));
902 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
904 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
913 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
915 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
916 *(pToken + 1)? "true": "false");
923 DWORD param, addr_token;
926 /* Print out predication source token first - it follows
927 * the destination token. */
928 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
930 shader_dump_param(iface, *(pToken + 2), 0, 1);
934 TRACE("%s", curOpcode->name);
936 if (curOpcode->opcode == WINED3DSIO_IFC ||
937 curOpcode->opcode == WINED3DSIO_BREAKC) {
939 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
941 case COMPARISON_GT: TRACE("_gt"); break;
942 case COMPARISON_EQ: TRACE("_eq"); break;
943 case COMPARISON_GE: TRACE("_ge"); break;
944 case COMPARISON_LT: TRACE("_lt"); break;
945 case COMPARISON_NE: TRACE("_ne"); break;
946 case COMPARISON_LE: TRACE("_le"); break;
950 } else if (curOpcode->opcode == WINED3DSIO_TEX &&
951 This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
952 if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
955 /* Destination token */
956 if (curOpcode->dst_token) {
958 /* Destination token */
959 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
960 pToken += tokens_read;
963 shader_dump_ins_modifiers(param);
965 shader_dump_param(iface, param, addr_token, 0);
968 /* Predication token - already printed out, just skip it */
969 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
974 /* Other source tokens */
975 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
977 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
978 pToken += tokens_read;
981 TRACE((i == 0)? " " : ", ");
982 shader_dump_param(iface, param, addr_token, 1);
988 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
990 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
994 void shader_delete_constant_list(
995 struct list* clist) {
998 struct local_constant* constant;
1000 ptr = list_head(clist);
1002 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1003 ptr = list_next(clist, ptr);
1004 HeapFree(GetProcessHeap(), 0, constant);
1008 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1009 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1010 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1011 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1013 const shader_backend_t none_shader_backend = {
1014 &shader_none_select,
1015 &shader_none_select_depth_blt,
1016 &shader_none_load_constants,
1017 &shader_none_cleanup