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
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
36 static inline BOOL shader_is_version_token(DWORD token) {
37 return shader_is_pshader_version(token) ||
38 shader_is_vshader_version(token);
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
43 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44 buffer->buffer[0] = '\0';
47 buffer->newline = TRUE;
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
52 HeapFree(GetProcessHeap(), 0, buffer->buffer);
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
57 char* base = buffer->buffer + buffer->bsize;
60 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
62 if (rc < 0 || /* C89 */
63 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
65 ERR("The buffer allocated for the shader program string "
66 "is too small at %d bytes.\n", SHADER_PGMSIZE);
67 buffer->bsize = SHADER_PGMSIZE - 1;
71 if (buffer->newline) {
72 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73 buffer->newline = FALSE;
79 if (buffer->buffer[buffer->bsize-1] == '\n') {
81 buffer->newline = TRUE;
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
91 va_start(args, format);
92 ret = shader_vaddline(buffer, format, args);
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
102 shader->device = device;
103 shader->shader_ins = instruction_table;
104 list_init(&shader->linked_programs);
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
111 /** TODO: use dichotomic search */
112 while (opcode_table[i].name)
114 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115 && shader_version >= opcode_table[i].min_version
116 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
118 return &opcode_table[i];
123 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
129 /* Read a parameter opcode from the input stream,
130 * and possibly a relative addressing token.
131 * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
134 /* PS >= 3.0 have relative addressing (with token)
135 * VS >= 2.0 have relative addressing (with token)
136 * VS >= 1.0 < 2.0 have relative addressing (without token)
137 * The version check below should work in general */
139 char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
143 *addr_token = rel_token? *(pToken + 1): 0;
144 return rel_token? 2:1;
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
150 /* Shaders >= 2.0 may contain address tokens, but fortunately they
151 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
156 /* Read the parameters of an unrecognized opcode from the input stream
157 * Return the number of tokens read.
159 * Note: This function assumes source or destination token format.
160 * It will not work with specially-formatted tokens like DEF or DCL,
161 * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
167 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168 while (*pToken & 0x80000000) {
170 DWORD param, addr_token;
171 tokens_read += shader_get_param(pToken, shader_version, ¶m, &addr_token);
172 pToken += tokens_read;
174 FIXME("Unrecognized opcode param: token=0x%08x "
175 "addr_token=0x%08x name=", param, addr_token);
176 shader_dump_param(param, addr_token, i, shader_version);
183 /* Convert floating point offset relative
184 * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
187 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188 int regtype = shader_get_regtype(reg);
191 case WINED3DSPR_CONST: return regnum;
192 case WINED3DSPR_CONST2: return 2048 + regnum;
193 case WINED3DSPR_CONST3: return 4096 + regnum;
194 case WINED3DSPR_CONST4: return 6144 + regnum;
196 FIXME("Unsupported register type: %d\n", regtype);
201 static void shader_delete_constant_list(struct list* clist) {
204 struct local_constant* constant;
206 ptr = list_head(clist);
208 constant = LIST_ENTRY(ptr, struct local_constant, entry);
209 ptr = list_next(clist, ptr);
210 HeapFree(GetProcessHeap(), 0, constant);
215 static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
217 dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
218 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
219 dst->register_idx = param & WINED3DSP_REGNUM_MASK;
220 dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
221 dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
222 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
223 dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
225 dst->addr_token = addr_param;
228 /* Note that this does not count the loop register
229 * as an address register. */
231 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
232 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
233 const DWORD *byte_code)
235 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
236 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
237 DWORD shader_version;
238 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
239 const DWORD* pToken = byte_code;
242 /* There are some minor differences between pixel and vertex shaders */
244 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
245 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
247 /* get_registers_used is called on every compile on some 1.x shaders, which can result
248 * in stacking up a collection of local constants. Delete the old constants if existing
250 shader_delete_constant_list(&This->baseShader.constantsF);
251 shader_delete_constant_list(&This->baseShader.constantsB);
252 shader_delete_constant_list(&This->baseShader.constantsI);
254 /* The version token is supposed to be the first token */
255 if (!shader_is_version_token(*pToken))
257 FIXME("First token is not a version token, invalid shader.\n");
258 return WINED3DERR_INVALIDCALL;
260 reg_maps->shader_version = shader_version = *pToken++;
261 pshader = shader_is_pshader_version(shader_version);
263 while (WINED3DVS_END() != *pToken) {
264 CONST SHADER_OPCODE* curOpcode;
268 if (shader_is_comment(*pToken))
270 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
272 pToken += comment_len;
277 opcode_token = *pToken++;
278 curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
280 /* Unhandled opcode, and its parameters */
281 if (NULL == curOpcode) {
282 while (*pToken & 0x80000000)
285 /* Handle declarations */
286 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
288 DWORD usage = *pToken++;
289 DWORD param = *pToken++;
290 DWORD regtype = shader_get_regtype(param);
291 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
293 /* Vshader: mark attributes used
294 Pshader: mark 3.0 input registers used, save token */
295 if (WINED3DSPR_INPUT == regtype) {
298 reg_maps->attributes[regnum] = 1;
300 reg_maps->packed_input[regnum] = 1;
302 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
303 semantics_in[regnum].usage_idx =
304 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
305 shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
307 /* Vshader: mark 3.0 output registers used, save token */
308 } else if (WINED3DSPR_OUTPUT == regtype) {
309 reg_maps->packed_output[regnum] = 1;
310 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
311 semantics_out[regnum].usage_idx =
312 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
313 shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
315 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
318 /* Save sampler usage token */
319 } else if (WINED3DSPR_SAMPLER == regtype)
320 reg_maps->samplers[regnum] = usage;
322 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
324 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
325 if (!lconst) return E_OUTOFMEMORY;
326 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
327 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
329 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
330 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
332 float *value = (float *) lconst->value;
333 if(value[0] < -1.0) value[0] = -1.0;
334 else if(value[0] > 1.0) value[0] = 1.0;
335 if(value[1] < -1.0) value[1] = -1.0;
336 else if(value[1] > 1.0) value[1] = 1.0;
337 if(value[2] < -1.0) value[2] = -1.0;
338 else if(value[2] > 1.0) value[2] = 1.0;
339 if(value[3] < -1.0) value[3] = -1.0;
340 else if(value[3] > 1.0) value[3] = 1.0;
343 list_add_head(&This->baseShader.constantsF, &lconst->entry);
344 pToken += curOpcode->num_params;
346 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
348 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
349 if (!lconst) return E_OUTOFMEMORY;
350 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
351 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
352 list_add_head(&This->baseShader.constantsI, &lconst->entry);
353 pToken += curOpcode->num_params;
355 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
357 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
358 if (!lconst) return E_OUTOFMEMORY;
359 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
360 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
361 list_add_head(&This->baseShader.constantsB, &lconst->entry);
362 pToken += curOpcode->num_params;
364 /* If there's a loop in the shader */
365 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
366 WINED3DSIO_REP == curOpcode->opcode) {
368 if(cur_loop_depth > max_loop_depth)
369 max_loop_depth = cur_loop_depth;
370 pToken += curOpcode->num_params;
372 /* Rep and Loop always use an integer constant for the control parameters */
373 This->baseShader.uses_int_consts = TRUE;
374 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
375 WINED3DSIO_ENDREP == curOpcode->opcode) {
378 /* For subroutine prototypes */
379 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
381 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
382 reg_maps->labels[snum] = 1;
383 pToken += curOpcode->num_params;
385 /* Set texture, address, temporary registers */
389 /* Declare 1.X samplers implicitly, based on the destination reg. number */
390 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
391 && pshader /* Filter different instructions with the same enum values in VS */
392 && (WINED3DSIO_TEX == curOpcode->opcode
393 || WINED3DSIO_TEXBEM == curOpcode->opcode
394 || WINED3DSIO_TEXBEML == curOpcode->opcode
395 || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
396 || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
397 || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
398 || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
399 || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
400 || WINED3DSIO_TEXREG2AR == curOpcode->opcode
401 || WINED3DSIO_TEXREG2GB == curOpcode->opcode
402 || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
404 /* Fake sampler usage, only set reserved bit and ttype */
405 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
407 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
408 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
410 /* texbem is only valid with < 1.4 pixel shaders */
411 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
412 WINED3DSIO_TEXBEML == curOpcode->opcode) {
413 reg_maps->bumpmat[sampler_code] = TRUE;
414 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
415 reg_maps->luminanceparams[sampler_code] = TRUE;
419 if(WINED3DSIO_NRM == curOpcode->opcode) {
420 reg_maps->usesnrm = 1;
421 } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
422 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
423 reg_maps->bumpmat[regnum] = TRUE;
424 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
425 reg_maps->usesdsy = 1;
428 /* This will loop over all the registers and try to
429 * make a bitmask of the ones we're interested in.
431 * Relative addressing tokens are ignored, but that's
432 * okay, since we'll catch any address registers when
433 * they are initialized (required by spec) */
435 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
436 curOpcode->num_params + 1: curOpcode->num_params;
438 for (i = 0; i < limit; ++i) {
440 DWORD param, addr_token, reg, regtype;
441 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
443 regtype = shader_get_regtype(param);
444 reg = param & WINED3DSP_REGNUM_MASK;
446 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
449 reg_maps->texcoord[reg] = 1;
451 reg_maps->address[reg] = 1;
454 else if (WINED3DSPR_TEMP == regtype)
455 reg_maps->temporary[reg] = 1;
457 else if (WINED3DSPR_INPUT == regtype) {
459 reg_maps->attributes[reg] = 1;
461 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
462 /* If relative addressing is used, we must assume that all registers
463 * are used. Even if it is a construct like v3[aL], we can't assume
464 * that v0, v1 and v2 aren't read because aL can be negative
467 for(i = 0; i < MAX_REG_INPUT; i++) {
468 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
471 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
476 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
479 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
482 else if(WINED3DSPR_CONST == regtype) {
483 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
485 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
486 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
487 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
488 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
491 reg_maps->usesrelconstF = TRUE;
494 else if(WINED3DSPR_CONSTINT == regtype) {
495 This->baseShader.uses_int_consts = TRUE;
497 else if(WINED3DSPR_CONSTBOOL == regtype) {
498 This->baseShader.uses_bool_consts = TRUE;
501 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
502 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
503 * isn't used in them, but future register types might cause issues
505 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
506 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
508 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
514 reg_maps->loop_depth = max_loop_depth;
516 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
521 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
523 DWORD regtype = shader_get_regtype(param);
527 if (regtype == WINED3DSPR_SAMPLER) {
528 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
531 case WINED3DSTT_2D: TRACE("_2d"); break;
532 case WINED3DSTT_CUBE: TRACE("_cube"); break;
533 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
534 default: TRACE("_unknown_ttype(0x%08x)", ttype);
539 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
540 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
542 /* Pixel shaders 3.0 don't have usage semantics */
543 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
549 case WINED3DDECLUSAGE_POSITION:
550 TRACE("position%d", idx);
552 case WINED3DDECLUSAGE_BLENDINDICES:
555 case WINED3DDECLUSAGE_BLENDWEIGHT:
558 case WINED3DDECLUSAGE_NORMAL:
559 TRACE("normal%d", idx);
561 case WINED3DDECLUSAGE_PSIZE:
564 case WINED3DDECLUSAGE_COLOR:
568 TRACE("specular%d", (idx - 1));
571 case WINED3DDECLUSAGE_TEXCOORD:
572 TRACE("texture%d", idx);
574 case WINED3DDECLUSAGE_TANGENT:
577 case WINED3DDECLUSAGE_BINORMAL:
580 case WINED3DDECLUSAGE_TESSFACTOR:
583 case WINED3DDECLUSAGE_POSITIONT:
584 TRACE("positionT%d", idx);
586 case WINED3DDECLUSAGE_FOG:
589 case WINED3DDECLUSAGE_DEPTH:
592 case WINED3DDECLUSAGE_SAMPLE:
596 FIXME("unknown_semantics(0x%08x)", usage);
601 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
602 unsigned int reg, int input, DWORD shader_version)
605 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
610 shader_dump_param(addr_token, 0, input, shader_version);
620 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
622 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
623 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
624 const char *swizzle_reg_chars = "xyzw";
626 DWORD reg = param & WINED3DSP_REGNUM_MASK;
627 DWORD regtype = shader_get_regtype(param);
628 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
630 /* There are some minor differences between pixel and vertex shaders */
631 char pshader = shader_is_pshader_version(shader_version);
634 if ( (modifier == WINED3DSPSM_NEG) ||
635 (modifier == WINED3DSPSM_BIASNEG) ||
636 (modifier == WINED3DSPSM_SIGNNEG) ||
637 (modifier == WINED3DSPSM_X2NEG) ||
638 (modifier == WINED3DSPSM_ABSNEG) )
640 else if (modifier == WINED3DSPSM_COMP)
642 else if (modifier == WINED3DSPSM_NOT)
645 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
650 case WINED3DSPR_TEMP:
653 case WINED3DSPR_INPUT:
655 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
657 case WINED3DSPR_CONST:
658 case WINED3DSPR_CONST2:
659 case WINED3DSPR_CONST3:
660 case WINED3DSPR_CONST4:
662 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
664 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
665 TRACE("%c%u", (pshader? 't':'a'), reg);
667 case WINED3DSPR_RASTOUT:
668 TRACE("%s", rastout_reg_names[reg]);
670 case WINED3DSPR_COLOROUT:
673 case WINED3DSPR_DEPTHOUT:
676 case WINED3DSPR_ATTROUT:
679 case WINED3DSPR_TEXCRDOUT:
681 /* Vertex shaders >= 3.0 use general purpose output registers
682 * (WINED3DSPR_OUTPUT), which can include an address token */
684 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
686 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
691 case WINED3DSPR_CONSTINT:
693 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
695 case WINED3DSPR_CONSTBOOL:
697 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
699 case WINED3DSPR_LABEL:
702 case WINED3DSPR_LOOP:
705 case WINED3DSPR_SAMPLER:
708 case WINED3DSPR_MISCTYPE:
710 FIXME("Unhandled misctype register %d\n", reg);
712 TRACE("%s", misctype_reg_names[reg]);
715 case WINED3DSPR_PREDICATE:
719 TRACE("unhandled_rtype(%#x)", regtype);
724 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
726 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
728 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
729 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
730 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
731 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
736 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
737 DWORD swizzle_x = swizzle & 0x03;
738 DWORD swizzle_y = (swizzle >> 2) & 0x03;
739 DWORD swizzle_z = (swizzle >> 4) & 0x03;
740 DWORD swizzle_w = (swizzle >> 6) & 0x03;
744 case WINED3DSPSM_NONE: break;
745 case WINED3DSPSM_NEG: break;
746 case WINED3DSPSM_NOT: break;
747 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
748 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
749 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
750 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
751 case WINED3DSPSM_COMP: break;
752 case WINED3DSPSM_X2: TRACE("_x2"); break;
753 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
754 case WINED3DSPSM_DZ: TRACE("_dz"); break;
755 case WINED3DSPSM_DW: TRACE("_dw"); break;
756 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
757 case WINED3DSPSM_ABS: TRACE(")"); break;
759 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
764 * swizzle bits fields:
767 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
768 if (swizzle_x == swizzle_y &&
769 swizzle_x == swizzle_z &&
770 swizzle_x == swizzle_w) {
771 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
774 swizzle_reg_chars[swizzle_x],
775 swizzle_reg_chars[swizzle_y],
776 swizzle_reg_chars[swizzle_z],
777 swizzle_reg_chars[swizzle_w]);
783 /* Shared code in order to generate the bulk of the shader string.
784 * NOTE: A description of how to parse tokens can be found on msdn */
785 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
786 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
788 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
789 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
790 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
791 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
792 DWORD shader_version = reg_maps->shader_version;
793 struct wined3d_shader_dst_param dst_param;
794 struct wined3d_shader_instruction ins;
795 const DWORD *pToken = pFunction;
796 const SHADER_OPCODE *curOpcode;
797 SHADER_HANDLER hw_fct;
800 /* Initialize current parsing state */
803 ins.reg_maps = reg_maps;
804 ins.dst = &dst_param;
805 This->baseShader.parse_state.current_row = 0;
807 while (WINED3DPS_END() != *pToken)
811 /* Skip version token */
812 if (shader_is_version_token(*pToken))
818 /* Skip comment tokens */
819 if (shader_is_comment(*pToken))
821 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
827 opcode_token = *pToken++;
828 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
830 /* Unknown opcode and its parameters */
833 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
834 pToken += shader_skip_unrecognized(pToken, shader_version);
839 if (WINED3DSIO_DCL == curOpcode->opcode
840 || WINED3DSIO_NOP == curOpcode->opcode
841 || WINED3DSIO_DEF == curOpcode->opcode
842 || WINED3DSIO_DEFI == curOpcode->opcode
843 || WINED3DSIO_DEFB == curOpcode->opcode
844 || WINED3DSIO_PHASE == curOpcode->opcode
845 || WINED3DSIO_RET == curOpcode->opcode)
847 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
852 hw_fct = handler_table[curOpcode->handler_idx];
854 /* Unhandled opcode */
857 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
858 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
862 ins.handler_idx = curOpcode->handler_idx;
863 ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
864 ins.coissue = opcode_token & WINED3DSI_COISSUE;
866 /* Destination token */
867 ins.dst_count = curOpcode->dst_token ? 1 : 0;
870 DWORD param, addr_param = 0;
871 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_param);
872 shader_parse_dst_param(param, addr_param, &dst_param);
875 /* Predication token */
876 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
878 /* Other source tokens */
879 ins.src_count = curOpcode->num_params - curOpcode->dst_token;
880 for (i = 0; i < ins.src_count; ++i)
882 DWORD param, addr_token = 0;
883 pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
885 ins.src_addr[i] = addr_token;
888 /* Call appropriate function for output target */
891 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
892 /* FIXME: This should be internal to the shader backend.
893 * Also, right now this is the only reason "shader_mode" exists. */
894 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
898 static void shader_dump_ins_modifiers(const DWORD output)
900 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
901 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
905 case 13: TRACE("_d8"); break;
906 case 14: TRACE("_d4"); break;
907 case 15: TRACE("_d2"); break;
908 case 1: TRACE("_x2"); break;
909 case 2: TRACE("_x4"); break;
910 case 3: TRACE("_x8"); break;
911 default: TRACE("_unhandled_shift(%d)", shift); break;
914 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
915 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
916 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
918 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
920 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
923 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
925 const DWORD* pToken = pFunction;
926 const SHADER_OPCODE* curOpcode = NULL;
927 DWORD shader_version;
931 TRACE("Parsing %p\n", pFunction);
933 /* The version token is supposed to be the first token */
934 if (!shader_is_version_token(*pToken))
936 FIXME("First token is not a version token, invalid shader.\n");
939 shader_version = *pToken++;
940 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
941 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
943 while (WINED3DVS_END() != *pToken)
945 if (shader_is_comment(*pToken)) /* comment */
947 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
949 TRACE("//%s\n", (const char*)pToken);
950 pToken += comment_len;
953 opcode_token = *pToken++;
954 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
959 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
960 tokens_read = shader_skip_unrecognized(pToken, shader_version);
961 pToken += tokens_read;
965 if (curOpcode->opcode == WINED3DSIO_DCL)
967 DWORD usage = *pToken;
968 DWORD param = *(pToken + 1);
970 shader_dump_decl_usage(usage, param, shader_version);
971 shader_dump_ins_modifiers(param);
973 shader_dump_param(param, 0, 0, shader_version);
976 else if (curOpcode->opcode == WINED3DSIO_DEF)
978 unsigned int offset = shader_get_float_offset(*pToken);
980 TRACE("def c%u = %f, %f, %f, %f", offset,
981 *(const float *)(pToken + 1),
982 *(const float *)(pToken + 2),
983 *(const float *)(pToken + 3),
984 *(const float *)(pToken + 4));
987 else if (curOpcode->opcode == WINED3DSIO_DEFI)
989 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
996 else if (curOpcode->opcode == WINED3DSIO_DEFB)
998 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
999 *(pToken + 1)? "true": "false");
1004 DWORD param, addr_token;
1007 /* Print out predication source token first - it follows
1008 * the destination token. */
1009 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1012 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1015 if (opcode_token & WINED3DSI_COISSUE)
1017 /* PixWin marks instructions with the coissue flag with a '+' */
1021 TRACE("%s", curOpcode->name);
1023 if (curOpcode->opcode == WINED3DSIO_IFC
1024 || curOpcode->opcode == WINED3DSIO_BREAKC)
1026 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1030 case COMPARISON_GT: TRACE("_gt"); break;
1031 case COMPARISON_EQ: TRACE("_eq"); break;
1032 case COMPARISON_GE: TRACE("_ge"); break;
1033 case COMPARISON_LT: TRACE("_lt"); break;
1034 case COMPARISON_NE: TRACE("_ne"); break;
1035 case COMPARISON_LE: TRACE("_le"); break;
1036 default: TRACE("_(%u)", op);
1039 else if (curOpcode->opcode == WINED3DSIO_TEX
1040 && shader_version >= WINED3DPS_VERSION(2,0)
1041 && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1046 /* Destination token */
1047 if (curOpcode->dst_token)
1049 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1050 pToken += tokens_read;
1052 shader_dump_ins_modifiers(param);
1054 shader_dump_param(param, addr_token, 0, shader_version);
1057 /* Predication token - already printed out, just skip it */
1058 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1063 /* Other source tokens */
1064 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1066 tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token);
1067 pToken += tokens_read;
1069 TRACE((i == 0)? " " : ", ");
1070 shader_dump_param(param, addr_token, 1, shader_version);
1078 void shader_cleanup(IWineD3DBaseShader *iface)
1080 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1082 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1083 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1084 shader_delete_constant_list(&This->baseShader.constantsF);
1085 shader_delete_constant_list(&This->baseShader.constantsB);
1086 shader_delete_constant_list(&This->baseShader.constantsI);
1087 list_remove(&This->baseShader.shader_list_entry);
1090 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1091 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1092 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1093 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1094 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1095 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1096 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1097 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1098 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1099 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1100 static void shader_none_free(IWineD3DDevice *iface) {}
1101 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1102 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1103 FIXME("NONE shader backend asked to generate a pixel shader\n");
1106 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1107 FIXME("NONE shader backend asked to generate a vertex shader\n");
1111 #define GLINFO_LOCATION (*gl_info)
1112 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1114 /* Set the shader caps to 0 for the none shader backend */
1115 pCaps->VertexShaderVersion = 0;
1116 pCaps->PixelShaderVersion = 0;
1117 pCaps->PixelShader1xMaxValue = 0.0;
1119 #undef GLINFO_LOCATION
1120 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1122 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1124 TRACE("Checking support for fixup:\n");
1125 dump_color_fixup_desc(fixup);
1128 /* Faked to make some apps happy. */
1129 if (!is_yuv_fixup(fixup))
1135 TRACE("[FAILED]\n");
1139 const shader_backend_t none_shader_backend = {
1140 shader_none_instruction_handler_table,
1142 shader_none_select_depth_blt,
1143 shader_none_deselect_depth_blt,
1144 shader_none_update_float_vertex_constants,
1145 shader_none_update_float_pixel_constants,
1146 shader_none_load_constants,
1147 shader_none_load_np2fixup_constants,
1148 shader_none_destroy,
1151 shader_none_dirty_const,
1152 shader_none_generate_pshader,
1153 shader_none_generate_vshader,
1154 shader_none_get_caps,
1155 shader_none_color_fixup_supported,