wintrust: Implement SoftpubCleanup.
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include <string.h>
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31
32 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
33
34 static inline BOOL shader_is_version_token(DWORD token) {
35     return shader_is_pshader_version(token) ||
36            shader_is_vshader_version(token);
37 }
38
39 int shader_addline(
40     SHADER_BUFFER* buffer,  
41     const char *format, ...) {
42
43     char* base = buffer->buffer + buffer->bsize;
44     int rc;
45
46     va_list args;
47     va_start(args, format);
48     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49     va_end(args);
50
51     if (rc < 0 ||                                   /* C89 */ 
52         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
53
54         ERR("The buffer allocated for the shader program string "
55             "is too small at %d bytes.\n", SHADER_PGMSIZE);
56         buffer->bsize = SHADER_PGMSIZE - 1;
57         return -1;
58     }
59
60     if (buffer->newline) {
61         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62         buffer->newline = FALSE;
63     } else {
64         TRACE("%s", base);
65     }
66
67     buffer->bsize += rc;
68     if (buffer->buffer[buffer->bsize-1] == '\n') {
69         buffer->lineNo++;
70         buffer->newline = TRUE;
71     }
72     return 0;
73 }
74
75 const SHADER_OPCODE* shader_get_opcode(
76     IWineD3DBaseShader *iface, const DWORD code) {
77
78     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
79
80     DWORD i = 0;
81     DWORD hex_version = This->baseShader.hex_version;
82     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
83
84     /** TODO: use dichotomic search */
85     while (NULL != shader_ins[i].name) {
86         if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
87             (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
88             ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
89             return &shader_ins[i];
90         }
91         ++i;
92     }
93     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", 
94        code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
95     return NULL;
96 }
97
98 /* Read a parameter opcode from the input stream,
99  * and possibly a relative addressing token.
100  * Return the number of tokens read */
101 int shader_get_param(
102     IWineD3DBaseShader* iface,
103     const DWORD* pToken,
104     DWORD* param,
105     DWORD* addr_token) {
106
107     /* PS >= 3.0 have relative addressing (with token)
108      * VS >= 2.0 have relative addressing (with token)
109      * VS >= 1.0 < 2.0 have relative addressing (without token)
110      * The version check below should work in general */
111
112     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
113     char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
114         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
115
116     *param = *pToken;
117     *addr_token = rel_token? *(pToken + 1): 0;
118     return rel_token? 2:1;
119 }
120
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123     IWineD3DBaseShaderImpl* This,
124     const SHADER_OPCODE* curOpcode,
125     DWORD opcode_token) {
126
127    /* Shaders >= 2.0 may contain address tokens, but fortunately they
128     * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
129
130     return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131         ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132         curOpcode->num_params;
133 }
134
135 /* Read the parameters of an unrecognized opcode from the input stream
136  * Return the number of tokens read. 
137  * 
138  * Note: This function assumes source or destination token format.
139  * It will not work with specially-formatted tokens like DEF or DCL, 
140  * but hopefully those would be recognized */
141
142 int shader_skip_unrecognized(
143     IWineD3DBaseShader* iface,
144     const DWORD* pToken) {
145
146     int tokens_read = 0;
147     int i = 0;
148
149     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150     while (*pToken & 0x80000000) {
151
152         DWORD param, addr_token;
153         tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
154         pToken += tokens_read;
155
156         FIXME("Unrecognized opcode param: token=%08x "
157             "addr_token=%08x name=", param, addr_token);
158         shader_dump_param(iface, param, addr_token, i);
159         FIXME("\n");
160         ++i;
161     }
162     return tokens_read;
163 }
164
165 /* Convert floating point offset relative
166  * to a register file to an absolute offset for float constants */
167
168 unsigned int shader_get_float_offset(const DWORD reg) {
169
170      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171      int regtype = shader_get_regtype(reg);
172
173      switch (regtype) {
174         case WINED3DSPR_CONST: return regnum;
175         case WINED3DSPR_CONST2: return 2048 + regnum;
176         case WINED3DSPR_CONST3: return 4096 + regnum;
177         case WINED3DSPR_CONST4: return 6144 + regnum;
178         default:
179             FIXME("Unsupported register type: %d\n", regtype);
180             return regnum;
181      }
182 }
183
184 /* Note that this does not count the loop register
185  * as an address register. */
186
187 HRESULT shader_get_registers_used(
188     IWineD3DBaseShader *iface,
189     shader_reg_maps* reg_maps,
190     semantic* semantics_in,
191     semantic* semantics_out,
192     CONST DWORD* pToken,
193     IWineD3DStateBlockImpl *stateBlock) {
194
195     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
196
197     /* There are some minor differences between pixel and vertex shaders */
198     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
199
200     reg_maps->bumpmat = -1;
201     reg_maps->luminanceparams = -1;
202
203     if (pToken == NULL)
204         return WINED3D_OK;
205
206     while (WINED3DVS_END() != *pToken) {
207         CONST SHADER_OPCODE* curOpcode;
208         DWORD opcode_token;
209
210         /* Skip version */
211         if (shader_is_version_token(*pToken)) {
212              ++pToken;
213              continue;
214
215         /* Skip comments */
216         } else if (shader_is_comment(*pToken)) {
217              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
218              ++pToken;
219              pToken += comment_len;
220              continue;
221         }
222
223         /* Fetch opcode */
224         opcode_token = *pToken++;
225         curOpcode = shader_get_opcode(iface, opcode_token);
226
227         /* Unhandled opcode, and its parameters */
228         if (NULL == curOpcode) {
229            while (*pToken & 0x80000000)
230                ++pToken;
231
232         /* Handle declarations */
233         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
234
235             DWORD usage = *pToken++;
236             DWORD param = *pToken++;
237             DWORD regtype = shader_get_regtype(param);
238             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
239
240             /* Vshader: mark attributes used
241                Pshader: mark 3.0 input registers used, save token */
242             if (WINED3DSPR_INPUT == regtype) {
243
244                 if (!pshader)
245                     reg_maps->attributes[regnum] = 1;
246                 else
247                     reg_maps->packed_input[regnum] = 1;
248
249                 semantics_in[regnum].usage = usage;
250                 semantics_in[regnum].reg = param;
251
252             /* Vshader: mark 3.0 output registers used, save token */
253             } else if (WINED3DSPR_OUTPUT == regtype) {
254                 reg_maps->packed_output[regnum] = 1;
255                 semantics_out[regnum].usage = usage;
256                 semantics_out[regnum].reg = param;
257                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
258                     reg_maps->fog = 1;
259
260             /* Save sampler usage token */
261             } else if (WINED3DSPR_SAMPLER == regtype)
262                 reg_maps->samplers[regnum] = usage;
263
264         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
265
266             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
267             if (!lconst) return E_OUTOFMEMORY;
268             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
269             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
270             list_add_head(&This->baseShader.constantsF, &lconst->entry);
271             pToken += curOpcode->num_params;
272
273         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
274
275             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
276             if (!lconst) return E_OUTOFMEMORY;
277             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
278             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
279             list_add_head(&This->baseShader.constantsI, &lconst->entry);
280             pToken += curOpcode->num_params;
281
282         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
283
284             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
285             if (!lconst) return E_OUTOFMEMORY;
286             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
287             memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
288             list_add_head(&This->baseShader.constantsB, &lconst->entry);
289             pToken += curOpcode->num_params;
290
291         /* If there's a loop in the shader */
292         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
293                    WINED3DSIO_REP == curOpcode->opcode) {
294             reg_maps->loop = 1;
295             pToken += curOpcode->num_params;
296    
297         /* For subroutine prototypes */
298         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
299
300             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
301             reg_maps->labels[snum] = 1;
302             pToken += curOpcode->num_params;
303
304         } else if(WINED3DSIO_BEM == curOpcode->opcode) {
305             DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
306             if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
307                 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
308             } else {
309                 reg_maps->bumpmat = regnum;
310             }
311
312         /* Set texture, address, temporary registers */
313         } else {
314             int i, limit;
315
316             /* Declare 1.X samplers implicitly, based on the destination reg. number */
317             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && 
318                 (WINED3DSIO_TEX == curOpcode->opcode ||
319                  WINED3DSIO_TEXBEM == curOpcode->opcode ||
320                  WINED3DSIO_TEXBEML == curOpcode->opcode ||
321                  WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
322                  WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
323                  WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
324                  WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
325                  WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
326                  WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
327                  WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
328                  WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
329
330                 /* Fake sampler usage, only set reserved bit and ttype */
331                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
332
333                 if(!stateBlock->textures[sampler_code]) {
334                     ERR("No texture bound to sampler %d\n", sampler_code);
335                     reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
336                 } else {
337                     int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
338                     switch(texType) {
339                         case GL_TEXTURE_2D:
340                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
341                             break;
342
343                         case GL_TEXTURE_3D:
344                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
345                             break;
346
347                         case GL_TEXTURE_CUBE_MAP_ARB:
348                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
349                             break;
350
351                         default:
352                             ERR("Unexpected gl texture type found: %d\n", texType);
353                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
354                     }
355                 }
356
357                 /* texbem is only valid with < 1.4 pixel shaders */
358                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
359                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
360                     if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
361                         FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
362                     } else {
363                         reg_maps->bumpmat = sampler_code;
364                         if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
365                             reg_maps->luminanceparams = sampler_code;
366                         }
367                     }
368                 }
369             }
370
371             /* This will loop over all the registers and try to
372              * make a bitmask of the ones we're interested in. 
373              *
374              * Relative addressing tokens are ignored, but that's 
375              * okay, since we'll catch any address registers when 
376              * they are initialized (required by spec) */
377
378             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
379                 curOpcode->num_params + 1: curOpcode->num_params;
380
381             for (i = 0; i < limit; ++i) {
382
383                 DWORD param, addr_token, reg, regtype;
384                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
385
386                 regtype = shader_get_regtype(param);
387                 reg = param & WINED3DSP_REGNUM_MASK;
388
389                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
390
391                     if (pshader)
392                         reg_maps->texcoord[reg] = 1;
393                     else
394                         reg_maps->address[reg] = 1;
395                 }
396
397                 else if (WINED3DSPR_TEMP == regtype)
398                     reg_maps->temporary[reg] = 1;
399
400                 else if (WINED3DSPR_INPUT == regtype && !pshader)
401                     reg_maps->attributes[reg] = 1;
402
403                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
404                     reg_maps->fog = 1;
405              }
406         }
407     }
408
409     return WINED3D_OK;
410 }
411
412 static void shader_dump_decl_usage(
413     IWineD3DBaseShaderImpl* This,
414     DWORD decl, 
415     DWORD param) {
416
417     DWORD regtype = shader_get_regtype(param);
418
419     TRACE("dcl");
420
421     if (regtype == WINED3DSPR_SAMPLER) {
422         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
423
424         switch (ttype) {
425             case WINED3DSTT_2D: TRACE("_2d"); break;
426             case WINED3DSTT_CUBE: TRACE("_cube"); break;
427             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
428             default: TRACE("_unknown_ttype(%08x)", ttype); 
429        }
430
431     } else { 
432
433         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
434         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
435
436         /* Pixel shaders 3.0 don't have usage semantics */
437         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
438         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
439             return;
440         else
441             TRACE("_");
442
443         switch(usage) {
444         case WINED3DDECLUSAGE_POSITION:
445             TRACE("position%d", idx);
446             break;
447         case WINED3DDECLUSAGE_BLENDINDICES:
448             TRACE("blend");
449             break;
450         case WINED3DDECLUSAGE_BLENDWEIGHT:
451             TRACE("weight");
452             break;
453         case WINED3DDECLUSAGE_NORMAL:
454             TRACE("normal%d", idx);
455             break;
456         case WINED3DDECLUSAGE_PSIZE:
457             TRACE("psize");
458             break;
459         case WINED3DDECLUSAGE_COLOR:
460             if(idx == 0)  {
461                 TRACE("color");
462             } else {
463                 TRACE("specular%d", (idx - 1));
464             }
465             break;
466         case WINED3DDECLUSAGE_TEXCOORD:
467             TRACE("texture%d", idx);
468             break;
469         case WINED3DDECLUSAGE_TANGENT:
470             TRACE("tangent");
471             break;
472         case WINED3DDECLUSAGE_BINORMAL:
473             TRACE("binormal");
474             break;
475         case WINED3DDECLUSAGE_TESSFACTOR:
476             TRACE("tessfactor");
477             break;
478         case WINED3DDECLUSAGE_POSITIONT:
479             TRACE("positionT%d", idx);
480             break;
481         case WINED3DDECLUSAGE_FOG:
482             TRACE("fog");
483             break;
484         case WINED3DDECLUSAGE_DEPTH:
485             TRACE("depth");
486             break;
487         case WINED3DDECLUSAGE_SAMPLE:
488             TRACE("sample");
489             break;
490         default:
491             FIXME("unknown_semantics(%08x)", usage);
492         }
493     }
494 }
495
496 static void shader_dump_arr_entry(
497     IWineD3DBaseShader *iface,
498     const DWORD param,
499     const DWORD addr_token,
500     unsigned int reg,
501     int input) {
502
503     char relative =
504         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
505
506     if (relative) {
507         TRACE("[");
508         if (addr_token)
509             shader_dump_param(iface, addr_token, 0, input);
510         else
511             TRACE("a0.x");
512         TRACE(" + ");
513      }
514      TRACE("%u", reg);
515      if (relative)
516          TRACE("]");
517 }
518
519 void shader_dump_param(
520     IWineD3DBaseShader *iface,
521     const DWORD param, 
522     const DWORD addr_token,
523     int input) {
524
525     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
526     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
527     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
528     char swizzle_reg_chars[4];
529
530     DWORD reg = param & WINED3DSP_REGNUM_MASK;
531     DWORD regtype = shader_get_regtype(param);
532     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
533
534     /* There are some minor differences between pixel and vertex shaders */
535     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
536
537     /* For one, we'd prefer color components to be shown for pshaders.
538      * FIXME: use the swizzle function for this */
539
540     swizzle_reg_chars[0] = pshader? 'r': 'x';
541     swizzle_reg_chars[1] = pshader? 'g': 'y';
542     swizzle_reg_chars[2] = pshader? 'b': 'z';
543     swizzle_reg_chars[3] = pshader? 'a': 'w';
544
545     if (input) {
546         if ( (modifier == WINED3DSPSM_NEG) ||
547              (modifier == WINED3DSPSM_BIASNEG) ||
548              (modifier == WINED3DSPSM_SIGNNEG) ||
549              (modifier == WINED3DSPSM_X2NEG) ||
550              (modifier == WINED3DSPSM_ABSNEG) )
551             TRACE("-");
552         else if (modifier == WINED3DSPSM_COMP)
553             TRACE("1-");
554         else if (modifier == WINED3DSPSM_NOT)
555             TRACE("!");
556
557         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
558             TRACE("abs(");
559     }
560
561     switch (regtype) {
562         case WINED3DSPR_TEMP:
563             TRACE("r%u", reg);
564             break;
565         case WINED3DSPR_INPUT:
566             TRACE("v");
567             shader_dump_arr_entry(iface, param, addr_token, reg, input);
568             break;
569         case WINED3DSPR_CONST:
570         case WINED3DSPR_CONST2:
571         case WINED3DSPR_CONST3:
572         case WINED3DSPR_CONST4:
573             TRACE("c");
574             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
575             break;
576         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
577             TRACE("%c%u", (pshader? 't':'a'), reg);
578             break;        
579         case WINED3DSPR_RASTOUT:
580             TRACE("%s", rastout_reg_names[reg]);
581             break;
582         case WINED3DSPR_COLOROUT:
583             TRACE("oC%u", reg);
584             break;
585         case WINED3DSPR_DEPTHOUT:
586             TRACE("oDepth");
587             break;
588         case WINED3DSPR_ATTROUT:
589             TRACE("oD%u", reg);
590             break;
591         case WINED3DSPR_TEXCRDOUT: 
592
593             /* Vertex shaders >= 3.0 use general purpose output registers
594              * (WINED3DSPR_OUTPUT), which can include an address token */
595
596             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
597                 TRACE("o");
598                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
599             }
600             else 
601                TRACE("oT%u", reg);
602             break;
603         case WINED3DSPR_CONSTINT:
604             TRACE("i");
605             shader_dump_arr_entry(iface, param, addr_token, reg, input);
606             break;
607         case WINED3DSPR_CONSTBOOL:
608             TRACE("b");
609             shader_dump_arr_entry(iface, param, addr_token, reg, input);
610             break;
611         case WINED3DSPR_LABEL:
612             TRACE("l%u", reg);
613             break;
614         case WINED3DSPR_LOOP:
615             TRACE("aL");
616             break;
617         case WINED3DSPR_SAMPLER:
618             TRACE("s%u", reg);
619             break;
620         case WINED3DSPR_MISCTYPE:
621             if (reg > 1) {
622                 FIXME("Unhandled misctype register %d\n", reg);
623             } else {
624                 TRACE("%s", misctype_reg_names[reg]);
625             }
626             break;
627         case WINED3DSPR_PREDICATE:
628             TRACE("p%u", reg);
629             break;
630         default:
631             TRACE("unhandled_rtype(%#x)", regtype);
632             break;
633    }
634
635    if (!input) {
636        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
637
638        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
639            TRACE(".");
640            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
641            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
642            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
643            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
644        }
645
646    } else {
647         /** operand input */
648         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
649         DWORD swizzle_r = swizzle & 0x03;
650         DWORD swizzle_g = (swizzle >> 2) & 0x03;
651         DWORD swizzle_b = (swizzle >> 4) & 0x03;
652         DWORD swizzle_a = (swizzle >> 6) & 0x03;
653
654         if (0 != modifier) {
655             switch (modifier) {
656                 case WINED3DSPSM_NONE:    break;
657                 case WINED3DSPSM_NEG:     break;
658                 case WINED3DSPSM_NOT:     break;
659                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
660                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
661                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
662                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
663                 case WINED3DSPSM_COMP:    break;
664                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
665                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
666                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
667                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
668                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
669                 case WINED3DSPSM_ABS:     TRACE(")"); break;
670                 default:
671                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
672             }
673         }
674
675         /**
676         * swizzle bits fields:
677         *  RRGGBBAA
678         */
679         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
680             if (swizzle_r == swizzle_g &&
681                 swizzle_r == swizzle_b &&
682                 swizzle_r == swizzle_a) {
683                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
684             } else {
685                 TRACE(".%c%c%c%c",
686                 swizzle_reg_chars[swizzle_r],
687                 swizzle_reg_chars[swizzle_g],
688                 swizzle_reg_chars[swizzle_b],
689                 swizzle_reg_chars[swizzle_a]);
690             }
691         }
692     }
693 }
694
695 /** Shared code in order to generate the bulk of the shader string.
696     Use the shader_header_fct & shader_footer_fct to add strings
697     that are specific to pixel or vertex functions
698     NOTE: A description of how to parse tokens can be found at:
699           http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
700 void shader_generate_main(
701     IWineD3DBaseShader *iface,
702     SHADER_BUFFER* buffer,
703     shader_reg_maps* reg_maps,
704     CONST DWORD* pFunction) {
705
706     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
707     const DWORD *pToken = pFunction;
708     const SHADER_OPCODE *curOpcode = NULL;
709     SHADER_HANDLER hw_fct = NULL;
710     DWORD i;
711     SHADER_OPCODE_ARG hw_arg;
712
713     /* Initialize current parsing state */
714     hw_arg.shader = iface;
715     hw_arg.buffer = buffer;
716     hw_arg.reg_maps = reg_maps;
717     This->baseShader.parse_state.current_row = 0;
718
719     /* Second pass, process opcodes */
720     if (NULL != pToken) {
721         while (WINED3DPS_END() != *pToken) {
722
723             /* Skip version token */
724             if (shader_is_version_token(*pToken)) {
725                 ++pToken;
726                 continue;
727             }
728
729             /* Skip comment tokens */
730             if (shader_is_comment(*pToken)) {
731                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
732                 ++pToken;
733                 TRACE("#%s\n", (const char*)pToken);
734                 pToken += comment_len;
735                 continue;
736             }
737
738             /* Read opcode */
739             hw_arg.opcode_token = *pToken++;
740             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
741
742             /* Select handler */
743             if (curOpcode == NULL)
744                 hw_fct = NULL;
745             else if (This->baseShader.shader_mode == SHADER_GLSL)
746                 hw_fct = curOpcode->hw_glsl_fct;
747             else if (This->baseShader.shader_mode == SHADER_ARB)
748                 hw_fct = curOpcode->hw_fct;
749
750             /* Unknown opcode and its parameters */
751             if (NULL == curOpcode) {
752                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
753                 pToken += shader_skip_unrecognized(iface, pToken); 
754
755             /* Nothing to do */
756             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
757                        WINED3DSIO_NOP == curOpcode->opcode ||
758                        WINED3DSIO_DEF == curOpcode->opcode ||
759                        WINED3DSIO_DEFI == curOpcode->opcode ||
760                        WINED3DSIO_DEFB == curOpcode->opcode ||
761                        WINED3DSIO_PHASE == curOpcode->opcode ||
762                        WINED3DSIO_RET == curOpcode->opcode) {
763
764                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
765
766             /* If a generator function is set for current shader target, use it */
767             } else if (hw_fct != NULL) {
768
769                 hw_arg.opcode = curOpcode;
770
771                 /* Destination token */
772                 if (curOpcode->dst_token) {
773
774                     DWORD param, addr_token = 0;
775                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
776                     hw_arg.dst = param;
777                     hw_arg.dst_addr = addr_token;
778                 }
779
780                 /* Predication token */
781                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
782                     hw_arg.predicate = *pToken++;
783
784                 /* Other source tokens */
785                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
786
787                     DWORD param, addr_token = 0; 
788                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
789                     hw_arg.src[i] = param;
790                     hw_arg.src_addr[i] = addr_token;
791                 }
792
793                 /* Call appropriate function for output target */
794                 hw_fct(&hw_arg);
795
796                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
797                 if (This->baseShader.shader_mode == SHADER_GLSL)
798                     shader_glsl_add_instruction_modifiers(&hw_arg);
799
800             /* Unhandled opcode */
801             } else {
802
803                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
804                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
805             }
806         }
807         /* TODO: What about result.depth? */
808
809     }
810 }
811
812 void shader_dump_ins_modifiers(const DWORD output) {
813
814     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
815     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
816
817     switch (shift) {
818         case 0: break;
819         case 13: TRACE("_d8"); break;
820         case 14: TRACE("_d4"); break;
821         case 15: TRACE("_d2"); break;
822         case 1: TRACE("_x2"); break;
823         case 2: TRACE("_x4"); break;
824         case 3: TRACE("_x8"); break;
825         default: TRACE("_unhandled_shift(%d)", shift); break;
826     }
827
828     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
829     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
830     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
831
832     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
833     if (mmask)
834         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
835 }
836
837 /* First pass: trace shader, initialize length and version */
838 void shader_trace_init(
839     IWineD3DBaseShader *iface,
840     const DWORD* pFunction) {
841
842     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
843
844     const DWORD* pToken = pFunction;
845     const SHADER_OPCODE* curOpcode = NULL;
846     DWORD opcode_token;
847     unsigned int len = 0;
848     DWORD i;
849
850     TRACE("(%p) : Parsing programme\n", This);
851
852     if (NULL != pToken) {
853         while (WINED3DVS_END() != *pToken) {
854             if (shader_is_version_token(*pToken)) { /** version */
855                 This->baseShader.hex_version = *pToken;
856                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
857                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
858                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
859                 ++pToken;
860                 ++len;
861                 continue;
862             }
863             if (shader_is_comment(*pToken)) { /** comment */
864                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
865                 ++pToken;
866                 TRACE("//%s\n", (const char*)pToken);
867                 pToken += comment_len;
868                 len += comment_len + 1;
869                 continue;
870             }
871             opcode_token = *pToken++;
872             curOpcode = shader_get_opcode(iface, opcode_token);
873             len++;
874
875             if (NULL == curOpcode) {
876                 int tokens_read;
877                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
878                 tokens_read = shader_skip_unrecognized(iface, pToken);
879                 pToken += tokens_read;
880                 len += tokens_read;
881
882             } else {
883                 if (curOpcode->opcode == WINED3DSIO_DCL) {
884
885                     DWORD usage = *pToken;
886                     DWORD param = *(pToken + 1);
887
888                     shader_dump_decl_usage(This, usage, param);
889                     shader_dump_ins_modifiers(param);
890                     TRACE(" ");
891                     shader_dump_param(iface, param, 0, 0);
892                     pToken += 2;
893                     len += 2;
894
895                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
896
897                         unsigned int offset = shader_get_float_offset(*pToken);
898
899                         TRACE("def c%u = %f, %f, %f, %f", offset,
900                             *(const float *)(pToken + 1),
901                             *(const float *)(pToken + 2),
902                             *(const float *)(pToken + 3),
903                             *(const float *)(pToken + 4));
904
905                         pToken += 5;
906                         len += 5;
907                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
908
909                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
910                             *(pToken + 1),
911                             *(pToken + 2),
912                             *(pToken + 3),
913                             *(pToken + 4));
914
915                         pToken += 5;
916                         len += 5;
917
918                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
919
920                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
921                             *(pToken + 1)? "true": "false");
922
923                         pToken += 2;
924                         len += 2;
925
926                 } else {
927
928                     DWORD param, addr_token;
929                     int tokens_read;
930
931                     /* Print out predication source token first - it follows
932                      * the destination token. */
933                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
934                         TRACE("(");
935                         shader_dump_param(iface, *(pToken + 2), 0, 1);
936                         TRACE(") ");
937                     }
938
939                     TRACE("%s", curOpcode->name);
940
941                     if (curOpcode->opcode == WINED3DSIO_IFC ||
942                         curOpcode->opcode == WINED3DSIO_BREAKC) {
943
944                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
945                         switch (op) {
946                             case COMPARISON_GT: TRACE("_gt"); break;
947                             case COMPARISON_EQ: TRACE("_eq"); break;
948                             case COMPARISON_GE: TRACE("_ge"); break;
949                             case COMPARISON_LT: TRACE("_lt"); break;
950                             case COMPARISON_NE: TRACE("_ne"); break;
951                             case COMPARISON_LE: TRACE("_le"); break;
952                             default:
953                                 TRACE("_(%u)", op);
954                         }
955                     } else if (curOpcode->opcode == WINED3DSIO_TEX &&
956                                This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
957                         if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
958                     }
959
960                     /* Destination token */
961                     if (curOpcode->dst_token) {
962
963                         /* Destination token */
964                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
965                         pToken += tokens_read;
966                         len += tokens_read;
967
968                         shader_dump_ins_modifiers(param);
969                         TRACE(" ");
970                         shader_dump_param(iface, param, addr_token, 0);
971                     }
972
973                     /* Predication token - already printed out, just skip it */
974                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
975                         pToken++;
976                         len++;
977                     }
978
979                     /* Other source tokens */
980                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
981
982                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
983                         pToken += tokens_read;
984                         len += tokens_read;
985
986                         TRACE((i == 0)? " " : ", ");
987                         shader_dump_param(iface, param, addr_token, 1);
988                     }
989                 }
990                 TRACE("\n");
991             }
992         }
993         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
994     } else {
995         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
996     }
997 }
998
999 void shader_delete_constant_list(
1000     struct list* clist) {
1001
1002     struct list *ptr;
1003     struct local_constant* constant;
1004
1005     ptr = list_head(clist);
1006     while (ptr) {
1007         constant = LIST_ENTRY(ptr, struct local_constant, entry);
1008         ptr = list_next(clist, ptr);
1009         HeapFree(GetProcessHeap(), 0, constant);
1010     }
1011 }
1012
1013 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1014 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1015 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1016 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1017
1018 const shader_backend_t none_shader_backend = {
1019     &shader_none_select,
1020     &shader_none_select_depth_blt,
1021     &shader_none_load_constants,
1022     &shader_none_cleanup
1023 };