wined3d: Register map cleanups.
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2006 Ivan Gyurdiev
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include <string.h>
26 #include <stdio.h>
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
30
31 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
32
33 inline static BOOL shader_is_version_token(DWORD token) {
34     return shader_is_pshader_version(token) ||
35            shader_is_vshader_version(token);
36 }
37
38 int shader_addline(
39     SHADER_BUFFER* buffer,  
40     const char *format, ...) {
41
42     char* base = buffer->buffer + buffer->bsize;
43     int rc;
44
45     va_list args;
46     va_start(args, format);
47     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
48     va_end(args);
49
50     if (rc < 0 ||                                   /* C89 */ 
51         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
52
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;
56         return -1;
57     }
58
59     buffer->bsize += rc;
60     buffer->lineNo++;
61     TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base); 
62     return 0;
63 }
64
65 const SHADER_OPCODE* shader_get_opcode(
66     IWineD3DBaseShader *iface, const DWORD code) {
67
68     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
69
70     DWORD i = 0;
71     DWORD hex_version = This->baseShader.hex_version;
72     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
73
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];
80         }
81         ++i;
82     }
83     FIXME("Unsupported opcode %#lx(%ld) masked %#lx, shader version %#lx\n", 
84        code, code, code & D3DSI_OPCODE_MASK, hex_version);
85     return NULL;
86 }
87
88 /* Read a parameter opcode from the input stream,
89  * and possibly a relative addressing token.
90  * Return the number of tokens read */
91 int shader_get_param(
92     IWineD3DBaseShader* iface,
93     const DWORD* pToken,
94     DWORD* param,
95     DWORD* addr_token) {
96
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 */
101
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);
105
106     *param = *pToken;
107     *addr_token = rel_token? *(pToken + 1): 0;
108     return rel_token? 2:1;
109 }
110
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) {
116
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 */
119
120     return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
121         ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
122         curOpcode->num_params;
123 }
124
125 /* Read the parameters of an unrecognized opcode from the input stream
126  * Return the number of tokens read. 
127  * 
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 */
131
132 int shader_skip_unrecognized(
133     IWineD3DBaseShader* iface,
134     const DWORD* pToken) {
135
136     int tokens_read = 0;
137     int i = 0;
138
139     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
140     while (*pToken & 0x80000000) {
141
142         DWORD param, addr_token;
143         tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
144         pToken += tokens_read;
145
146         FIXME("Unrecognized opcode param: token=%08lX "
147             "addr_token=%08lX name=", param, addr_token);
148         shader_dump_param(iface, param, addr_token, i);
149         FIXME("\n");
150         ++i;
151     }
152     return tokens_read;
153 }
154
155 /* Convert floating point offset relative
156  * to a register file to an absolute offset for float constants */
157
158 unsigned int shader_get_float_offset(const DWORD reg) {
159
160      unsigned int regnum = reg & D3DSP_REGNUM_MASK;
161      int regtype = shader_get_regtype(reg);
162
163      switch (regtype) {
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;
168         default:
169             FIXME("Unsupported register type: %d\n", regtype);
170             return regnum;
171      }
172 }
173
174 static void shader_parse_decl_usage(
175     DWORD *semantics_map,
176     DWORD usage_token, DWORD param) {
177
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;
181
182     switch(usage) {
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;
187             } else {
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.*/
191                 if (usage_idx > 1) {
192                     TRACE("Loaded for position %d (greater than 2)\n", usage_idx);
193                 }
194                 semantics_map[WINED3DSHADERDECLUSAGE_POSITION2 + usage_idx-1] = param;
195             }
196             break;
197
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");
202             break;
203
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");
208             break;
209
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;
214             } else {
215                 TRACE("Setting normal 2 to %d because usage = %d\n", regnum, usage_idx);
216                 semantics_map[WINED3DSHADERDECLUSAGE_NORMAL2] = param;
217             }
218             break;
219
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");
224             break;
225
226         case D3DDECLUSAGE_COLOR:
227             if (usage_idx == 0)  {
228                 TRACE("Setting DIFFUSE to %d\n", regnum);
229                 semantics_map[WINED3DSHADERDECLUSAGE_DIFFUSE] = param;
230             } else {
231                 TRACE("Setting SPECULAR to %d\n", regnum);
232                 semantics_map[WINED3DSHADERDECLUSAGE_SPECULAR] = param;
233             }
234             break;
235
236         case D3DDECLUSAGE_TEXCOORD:
237             if (usage_idx > 7) {
238                 FIXME("Program uses texture coordinate %d but only 0-7 have been "
239                     "implemented\n", usage_idx);
240             } else {
241                 TRACE("Setting TEXCOORD %d  to %d\n", usage_idx, regnum);
242                 semantics_map[WINED3DSHADERDECLUSAGE_TEXCOORD0 + usage_idx] = param;
243             }
244             break;
245
246         case D3DDECLUSAGE_TANGENT:
247             TRACE("Setting TANGENT to %d\n", regnum);
248             semantics_map[WINED3DSHADERDECLUSAGE_TANGENT] = param;
249             break;
250
251         case D3DDECLUSAGE_BINORMAL:
252             TRACE("Setting BINORMAL to %d\n", regnum);
253             semantics_map[WINED3DSHADERDECLUSAGE_BINORMAL] = param;
254             break;
255
256         case D3DDECLUSAGE_TESSFACTOR:
257             TRACE("Setting TESSFACTOR to %d\n", regnum);
258             semantics_map[WINED3DSHADERDECLUSAGE_TESSFACTOR] = param;
259             break;
260
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;
265             } else {
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");
269             }
270             break;
271
272         case D3DDECLUSAGE_FOG:
273             TRACE("Setting FOG to %d\n", regnum);
274             semantics_map[WINED3DSHADERDECLUSAGE_FOG] = param;
275             break;
276
277         case D3DDECLUSAGE_DEPTH:
278             TRACE("Setting DEPTH to %d\n", regnum);
279             semantics_map[WINED3DSHADERDECLUSAGE_DEPTH] = param;
280             break;
281
282         case D3DDECLUSAGE_SAMPLE:
283             TRACE("Setting SAMPLE to %d\n", regnum);
284             semantics_map[WINED3DSHADERDECLUSAGE_SAMPLE] = param;
285             break;
286
287         default:
288             FIXME("Unrecognised dcl %#x", usage);
289     }
290 }
291
292 /* Note that this does not count the loop register
293  * as an address register. */
294
295 void shader_get_registers_used(
296     IWineD3DBaseShader *iface,
297     shader_reg_maps* reg_maps,
298     CONST DWORD* pToken) {
299
300     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
301
302     /* There are some minor differences between pixel and vertex shaders */
303     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
304
305     if (pToken == NULL)
306         return;
307
308     while (D3DVS_END() != *pToken) {
309         CONST SHADER_OPCODE* curOpcode;
310         DWORD opcode_token;
311
312         /* Skip version */
313         if (shader_is_version_token(*pToken)) {
314              ++pToken;
315              continue;
316
317         /* Skip comments */
318         } else if (shader_is_comment(*pToken)) {
319              DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
320              ++pToken;
321              pToken += comment_len;
322              continue;
323         }
324
325         /* Fetch opcode */
326         opcode_token = *pToken++;
327         curOpcode = shader_get_opcode(iface, opcode_token);
328
329         /* Unhandled opcode, and its parameters */
330         if (NULL == curOpcode) {
331            while (*pToken & 0x80000000)
332                ++pToken;
333
334         /* Handle declarations */
335         } else if (D3DSIO_DCL == curOpcode->opcode) {
336
337             DWORD usage = *pToken++;
338             DWORD param = *pToken++;
339             DWORD regtype = shader_get_regtype(param);
340             unsigned int regnum = param & D3DSP_REGNUM_MASK;
341
342             if (D3DSPR_INPUT == regtype) {
343
344                 if (!pshader)
345                     reg_maps->attributes[regnum] = 1;
346
347                 shader_parse_decl_usage(reg_maps->semantics_in, usage, param);
348
349             } else if (D3DSPR_OUTPUT == regtype) {
350                 shader_parse_decl_usage(reg_maps->semantics_out, usage, param);
351             }
352
353             /* Handle samplers here */
354
355         /* Skip definitions (for now) */
356         } else if (D3DSIO_DEF == curOpcode->opcode) {
357             pToken += curOpcode->num_params;
358
359         /* Set texture registers, and temporary registers */
360         } else {
361             int i, limit;
362
363             /* This will loop over all the registers and try to
364              * make a bitmask of the ones we're interested in. 
365              *
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) */
369
370             limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
371                 curOpcode->num_params + 1: curOpcode->num_params;
372
373             for (i = 0; i < limit; ++i) {
374
375                 DWORD param, addr_token, reg, regtype;
376                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
377
378                 regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
379                 reg = param & D3DSP_REGNUM_MASK;
380
381                 if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
382
383                     if (pshader)
384                         reg_maps->texcoord[reg] = 1;
385                     else
386                         reg_maps->address[reg] = 1;
387                 }
388
389                 else if (D3DSPR_TEMP == regtype)
390                     reg_maps->temporary[reg] = 1;
391
392                 else if (D3DSPR_INPUT == regtype && !pshader)
393                     reg_maps->attributes[reg] = 1;
394              }
395         }
396     }
397 }
398
399 static void shader_dump_decl_usage(
400     DWORD decl, 
401     DWORD param) {
402
403     DWORD regtype = shader_get_regtype(param);
404     TRACE("dcl_");
405
406     if (regtype == D3DSPR_SAMPLER) {
407         DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
408
409         switch (ttype) {
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); 
414        }
415
416     } else { 
417
418         DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
419         DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
420
421         switch(usage) {
422         case D3DDECLUSAGE_POSITION:
423             TRACE("%s%ld", "position", idx);
424             break;
425         case D3DDECLUSAGE_BLENDINDICES:
426             TRACE("%s", "blend");
427             break;
428         case D3DDECLUSAGE_BLENDWEIGHT:
429             TRACE("%s", "weight");
430             break;
431         case D3DDECLUSAGE_NORMAL:
432             TRACE("%s%ld", "normal", idx);
433             break;
434         case D3DDECLUSAGE_PSIZE:
435             TRACE("%s", "psize");
436             break;
437         case D3DDECLUSAGE_COLOR:
438             if(idx == 0)  {
439                 TRACE("%s", "color");
440             } else {
441                 TRACE("%s%ld", "specular", (idx - 1));
442             }
443             break;
444         case D3DDECLUSAGE_TEXCOORD:
445             TRACE("%s%ld", "texture", idx);
446             break;
447         case D3DDECLUSAGE_TANGENT:
448             TRACE("%s", "tangent");
449             break;
450         case D3DDECLUSAGE_BINORMAL:
451             TRACE("%s", "binormal");
452             break;
453         case D3DDECLUSAGE_TESSFACTOR:
454             TRACE("%s", "tessfactor");
455             break;
456         case D3DDECLUSAGE_POSITIONT:
457             TRACE("%s%ld", "positionT", idx);
458             break;
459         case D3DDECLUSAGE_FOG:
460             TRACE("%s", "fog");
461             break;
462         case D3DDECLUSAGE_DEPTH:
463             TRACE("%s", "depth");
464             break;
465         case D3DDECLUSAGE_SAMPLE:
466             TRACE("%s", "sample");
467             break;
468         default:
469             FIXME("unknown_semantics(%08lx)", usage);
470         }
471     }
472 }
473
474 static void shader_dump_arr_entry(
475     IWineD3DBaseShader *iface,
476     const DWORD param,
477     const DWORD addr_token,
478     unsigned int reg,
479     int input) {
480
481     char relative =
482         ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
483
484     if (relative) {
485         TRACE("[");
486         if (addr_token)
487             shader_dump_param(iface, addr_token, 0, input);
488         else
489             TRACE("a0.x");
490         TRACE(" + ");
491      }
492      TRACE("%u", reg);
493      if (relative)
494          TRACE("]");
495 }
496
497 void shader_dump_param(
498     IWineD3DBaseShader *iface,
499     const DWORD param, 
500     const DWORD addr_token,
501     int input) {
502
503     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
504     static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
505     char swizzle_reg_chars[4];
506
507     DWORD reg = param & D3DSP_REGNUM_MASK;
508     DWORD regtype = shader_get_regtype(param);
509
510     /* There are some minor differences between pixel and vertex shaders */
511     BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
512
513     /* For one, we'd prefer color components to be shown for pshaders.
514      * FIXME: use the swizzle function for this */
515
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';
520
521     if (input) {
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) )
526             TRACE("-");
527         else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
528             TRACE("1-");
529         else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT)
530             TRACE("!");
531     }
532
533     switch (regtype) {
534         case D3DSPR_TEMP:
535             TRACE("r%lu", reg);
536             break;
537         case D3DSPR_INPUT:
538             TRACE("v");
539             shader_dump_arr_entry(iface, param, addr_token, reg, input);
540             break;
541         case D3DSPR_CONST:
542         case D3DSPR_CONST2:
543         case D3DSPR_CONST3:
544         case D3DSPR_CONST4:
545             TRACE("c");
546             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
547             break;
548         case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
549             TRACE("%c%lu", (pshader? 't':'a'), reg);
550             break;        
551         case D3DSPR_RASTOUT:
552             TRACE("%s", rastout_reg_names[reg]);
553             break;
554         case D3DSPR_COLOROUT:
555             TRACE("oC%lu", reg);
556             break;
557         case D3DSPR_DEPTHOUT:
558             TRACE("oDepth");
559             break;
560         case D3DSPR_ATTROUT:
561             TRACE("oD%lu", reg);
562             break;
563         case D3DSPR_TEXCRDOUT: 
564
565             /* Vertex shaders >= 3.0 use general purpose output registers
566              * (D3DSPR_OUTPUT), which can include an address token */
567
568             if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
569                 TRACE("o");
570                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
571             }
572             else 
573                TRACE("oT%lu", reg);
574             break;
575         case D3DSPR_CONSTINT:
576             TRACE("i");
577             shader_dump_arr_entry(iface, param, addr_token, reg, input);
578             break;
579         case D3DSPR_CONSTBOOL:
580             TRACE("b");
581             shader_dump_arr_entry(iface, param, addr_token, reg, input);
582             break;
583         case D3DSPR_LABEL:
584             TRACE("l%lu", reg);
585             break;
586         case D3DSPR_LOOP:
587             TRACE("aL");
588             break;
589         case D3DSPR_SAMPLER:
590             TRACE("s%lu", reg);
591             break;
592         case D3DSPR_PREDICATE:
593             TRACE("p%lu", reg);
594             break;
595         default:
596             TRACE("unhandled_rtype(%#lx)", regtype);
597             break;
598    }
599
600    if (!input) {
601        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
602
603        if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
604            TRACE(".");
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]);
609        }
610
611    } else {
612         /** operand input */
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;
618
619         if (0 != (param & D3DSP_SRCMOD_MASK)) {
620             DWORD mask = param & D3DSP_SRCMOD_MASK;
621             switch (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;
634                 default:
635                     TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT);
636             }
637         }
638
639         /**
640         * swizzle bits fields:
641         *  RRGGBBAA
642         */
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]);
648             } else {
649                 TRACE(".%c%c%c%c",
650                 swizzle_reg_chars[swizzle_r],
651                 swizzle_reg_chars[swizzle_g],
652                 swizzle_reg_chars[swizzle_b],
653                 swizzle_reg_chars[swizzle_a]);
654             }
655         }
656     }
657 }
658
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) {
664
665     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
666     DWORD i;
667
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);
671     }
672
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);
676     }
677
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);
681     }
682
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);
687     }
688
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);
693 }
694
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) {
700
701     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
702     int i;
703
704     FIXME("GLSL not fully implemented yet.\n");
705
706     /* Declare the constants (aka uniforms) */
707     shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float);
708
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);
713     }
714     
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);
719     }
720
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);
724     }
725
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);
730     }
731
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);
736     }
737
738     /* Temporary variables for matrix operations */
739     shader_addline(buffer, "vec4 tmp0;\n");
740     shader_addline(buffer, "vec4 tmp1;\n");
741
742     /* Start the main program */
743     shader_addline(buffer, "void main() {\n");
744 }
745
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) {
756
757     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
758     const DWORD *pToken = pFunction;
759     const SHADER_OPCODE *curOpcode = NULL;
760     SHADER_HANDLER hw_fct = NULL;
761     DWORD opcode_token;
762     DWORD i;
763     SHADER_OPCODE_ARG hw_arg;
764
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;
770
771     /* Second pass, process opcodes */
772     if (NULL != pToken) {
773         while (D3DPS_END() != *pToken) {
774
775             /* Skip version token */
776             if (shader_is_version_token(*pToken)) {
777                 ++pToken;
778                 continue;
779             }
780
781             /* Skip comment tokens */
782             if (shader_is_comment(*pToken)) {
783                 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
784                 ++pToken;
785                 TRACE("#%s\n", (char*)pToken);
786                 pToken += comment_len;
787                 continue;
788             }
789
790             /* Read opcode */
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;
796
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); 
801
802             /* Nothing to do */
803             } else if (D3DSIO_DCL == curOpcode->opcode ||
804                        D3DSIO_NOP == curOpcode->opcode) {
805
806                 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
807
808             /* If a generator function is set for current shader target, use it */
809             } else if (hw_fct != NULL) {
810
811                 hw_arg.opcode = curOpcode;
812
813                 if (curOpcode->num_params > 0) {
814
815                     DWORD param, addr_token = 0;
816
817                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
818                     hw_arg.dst = param;
819                     hw_arg.dst_addr = addr_token;
820
821                     if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) 
822                         hw_arg.predicate = *pToken++;
823
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) {
829                             param = *pToken++;
830
831                         } else
832                             pToken += shader_get_param(iface, pToken, &param, &addr_token);
833
834                         hw_arg.src[i-1] = param;
835                         hw_arg.src_addr[i-1] = addr_token;
836                     }
837                 }
838
839                 /* Call appropriate function for output target */
840                 hw_fct(&hw_arg);
841
842             /* Unhandled opcode */
843             } else {
844
845                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
846                 pToken += shader_skip_opcode(This, curOpcode, opcode_token);
847             }
848         }
849         /* TODO: What about result.depth? */
850
851     }
852 }
853
854 void shader_dump_ins_modifiers(const DWORD output) {
855
856     DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
857     DWORD mmask = output & D3DSP_DSTMOD_MASK;
858
859     switch (shift) {
860         case 0: break;
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;
868     }
869
870     if (mmask & D3DSPDM_SATURATE)         TRACE("_sat");
871     if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
872     if (mmask & D3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
873
874     mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
875     if (mmask)
876         FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
877 }
878
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) {
882
883     DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
884
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)) );
891
892     arg->reg_maps->constantsF[reg] = 1;
893 }
894
895 /* First pass: trace shader, initialize length and version */
896 void shader_trace_init(
897     IWineD3DBaseShader *iface,
898     const DWORD* pFunction) {
899
900     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
901
902     const DWORD* pToken = pFunction;
903     const SHADER_OPCODE* curOpcode = NULL;
904     DWORD opcode_token;
905     unsigned int len = 0;
906     DWORD i;
907
908     TRACE("(%p) : Parsing programme\n", This);
909
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));
917                 ++pToken;
918                 ++len;
919                 continue;
920             }
921             if (shader_is_comment(*pToken)) { /** comment */
922                 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
923                 ++pToken;
924                 TRACE("//%s\n", (char*)pToken);
925                 pToken += comment_len;
926                 len += comment_len + 1;
927                 continue;
928             }
929             opcode_token = *pToken++;
930             curOpcode = shader_get_opcode(iface, opcode_token);
931             len++;
932
933             if (NULL == curOpcode) {
934                 int tokens_read;
935                 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
936                 tokens_read = shader_skip_unrecognized(iface, pToken);
937                 pToken += tokens_read;
938                 len += tokens_read;
939
940             } else {
941                 if (curOpcode->opcode == D3DSIO_DCL) {
942
943                     DWORD usage = *pToken;
944                     DWORD param = *(pToken + 1);
945
946                     shader_dump_decl_usage(usage, param);
947                     shader_dump_ins_modifiers(param);
948                     TRACE(" ");
949                     shader_dump_param(iface, param, 0, 0);
950                     pToken += 2;
951                     len += 2;
952
953                 } else if (curOpcode->opcode == D3DSIO_DEF) {
954
955                         unsigned int offset = shader_get_float_offset(*pToken);
956
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));
962
963                         pToken += 5;
964                         len += 5;
965                 } else if (curOpcode->opcode == D3DSIO_DEFI) {
966
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));
972
973                         pToken += 5;
974                         len += 5;
975
976                 } else if (curOpcode->opcode == D3DSIO_DEFB) {
977
978                         TRACE("defb b%lu = %s", *pToken & D3DSP_REGNUM_MASK,
979                             *(pToken + 1)? "true": "false");
980
981                         pToken += 2;
982                         len += 2;
983
984                 } else {
985
986                     DWORD param, addr_token;
987                     int tokens_read;
988
989                     /* Print out predication source token first - it follows
990                      * the destination token. */
991                     if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
992                         TRACE("(");
993                         shader_dump_param(iface, *(pToken + 2), 0, 1);
994                         TRACE(") ");
995                     }
996
997                     TRACE("%s", curOpcode->name);
998                     if (curOpcode->num_params > 0) {
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                         /* Predication token - already printed out, just skip it */
1010                         if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
1011                             pToken++;
1012                             len++;
1013                         }
1014                         /* Other source tokens */
1015                         for (i = 1; i < curOpcode->num_params; ++i) {
1016
1017                             tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1018                             pToken += tokens_read;
1019                             len += tokens_read;
1020
1021                             TRACE(", ");
1022                             shader_dump_param(iface, param, addr_token, 1);
1023                         }
1024                     }
1025                 }
1026                 TRACE("\n");
1027             }
1028         }
1029         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1030     } else {
1031         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1032     }
1033 }
1034
1035 /* TODO: Move other shared code here */