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 if (D3DSPR_INPUT == regtype) {
345 reg_maps->attributes[regnum] = 1;
347 shader_parse_decl_usage(reg_maps->semantics_in, usage, param);
349 } else if (D3DSPR_OUTPUT == regtype) {
350 shader_parse_decl_usage(reg_maps->semantics_out, usage, param);
353 /* Handle samplers here */
355 /* Skip definitions (for now) */
356 } else if (D3DSIO_DEF == curOpcode->opcode) {
357 pToken += curOpcode->num_params;
359 /* Set texture registers, and temporary registers */
363 /* This will loop over all the registers and try to
364 * make a bitmask of the ones we're interested in.
366 * Relative addressing tokens are ignored, but that's
367 * okay, since we'll catch any address registers when
368 * they are initialized (required by spec) */
370 limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
371 curOpcode->num_params + 1: curOpcode->num_params;
373 for (i = 0; i < limit; ++i) {
375 DWORD param, addr_token, reg, regtype;
376 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
378 regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
379 reg = param & D3DSP_REGNUM_MASK;
381 if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
384 reg_maps->texcoord[reg] = 1;
386 reg_maps->address[reg] = 1;
389 else if (D3DSPR_TEMP == regtype)
390 reg_maps->temporary[reg] = 1;
392 else if (D3DSPR_INPUT == regtype && !pshader)
393 reg_maps->attributes[reg] = 1;
399 static void shader_dump_decl_usage(
403 DWORD regtype = shader_get_regtype(param);
406 if (regtype == D3DSPR_SAMPLER) {
407 DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
410 case D3DSTT_2D: TRACE("2d"); break;
411 case D3DSTT_CUBE: TRACE("cube"); break;
412 case D3DSTT_VOLUME: TRACE("volume"); break;
413 default: TRACE("unknown_ttype(%08lx)", ttype);
418 DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
419 DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
422 case D3DDECLUSAGE_POSITION:
423 TRACE("%s%ld", "position", idx);
425 case D3DDECLUSAGE_BLENDINDICES:
426 TRACE("%s", "blend");
428 case D3DDECLUSAGE_BLENDWEIGHT:
429 TRACE("%s", "weight");
431 case D3DDECLUSAGE_NORMAL:
432 TRACE("%s%ld", "normal", idx);
434 case D3DDECLUSAGE_PSIZE:
435 TRACE("%s", "psize");
437 case D3DDECLUSAGE_COLOR:
439 TRACE("%s", "color");
441 TRACE("%s%ld", "specular", (idx - 1));
444 case D3DDECLUSAGE_TEXCOORD:
445 TRACE("%s%ld", "texture", idx);
447 case D3DDECLUSAGE_TANGENT:
448 TRACE("%s", "tangent");
450 case D3DDECLUSAGE_BINORMAL:
451 TRACE("%s", "binormal");
453 case D3DDECLUSAGE_TESSFACTOR:
454 TRACE("%s", "tessfactor");
456 case D3DDECLUSAGE_POSITIONT:
457 TRACE("%s%ld", "positionT", idx);
459 case D3DDECLUSAGE_FOG:
462 case D3DDECLUSAGE_DEPTH:
463 TRACE("%s", "depth");
465 case D3DDECLUSAGE_SAMPLE:
466 TRACE("%s", "sample");
469 FIXME("unknown_semantics(%08lx)", usage);
474 static void shader_dump_arr_entry(
475 IWineD3DBaseShader *iface,
477 const DWORD addr_token,
482 ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
487 shader_dump_param(iface, addr_token, 0, input);
497 void shader_dump_param(
498 IWineD3DBaseShader *iface,
500 const DWORD addr_token,
503 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
504 static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
505 char swizzle_reg_chars[4];
507 DWORD reg = param & D3DSP_REGNUM_MASK;
508 DWORD regtype = shader_get_regtype(param);
510 /* There are some minor differences between pixel and vertex shaders */
511 BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
513 /* For one, we'd prefer color components to be shown for pshaders.
514 * FIXME: use the swizzle function for this */
516 swizzle_reg_chars[0] = pshader? 'r': 'x';
517 swizzle_reg_chars[1] = pshader? 'g': 'y';
518 swizzle_reg_chars[2] = pshader? 'b': 'z';
519 swizzle_reg_chars[3] = pshader? 'a': 'w';
522 if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
523 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) ||
524 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) ||
525 ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) )
527 else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
529 else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT)
539 shader_dump_arr_entry(iface, param, addr_token, reg, input);
546 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
548 case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
549 TRACE("%c%lu", (pshader? 't':'a'), reg);
552 TRACE("%s", rastout_reg_names[reg]);
554 case D3DSPR_COLOROUT:
557 case D3DSPR_DEPTHOUT:
563 case D3DSPR_TEXCRDOUT:
565 /* Vertex shaders >= 3.0 use general purpose output registers
566 * (D3DSPR_OUTPUT), which can include an address token */
568 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
570 shader_dump_arr_entry(iface, param, addr_token, reg, input);
575 case D3DSPR_CONSTINT:
577 shader_dump_arr_entry(iface, param, addr_token, reg, input);
579 case D3DSPR_CONSTBOOL:
581 shader_dump_arr_entry(iface, param, addr_token, reg, input);
592 case D3DSPR_PREDICATE:
596 TRACE("unhandled_rtype(%#lx)", regtype);
601 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
603 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
605 if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
606 if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
607 if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
608 if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
613 DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
614 DWORD swizzle_r = swizzle & 0x03;
615 DWORD swizzle_g = (swizzle >> 2) & 0x03;
616 DWORD swizzle_b = (swizzle >> 4) & 0x03;
617 DWORD swizzle_a = (swizzle >> 6) & 0x03;
619 if (0 != (param & D3DSP_SRCMOD_MASK)) {
620 DWORD mask = param & D3DSP_SRCMOD_MASK;
622 case D3DSPSM_NONE: break;
623 case D3DSPSM_NEG: break;
624 case D3DSPSM_NOT: break;
625 case D3DSPSM_BIAS: TRACE("_bias"); break;
626 case D3DSPSM_BIASNEG: TRACE("_bias"); break;
627 case D3DSPSM_SIGN: TRACE("_bx2"); break;
628 case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
629 case D3DSPSM_COMP: break;
630 case D3DSPSM_X2: TRACE("_x2"); break;
631 case D3DSPSM_X2NEG: TRACE("_x2"); break;
632 case D3DSPSM_DZ: TRACE("_dz"); break;
633 case D3DSPSM_DW: TRACE("_dw"); break;
635 TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT);
640 * swizzle bits fields:
643 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
644 if (swizzle_r == swizzle_g &&
645 swizzle_r == swizzle_b &&
646 swizzle_r == swizzle_a) {
647 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
650 swizzle_reg_chars[swizzle_r],
651 swizzle_reg_chars[swizzle_g],
652 swizzle_reg_chars[swizzle_b],
653 swizzle_reg_chars[swizzle_a]);
659 /* Generate the variable & register declarations for the ARB_vertex_program output target */
660 void shader_generate_arb_declarations(
661 IWineD3DBaseShader *iface,
662 shader_reg_maps* reg_maps,
663 SHADER_BUFFER* buffer) {
665 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
668 for(i = 0; i < This->baseShader.limits.temporary; i++) {
669 if (reg_maps->temporary[i])
670 shader_addline(buffer, "TEMP R%lu;\n", i);
673 for (i = 0; i < This->baseShader.limits.address; i++) {
674 if (reg_maps->address[i])
675 shader_addline(buffer, "ADDRESS A%ld;\n", i);
678 for(i = 0; i < This->baseShader.limits.texture; i++) {
679 if (reg_maps->texcoord[i])
680 shader_addline(buffer,"TEMP T%lu;\n", i);
683 /* Texture coordinate registers must be pre-loaded */
684 for (i = 0; i < This->baseShader.limits.texture; i++) {
685 if (reg_maps->texcoord[i])
686 shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
689 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
690 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
691 This->baseShader.limits.constant_float,
692 This->baseShader.limits.constant_float - 1);
695 /** Generate the variable & register declarations for the GLSL output target */
696 void shader_generate_glsl_declarations(
697 IWineD3DBaseShader *iface,
698 shader_reg_maps* reg_maps,
699 SHADER_BUFFER* buffer) {
701 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
704 FIXME("GLSL not fully implemented yet.\n");
706 /* Declare the constants (aka uniforms) */
707 shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float);
709 /* Declare texture samplers
710 * TODO: Make this work for textures other than 2D */
711 for (i = 0; i < This->baseShader.limits.texture; i++) {
712 shader_addline(buffer, "uniform sampler2D mytex%lu;\n", i);
715 /* Declare address variables */
716 for (i = 0; i < This->baseShader.limits.address; i++) {
717 if (reg_maps->address[i])
718 shader_addline(buffer, "ivec4 A%ld;\n", i);
721 /* Declare texture coordinate temporaries and initialize them */
722 for (i = 0; i < This->baseShader.limits.texture; i++) {
723 shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
726 /* Declare temporary variables */
727 for(i = 0; i < This->baseShader.limits.temporary; i++) {
728 if (reg_maps->temporary[i])
729 shader_addline(buffer, "vec4 R%lu;\n", i);
732 /* Declare attributes */
733 for (i = 0; i < This->baseShader.limits.attributes; i++) {
734 if (reg_maps->attributes[i])
735 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
738 /* Temporary variables for matrix operations */
739 shader_addline(buffer, "vec4 tmp0;\n");
740 shader_addline(buffer, "vec4 tmp1;\n");
742 /* Start the main program */
743 shader_addline(buffer, "void main() {\n");
746 /** Shared code in order to generate the bulk of the shader string.
747 Use the shader_header_fct & shader_footer_fct to add strings
748 that are specific to pixel or vertex functions
749 NOTE: A description of how to parse tokens can be found at:
750 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
751 void shader_generate_main(
752 IWineD3DBaseShader *iface,
753 SHADER_BUFFER* buffer,
754 shader_reg_maps* reg_maps,
755 CONST DWORD* pFunction) {
757 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
758 const DWORD *pToken = pFunction;
759 const SHADER_OPCODE *curOpcode = NULL;
760 SHADER_HANDLER hw_fct = NULL;
763 SHADER_OPCODE_ARG hw_arg;
765 /* Initialize current parsing state */
766 hw_arg.shader = iface;
767 hw_arg.buffer = buffer;
768 hw_arg.reg_maps = reg_maps;
769 This->baseShader.parse_state.current_row = 0;
771 /* Second pass, process opcodes */
772 if (NULL != pToken) {
773 while (D3DPS_END() != *pToken) {
775 /* Skip version token */
776 if (shader_is_version_token(*pToken)) {
781 /* Skip comment tokens */
782 if (shader_is_comment(*pToken)) {
783 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
785 TRACE("#%s\n", (char*)pToken);
786 pToken += comment_len;
791 opcode_token = *pToken++;
792 curOpcode = shader_get_opcode(iface, opcode_token);
793 hw_fct = (curOpcode == NULL)? NULL:
794 (wined3d_settings.shader_mode == SHADER_GLSL)?
795 curOpcode->hw_glsl_fct : curOpcode->hw_fct;
797 /* Unknown opcode and its parameters */
798 if (NULL == curOpcode) {
799 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
800 pToken += shader_skip_unrecognized(iface, pToken);
803 } else if (D3DSIO_DCL == curOpcode->opcode ||
804 D3DSIO_NOP == curOpcode->opcode) {
806 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
808 /* If a generator function is set for current shader target, use it */
809 } else if (hw_fct != NULL) {
811 hw_arg.opcode = curOpcode;
813 if (curOpcode->num_params > 0) {
815 DWORD param, addr_token = 0;
817 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
819 hw_arg.dst_addr = addr_token;
821 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)
822 hw_arg.predicate = *pToken++;
824 for (i = 1; i < curOpcode->num_params; i++) {
825 /* DEF* instructions have constant src parameters, not registers */
826 if (curOpcode->opcode == D3DSIO_DEF ||
827 curOpcode->opcode == D3DSIO_DEFI ||
828 curOpcode->opcode == D3DSIO_DEFB) {
832 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
834 hw_arg.src[i-1] = param;
835 hw_arg.src_addr[i-1] = addr_token;
839 /* Call appropriate function for output target */
842 /* Unhandled opcode */
845 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
846 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
849 /* TODO: What about result.depth? */
854 void shader_dump_ins_modifiers(const DWORD output) {
856 DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
857 DWORD mmask = output & D3DSP_DSTMOD_MASK;
861 case 13: TRACE("_d8"); break;
862 case 14: TRACE("_d4"); break;
863 case 15: TRACE("_d2"); break;
864 case 1: TRACE("_x2"); break;
865 case 2: TRACE("_x4"); break;
866 case 3: TRACE("_x8"); break;
867 default: TRACE("_unhandled_shift(%ld)", shift); break;
870 if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
871 if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
872 if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
874 mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
876 FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
879 /** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4
880 * float constant, and stores it's usage on the regmaps. */
881 void shader_hw_def(SHADER_OPCODE_ARG* arg) {
883 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
885 shader_addline(arg->buffer,
886 "PARAM C%lu = { %f, %f, %f, %f };\n", reg,
887 *((const float *)(arg->src + 0)),
888 *((const float *)(arg->src + 1)),
889 *((const float *)(arg->src + 2)),
890 *((const float *)(arg->src + 3)) );
892 arg->reg_maps->constantsF[reg] = 1;
895 /* First pass: trace shader, initialize length and version */
896 void shader_trace_init(
897 IWineD3DBaseShader *iface,
898 const DWORD* pFunction) {
900 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
902 const DWORD* pToken = pFunction;
903 const SHADER_OPCODE* curOpcode = NULL;
905 unsigned int len = 0;
908 TRACE("(%p) : Parsing programme\n", This);
910 if (NULL != pToken) {
911 while (D3DVS_END() != *pToken) {
912 if (shader_is_version_token(*pToken)) { /** version */
913 This->baseShader.hex_version = *pToken;
914 TRACE("%s_%lu_%lu\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
915 D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
916 D3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
921 if (shader_is_comment(*pToken)) { /** comment */
922 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
924 TRACE("//%s\n", (char*)pToken);
925 pToken += comment_len;
926 len += comment_len + 1;
929 opcode_token = *pToken++;
930 curOpcode = shader_get_opcode(iface, opcode_token);
933 if (NULL == curOpcode) {
935 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
936 tokens_read = shader_skip_unrecognized(iface, pToken);
937 pToken += tokens_read;
941 if (curOpcode->opcode == D3DSIO_DCL) {
943 DWORD usage = *pToken;
944 DWORD param = *(pToken + 1);
946 shader_dump_decl_usage(usage, param);
947 shader_dump_ins_modifiers(param);
949 shader_dump_param(iface, param, 0, 0);
953 } else if (curOpcode->opcode == D3DSIO_DEF) {
955 unsigned int offset = shader_get_float_offset(*pToken);
957 TRACE("def c%u = %f, %f, %f, %f", offset,
958 *(float *)(pToken + 1),
959 *(float *)(pToken + 2),
960 *(float *)(pToken + 3),
961 *(float *)(pToken + 4));
965 } else if (curOpcode->opcode == D3DSIO_DEFI) {
967 TRACE("defi i%lu = %ld, %ld, %ld, %ld", *pToken & D3DSP_REGNUM_MASK,
968 (long) *(pToken + 1),
969 (long) *(pToken + 2),
970 (long) *(pToken + 3),
971 (long) *(pToken + 4));
976 } else if (curOpcode->opcode == D3DSIO_DEFB) {
978 TRACE("defb b%lu = %s", *pToken & D3DSP_REGNUM_MASK,
979 *(pToken + 1)? "true": "false");
986 DWORD param, addr_token;
989 /* Print out predication source token first - it follows
990 * the destination token. */
991 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
993 shader_dump_param(iface, *(pToken + 2), 0, 1);
997 TRACE("%s", curOpcode->name);
998 if (curOpcode->num_params > 0) {
1000 /* Destination token */
1001 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
1002 pToken += tokens_read;
1005 shader_dump_ins_modifiers(param);
1007 shader_dump_param(iface, param, addr_token, 0);
1009 /* Predication token - already printed out, just skip it */
1010 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
1014 /* Other source tokens */
1015 for (i = 1; i < curOpcode->num_params; ++i) {
1017 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
1018 pToken += tokens_read;
1022 shader_dump_param(iface, param, addr_token, 1);
1029 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1031 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1035 /* TODO: Move other shared code here */