2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
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.
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.
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
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 #define GLNAME_REQUIRE_GLSL ((const char *)1)
34 static inline BOOL shader_is_version_token(DWORD token) {
35 return shader_is_pshader_version(token) ||
36 shader_is_vshader_version(token);
40 SHADER_BUFFER* buffer,
41 const char *format, ...) {
43 char* base = buffer->buffer + buffer->bsize;
47 va_start(args, format);
48 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
51 if (rc < 0 || /* C89 */
52 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
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;
60 if (buffer->newline) {
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62 buffer->newline = FALSE;
68 if (buffer->buffer[buffer->bsize-1] == '\n') {
70 buffer->newline = TRUE;
75 const SHADER_OPCODE* shader_get_opcode(
76 IWineD3DBaseShader *iface, const DWORD code) {
78 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
81 DWORD hex_version = This->baseShader.hex_version;
82 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
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];
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
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,
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 */
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);
117 *addr_token = rel_token? *(pToken + 1): 0;
118 return rel_token? 2:1;
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) {
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 */
130 return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131 ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132 curOpcode->num_params;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
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 */
142 int shader_skip_unrecognized(
143 IWineD3DBaseShader* iface,
144 const DWORD* pToken) {
149 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150 while (*pToken & 0x80000000) {
152 DWORD param, addr_token;
153 tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
154 pToken += tokens_read;
156 FIXME("Unrecognized opcode param: token=%08x "
157 "addr_token=%08x name=", param, addr_token);
158 shader_dump_param(iface, param, addr_token, i);
165 /* Convert floating point offset relative
166 * to a register file to an absolute offset for float constants */
168 unsigned int shader_get_float_offset(const DWORD reg) {
170 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171 int regtype = shader_get_regtype(reg);
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;
179 FIXME("Unsupported register type: %d\n", regtype);
184 /* Note that this does not count the loop register
185 * as an address register. */
187 HRESULT shader_get_registers_used(
188 IWineD3DBaseShader *iface,
189 shader_reg_maps* reg_maps,
190 semantic* semantics_in,
191 semantic* semantics_out,
193 IWineD3DStateBlockImpl *stateBlock) {
195 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
197 /* There are some minor differences between pixel and vertex shaders */
198 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
200 reg_maps->bumpmat = -1;
201 reg_maps->luminanceparams = -1;
206 while (WINED3DVS_END() != *pToken) {
207 CONST SHADER_OPCODE* curOpcode;
211 if (shader_is_version_token(*pToken)) {
216 } else if (shader_is_comment(*pToken)) {
217 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
219 pToken += comment_len;
224 opcode_token = *pToken++;
225 curOpcode = shader_get_opcode(iface, opcode_token);
227 /* Unhandled opcode, and its parameters */
228 if (NULL == curOpcode) {
229 while (*pToken & 0x80000000)
232 /* Handle declarations */
233 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
235 DWORD usage = *pToken++;
236 DWORD param = *pToken++;
237 DWORD regtype = shader_get_regtype(param);
238 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
240 /* Vshader: mark attributes used
241 Pshader: mark 3.0 input registers used, save token */
242 if (WINED3DSPR_INPUT == regtype) {
245 reg_maps->attributes[regnum] = 1;
247 reg_maps->packed_input[regnum] = 1;
249 semantics_in[regnum].usage = usage;
250 semantics_in[regnum].reg = param;
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))
260 /* Save sampler usage token */
261 } else if (WINED3DSPR_SAMPLER == regtype)
262 reg_maps->samplers[regnum] = usage;
264 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
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;
273 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
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;
282 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
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;
291 /* If there's a loop in the shader */
292 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
293 WINED3DSIO_REP == curOpcode->opcode) {
295 pToken += curOpcode->num_params;
297 /* For subroutine prototypes */
298 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
300 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
301 reg_maps->labels[snum] = 1;
302 pToken += curOpcode->num_params;
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");
309 reg_maps->bumpmat = regnum;
312 /* Set texture, address, temporary registers */
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)) {
330 /* Fake sampler usage, only set reserved bit and ttype */
331 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
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;
337 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
340 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
344 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
347 case GL_TEXTURE_CUBE_MAP_ARB:
348 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
352 ERR("Unexpected gl texture type found: %d\n", texType);
353 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
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");
363 reg_maps->bumpmat = sampler_code;
364 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
365 reg_maps->luminanceparams = sampler_code;
371 /* This will loop over all the registers and try to
372 * make a bitmask of the ones we're interested in.
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) */
378 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
379 curOpcode->num_params + 1: curOpcode->num_params;
381 for (i = 0; i < limit; ++i) {
383 DWORD param, addr_token, reg, regtype;
384 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
386 regtype = shader_get_regtype(param);
387 reg = param & WINED3DSP_REGNUM_MASK;
389 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
392 reg_maps->texcoord[reg] = 1;
394 reg_maps->address[reg] = 1;
397 else if (WINED3DSPR_TEMP == regtype)
398 reg_maps->temporary[reg] = 1;
400 else if (WINED3DSPR_INPUT == regtype && !pshader)
401 reg_maps->attributes[reg] = 1;
403 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
412 static void shader_dump_decl_usage(
413 IWineD3DBaseShaderImpl* This,
417 DWORD regtype = shader_get_regtype(param);
421 if (regtype == WINED3DSPR_SAMPLER) {
422 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
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);
433 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
434 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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))
444 case WINED3DDECLUSAGE_POSITION:
445 TRACE("position%d", idx);
447 case WINED3DDECLUSAGE_BLENDINDICES:
450 case WINED3DDECLUSAGE_BLENDWEIGHT:
453 case WINED3DDECLUSAGE_NORMAL:
454 TRACE("normal%d", idx);
456 case WINED3DDECLUSAGE_PSIZE:
459 case WINED3DDECLUSAGE_COLOR:
463 TRACE("specular%d", (idx - 1));
466 case WINED3DDECLUSAGE_TEXCOORD:
467 TRACE("texture%d", idx);
469 case WINED3DDECLUSAGE_TANGENT:
472 case WINED3DDECLUSAGE_BINORMAL:
475 case WINED3DDECLUSAGE_TESSFACTOR:
478 case WINED3DDECLUSAGE_POSITIONT:
479 TRACE("positionT%d", idx);
481 case WINED3DDECLUSAGE_FOG:
484 case WINED3DDECLUSAGE_DEPTH:
487 case WINED3DDECLUSAGE_SAMPLE:
491 FIXME("unknown_semantics(%08x)", usage);
496 static void shader_dump_arr_entry(
497 IWineD3DBaseShader *iface,
499 const DWORD addr_token,
504 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
509 shader_dump_param(iface, addr_token, 0, input);
519 void shader_dump_param(
520 IWineD3DBaseShader *iface,
522 const DWORD addr_token,
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];
530 DWORD reg = param & WINED3DSP_REGNUM_MASK;
531 DWORD regtype = shader_get_regtype(param);
532 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
534 /* There are some minor differences between pixel and vertex shaders */
535 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
537 /* For one, we'd prefer color components to be shown for pshaders.
538 * FIXME: use the swizzle function for this */
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';
546 if ( (modifier == WINED3DSPSM_NEG) ||
547 (modifier == WINED3DSPSM_BIASNEG) ||
548 (modifier == WINED3DSPSM_SIGNNEG) ||
549 (modifier == WINED3DSPSM_X2NEG) ||
550 (modifier == WINED3DSPSM_ABSNEG) )
552 else if (modifier == WINED3DSPSM_COMP)
554 else if (modifier == WINED3DSPSM_NOT)
557 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
562 case WINED3DSPR_TEMP:
565 case WINED3DSPR_INPUT:
567 shader_dump_arr_entry(iface, param, addr_token, reg, input);
569 case WINED3DSPR_CONST:
570 case WINED3DSPR_CONST2:
571 case WINED3DSPR_CONST3:
572 case WINED3DSPR_CONST4:
574 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
576 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
577 TRACE("%c%u", (pshader? 't':'a'), reg);
579 case WINED3DSPR_RASTOUT:
580 TRACE("%s", rastout_reg_names[reg]);
582 case WINED3DSPR_COLOROUT:
585 case WINED3DSPR_DEPTHOUT:
588 case WINED3DSPR_ATTROUT:
591 case WINED3DSPR_TEXCRDOUT:
593 /* Vertex shaders >= 3.0 use general purpose output registers
594 * (WINED3DSPR_OUTPUT), which can include an address token */
596 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
598 shader_dump_arr_entry(iface, param, addr_token, reg, input);
603 case WINED3DSPR_CONSTINT:
605 shader_dump_arr_entry(iface, param, addr_token, reg, input);
607 case WINED3DSPR_CONSTBOOL:
609 shader_dump_arr_entry(iface, param, addr_token, reg, input);
611 case WINED3DSPR_LABEL:
614 case WINED3DSPR_LOOP:
617 case WINED3DSPR_SAMPLER:
620 case WINED3DSPR_MISCTYPE:
622 FIXME("Unhandled misctype register %d\n", reg);
624 TRACE("%s", misctype_reg_names[reg]);
627 case WINED3DSPR_PREDICATE:
631 TRACE("unhandled_rtype(%#x)", regtype);
636 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
638 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
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]);
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;
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;
671 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
676 * swizzle bits fields:
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]);
686 swizzle_reg_chars[swizzle_r],
687 swizzle_reg_chars[swizzle_g],
688 swizzle_reg_chars[swizzle_b],
689 swizzle_reg_chars[swizzle_a]);
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) {
706 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
707 const DWORD *pToken = pFunction;
708 const SHADER_OPCODE *curOpcode = NULL;
709 SHADER_HANDLER hw_fct = NULL;
711 SHADER_OPCODE_ARG hw_arg;
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;
719 /* Second pass, process opcodes */
720 if (NULL != pToken) {
721 while (WINED3DPS_END() != *pToken) {
723 /* Skip version token */
724 if (shader_is_version_token(*pToken)) {
729 /* Skip comment tokens */
730 if (shader_is_comment(*pToken)) {
731 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
733 TRACE("#%s\n", (const char*)pToken);
734 pToken += comment_len;
739 hw_arg.opcode_token = *pToken++;
740 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
743 if (curOpcode == 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;
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);
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) {
764 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
766 /* If a generator function is set for current shader target, use it */
767 } else if (hw_fct != NULL) {
769 hw_arg.opcode = curOpcode;
771 /* Destination token */
772 if (curOpcode->dst_token) {
774 DWORD param, addr_token = 0;
775 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
777 hw_arg.dst_addr = addr_token;
780 /* Predication token */
781 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
782 hw_arg.predicate = *pToken++;
784 /* Other source tokens */
785 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
787 DWORD param, addr_token = 0;
788 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
789 hw_arg.src[i] = param;
790 hw_arg.src_addr[i] = addr_token;
793 /* Call appropriate function for output target */
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);
800 /* Unhandled opcode */
803 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
804 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
807 /* TODO: What about result.depth? */
812 void shader_dump_ins_modifiers(const DWORD output) {
814 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
815 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
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;
828 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
829 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
830 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
832 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
834 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
837 /* First pass: trace shader, initialize length and version */
838 void shader_trace_init(
839 IWineD3DBaseShader *iface,
840 const DWORD* pFunction) {
842 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
844 const DWORD* pToken = pFunction;
845 const SHADER_OPCODE* curOpcode = NULL;
847 unsigned int len = 0;
850 TRACE("(%p) : Parsing programme\n", This);
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));
863 if (shader_is_comment(*pToken)) { /** comment */
864 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
866 TRACE("//%s\n", (const char*)pToken);
867 pToken += comment_len;
868 len += comment_len + 1;
871 opcode_token = *pToken++;
872 curOpcode = shader_get_opcode(iface, opcode_token);
875 if (NULL == curOpcode) {
877 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
878 tokens_read = shader_skip_unrecognized(iface, pToken);
879 pToken += tokens_read;
883 if (curOpcode->opcode == WINED3DSIO_DCL) {
885 DWORD usage = *pToken;
886 DWORD param = *(pToken + 1);
888 shader_dump_decl_usage(This, usage, param);
889 shader_dump_ins_modifiers(param);
891 shader_dump_param(iface, param, 0, 0);
895 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
897 unsigned int offset = shader_get_float_offset(*pToken);
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));
907 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
909 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
918 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
920 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
921 *(pToken + 1)? "true": "false");
928 DWORD param, addr_token;
931 /* Print out predication source token first - it follows
932 * the destination token. */
933 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
935 shader_dump_param(iface, *(pToken + 2), 0, 1);
939 TRACE("%s", curOpcode->name);
941 if (curOpcode->opcode == WINED3DSIO_IFC ||
942 curOpcode->opcode == WINED3DSIO_BREAKC) {
944 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
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;
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");
960 /* Destination token */
961 if (curOpcode->dst_token) {
963 /* Destination token */
964 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
965 pToken += tokens_read;
968 shader_dump_ins_modifiers(param);
970 shader_dump_param(iface, param, addr_token, 0);
973 /* Predication token - already printed out, just skip it */
974 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
979 /* Other source tokens */
980 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
982 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
983 pToken += tokens_read;
986 TRACE((i == 0)? " " : ", ");
987 shader_dump_param(iface, param, addr_token, 1);
993 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
995 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
999 void shader_delete_constant_list(
1000 struct list* clist) {
1003 struct local_constant* constant;
1005 ptr = list_head(clist);
1007 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1008 ptr = list_next(clist, ptr);
1009 HeapFree(GetProcessHeap(), 0, constant);
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) {}
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