2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006 Ivan Gyurdiev
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31 #define GLNAME_REQUIRE_GLSL ((const char *)1)
33 inline static BOOL shader_is_version_token(DWORD token) {
34 return shader_is_pshader_version(token) ||
35 shader_is_vshader_version(token);
39 SHADER_BUFFER* buffer,
40 const char *format, ...) {
42 char* base = buffer->buffer + buffer->bsize;
46 va_start(args, format);
47 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
50 if (rc < 0 || /* C89 */
51 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
53 ERR("The buffer allocated for the shader program string "
54 "is too small at %d bytes.\n", SHADER_PGMSIZE);
55 buffer->bsize = SHADER_PGMSIZE - 1;
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
65 const SHADER_OPCODE* shader_get_opcode(
66 IWineD3DBaseShader *iface, const DWORD code) {
68 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
71 DWORD hex_version = This->baseShader.hex_version;
72 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
74 /** TODO: use dichotomic search */
75 while (NULL != shader_ins[i].name) {
76 if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
77 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
78 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
79 return &shader_ins[i];
83 FIXME("Unsupported opcode %#lx(%ld) masked %#lx, shader version %#lx\n",
84 code, code, code & D3DSI_OPCODE_MASK, hex_version);
88 /* Read a parameter opcode from the input stream,
89 * and possibly a relative addressing token.
90 * Return the number of tokens read */
92 IWineD3DBaseShader* iface,
97 /* PS >= 3.0 have relative addressing (with token)
98 * VS >= 2.0 have relative addressing (with token)
99 * VS >= 1.0 < 2.0 have relative addressing (without token)
100 * The version check below should work in general */
102 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
103 char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
104 ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
107 *addr_token = rel_token? *(pToken + 1): 0;
108 return rel_token? 2:1;
111 /* Return the number of parameters to skip for an opcode */
112 static inline int shader_skip_opcode(
113 IWineD3DBaseShaderImpl* This,
114 const SHADER_OPCODE* curOpcode,
115 DWORD opcode_token) {
117 /* Shaders >= 2.0 may contain address tokens, but fortunately they
118 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
120 return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
121 ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
122 curOpcode->num_params;
125 /* Read the parameters of an unrecognized opcode from the input stream
126 * Return the number of tokens read.
128 * Note: This function assumes source or destination token format.
129 * It will not work with specially-formatted tokens like DEF or DCL,
130 * but hopefully those would be recognized */
132 int shader_skip_unrecognized(
133 IWineD3DBaseShader* iface,
134 const DWORD* pToken) {
139 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
140 while (*pToken & 0x80000000) {
142 DWORD param, addr_token;
143 tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
144 pToken += tokens_read;
146 FIXME("Unrecognized opcode param: token=%08lX "
147 "addr_token=%08lX name=", param, addr_token);
148 shader_dump_param(iface, param, addr_token, i);
155 /* Convert floating point offset relative
156 * to a register file to an absolute offset for float constants */
158 unsigned int shader_get_float_offset(const DWORD reg) {
160 unsigned int regnum = reg & D3DSP_REGNUM_MASK;
161 int regtype = shader_get_regtype(reg);
164 case D3DSPR_CONST: return regnum;
165 case D3DSPR_CONST2: return 2048 + regnum;
166 case D3DSPR_CONST3: return 4096 + regnum;
167 case D3DSPR_CONST4: return 6144 + regnum;
169 FIXME("Unsupported register type: %d\n", regtype);
174 static void shader_parse_decl_usage(
175 DWORD *semantics_map,
176 DWORD usage_token, DWORD param) {
178 unsigned int usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
179 unsigned int usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
180 unsigned int regnum = param & D3DSP_REGNUM_MASK;
183 case D3DDECLUSAGE_POSITION:
184 if (usage_idx == 0) { /* tween data */
185 TRACE("Setting position to %d\n", regnum);
186 semantics_map[WINED3DSHADERDECLUSAGE_POSITION] = param;
188 /* TODO: position indexes go from 0-8!!*/
189 TRACE("Setting position 2 to %d because usage_idx = %d\n", regnum, usage_idx);
190 /* robots uses positions up to 8, the position arrays are just packed.*/
192 TRACE("Loaded for position %d (greater than 2)\n", usage_idx);
194 semantics_map[WINED3DSHADERDECLUSAGE_POSITION2 + usage_idx-1] = param;
198 case D3DDECLUSAGE_BLENDINDICES:
199 TRACE("Setting BLENDINDICES to %d\n", regnum);
200 semantics_map[WINED3DSHADERDECLUSAGE_BLENDINDICES] = param;
201 if (usage_idx != 0) FIXME("Extended BLENDINDICES\n");
204 case D3DDECLUSAGE_BLENDWEIGHT:
205 TRACE("Setting BLENDWEIGHT to %d\n", regnum);
206 semantics_map[WINED3DSHADERDECLUSAGE_BLENDWEIGHT] = param;
207 if (usage_idx != 0) FIXME("Extended blend weights\n");
210 case D3DDECLUSAGE_NORMAL:
211 if (usage_idx == 0) { /* tween data */
212 TRACE("Setting normal to %d\n", regnum);
213 semantics_map[WINED3DSHADERDECLUSAGE_NORMAL] = param;
215 TRACE("Setting normal 2 to %d because usage = %d\n", regnum, usage_idx);
216 semantics_map[WINED3DSHADERDECLUSAGE_NORMAL2] = param;
220 case D3DDECLUSAGE_PSIZE:
221 TRACE("Setting PSIZE to %d\n", regnum);
222 semantics_map[WINED3DSHADERDECLUSAGE_PSIZE] = param;
223 if (usage_idx != 0) FIXME("Extended PSIZE\n");
226 case D3DDECLUSAGE_COLOR:
227 if (usage_idx == 0) {
228 TRACE("Setting DIFFUSE to %d\n", regnum);
229 semantics_map[WINED3DSHADERDECLUSAGE_DIFFUSE] = param;
231 TRACE("Setting SPECULAR to %d\n", regnum);
232 semantics_map[WINED3DSHADERDECLUSAGE_SPECULAR] = param;
236 case D3DDECLUSAGE_TEXCOORD:
238 FIXME("Program uses texture coordinate %d but only 0-7 have been "
239 "implemented\n", usage_idx);
241 TRACE("Setting TEXCOORD %d to %d\n", usage_idx, regnum);
242 semantics_map[WINED3DSHADERDECLUSAGE_TEXCOORD0 + usage_idx] = param;
246 case D3DDECLUSAGE_TANGENT:
247 TRACE("Setting TANGENT to %d\n", regnum);
248 semantics_map[WINED3DSHADERDECLUSAGE_TANGENT] = param;
251 case D3DDECLUSAGE_BINORMAL:
252 TRACE("Setting BINORMAL to %d\n", regnum);
253 semantics_map[WINED3DSHADERDECLUSAGE_BINORMAL] = param;
256 case D3DDECLUSAGE_TESSFACTOR:
257 TRACE("Setting TESSFACTOR to %d\n", regnum);
258 semantics_map[WINED3DSHADERDECLUSAGE_TESSFACTOR] = param;
261 case D3DDECLUSAGE_POSITIONT:
262 if (usage_idx == 0) { /* tween data */
263 FIXME("Setting positiont to %d\n", regnum);
264 semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT] = param;
266 FIXME("Setting positiont 2 to %d because usage = %d\n", regnum, usage_idx);
267 semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT2] = param;
268 if (usage_idx != 0) FIXME("Extended positiont\n");
272 case D3DDECLUSAGE_FOG:
273 TRACE("Setting FOG to %d\n", regnum);
274 semantics_map[WINED3DSHADERDECLUSAGE_FOG] = param;
277 case D3DDECLUSAGE_DEPTH:
278 TRACE("Setting DEPTH to %d\n", regnum);
279 semantics_map[WINED3DSHADERDECLUSAGE_DEPTH] = param;
282 case D3DDECLUSAGE_SAMPLE:
283 TRACE("Setting SAMPLE to %d\n", regnum);
284 semantics_map[WINED3DSHADERDECLUSAGE_SAMPLE] = param;
288 FIXME("Unrecognised dcl %#x", usage);
292 /* Note that this does not count the loop register
293 * as an address register. */
295 void shader_get_registers_used(
296 IWineD3DBaseShader *iface,
297 shader_reg_maps* reg_maps,
298 CONST DWORD* pToken) {
300 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
302 /* There are some minor differences between pixel and vertex shaders */
303 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
308 while (D3DVS_END() != *pToken) {
309 CONST SHADER_OPCODE* curOpcode;
313 if (shader_is_version_token(*pToken)) {
318 } else if (shader_is_comment(*pToken)) {
319 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
321 pToken += comment_len;
326 opcode_token = *pToken++;
327 curOpcode = shader_get_opcode(iface, opcode_token);
329 /* Unhandled opcode, and its parameters */
330 if (NULL == curOpcode) {
331 while (*pToken & 0x80000000)
334 /* Handle declarations */
335 } else if (D3DSIO_DCL == curOpcode->opcode) {
337 DWORD usage = *pToken++;
338 DWORD param = *pToken++;
339 DWORD regtype = shader_get_regtype(param);
340 unsigned int regnum = param & D3DSP_REGNUM_MASK;
342 /* Vshader: mark attributes used
343 Pshader: mark 3.0 input registers used, save token */
344 if (D3DSPR_INPUT == regtype) {
347 reg_maps->attributes[regnum] = 1;
349 reg_maps->packed_input[regnum] = 1;
351 shader_parse_decl_usage(reg_maps->semantics_in, usage, param);
353 /* Vshader: mark 3.0 output registers used, save token */
354 } else if (D3DSPR_OUTPUT == regtype) {
355 reg_maps->packed_output[regnum] = 1;
356 shader_parse_decl_usage(reg_maps->semantics_out, usage, param);
358 /* Save sampler usage token */
359 } else if (D3DSPR_SAMPLER == regtype)
360 reg_maps->samplers[regnum] = usage;
362 /* Skip definitions (for now) */
363 } else if (D3DSIO_DEF == curOpcode->opcode) {
364 pToken += curOpcode->num_params;
366 /* If there's a loop in the shader */
367 } else if (D3DSIO_LOOP == curOpcode->opcode) {
369 pToken += curOpcode->num_params;
371 /* Set texture, address, temporary registers */
375 /* Declare 1.X samplers implicitly, based on the destination reg. number */
376 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
377 (D3DSIO_TEX == curOpcode->opcode ||
378 D3DSIO_TEXM3x2TEX == curOpcode->opcode ||
379 D3DSIO_TEXM3x3TEX == curOpcode->opcode ||
380 D3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
381 D3DSIO_TEXM3x3VSPEC == curOpcode->opcode)) {
383 /* Fake sampler usage, only set reserved bit and ttype */
384 DWORD sampler_code = *pToken & D3DSP_REGNUM_MASK;
385 reg_maps->samplers[sampler_code] = (0x1 << 31) | D3DSTT_2D;
388 /* This will loop over all the registers and try to
389 * make a bitmask of the ones we're interested in.
391 * Relative addressing tokens are ignored, but that's
392 * okay, since we'll catch any address registers when
393 * they are initialized (required by spec) */
395 limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
396 curOpcode->num_params + 1: curOpcode->num_params;
398 for (i = 0; i < limit; ++i) {
400 DWORD param, addr_token, reg, regtype;
401 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
403 regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
404 reg = param & D3DSP_REGNUM_MASK;
406 if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
409 reg_maps->texcoord[reg] = 1;
411 reg_maps->address[reg] = 1;
414 else if (D3DSPR_TEMP == regtype)
415 reg_maps->temporary[reg] = 1;
417 else if (D3DSPR_INPUT == regtype && !pshader)
418 reg_maps->attributes[reg] = 1;
424 static void shader_dump_decl_usage(
428 DWORD regtype = shader_get_regtype(param);
431 if (regtype == D3DSPR_SAMPLER) {
432 DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
435 case D3DSTT_2D: TRACE("2d"); break;
436 case D3DSTT_CUBE: TRACE("cube"); break;
437 case D3DSTT_VOLUME: TRACE("volume"); break;
438 default: TRACE("unknown_ttype(%08lx)", ttype);
443 DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
444 DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
447 case D3DDECLUSAGE_POSITION:
448 TRACE("%s%ld", "position", idx);
450 case D3DDECLUSAGE_BLENDINDICES:
451 TRACE("%s", "blend");
453 case D3DDECLUSAGE_BLENDWEIGHT:
454 TRACE("%s", "weight");
456 case D3DDECLUSAGE_NORMAL:
457 TRACE("%s%ld", "normal", idx);
459 case D3DDECLUSAGE_PSIZE:
460 TRACE("%s", "psize");
462 case D3DDECLUSAGE_COLOR:
464 TRACE("%s", "color");
466 TRACE("%s%ld", "specular", (idx - 1));
469 case D3DDECLUSAGE_TEXCOORD:
470 TRACE("%s%ld", "texture", idx);
472 case D3DDECLUSAGE_TANGENT:
473 TRACE("%s", "tangent");
475 case D3DDECLUSAGE_BINORMAL:
476 TRACE("%s", "binormal");
478 case D3DDECLUSAGE_TESSFACTOR:
479 TRACE("%s", "tessfactor");
481 case D3DDECLUSAGE_POSITIONT:
482 TRACE("%s%ld", "positionT", idx);
484 case D3DDECLUSAGE_FOG:
487 case D3DDECLUSAGE_DEPTH:
488 TRACE("%s", "depth");
490 case D3DDECLUSAGE_SAMPLE:
491 TRACE("%s", "sample");
494 FIXME("unknown_semantics(%08lx)", usage);
499 static void shader_dump_arr_entry(
500 IWineD3DBaseShader *iface,
502 const DWORD addr_token,
507 ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
512 shader_dump_param(iface, addr_token, 0, input);
522 void shader_dump_param(
523 IWineD3DBaseShader *iface,
525 const DWORD addr_token,
528 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
529 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
530 char swizzle_reg_chars[4];
532 DWORD reg = param & D3DSP_REGNUM_MASK;
533 DWORD regtype = shader_get_regtype(param);
535 /* There are some minor differences between pixel and vertex shaders */
536 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
538 /* For one, we'd prefer color components to be shown for pshaders.
539 * FIXME: use the swizzle function for this */
541 swizzle_reg_chars[0] = pshader? 'r': 'x';
542 swizzle_reg_chars[1] = pshader? 'g': 'y';
543 swizzle_reg_chars[2] = pshader? 'b': 'z';
544 swizzle_reg_chars[3] = pshader? 'a': 'w';
547 if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
548 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) ||
549 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) ||
550 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) )
552 else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
554 else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT)
564 shader_dump_arr_entry(iface, param, addr_token, reg, input);
571 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
573 case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
574 TRACE("%c%lu", (pshader? 't':'a'), reg);
577 TRACE("%s", rastout_reg_names[reg]);
579 case D3DSPR_COLOROUT:
582 case D3DSPR_DEPTHOUT:
588 case D3DSPR_TEXCRDOUT:
590 /* Vertex shaders >= 3.0 use general purpose output registers
591 * (D3DSPR_OUTPUT), which can include an address token */
593 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
595 shader_dump_arr_entry(iface, param, addr_token, reg, input);
600 case D3DSPR_CONSTINT:
602 shader_dump_arr_entry(iface, param, addr_token, reg, input);
604 case D3DSPR_CONSTBOOL:
606 shader_dump_arr_entry(iface, param, addr_token, reg, input);
617 case D3DSPR_PREDICATE:
621 TRACE("unhandled_rtype(%#lx)", regtype);
626 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
628 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
630 if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
631 if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
632 if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
633 if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
638 DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
639 DWORD swizzle_r = swizzle & 0x03;
640 DWORD swizzle_g = (swizzle >> 2) & 0x03;
641 DWORD swizzle_b = (swizzle >> 4) & 0x03;
642 DWORD swizzle_a = (swizzle >> 6) & 0x03;
644 if (0 != (param & D3DSP_SRCMOD_MASK)) {
645 DWORD mask = param & D3DSP_SRCMOD_MASK;
647 case D3DSPSM_NONE: break;
648 case D3DSPSM_NEG: break;
649 case D3DSPSM_NOT: break;
650 case D3DSPSM_BIAS: TRACE("_bias"); break;
651 case D3DSPSM_BIASNEG: TRACE("_bias"); break;
652 case D3DSPSM_SIGN: TRACE("_bx2"); break;
653 case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
654 case D3DSPSM_COMP: break;
655 case D3DSPSM_X2: TRACE("_x2"); break;
656 case D3DSPSM_X2NEG: TRACE("_x2"); break;
657 case D3DSPSM_DZ: TRACE("_dz"); break;
658 case D3DSPSM_DW: TRACE("_dw"); break;
660 TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT);
665 * swizzle bits fields:
668 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
669 if (swizzle_r == swizzle_g &&
670 swizzle_r == swizzle_b &&
671 swizzle_r == swizzle_a) {
672 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
675 swizzle_reg_chars[swizzle_r],
676 swizzle_reg_chars[swizzle_g],
677 swizzle_reg_chars[swizzle_b],
678 swizzle_reg_chars[swizzle_a]);
684 /** Shared code in order to generate the bulk of the shader string.
685 Use the shader_header_fct & shader_footer_fct to add strings
686 that are specific to pixel or vertex functions
687 NOTE: A description of how to parse tokens can be found at:
688 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
689 void shader_generate_main(
690 IWineD3DBaseShader *iface,
691 SHADER_BUFFER* buffer,
692 shader_reg_maps* reg_maps,
693 CONST DWORD* pFunction) {
695 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
696 const DWORD *pToken = pFunction;
697 const SHADER_OPCODE *curOpcode = NULL;
698 SHADER_HANDLER hw_fct = NULL;
701 SHADER_OPCODE_ARG hw_arg;
703 /* Initialize current parsing state */
704 hw_arg.shader = iface;
705 hw_arg.buffer = buffer;
706 hw_arg.reg_maps = reg_maps;
707 This->baseShader.parse_state.current_row = 0;
709 /* Second pass, process opcodes */
710 if (NULL != pToken) {
711 while (D3DPS_END() != *pToken) {
713 /* Skip version token */
714 if (shader_is_version_token(*pToken)) {
719 /* Skip comment tokens */
720 if (shader_is_comment(*pToken)) {
721 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
723 TRACE("#%s\n", (char*)pToken);
724 pToken += comment_len;
729 opcode_token = *pToken++;
730 curOpcode = shader_get_opcode(iface, opcode_token);
731 hw_fct = (curOpcode == NULL)? NULL:
732 (wined3d_settings.shader_mode == SHADER_GLSL)?
733 curOpcode->hw_glsl_fct : curOpcode->hw_fct;
735 /* Unknown opcode and its parameters */
736 if (NULL == curOpcode) {
737 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
738 pToken += shader_skip_unrecognized(iface, pToken);
741 } else if (D3DSIO_DCL == curOpcode->opcode ||
742 D3DSIO_NOP == curOpcode->opcode) {
744 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
746 /* If a generator function is set for current shader target, use it */
747 } else if (hw_fct != NULL) {
749 hw_arg.opcode = curOpcode;
751 /* Destination token */
752 if (curOpcode->dst_token) {
754 DWORD param, addr_token = 0;
755 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
757 hw_arg.dst_addr = addr_token;
760 /* Predication token */
761 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)
762 hw_arg.predicate = *pToken++;
764 /* Other source tokens */
765 for (i = curOpcode->dst_token; i < curOpcode->num_params; i++) {
767 DWORD param, addr_token = 0;
769 /* DEF* instructions have constant src parameters, not registers */
770 if (curOpcode->opcode == D3DSIO_DEF ||
771 curOpcode->opcode == D3DSIO_DEFI ||
772 curOpcode->opcode == D3DSIO_DEFB) {
776 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
778 hw_arg.src[i-1] = param;
779 hw_arg.src_addr[i-1] = addr_token;
782 /* Call appropriate function for output target */
785 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
786 if (wined3d_settings.shader_mode == SHADER_GLSL)
787 shader_glsl_add_instruction_modifiers(&hw_arg);
789 /* Unhandled opcode */
792 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
793 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
796 /* TODO: What about result.depth? */
801 void shader_dump_ins_modifiers(const DWORD output) {
803 DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
804 DWORD mmask = output & D3DSP_DSTMOD_MASK;
808 case 13: TRACE("_d8"); break;
809 case 14: TRACE("_d4"); break;
810 case 15: TRACE("_d2"); break;
811 case 1: TRACE("_x2"); break;
812 case 2: TRACE("_x4"); break;
813 case 3: TRACE("_x8"); break;
814 default: TRACE("_unhandled_shift(%ld)", shift); break;
817 if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
818 if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
819 if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
821 mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
823 FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
826 /* First pass: trace shader, initialize length and version */
827 void shader_trace_init(
828 IWineD3DBaseShader *iface,
829 const DWORD* pFunction) {
831 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
833 const DWORD* pToken = pFunction;
834 const SHADER_OPCODE* curOpcode = NULL;
836 unsigned int len = 0;
839 TRACE("(%p) : Parsing programme\n", This);
841 if (NULL != pToken) {
842 while (D3DVS_END() != *pToken) {
843 if (shader_is_version_token(*pToken)) { /** version */
844 This->baseShader.hex_version = *pToken;
845 TRACE("%s_%lu_%lu\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
846 D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
847 D3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
852 if (shader_is_comment(*pToken)) { /** comment */
853 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
855 TRACE("//%s\n", (char*)pToken);
856 pToken += comment_len;
857 len += comment_len + 1;
860 opcode_token = *pToken++;
861 curOpcode = shader_get_opcode(iface, opcode_token);
864 if (NULL == curOpcode) {
866 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
867 tokens_read = shader_skip_unrecognized(iface, pToken);
868 pToken += tokens_read;
872 if (curOpcode->opcode == D3DSIO_DCL) {
874 DWORD usage = *pToken;
875 DWORD param = *(pToken + 1);
877 shader_dump_decl_usage(usage, param);
878 shader_dump_ins_modifiers(param);
880 shader_dump_param(iface, param, 0, 0);
884 } else if (curOpcode->opcode == D3DSIO_DEF) {
886 unsigned int offset = shader_get_float_offset(*pToken);
888 TRACE("def c%u = %f, %f, %f, %f", offset,
889 *(float *)(pToken + 1),
890 *(float *)(pToken + 2),
891 *(float *)(pToken + 3),
892 *(float *)(pToken + 4));
896 } else if (curOpcode->opcode == D3DSIO_DEFI) {
898 TRACE("defi i%lu = %ld, %ld, %ld, %ld", *pToken & D3DSP_REGNUM_MASK,
899 (long) *(pToken + 1),
900 (long) *(pToken + 2),
901 (long) *(pToken + 3),
902 (long) *(pToken + 4));
907 } else if (curOpcode->opcode == D3DSIO_DEFB) {
909 TRACE("defb b%lu = %s", *pToken & D3DSP_REGNUM_MASK,
910 *(pToken + 1)? "true": "false");
917 DWORD param, addr_token;
920 /* Print out predication source token first - it follows
921 * the destination token. */
922 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
924 shader_dump_param(iface, *(pToken + 2), 0, 1);
928 TRACE("%s", curOpcode->name);
930 /* Destination token */
931 if (curOpcode->dst_token) {
933 /* Destination token */
934 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
935 pToken += tokens_read;
938 shader_dump_ins_modifiers(param);
940 shader_dump_param(iface, param, addr_token, 0);
943 /* Predication token - already printed out, just skip it */
944 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
949 /* Other source tokens */
950 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
952 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
953 pToken += tokens_read;
956 TRACE((i == 0)? " " : ", ");
957 shader_dump_param(iface, param, addr_token, 1);
963 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
965 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
969 /* TODO: Move other shared code here */