wined3d: Care for the inverted y coords in dsy.
[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                         case GL_TEXTURE_2D:
353                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
354                             break;
355
356                         case GL_TEXTURE_3D:
357                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
358                             break;
359
360                         case GL_TEXTURE_CUBE_MAP_ARB:
361                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
362                             break;
363
364                         default:
365                             ERR("Unexpected gl texture type found: %d\n", texType);
366                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
367                     }
368                 }
369
370                 /* texbem is only valid with < 1.4 pixel shaders */
371                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
372                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
373                     if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
374                         FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
375                     } else {
376                         reg_maps->bumpmat = sampler_code;
377                         if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
378                             reg_maps->luminanceparams = sampler_code;
379                         }
380                     }
381                 }
382             }
383             if(WINED3DSIO_NRM  == curOpcode->opcode) {
384                 reg_maps->usesnrm = 1;
385             } else if(WINED3DSIO_BEM == curOpcode->opcode) {
386                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
387                 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
388                     FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
389                 } else {
390                     reg_maps->bumpmat = regnum;
391                 }
392             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
393                 reg_maps->usesdsy = 1;
394             }
395
396             /* This will loop over all the registers and try to
397              * make a bitmask of the ones we're interested in. 
398              *
399              * Relative addressing tokens are ignored, but that's 
400              * okay, since we'll catch any address registers when 
401              * they are initialized (required by spec) */
402
403             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
404                 curOpcode->num_params + 1: curOpcode->num_params;
405
406             for (i = 0; i < limit; ++i) {
407
408                 DWORD param, addr_token, reg, regtype;
409                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
410
411                 regtype = shader_get_regtype(param);
412                 reg = param & WINED3DSP_REGNUM_MASK;
413
414                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
415
416                     if (pshader)
417                         reg_maps->texcoord[reg] = 1;
418                     else
419                         reg_maps->address[reg] = 1;
420                 }
421
422                 else if (WINED3DSPR_TEMP == regtype)
423                     reg_maps->temporary[reg] = 1;
424
425                 else if (WINED3DSPR_INPUT == regtype && !pshader)
426                     reg_maps->attributes[reg] = 1;
427
428                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
429                     reg_maps->fog = 1;
430
431                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
432                     reg_maps->vpos = 1;
433             }
434         }
435     }
436     reg_maps->loop_depth = max_loop_depth;
437
438     return WINED3D_OK;
439 }
440
441 static void shader_dump_decl_usage(
442     IWineD3DBaseShaderImpl* This,
443     DWORD decl, 
444     DWORD param) {
445
446     DWORD regtype = shader_get_regtype(param);
447
448     TRACE("dcl");
449
450     if (regtype == WINED3DSPR_SAMPLER) {
451         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
452
453         switch (ttype) {
454             case WINED3DSTT_2D: TRACE("_2d"); break;
455             case WINED3DSTT_CUBE: TRACE("_cube"); break;
456             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
457             default: TRACE("_unknown_ttype(%08x)", ttype); 
458        }
459
460     } else { 
461
462         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
463         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
464
465         /* Pixel shaders 3.0 don't have usage semantics */
466         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
467         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
468             return;
469         else
470             TRACE("_");
471
472         switch(usage) {
473         case WINED3DDECLUSAGE_POSITION:
474             TRACE("position%d", idx);
475             break;
476         case WINED3DDECLUSAGE_BLENDINDICES:
477             TRACE("blend");
478             break;
479         case WINED3DDECLUSAGE_BLENDWEIGHT:
480             TRACE("weight");
481             break;
482         case WINED3DDECLUSAGE_NORMAL:
483             TRACE("normal%d", idx);
484             break;
485         case WINED3DDECLUSAGE_PSIZE:
486             TRACE("psize");
487             break;
488         case WINED3DDECLUSAGE_COLOR:
489             if(idx == 0)  {
490                 TRACE("color");
491             } else {
492                 TRACE("specular%d", (idx - 1));
493             }
494             break;
495         case WINED3DDECLUSAGE_TEXCOORD:
496             TRACE("texture%d", idx);
497             break;
498         case WINED3DDECLUSAGE_TANGENT:
499             TRACE("tangent");
500             break;
501         case WINED3DDECLUSAGE_BINORMAL:
502             TRACE("binormal");
503             break;
504         case WINED3DDECLUSAGE_TESSFACTOR:
505             TRACE("tessfactor");
506             break;
507         case WINED3DDECLUSAGE_POSITIONT:
508             TRACE("positionT%d", idx);
509             break;
510         case WINED3DDECLUSAGE_FOG:
511             TRACE("fog");
512             break;
513         case WINED3DDECLUSAGE_DEPTH:
514             TRACE("depth");
515             break;
516         case WINED3DDECLUSAGE_SAMPLE:
517             TRACE("sample");
518             break;
519         default:
520             FIXME("unknown_semantics(%08x)", usage);
521         }
522     }
523 }
524
525 static void shader_dump_arr_entry(
526     IWineD3DBaseShader *iface,
527     const DWORD param,
528     const DWORD addr_token,
529     unsigned int reg,
530     int input) {
531
532     char relative =
533         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
534
535     if (relative) {
536         TRACE("[");
537         if (addr_token)
538             shader_dump_param(iface, addr_token, 0, input);
539         else
540             TRACE("a0.x");
541         TRACE(" + ");
542      }
543      TRACE("%u", reg);
544      if (relative)
545          TRACE("]");
546 }
547
548 void shader_dump_param(
549     IWineD3DBaseShader *iface,
550     const DWORD param, 
551     const DWORD addr_token,
552     int input) {
553
554     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
555     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
556     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
557     char swizzle_reg_chars[4];
558
559     DWORD reg = param & WINED3DSP_REGNUM_MASK;
560     DWORD regtype = shader_get_regtype(param);
561     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
562
563     /* There are some minor differences between pixel and vertex shaders */
564     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
565
566     /* For one, we'd prefer color components to be shown for pshaders.
567      * FIXME: use the swizzle function for this */
568
569     swizzle_reg_chars[0] = pshader? 'r': 'x';
570     swizzle_reg_chars[1] = pshader? 'g': 'y';
571     swizzle_reg_chars[2] = pshader? 'b': 'z';
572     swizzle_reg_chars[3] = pshader? 'a': 'w';
573
574     if (input) {
575         if ( (modifier == WINED3DSPSM_NEG) ||
576              (modifier == WINED3DSPSM_BIASNEG) ||
577              (modifier == WINED3DSPSM_SIGNNEG) ||
578              (modifier == WINED3DSPSM_X2NEG) ||
579              (modifier == WINED3DSPSM_ABSNEG) )
580             TRACE("-");
581         else if (modifier == WINED3DSPSM_COMP)
582             TRACE("1-");
583         else if (modifier == WINED3DSPSM_NOT)
584             TRACE("!");
585
586         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
587             TRACE("abs(");
588     }
589
590     switch (regtype) {
591         case WINED3DSPR_TEMP:
592             TRACE("r%u", reg);
593             break;
594         case WINED3DSPR_INPUT:
595             TRACE("v");
596             shader_dump_arr_entry(iface, param, addr_token, reg, input);
597             break;
598         case WINED3DSPR_CONST:
599         case WINED3DSPR_CONST2:
600         case WINED3DSPR_CONST3:
601         case WINED3DSPR_CONST4:
602             TRACE("c");
603             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
604             break;
605         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
606             TRACE("%c%u", (pshader? 't':'a'), reg);
607             break;        
608         case WINED3DSPR_RASTOUT:
609             TRACE("%s", rastout_reg_names[reg]);
610             break;
611         case WINED3DSPR_COLOROUT:
612             TRACE("oC%u", reg);
613             break;
614         case WINED3DSPR_DEPTHOUT:
615             TRACE("oDepth");
616             break;
617         case WINED3DSPR_ATTROUT:
618             TRACE("oD%u", reg);
619             break;
620         case WINED3DSPR_TEXCRDOUT: 
621
622             /* Vertex shaders >= 3.0 use general purpose output registers
623              * (WINED3DSPR_OUTPUT), which can include an address token */
624
625             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
626                 TRACE("o");
627                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
628             }
629             else 
630                TRACE("oT%u", reg);
631             break;
632         case WINED3DSPR_CONSTINT:
633             TRACE("i");
634             shader_dump_arr_entry(iface, param, addr_token, reg, input);
635             break;
636         case WINED3DSPR_CONSTBOOL:
637             TRACE("b");
638             shader_dump_arr_entry(iface, param, addr_token, reg, input);
639             break;
640         case WINED3DSPR_LABEL:
641             TRACE("l%u", reg);
642             break;
643         case WINED3DSPR_LOOP:
644             TRACE("aL");
645             break;
646         case WINED3DSPR_SAMPLER:
647             TRACE("s%u", reg);
648             break;
649         case WINED3DSPR_MISCTYPE:
650             if (reg > 1) {
651                 FIXME("Unhandled misctype register %d\n", reg);
652             } else {
653                 TRACE("%s", misctype_reg_names[reg]);
654             }
655             break;
656         case WINED3DSPR_PREDICATE:
657             TRACE("p%u", reg);
658             break;
659         default:
660             TRACE("unhandled_rtype(%#x)", regtype);
661             break;
662    }
663
664    if (!input) {
665        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
666
667        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
668            TRACE(".");
669            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
670            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
671            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
672            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
673        }
674
675    } else {
676         /** operand input */
677         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
678         DWORD swizzle_r = swizzle & 0x03;
679         DWORD swizzle_g = (swizzle >> 2) & 0x03;
680         DWORD swizzle_b = (swizzle >> 4) & 0x03;
681         DWORD swizzle_a = (swizzle >> 6) & 0x03;
682
683         if (0 != modifier) {
684             switch (modifier) {
685                 case WINED3DSPSM_NONE:    break;
686                 case WINED3DSPSM_NEG:     break;
687                 case WINED3DSPSM_NOT:     break;
688                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
689                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
690                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
691                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
692                 case WINED3DSPSM_COMP:    break;
693                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
694                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
695                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
696                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
697                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
698                 case WINED3DSPSM_ABS:     TRACE(")"); break;
699                 default:
700                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
701             }
702         }
703
704         /**
705         * swizzle bits fields:
706         *  RRGGBBAA
707         */
708         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
709             if (swizzle_r == swizzle_g &&
710                 swizzle_r == swizzle_b &&
711                 swizzle_r == swizzle_a) {
712                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
713             } else {
714                 TRACE(".%c%c%c%c",
715                 swizzle_reg_chars[swizzle_r],
716                 swizzle_reg_chars[swizzle_g],
717                 swizzle_reg_chars[swizzle_b],
718                 swizzle_reg_chars[swizzle_a]);
719             }
720         }
721     }
722 }
723
724 /** Shared code in order to generate the bulk of the shader string.
725     Use the shader_header_fct & shader_footer_fct to add strings
726     that are specific to pixel or vertex functions
727     NOTE: A description of how to parse tokens can be found at:
728           http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
729 void shader_generate_main(
730     IWineD3DBaseShader *iface,
731     SHADER_BUFFER* buffer,
732     shader_reg_maps* reg_maps,
733     CONST DWORD* pFunction) {
734
735     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
736     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
737     const DWORD *pToken = pFunction;
738     const SHADER_OPCODE *curOpcode = NULL;
739     SHADER_HANDLER hw_fct = NULL;
740     DWORD i;
741     SHADER_OPCODE_ARG hw_arg;
742
743     /* Initialize current parsing state */
744     hw_arg.shader = iface;
745     hw_arg.buffer = buffer;
746     hw_arg.reg_maps = reg_maps;
747     This->baseShader.parse_state.current_row = 0;
748
749     /* Second pass, process opcodes */
750     if (NULL != pToken) {
751         while (WINED3DPS_END() != *pToken) {
752
753             /* Skip version token */
754             if (shader_is_version_token(*pToken)) {
755                 ++pToken;
756                 continue;
757             }
758
759             /* Skip comment tokens */
760             if (shader_is_comment(*pToken)) {
761                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
762                 ++pToken;
763                 TRACE("#%s\n", (const char*)pToken);
764                 pToken += comment_len;
765                 continue;
766             }
767
768             /* Read opcode */
769             hw_arg.opcode_token = *pToken++;
770             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
771
772             /* Select handler */
773             if (curOpcode == NULL)
774                 hw_fct = NULL;
775             else if (This->baseShader.shader_mode == SHADER_GLSL)
776                 hw_fct = curOpcode->hw_glsl_fct;
777             else if (This->baseShader.shader_mode == SHADER_ARB)
778                 hw_fct = curOpcode->hw_fct;
779
780             /* Unknown opcode and its parameters */
781             if (NULL == curOpcode) {
782                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
783                 pToken += shader_skip_unrecognized(iface, pToken); 
784
785             /* Nothing to do */
786             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
787                        WINED3DSIO_NOP == curOpcode->opcode ||
788                        WINED3DSIO_DEF == curOpcode->opcode ||
789                        WINED3DSIO_DEFI == curOpcode->opcode ||
790                        WINED3DSIO_DEFB == curOpcode->opcode ||
791                        WINED3DSIO_PHASE == curOpcode->opcode ||
792                        WINED3DSIO_RET == curOpcode->opcode) {
793
794                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
795
796             /* If a generator function is set for current shader target, use it */
797             } else if (hw_fct != NULL) {
798
799                 hw_arg.opcode = curOpcode;
800
801                 /* Destination token */
802                 if (curOpcode->dst_token) {
803
804                     DWORD param, addr_token = 0;
805                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
806                     hw_arg.dst = param;
807                     hw_arg.dst_addr = addr_token;
808                 }
809
810                 /* Predication token */
811                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
812                     hw_arg.predicate = *pToken++;
813
814                 /* Other source tokens */
815                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
816
817                     DWORD param, addr_token = 0; 
818                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
819                     hw_arg.src[i] = param;
820                     hw_arg.src_addr[i] = addr_token;
821                 }
822
823                 /* Call appropriate function for output target */
824                 hw_fct(&hw_arg);
825
826                 /* Add color correction if needed */
827                 device->shader_backend->shader_color_correction(&hw_arg);
828
829                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
830                 if (This->baseShader.shader_mode == SHADER_GLSL)
831                     shader_glsl_add_instruction_modifiers(&hw_arg);
832
833             /* Unhandled opcode */
834             } else {
835
836                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
837                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
838             }
839         }
840         /* TODO: What about result.depth? */
841
842     }
843 }
844
845 void shader_dump_ins_modifiers(const DWORD output) {
846
847     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
848     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
849
850     switch (shift) {
851         case 0: break;
852         case 13: TRACE("_d8"); break;
853         case 14: TRACE("_d4"); break;
854         case 15: TRACE("_d2"); break;
855         case 1: TRACE("_x2"); break;
856         case 2: TRACE("_x4"); break;
857         case 3: TRACE("_x8"); break;
858         default: TRACE("_unhandled_shift(%d)", shift); break;
859     }
860
861     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
862     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
863     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
864
865     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
866     if (mmask)
867         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
868 }
869
870 /* First pass: trace shader, initialize length and version */
871 void shader_trace_init(
872     IWineD3DBaseShader *iface,
873     const DWORD* pFunction) {
874
875     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
876
877     const DWORD* pToken = pFunction;
878     const SHADER_OPCODE* curOpcode = NULL;
879     DWORD opcode_token;
880     unsigned int len = 0;
881     DWORD i;
882
883     TRACE("(%p) : Parsing programme\n", This);
884
885     if (NULL != pToken) {
886         while (WINED3DVS_END() != *pToken) {
887             if (shader_is_version_token(*pToken)) { /** version */
888                 This->baseShader.hex_version = *pToken;
889                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
890                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
891                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
892                 ++pToken;
893                 ++len;
894                 continue;
895             }
896             if (shader_is_comment(*pToken)) { /** comment */
897                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
898                 ++pToken;
899                 TRACE("//%s\n", (const char*)pToken);
900                 pToken += comment_len;
901                 len += comment_len + 1;
902                 continue;
903             }
904             opcode_token = *pToken++;
905             curOpcode = shader_get_opcode(iface, opcode_token);
906             len++;
907
908             if (NULL == curOpcode) {
909                 int tokens_read;
910                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
911                 tokens_read = shader_skip_unrecognized(iface, pToken);
912                 pToken += tokens_read;
913                 len += tokens_read;
914
915             } else {
916                 if (curOpcode->opcode == WINED3DSIO_DCL) {
917
918                     DWORD usage = *pToken;
919                     DWORD param = *(pToken + 1);
920
921                     shader_dump_decl_usage(This, usage, param);
922                     shader_dump_ins_modifiers(param);
923                     TRACE(" ");
924                     shader_dump_param(iface, param, 0, 0);
925                     pToken += 2;
926                     len += 2;
927
928                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
929
930                         unsigned int offset = shader_get_float_offset(*pToken);
931
932                         TRACE("def c%u = %f, %f, %f, %f", offset,
933                             *(const float *)(pToken + 1),
934                             *(const float *)(pToken + 2),
935                             *(const float *)(pToken + 3),
936                             *(const float *)(pToken + 4));
937
938                         pToken += 5;
939                         len += 5;
940                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
941
942                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
943                             *(pToken + 1),
944                             *(pToken + 2),
945                             *(pToken + 3),
946                             *(pToken + 4));
947
948                         pToken += 5;
949                         len += 5;
950
951                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
952
953                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
954                             *(pToken + 1)? "true": "false");
955
956                         pToken += 2;
957                         len += 2;
958
959                 } else {
960
961                     DWORD param, addr_token;
962                     int tokens_read;
963
964                     /* Print out predication source token first - it follows
965                      * the destination token. */
966                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
967                         TRACE("(");
968                         shader_dump_param(iface, *(pToken + 2), 0, 1);
969                         TRACE(") ");
970                     }
971                     if (opcode_token & WINED3DSI_COISSUE) {
972                         /* PixWin marks instructions with the coissue flag with a '+' */
973                         TRACE("+");
974                     }
975
976                     TRACE("%s", curOpcode->name);
977
978                     if (curOpcode->opcode == WINED3DSIO_IFC ||
979                         curOpcode->opcode == WINED3DSIO_BREAKC) {
980
981                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
982                         switch (op) {
983                             case COMPARISON_GT: TRACE("_gt"); break;
984                             case COMPARISON_EQ: TRACE("_eq"); break;
985                             case COMPARISON_GE: TRACE("_ge"); break;
986                             case COMPARISON_LT: TRACE("_lt"); break;
987                             case COMPARISON_NE: TRACE("_ne"); break;
988                             case COMPARISON_LE: TRACE("_le"); break;
989                             default:
990                                 TRACE("_(%u)", op);
991                         }
992                     } else if (curOpcode->opcode == WINED3DSIO_TEX &&
993                                This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
994                         if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
995                     }
996
997                     /* Destination token */
998                     if (curOpcode->dst_token) {
999
1000                         /* Destination token */
1001                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1002                         pToken += tokens_read;
1003                         len += tokens_read;
1004
1005                         shader_dump_ins_modifiers(param);
1006                         TRACE(" ");
1007                         shader_dump_param(iface, param, addr_token, 0);
1008                     }
1009
1010                     /* Predication token - already printed out, just skip it */
1011                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1012                         pToken++;
1013                         len++;
1014                     }
1015
1016                     /* Other source tokens */
1017                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1018
1019                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1020                         pToken += tokens_read;
1021                         len += tokens_read;
1022
1023                         TRACE((i == 0)? " " : ", ");
1024                         shader_dump_param(iface, param, addr_token, 1);
1025                     }
1026                 }
1027                 TRACE("\n");
1028             }
1029         }
1030         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1031     } else {
1032         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1033     }
1034 }
1035
1036 void shader_delete_constant_list(
1037     struct list* clist) {
1038
1039     struct list *ptr;
1040     struct local_constant* constant;
1041
1042     ptr = list_head(clist);
1043     while (ptr) {
1044         constant = LIST_ENTRY(ptr, struct local_constant, entry);
1045         ptr = list_next(clist, ptr);
1046         HeapFree(GetProcessHeap(), 0, constant);
1047     }
1048 }
1049
1050 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1051 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1052 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1053 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1054
1055 const shader_backend_t none_shader_backend = {
1056     &shader_none_select,
1057     &shader_none_select_depth_blt,
1058     &shader_none_load_constants,
1059     &shader_none_cleanup
1060 };