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 inline static 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);
203 while (WINED3DVS_END() != *pToken) {
204 CONST SHADER_OPCODE* curOpcode;
208 if (shader_is_version_token(*pToken)) {
213 } else if (shader_is_comment(*pToken)) {
214 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
216 pToken += comment_len;
221 opcode_token = *pToken++;
222 curOpcode = shader_get_opcode(iface, opcode_token);
224 /* Unhandled opcode, and its parameters */
225 if (NULL == curOpcode) {
226 while (*pToken & 0x80000000)
229 /* Handle declarations */
230 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
232 DWORD usage = *pToken++;
233 DWORD param = *pToken++;
234 DWORD regtype = shader_get_regtype(param);
235 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
237 /* Vshader: mark attributes used
238 Pshader: mark 3.0 input registers used, save token */
239 if (WINED3DSPR_INPUT == regtype) {
242 reg_maps->attributes[regnum] = 1;
244 reg_maps->packed_input[regnum] = 1;
246 semantics_in[regnum].usage = usage;
247 semantics_in[regnum].reg = param;
249 /* Vshader: mark 3.0 output registers used, save token */
250 } else if (WINED3DSPR_OUTPUT == regtype) {
251 reg_maps->packed_output[regnum] = 1;
252 semantics_out[regnum].usage = usage;
253 semantics_out[regnum].reg = param;
255 /* Save sampler usage token */
256 } else if (WINED3DSPR_SAMPLER == regtype)
257 reg_maps->samplers[regnum] = usage;
259 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
261 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
262 if (!lconst) return E_OUTOFMEMORY;
263 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
264 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
265 list_add_head(&This->baseShader.constantsF, &lconst->entry);
266 pToken += curOpcode->num_params;
268 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
270 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
271 if (!lconst) return E_OUTOFMEMORY;
272 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
273 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
274 list_add_head(&This->baseShader.constantsI, &lconst->entry);
275 pToken += curOpcode->num_params;
277 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
279 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
280 if (!lconst) return E_OUTOFMEMORY;
281 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
282 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
283 list_add_head(&This->baseShader.constantsB, &lconst->entry);
284 pToken += curOpcode->num_params;
286 /* If there's a loop in the shader */
287 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
288 WINED3DSIO_REP == curOpcode->opcode) {
290 pToken += curOpcode->num_params;
292 /* For subroutine prototypes */
293 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
295 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
296 reg_maps->labels[snum] = 1;
297 pToken += curOpcode->num_params;
299 /* Set texture, address, temporary registers */
303 /* Declare 1.X samplers implicitly, based on the destination reg. number */
304 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
305 (WINED3DSIO_TEX == curOpcode->opcode ||
306 WINED3DSIO_TEXBEM == curOpcode->opcode ||
307 WINED3DSIO_TEXBEML == curOpcode->opcode ||
308 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
309 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
310 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
311 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
312 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
313 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
314 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
315 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
317 /* Fake sampler usage, only set reserved bit and ttype */
318 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
320 if(!stateBlock->textures[sampler_code]) {
321 ERR("No texture bound to sampler %d\n", sampler_code);
322 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
324 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
327 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
331 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
335 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
338 case GL_TEXTURE_CUBE_MAP_ARB:
339 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
343 ERR("Unexpected gl texture type found: %d\n", texType);
344 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
349 /* This will loop over all the registers and try to
350 * make a bitmask of the ones we're interested in.
352 * Relative addressing tokens are ignored, but that's
353 * okay, since we'll catch any address registers when
354 * they are initialized (required by spec) */
356 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
357 curOpcode->num_params + 1: curOpcode->num_params;
359 for (i = 0; i < limit; ++i) {
361 DWORD param, addr_token, reg, regtype;
362 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
364 regtype = shader_get_regtype(param);
365 reg = param & WINED3DSP_REGNUM_MASK;
367 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
370 reg_maps->texcoord[reg] = 1;
372 reg_maps->address[reg] = 1;
375 else if (WINED3DSPR_TEMP == regtype)
376 reg_maps->temporary[reg] = 1;
378 else if (WINED3DSPR_INPUT == regtype && !pshader)
379 reg_maps->attributes[reg] = 1;
381 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
390 static void shader_dump_decl_usage(
391 IWineD3DBaseShaderImpl* This,
395 DWORD regtype = shader_get_regtype(param);
399 if (regtype == WINED3DSPR_SAMPLER) {
400 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
403 case WINED3DSTT_2D: TRACE("_2d"); break;
404 case WINED3DSTT_CUBE: TRACE("_cube"); break;
405 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
406 default: TRACE("_unknown_ttype(%08x)", ttype);
411 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
412 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
414 /* Pixel shaders 3.0 don't have usage semantics */
415 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
416 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
422 case D3DDECLUSAGE_POSITION:
423 TRACE("position%d", idx);
425 case D3DDECLUSAGE_BLENDINDICES:
428 case D3DDECLUSAGE_BLENDWEIGHT:
431 case D3DDECLUSAGE_NORMAL:
432 TRACE("normal%d", idx);
434 case D3DDECLUSAGE_PSIZE:
437 case D3DDECLUSAGE_COLOR:
441 TRACE("specular%d", (idx - 1));
444 case D3DDECLUSAGE_TEXCOORD:
445 TRACE("texture%d", idx);
447 case D3DDECLUSAGE_TANGENT:
450 case D3DDECLUSAGE_BINORMAL:
453 case D3DDECLUSAGE_TESSFACTOR:
456 case D3DDECLUSAGE_POSITIONT:
457 TRACE("positionT%d", idx);
459 case D3DDECLUSAGE_FOG:
462 case D3DDECLUSAGE_DEPTH:
465 case D3DDECLUSAGE_SAMPLE:
469 FIXME("unknown_semantics(%08x)", usage);
474 static void shader_dump_arr_entry(
475 IWineD3DBaseShader *iface,
477 const DWORD addr_token,
482 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
487 shader_dump_param(iface, addr_token, 0, input);
497 void shader_dump_param(
498 IWineD3DBaseShader *iface,
500 const DWORD addr_token,
503 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
504 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
505 char swizzle_reg_chars[4];
507 DWORD reg = param & WINED3DSP_REGNUM_MASK;
508 DWORD regtype = shader_get_regtype(param);
509 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
511 /* There are some minor differences between pixel and vertex shaders */
512 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
514 /* For one, we'd prefer color components to be shown for pshaders.
515 * FIXME: use the swizzle function for this */
517 swizzle_reg_chars[0] = pshader? 'r': 'x';
518 swizzle_reg_chars[1] = pshader? 'g': 'y';
519 swizzle_reg_chars[2] = pshader? 'b': 'z';
520 swizzle_reg_chars[3] = pshader? 'a': 'w';
523 if ( (modifier == WINED3DSPSM_NEG) ||
524 (modifier == WINED3DSPSM_BIASNEG) ||
525 (modifier == WINED3DSPSM_SIGNNEG) ||
526 (modifier == WINED3DSPSM_X2NEG) ||
527 (modifier == WINED3DSPSM_ABSNEG) )
529 else if (modifier == WINED3DSPSM_COMP)
531 else if (modifier == WINED3DSPSM_NOT)
534 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
539 case WINED3DSPR_TEMP:
542 case WINED3DSPR_INPUT:
544 shader_dump_arr_entry(iface, param, addr_token, reg, input);
546 case WINED3DSPR_CONST:
547 case WINED3DSPR_CONST2:
548 case WINED3DSPR_CONST3:
549 case WINED3DSPR_CONST4:
551 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
553 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
554 TRACE("%c%u", (pshader? 't':'a'), reg);
556 case WINED3DSPR_RASTOUT:
557 TRACE("%s", rastout_reg_names[reg]);
559 case WINED3DSPR_COLOROUT:
562 case WINED3DSPR_DEPTHOUT:
565 case WINED3DSPR_ATTROUT:
568 case WINED3DSPR_TEXCRDOUT:
570 /* Vertex shaders >= 3.0 use general purpose output registers
571 * (WINED3DSPR_OUTPUT), which can include an address token */
573 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
575 shader_dump_arr_entry(iface, param, addr_token, reg, input);
580 case WINED3DSPR_CONSTINT:
582 shader_dump_arr_entry(iface, param, addr_token, reg, input);
584 case WINED3DSPR_CONSTBOOL:
586 shader_dump_arr_entry(iface, param, addr_token, reg, input);
588 case WINED3DSPR_LABEL:
591 case WINED3DSPR_LOOP:
594 case WINED3DSPR_SAMPLER:
597 case WINED3DSPR_PREDICATE:
601 TRACE("unhandled_rtype(%#x)", regtype);
606 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
608 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
610 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
611 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
612 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
613 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
618 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
619 DWORD swizzle_r = swizzle & 0x03;
620 DWORD swizzle_g = (swizzle >> 2) & 0x03;
621 DWORD swizzle_b = (swizzle >> 4) & 0x03;
622 DWORD swizzle_a = (swizzle >> 6) & 0x03;
626 case WINED3DSPSM_NONE: break;
627 case WINED3DSPSM_NEG: break;
628 case WINED3DSPSM_NOT: break;
629 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
630 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
631 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
632 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
633 case WINED3DSPSM_COMP: break;
634 case WINED3DSPSM_X2: TRACE("_x2"); break;
635 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
636 case WINED3DSPSM_DZ: TRACE("_dz"); break;
637 case WINED3DSPSM_DW: TRACE("_dw"); break;
638 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
639 case WINED3DSPSM_ABS: TRACE(")"); break;
641 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
646 * swizzle bits fields:
649 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
650 if (swizzle_r == swizzle_g &&
651 swizzle_r == swizzle_b &&
652 swizzle_r == swizzle_a) {
653 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
656 swizzle_reg_chars[swizzle_r],
657 swizzle_reg_chars[swizzle_g],
658 swizzle_reg_chars[swizzle_b],
659 swizzle_reg_chars[swizzle_a]);
665 /** Shared code in order to generate the bulk of the shader string.
666 Use the shader_header_fct & shader_footer_fct to add strings
667 that are specific to pixel or vertex functions
668 NOTE: A description of how to parse tokens can be found at:
669 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
670 void shader_generate_main(
671 IWineD3DBaseShader *iface,
672 SHADER_BUFFER* buffer,
673 shader_reg_maps* reg_maps,
674 CONST DWORD* pFunction) {
676 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
677 const DWORD *pToken = pFunction;
678 const SHADER_OPCODE *curOpcode = NULL;
679 SHADER_HANDLER hw_fct = NULL;
681 SHADER_OPCODE_ARG hw_arg;
683 /* Initialize current parsing state */
684 hw_arg.shader = iface;
685 hw_arg.buffer = buffer;
686 hw_arg.reg_maps = reg_maps;
687 This->baseShader.parse_state.current_row = 0;
689 /* Second pass, process opcodes */
690 if (NULL != pToken) {
691 while (WINED3DPS_END() != *pToken) {
693 /* Skip version token */
694 if (shader_is_version_token(*pToken)) {
699 /* Skip comment tokens */
700 if (shader_is_comment(*pToken)) {
701 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
703 TRACE("#%s\n", (const char*)pToken);
704 pToken += comment_len;
709 hw_arg.opcode_token = *pToken++;
710 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
713 if (curOpcode == NULL)
715 else if (This->baseShader.shader_mode == SHADER_GLSL)
716 hw_fct = curOpcode->hw_glsl_fct;
717 else if (This->baseShader.shader_mode == SHADER_ARB)
718 hw_fct = curOpcode->hw_fct;
720 /* Unknown opcode and its parameters */
721 if (NULL == curOpcode) {
722 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
723 pToken += shader_skip_unrecognized(iface, pToken);
726 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
727 WINED3DSIO_NOP == curOpcode->opcode ||
728 WINED3DSIO_DEF == curOpcode->opcode ||
729 WINED3DSIO_DEFI == curOpcode->opcode ||
730 WINED3DSIO_DEFB == curOpcode->opcode ||
731 WINED3DSIO_PHASE == curOpcode->opcode ||
732 WINED3DSIO_RET == curOpcode->opcode) {
734 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
736 /* If a generator function is set for current shader target, use it */
737 } else if (hw_fct != NULL) {
739 hw_arg.opcode = curOpcode;
741 /* Destination token */
742 if (curOpcode->dst_token) {
744 DWORD param, addr_token = 0;
745 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
747 hw_arg.dst_addr = addr_token;
750 /* Predication token */
751 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
752 hw_arg.predicate = *pToken++;
754 /* Other source tokens */
755 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
757 DWORD param, addr_token = 0;
758 pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
759 hw_arg.src[i] = param;
760 hw_arg.src_addr[i] = addr_token;
763 /* Call appropriate function for output target */
766 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
767 if (This->baseShader.shader_mode == SHADER_GLSL)
768 shader_glsl_add_instruction_modifiers(&hw_arg);
770 /* Unhandled opcode */
773 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
774 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
777 /* TODO: What about result.depth? */
782 void shader_dump_ins_modifiers(const DWORD output) {
784 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
785 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
789 case 13: TRACE("_d8"); break;
790 case 14: TRACE("_d4"); break;
791 case 15: TRACE("_d2"); break;
792 case 1: TRACE("_x2"); break;
793 case 2: TRACE("_x4"); break;
794 case 3: TRACE("_x8"); break;
795 default: TRACE("_unhandled_shift(%d)", shift); break;
798 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
799 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
800 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
802 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
804 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
807 /* First pass: trace shader, initialize length and version */
808 void shader_trace_init(
809 IWineD3DBaseShader *iface,
810 const DWORD* pFunction) {
812 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
814 const DWORD* pToken = pFunction;
815 const SHADER_OPCODE* curOpcode = NULL;
817 unsigned int len = 0;
820 TRACE("(%p) : Parsing programme\n", This);
822 if (NULL != pToken) {
823 while (WINED3DVS_END() != *pToken) {
824 if (shader_is_version_token(*pToken)) { /** version */
825 This->baseShader.hex_version = *pToken;
826 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
827 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
828 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
833 if (shader_is_comment(*pToken)) { /** comment */
834 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
836 TRACE("//%s\n", (const char*)pToken);
837 pToken += comment_len;
838 len += comment_len + 1;
841 opcode_token = *pToken++;
842 curOpcode = shader_get_opcode(iface, opcode_token);
845 if (NULL == curOpcode) {
847 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
848 tokens_read = shader_skip_unrecognized(iface, pToken);
849 pToken += tokens_read;
853 if (curOpcode->opcode == WINED3DSIO_DCL) {
855 DWORD usage = *pToken;
856 DWORD param = *(pToken + 1);
858 shader_dump_decl_usage(This, usage, param);
859 shader_dump_ins_modifiers(param);
861 shader_dump_param(iface, param, 0, 0);
865 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
867 unsigned int offset = shader_get_float_offset(*pToken);
869 TRACE("def c%u = %f, %f, %f, %f", offset,
870 *(const float *)(pToken + 1),
871 *(const float *)(pToken + 2),
872 *(const float *)(pToken + 3),
873 *(const float *)(pToken + 4));
877 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
879 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
888 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
890 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
891 *(pToken + 1)? "true": "false");
898 DWORD param, addr_token;
901 /* Print out predication source token first - it follows
902 * the destination token. */
903 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
905 shader_dump_param(iface, *(pToken + 2), 0, 1);
909 TRACE("%s", curOpcode->name);
911 if (curOpcode->opcode == WINED3DSIO_IFC ||
912 curOpcode->opcode == WINED3DSIO_BREAKC) {
914 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
916 case COMPARISON_GT: TRACE("_gt"); break;
917 case COMPARISON_EQ: TRACE("_eq"); break;
918 case COMPARISON_GE: TRACE("_ge"); break;
919 case COMPARISON_LT: TRACE("_lt"); break;
920 case COMPARISON_NE: TRACE("_ne"); break;
921 case COMPARISON_LE: TRACE("_le"); break;
927 /* Destination token */
928 if (curOpcode->dst_token) {
930 /* Destination token */
931 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
932 pToken += tokens_read;
935 shader_dump_ins_modifiers(param);
937 shader_dump_param(iface, param, addr_token, 0);
940 /* Predication token - already printed out, just skip it */
941 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
946 /* Other source tokens */
947 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
949 tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
950 pToken += tokens_read;
953 TRACE((i == 0)? " " : ", ");
954 shader_dump_param(iface, param, addr_token, 1);
960 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
962 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
966 void shader_delete_constant_list(
967 struct list* clist) {
970 struct local_constant* constant;
972 ptr = list_head(clist);
974 constant = LIST_ENTRY(ptr, struct local_constant, entry);
975 ptr = list_next(clist, ptr);
976 HeapFree(GetProcessHeap(), 0, constant);
980 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
981 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
982 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
983 static void shader_none_cleanup(BOOL usePS, BOOL useVS) {}
985 const shader_backend_t none_shader_backend = {
987 &shader_none_select_depth_blt,
988 &shader_none_load_constants,