*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
+ * Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#define GLNAME_REQUIRE_GLSL ((const char *)1)
-typedef struct shader_reg_maps {
- DWORD texcoord;
- DWORD temporary;
- DWORD address;
-} shader_reg_maps;
-
-inline static BOOL shader_is_version_token(DWORD token) {
+static inline BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
}
return -1;
}
+ if (buffer->newline) {
+ TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
+ buffer->newline = FALSE;
+ } else {
+ TRACE("%s", base);
+ }
+
buffer->bsize += rc;
- buffer->lineNo++;
- TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
+ if (buffer->buffer[buffer->bsize-1] == '\n') {
+ buffer->lineNo++;
+ buffer->newline = TRUE;
+ }
return 0;
}
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
DWORD i = 0;
- DWORD version = This->baseShader.version;
DWORD hex_version = This->baseShader.hex_version;
const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
/** TODO: use dichotomic search */
while (NULL != shader_ins[i].name) {
- if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
+ if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
(((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
return &shader_ins[i];
}
++i;
}
- FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
- code, code, code & D3DSI_OPCODE_MASK, version);
+ FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
+ code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
return NULL;
}
* The version check below should work in general */
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
- ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
+ char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
+ ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
*param = *pToken;
*addr_token = rel_token? *(pToken + 1): 0;
/* Shaders >= 2.0 may contain address tokens, but fortunately they
* have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
- return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
- ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
+ return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
+ ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
curOpcode->num_params;
}
tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
pToken += tokens_read;
- FIXME("Unrecognized opcode param: token=%08lX "
- "addr_token=%08lX name=", param, addr_token);
+ FIXME("Unrecognized opcode param: token=%08x "
+ "addr_token=%08x name=", param, addr_token);
shader_dump_param(iface, param, addr_token, i);
FIXME("\n");
++i;
return tokens_read;
}
+/* Convert floating point offset relative
+ * to a register file to an absolute offset for float constants */
+
+unsigned int shader_get_float_offset(const DWORD reg) {
+
+ unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
+ int regtype = shader_get_regtype(reg);
+
+ switch (regtype) {
+ case WINED3DSPR_CONST: return regnum;
+ case WINED3DSPR_CONST2: return 2048 + regnum;
+ case WINED3DSPR_CONST3: return 4096 + regnum;
+ case WINED3DSPR_CONST4: return 6144 + regnum;
+ default:
+ FIXME("Unsupported register type: %d\n", regtype);
+ return regnum;
+ }
+}
+
/* Note that this does not count the loop register
* as an address register. */
-static void shader_get_registers_used(
+HRESULT shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
- CONST DWORD* pToken) {
+ semantic* semantics_in,
+ semantic* semantics_out,
+ CONST DWORD* pToken,
+ IWineD3DStateBlockImpl *stateBlock) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ unsigned int cur_loop_depth = 0, max_loop_depth = 0;
- if (pToken == NULL)
- return;
+ /* There are some minor differences between pixel and vertex shaders */
+ char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+
+ reg_maps->bumpmat = -1;
+ reg_maps->luminanceparams = -1;
- reg_maps->temporary = 0;
- reg_maps->texcoord = 0;
- reg_maps->address = 0;
+ if (pToken == NULL)
+ return WINED3D_OK;
- while (D3DVS_END() != *pToken) {
+ while (WINED3DVS_END() != *pToken) {
CONST SHADER_OPCODE* curOpcode;
DWORD opcode_token;
/* Skip comments */
} else if (shader_is_comment(*pToken)) {
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
+ DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
++pToken;
pToken += comment_len;
continue;
if (NULL == curOpcode) {
while (*pToken & 0x80000000)
++pToken;
- continue;
- /* Skip declarations (for now) */
- } else if (D3DSIO_DCL == curOpcode->opcode) {
+ /* Handle declarations */
+ } else if (WINED3DSIO_DCL == curOpcode->opcode) {
+
+ DWORD usage = *pToken++;
+ DWORD param = *pToken++;
+ DWORD regtype = shader_get_regtype(param);
+ unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
+
+ /* Vshader: mark attributes used
+ Pshader: mark 3.0 input registers used, save token */
+ if (WINED3DSPR_INPUT == regtype) {
+
+ if (!pshader)
+ reg_maps->attributes[regnum] = 1;
+ else
+ reg_maps->packed_input[regnum] = 1;
+
+ semantics_in[regnum].usage = usage;
+ semantics_in[regnum].reg = param;
+
+ /* Vshader: mark 3.0 output registers used, save token */
+ } else if (WINED3DSPR_OUTPUT == regtype) {
+ reg_maps->packed_output[regnum] = 1;
+ semantics_out[regnum].usage = usage;
+ semantics_out[regnum].reg = param;
+ if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
+ reg_maps->fog = 1;
+
+ /* Save sampler usage token */
+ } else if (WINED3DSPR_SAMPLER == regtype)
+ reg_maps->samplers[regnum] = usage;
+
+ } else if (WINED3DSIO_DEF == curOpcode->opcode) {
+
+ local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+ lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
+ memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
+
+ /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
+ if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
+ float *value = (float *) lconst->value;
+ if(value[0] < -1.0) value[0] = -1.0;
+ else if(value[0] > 1.0) value[0] = 1.0;
+ if(value[1] < -1.0) value[1] = -1.0;
+ else if(value[1] > 1.0) value[1] = 1.0;
+ if(value[2] < -1.0) value[2] = -1.0;
+ else if(value[2] > 1.0) value[2] = 1.0;
+ if(value[3] < -1.0) value[3] = -1.0;
+ else if(value[3] > 1.0) value[3] = 1.0;
+ }
+
+ list_add_head(&This->baseShader.constantsF, &lconst->entry);
pToken += curOpcode->num_params;
- continue;
- /* Skip definitions (for now) */
- } else if (D3DSIO_DEF == curOpcode->opcode) {
+ } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
+
+ local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+ lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
+ memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
+ list_add_head(&This->baseShader.constantsI, &lconst->entry);
pToken += curOpcode->num_params;
- continue;
- /* Set texture registers, and temporary registers */
+ } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
+
+ local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+ if (!lconst) return E_OUTOFMEMORY;
+ lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
+ memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
+ list_add_head(&This->baseShader.constantsB, &lconst->entry);
+ pToken += curOpcode->num_params;
+
+ /* If there's a loop in the shader */
+ } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
+ WINED3DSIO_REP == curOpcode->opcode) {
+ cur_loop_depth++;
+ if(cur_loop_depth > max_loop_depth)
+ max_loop_depth = cur_loop_depth;
+ pToken += curOpcode->num_params;
+
+ } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
+ WINED3DSIO_ENDREP == curOpcode->opcode) {
+ cur_loop_depth--;
+
+ /* For subroutine prototypes */
+ } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
+
+ DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
+ reg_maps->labels[snum] = 1;
+ pToken += curOpcode->num_params;
+
+ /* Set texture, address, temporary registers */
} else {
int i, limit;
+ /* Declare 1.X samplers implicitly, based on the destination reg. number */
+ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
+ (WINED3DSIO_TEX == curOpcode->opcode ||
+ WINED3DSIO_TEXBEM == curOpcode->opcode ||
+ WINED3DSIO_TEXBEML == curOpcode->opcode ||
+ WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
+ WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
+ WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
+ WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
+ WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
+ WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
+ WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
+ WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
+
+ /* Fake sampler usage, only set reserved bit and ttype */
+ DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
+
+ if(!stateBlock->textures[sampler_code]) {
+ ERR("No texture bound to sampler %d\n", sampler_code);
+ reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
+ } else {
+ int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
+ switch(texType) {
+ case GL_TEXTURE_2D:
+ reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
+ break;
+
+ case GL_TEXTURE_3D:
+ reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
+ break;
+
+ default:
+ ERR("Unexpected gl texture type found: %d\n", texType);
+ reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
+ }
+ }
+
+ /* texbem is only valid with < 1.4 pixel shaders */
+ if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
+ WINED3DSIO_TEXBEML == curOpcode->opcode) {
+ if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
+ FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
+ } else {
+ reg_maps->bumpmat = sampler_code;
+ if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
+ reg_maps->luminanceparams = sampler_code;
+ }
+ }
+ }
+ }
+ if(WINED3DSIO_NRM == curOpcode->opcode) {
+ reg_maps->usesnrm = 1;
+ } else if(WINED3DSIO_BEM == curOpcode->opcode) {
+ DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
+ if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
+ FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
+ } else {
+ reg_maps->bumpmat = regnum;
+ }
+ } else if(WINED3DSIO_DSY == curOpcode->opcode) {
+ reg_maps->usesdsy = 1;
+ }
+
/* This will loop over all the registers and try to
* make a bitmask of the ones we're interested in.
*
* okay, since we'll catch any address registers when
* they are initialized (required by spec) */
- limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
+ limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
curOpcode->num_params + 1: curOpcode->num_params;
for (i = 0; i < limit; ++i) {
DWORD param, addr_token, reg, regtype;
pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
- regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
- reg = param & D3DSP_REGNUM_MASK;
+ regtype = shader_get_regtype(param);
+ reg = param & WINED3DSP_REGNUM_MASK;
- if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
+ if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
- if (shader_is_pshader_version(This->baseShader.hex_version))
- reg_maps->texcoord |= (1 << reg);
+ if (pshader)
+ reg_maps->texcoord[reg] = 1;
else
- reg_maps->address |= (1 << reg);
+ reg_maps->address[reg] = 1;
}
- if (D3DSPR_TEMP == regtype)
- reg_maps->temporary |= (1 << reg);
- }
+ else if (WINED3DSPR_TEMP == regtype)
+ reg_maps->temporary[reg] = 1;
+
+ else if (WINED3DSPR_INPUT == regtype && !pshader)
+ reg_maps->attributes[reg] = 1;
+
+ else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
+ reg_maps->fog = 1;
+
+ else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
+ reg_maps->vpos = 1;
+ }
}
}
+ reg_maps->loop_depth = max_loop_depth;
+
+ return WINED3D_OK;
}
-void shader_program_dump_decl_usage(
+static void shader_dump_decl_usage(
+ IWineD3DBaseShaderImpl* This,
DWORD decl,
DWORD param) {
DWORD regtype = shader_get_regtype(param);
- TRACE("dcl_");
- if (regtype == D3DSPR_SAMPLER) {
- DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
+ TRACE("dcl");
+
+ if (regtype == WINED3DSPR_SAMPLER) {
+ DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
switch (ttype) {
- case D3DSTT_2D: TRACE("2d"); break;
- case D3DSTT_CUBE: TRACE("cube"); break;
- case D3DSTT_VOLUME: TRACE("volume"); break;
- default: TRACE("unknown_ttype(%08lx)", ttype);
+ case WINED3DSTT_2D: TRACE("_2d"); break;
+ case WINED3DSTT_CUBE: TRACE("_cube"); break;
+ case WINED3DSTT_VOLUME: TRACE("_volume"); break;
+ default: TRACE("_unknown_ttype(%08x)", ttype);
}
} else {
- DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
- DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
+ DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+
+ /* Pixel shaders 3.0 don't have usage semantics */
+ char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+ if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
+ return;
+ else
+ TRACE("_");
switch(usage) {
- case D3DDECLUSAGE_POSITION:
- TRACE("%s%ld", "position", idx);
+ case WINED3DDECLUSAGE_POSITION:
+ TRACE("position%d", idx);
break;
- case D3DDECLUSAGE_BLENDINDICES:
- TRACE("%s", "blend");
+ case WINED3DDECLUSAGE_BLENDINDICES:
+ TRACE("blend");
break;
- case D3DDECLUSAGE_BLENDWEIGHT:
- TRACE("%s", "weight");
+ case WINED3DDECLUSAGE_BLENDWEIGHT:
+ TRACE("weight");
break;
- case D3DDECLUSAGE_NORMAL:
- TRACE("%s%ld", "normal", idx);
+ case WINED3DDECLUSAGE_NORMAL:
+ TRACE("normal%d", idx);
break;
- case D3DDECLUSAGE_PSIZE:
- TRACE("%s", "psize");
+ case WINED3DDECLUSAGE_PSIZE:
+ TRACE("psize");
break;
- case D3DDECLUSAGE_COLOR:
+ case WINED3DDECLUSAGE_COLOR:
if(idx == 0) {
- TRACE("%s", "color");
+ TRACE("color");
} else {
- TRACE("%s%ld", "specular", (idx - 1));
+ TRACE("specular%d", (idx - 1));
}
break;
- case D3DDECLUSAGE_TEXCOORD:
- TRACE("%s%ld", "texture", idx);
+ case WINED3DDECLUSAGE_TEXCOORD:
+ TRACE("texture%d", idx);
break;
- case D3DDECLUSAGE_TANGENT:
- TRACE("%s", "tangent");
+ case WINED3DDECLUSAGE_TANGENT:
+ TRACE("tangent");
break;
- case D3DDECLUSAGE_BINORMAL:
- TRACE("%s", "binormal");
+ case WINED3DDECLUSAGE_BINORMAL:
+ TRACE("binormal");
break;
- case D3DDECLUSAGE_TESSFACTOR:
- TRACE("%s", "tessfactor");
+ case WINED3DDECLUSAGE_TESSFACTOR:
+ TRACE("tessfactor");
break;
- case D3DDECLUSAGE_POSITIONT:
- TRACE("%s%ld", "positionT", idx);
+ case WINED3DDECLUSAGE_POSITIONT:
+ TRACE("positionT%d", idx);
break;
- case D3DDECLUSAGE_FOG:
- TRACE("%s", "fog");
+ case WINED3DDECLUSAGE_FOG:
+ TRACE("fog");
break;
- case D3DDECLUSAGE_DEPTH:
- TRACE("%s", "depth");
+ case WINED3DDECLUSAGE_DEPTH:
+ TRACE("depth");
break;
- case D3DDECLUSAGE_SAMPLE:
- TRACE("%s", "sample");
+ case WINED3DDECLUSAGE_SAMPLE:
+ TRACE("sample");
break;
default:
- FIXME("unknown_semantics(%08lx)", usage);
+ FIXME("unknown_semantics(%08x)", usage);
}
}
}
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
+ unsigned int reg,
int input) {
- DWORD reg = param & D3DSP_REGNUM_MASK;
char relative =
- ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
+ ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
- TRACE("[");
if (relative) {
+ TRACE("[");
if (addr_token)
shader_dump_param(iface, addr_token, 0, input);
else
TRACE("a0.x");
TRACE(" + ");
}
- TRACE("%lu]", reg);
+ TRACE("%u", reg);
+ if (relative)
+ TRACE("]");
}
void shader_dump_param(
int input) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
+ static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
+ static const char * const misctype_reg_names[] = { "vPos", "vFace"};
char swizzle_reg_chars[4];
- DWORD reg = param & D3DSP_REGNUM_MASK;
+ DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
+ DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
/* There are some minor differences between pixel and vertex shaders */
- BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
+ char pshader = shader_is_pshader_version(This->baseShader.hex_version);
/* For one, we'd prefer color components to be shown for pshaders.
* FIXME: use the swizzle function for this */
swizzle_reg_chars[3] = pshader? 'a': 'w';
if (input) {
- if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
- ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) ||
- ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) ||
- ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) )
+ if ( (modifier == WINED3DSPSM_NEG) ||
+ (modifier == WINED3DSPSM_BIASNEG) ||
+ (modifier == WINED3DSPSM_SIGNNEG) ||
+ (modifier == WINED3DSPSM_X2NEG) ||
+ (modifier == WINED3DSPSM_ABSNEG) )
TRACE("-");
- else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
+ else if (modifier == WINED3DSPSM_COMP)
TRACE("1-");
- else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT)
+ else if (modifier == WINED3DSPSM_NOT)
TRACE("!");
+
+ if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
+ TRACE("abs(");
}
switch (regtype) {
- case D3DSPR_TEMP:
- TRACE("r%lu", reg);
+ case WINED3DSPR_TEMP:
+ TRACE("r%u", reg);
break;
- case D3DSPR_INPUT:
- TRACE("v%lu", reg);
+ case WINED3DSPR_INPUT:
+ TRACE("v");
+ shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
- case D3DSPR_CONST:
+ case WINED3DSPR_CONST:
+ case WINED3DSPR_CONST2:
+ case WINED3DSPR_CONST3:
+ case WINED3DSPR_CONST4:
TRACE("c");
- shader_dump_arr_entry(iface, param, addr_token, input);
+ shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
break;
- case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
- TRACE("%c%lu", (pshader? 't':'a'), reg);
+ case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
+ TRACE("%c%u", (pshader? 't':'a'), reg);
break;
- case D3DSPR_RASTOUT:
+ case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg]);
break;
- case D3DSPR_COLOROUT:
- TRACE("oC%lu", reg);
+ case WINED3DSPR_COLOROUT:
+ TRACE("oC%u", reg);
break;
- case D3DSPR_DEPTHOUT:
+ case WINED3DSPR_DEPTHOUT:
TRACE("oDepth");
break;
- case D3DSPR_ATTROUT:
- TRACE("oD%lu", reg);
+ case WINED3DSPR_ATTROUT:
+ TRACE("oD%u", reg);
break;
- case D3DSPR_TEXCRDOUT:
+ case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
- * (D3DSPR_OUTPUT), which can include an address token */
+ * (WINED3DSPR_OUTPUT), which can include an address token */
- if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
+ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
TRACE("o");
- shader_dump_arr_entry(iface, param, addr_token, input);
+ shader_dump_arr_entry(iface, param, addr_token, reg, input);
}
else
- TRACE("oT%lu", reg);
+ TRACE("oT%u", reg);
break;
- case D3DSPR_CONSTINT:
+ case WINED3DSPR_CONSTINT:
TRACE("i");
- shader_dump_arr_entry(iface, param, addr_token, input);
+ shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
- case D3DSPR_CONSTBOOL:
+ case WINED3DSPR_CONSTBOOL:
TRACE("b");
- shader_dump_arr_entry(iface, param, addr_token, input);
+ shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
- case D3DSPR_LABEL:
- TRACE("l%lu", reg);
+ case WINED3DSPR_LABEL:
+ TRACE("l%u", reg);
break;
- case D3DSPR_LOOP:
+ case WINED3DSPR_LOOP:
TRACE("aL");
break;
- case D3DSPR_SAMPLER:
- TRACE("s%lu", reg);
+ case WINED3DSPR_SAMPLER:
+ TRACE("s%u", reg);
+ break;
+ case WINED3DSPR_MISCTYPE:
+ if (reg > 1) {
+ FIXME("Unhandled misctype register %d\n", reg);
+ } else {
+ TRACE("%s", misctype_reg_names[reg]);
+ }
break;
- case D3DSPR_PREDICATE:
- TRACE("p%lu", reg);
+ case WINED3DSPR_PREDICATE:
+ TRACE("p%u", reg);
break;
default:
- TRACE("unhandled_rtype(%#lx)", regtype);
+ TRACE("unhandled_rtype(%#x)", regtype);
break;
}
if (!input) {
/* operand output (for modifiers and shift, see dump_ins_modifiers) */
- if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
+ if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
TRACE(".");
- if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
- if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
- if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
- if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
+ if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
+ if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
+ if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
+ if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
}
} else {
/** operand input */
- DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
+ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
DWORD swizzle_r = swizzle & 0x03;
DWORD swizzle_g = (swizzle >> 2) & 0x03;
DWORD swizzle_b = (swizzle >> 4) & 0x03;
DWORD swizzle_a = (swizzle >> 6) & 0x03;
- if (0 != (param & D3DSP_SRCMOD_MASK)) {
- DWORD mask = param & D3DSP_SRCMOD_MASK;
- switch (mask) {
- case D3DSPSM_NONE: break;
- case D3DSPSM_NEG: break;
- case D3DSPSM_NOT: break;
- case D3DSPSM_BIAS: TRACE("_bias"); break;
- case D3DSPSM_BIASNEG: TRACE("_bias"); break;
- case D3DSPSM_SIGN: TRACE("_bx2"); break;
- case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
- case D3DSPSM_COMP: break;
- case D3DSPSM_X2: TRACE("_x2"); break;
- case D3DSPSM_X2NEG: TRACE("_x2"); break;
- case D3DSPSM_DZ: TRACE("_dz"); break;
- case D3DSPSM_DW: TRACE("_dw"); break;
+ if (0 != modifier) {
+ switch (modifier) {
+ case WINED3DSPSM_NONE: break;
+ case WINED3DSPSM_NEG: break;
+ case WINED3DSPSM_NOT: break;
+ case WINED3DSPSM_BIAS: TRACE("_bias"); break;
+ case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
+ case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
+ case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
+ case WINED3DSPSM_COMP: break;
+ case WINED3DSPSM_X2: TRACE("_x2"); break;
+ case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
+ case WINED3DSPSM_DZ: TRACE("_dz"); break;
+ case WINED3DSPSM_DW: TRACE("_dw"); break;
+ case WINED3DSPSM_ABSNEG: TRACE(")"); break;
+ case WINED3DSPSM_ABS: TRACE(")"); break;
default:
- TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT);
+ TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
}
}
* swizzle bits fields:
* RRGGBBAA
*/
- if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
+ if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
if (swizzle_r == swizzle_g &&
swizzle_r == swizzle_b &&
swizzle_r == swizzle_a) {
}
}
-/** Generate the variable & register declarations for the ARB_vertex_program
- output target */
-void generate_arb_declarations(
- IWineD3DBaseShader *iface,
- shader_reg_maps* reg_maps,
- SHADER_BUFFER* buffer) {
-
- IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- DWORD i;
-
- for(i = 0; i < This->baseShader.limits.temporary; i++) {
- if (reg_maps->temporary & (1 << i))
- shader_addline(buffer, "TEMP R%lu;\n", i);
- }
-
- for (i = 0; i < This->baseShader.limits.address; i++) {
- if (reg_maps->address & (1 << i))
- shader_addline(buffer, "ADDRESS A%ld;\n", i);
- }
-
- for(i = 0; i < This->baseShader.limits.texture; i++) {
- if (reg_maps->texcoord & (1 << i))
- shader_addline(buffer,"TEMP T%lu;\n", i);
- }
-
- /* Texture coordinate registers must be pre-loaded */
- for (i = 0; i < This->baseShader.limits.texture; i++) {
- if (reg_maps->texcoord & (1 << i))
- shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
- }
-
- /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
- shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
- This->baseShader.limits.constant_float,
- This->baseShader.limits.constant_float - 1);
-}
-
-/** Generate the variable & register declarations for the GLSL
- output target */
-void generate_glsl_declarations(
- IWineD3DBaseShader *iface,
- shader_reg_maps* reg_maps,
- SHADER_BUFFER* buffer) {
-
- FIXME("GLSL not fully implemented yet.\n");
-
-}
-
/** Shared code in order to generate the bulk of the shader string.
Use the shader_header_fct & shader_footer_fct to add strings
that are specific to pixel or vertex functions
NOTE: A description of how to parse tokens can be found at:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
-void generate_base_shader(
+void shader_generate_main(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
+ shader_reg_maps* reg_maps,
CONST DWORD* pFunction) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
SHADER_HANDLER hw_fct = NULL;
- DWORD opcode_token;
DWORD i;
- shader_reg_maps reg_maps;
+ SHADER_OPCODE_ARG hw_arg;
/* Initialize current parsing state */
+ hw_arg.shader = iface;
+ hw_arg.buffer = buffer;
+ hw_arg.reg_maps = reg_maps;
This->baseShader.parse_state.current_row = 0;
- /* First pass: figure out which temporary and texture registers are used */
- shader_get_registers_used(iface, ®_maps, pToken);
-
- /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
- nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
- nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
- */
-
- /* Pre-declare registers */
- if (USING_GLSL) {
- generate_glsl_declarations(iface, ®_maps, buffer);
- shader_addline(buffer, "void main() {\n");
- } else {
- generate_arb_declarations(iface, ®_maps, buffer);
- }
-
/* Second pass, process opcodes */
if (NULL != pToken) {
- while (D3DPS_END() != *pToken) {
+ while (WINED3DPS_END() != *pToken) {
/* Skip version token */
if (shader_is_version_token(*pToken)) {
/* Skip comment tokens */
if (shader_is_comment(*pToken)) {
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
+ DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
++pToken;
- TRACE("#%s\n", (char*)pToken);
+ TRACE("#%s\n", (const char*)pToken);
pToken += comment_len;
continue;
}
/* Read opcode */
- opcode_token = *pToken++;
- curOpcode = shader_get_opcode(iface, opcode_token);
- hw_fct = USING_GLSL ? curOpcode->hw_glsl_fct : curOpcode->hw_fct;
+ hw_arg.opcode_token = *pToken++;
+ curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
+
+ /* Select handler */
+ if (curOpcode == NULL)
+ hw_fct = NULL;
+ else if (This->baseShader.shader_mode == SHADER_GLSL)
+ hw_fct = curOpcode->hw_glsl_fct;
+ else if (This->baseShader.shader_mode == SHADER_ARB)
+ hw_fct = curOpcode->hw_fct;
/* Unknown opcode and its parameters */
- if (NULL == curOpcode) {
- FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
- pToken += shader_skip_unrecognized(iface, pToken);
+ if (NULL == curOpcode) {
+ FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
+ pToken += shader_skip_unrecognized(iface, pToken);
+
+ /* Nothing to do */
+ } else if (WINED3DSIO_DCL == curOpcode->opcode ||
+ WINED3DSIO_NOP == curOpcode->opcode ||
+ WINED3DSIO_DEF == curOpcode->opcode ||
+ WINED3DSIO_DEFI == curOpcode->opcode ||
+ WINED3DSIO_DEFB == curOpcode->opcode ||
+ WINED3DSIO_PHASE == curOpcode->opcode ||
+ WINED3DSIO_RET == curOpcode->opcode) {
+
+ pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
/* If a generator function is set for current shader target, use it */
} else if (hw_fct != NULL) {
- SHADER_OPCODE_ARG hw_arg;
-
- hw_arg.shader = iface;
hw_arg.opcode = curOpcode;
- hw_arg.buffer = buffer;
- if (curOpcode->num_params > 0) {
+ /* Destination token */
+ if (curOpcode->dst_token) {
DWORD param, addr_token = 0;
-
- /* DCL instruction has usage dst parameter, not register */
- if (curOpcode->opcode == D3DSIO_DCL)
- param = *pToken++;
- else
- pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
-
+ pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
hw_arg.dst = param;
hw_arg.dst_addr = addr_token;
+ }
- if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)
- hw_arg.predicate = *pToken++;
-
- for (i = 1; i < curOpcode->num_params; i++) {
- /* DEF* instructions have constant src parameters, not registers */
- if (curOpcode->opcode == D3DSIO_DEF ||
- curOpcode->opcode == D3DSIO_DEFI ||
- curOpcode->opcode == D3DSIO_DEFB) {
- param = *pToken++;
+ /* Predication token */
+ if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
+ hw_arg.predicate = *pToken++;
- } else
- pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
+ /* Other source tokens */
+ for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
- hw_arg.src[i-1] = param;
- hw_arg.src_addr[i-1] = addr_token;
- }
+ DWORD param, addr_token = 0;
+ pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
+ hw_arg.src[i] = param;
+ hw_arg.src_addr[i] = addr_token;
}
/* Call appropriate function for output target */
hw_fct(&hw_arg);
+ /* Add color correction if needed */
+ device->shader_backend->shader_color_correction(&hw_arg);
+
+ /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
+ if (This->baseShader.shader_mode == SHADER_GLSL)
+ shader_glsl_add_instruction_modifiers(&hw_arg);
+
+ /* Unhandled opcode */
} else {
- /* Unless we encounter a no-op command, this opcode is unrecognized */
- if (curOpcode->opcode != D3DSIO_NOP) {
- FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
- pToken += shader_skip_opcode(This, curOpcode, opcode_token);
- }
+ FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
+ pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
}
}
/* TODO: What about result.depth? */
}
}
-
void shader_dump_ins_modifiers(const DWORD output) {
- DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
- DWORD mmask = output & D3DSP_DSTMOD_MASK;
+ DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
+ DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
switch (shift) {
case 0: break;
case 1: TRACE("_x2"); break;
case 2: TRACE("_x4"); break;
case 3: TRACE("_x8"); break;
- default: TRACE("_unhandled_shift(%ld)", shift); break;
+ default: TRACE("_unhandled_shift(%d)", shift); break;
}
- if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
- if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
- if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
+ if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
+ if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
+ if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
- mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
+ mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
if (mmask)
- FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
+ FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
+}
+
+/* First pass: trace shader, initialize length and version */
+void shader_trace_init(
+ IWineD3DBaseShader *iface,
+ const DWORD* pFunction) {
+
+ IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
+
+ const DWORD* pToken = pFunction;
+ const SHADER_OPCODE* curOpcode = NULL;
+ DWORD opcode_token;
+ unsigned int len = 0;
+ DWORD i;
+
+ TRACE("(%p) : Parsing programme\n", This);
+
+ if (NULL != pToken) {
+ while (WINED3DVS_END() != *pToken) {
+ if (shader_is_version_token(*pToken)) { /** version */
+ This->baseShader.hex_version = *pToken;
+ TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
+ WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
+ WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
+ ++pToken;
+ ++len;
+ continue;
+ }
+ if (shader_is_comment(*pToken)) { /** comment */
+ DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
+ ++pToken;
+ TRACE("//%s\n", (const char*)pToken);
+ pToken += comment_len;
+ len += comment_len + 1;
+ continue;
+ }
+ opcode_token = *pToken++;
+ curOpcode = shader_get_opcode(iface, opcode_token);
+ len++;
+
+ if (NULL == curOpcode) {
+ int tokens_read;
+ FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
+ tokens_read = shader_skip_unrecognized(iface, pToken);
+ pToken += tokens_read;
+ len += tokens_read;
+
+ } else {
+ if (curOpcode->opcode == WINED3DSIO_DCL) {
+
+ DWORD usage = *pToken;
+ DWORD param = *(pToken + 1);
+
+ shader_dump_decl_usage(This, usage, param);
+ shader_dump_ins_modifiers(param);
+ TRACE(" ");
+ shader_dump_param(iface, param, 0, 0);
+ pToken += 2;
+ len += 2;
+
+ } else if (curOpcode->opcode == WINED3DSIO_DEF) {
+
+ unsigned int offset = shader_get_float_offset(*pToken);
+
+ TRACE("def c%u = %f, %f, %f, %f", offset,
+ *(const float *)(pToken + 1),
+ *(const float *)(pToken + 2),
+ *(const float *)(pToken + 3),
+ *(const float *)(pToken + 4));
+
+ pToken += 5;
+ len += 5;
+ } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
+
+ TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
+ *(pToken + 1),
+ *(pToken + 2),
+ *(pToken + 3),
+ *(pToken + 4));
+
+ pToken += 5;
+ len += 5;
+
+ } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
+
+ TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
+ *(pToken + 1)? "true": "false");
+
+ pToken += 2;
+ len += 2;
+
+ } else {
+
+ DWORD param, addr_token;
+ int tokens_read;
+
+ /* Print out predication source token first - it follows
+ * the destination token. */
+ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
+ TRACE("(");
+ shader_dump_param(iface, *(pToken + 2), 0, 1);
+ TRACE(") ");
+ }
+ if (opcode_token & WINED3DSI_COISSUE) {
+ /* PixWin marks instructions with the coissue flag with a '+' */
+ TRACE("+");
+ }
+
+ TRACE("%s", curOpcode->name);
+
+ if (curOpcode->opcode == WINED3DSIO_IFC ||
+ curOpcode->opcode == WINED3DSIO_BREAKC) {
+
+ DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
+ switch (op) {
+ case COMPARISON_GT: TRACE("_gt"); break;
+ case COMPARISON_EQ: TRACE("_eq"); break;
+ case COMPARISON_GE: TRACE("_ge"); break;
+ case COMPARISON_LT: TRACE("_lt"); break;
+ case COMPARISON_NE: TRACE("_ne"); break;
+ case COMPARISON_LE: TRACE("_le"); break;
+ default:
+ TRACE("_(%u)", op);
+ }
+ } else if (curOpcode->opcode == WINED3DSIO_TEX &&
+ This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
+ if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
+ }
+
+ /* Destination token */
+ if (curOpcode->dst_token) {
+
+ /* Destination token */
+ tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
+ pToken += tokens_read;
+ len += tokens_read;
+
+ shader_dump_ins_modifiers(param);
+ TRACE(" ");
+ shader_dump_param(iface, param, addr_token, 0);
+ }
+
+ /* Predication token - already printed out, just skip it */
+ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
+ pToken++;
+ len++;
+ }
+
+ /* Other source tokens */
+ for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
+
+ tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
+ pToken += tokens_read;
+ len += tokens_read;
+
+ TRACE((i == 0)? " " : ", ");
+ shader_dump_param(iface, param, addr_token, 1);
+ }
+ }
+ TRACE("\n");
+ }
+ }
+ This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
+ } else {
+ This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
+ }
+}
+
+void shader_delete_constant_list(
+ struct list* clist) {
+
+ struct list *ptr;
+ struct local_constant* constant;
+
+ ptr = list_head(clist);
+ while (ptr) {
+ constant = LIST_ENTRY(ptr, struct local_constant, entry);
+ ptr = list_next(clist, ptr);
+ HeapFree(GetProcessHeap(), 0, constant);
+ }
}
-/* TODO: Move other shared code here */
+static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
+static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
+static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
+static void shader_none_cleanup(IWineD3DDevice *iface) {}
+
+const shader_backend_t none_shader_backend = {
+ &shader_none_select,
+ &shader_none_select_depth_blt,
+ &shader_none_load_constants,
+ &shader_none_cleanup
+};