wine/dlls/wined3d/baseshader.c

999 lines
35 KiB
C

/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <string.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
inline static BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
}
int shader_addline(
SHADER_BUFFER* buffer,
const char *format, ...) {
char* base = buffer->buffer + buffer->bsize;
int rc;
va_list args;
va_start(args, format);
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
va_end(args);
if (rc < 0 || /* C89 */
rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
buffer->bsize = SHADER_PGMSIZE - 1;
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;
if (buffer->buffer[buffer->bsize-1] == '\n') {
buffer->lineNo++;
buffer->newline = TRUE;
}
return 0;
}
const SHADER_OPCODE* shader_get_opcode(
IWineD3DBaseShader *iface, const DWORD code) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
DWORD i = 0;
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 & 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 %#x(%d) masked %#x, shader version %#x\n",
code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
return NULL;
}
/* Read a parameter opcode from the input stream,
* and possibly a relative addressing token.
* Return the number of tokens read */
int shader_get_param(
IWineD3DBaseShader* iface,
const DWORD* pToken,
DWORD* param,
DWORD* addr_token) {
/* PS >= 3.0 have relative addressing (with token)
* VS >= 2.0 have relative addressing (with token)
* VS >= 1.0 < 2.0 have relative addressing (without token)
* The version check below should work in general */
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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;
return rel_token? 2:1;
}
/* Return the number of parameters to skip for an opcode */
static inline int shader_skip_opcode(
IWineD3DBaseShaderImpl* This,
const SHADER_OPCODE* curOpcode,
DWORD opcode_token) {
/* 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 (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
curOpcode->num_params;
}
/* Read the parameters of an unrecognized opcode from the input stream
* Return the number of tokens read.
*
* Note: This function assumes source or destination token format.
* It will not work with specially-formatted tokens like DEF or DCL,
* but hopefully those would be recognized */
int shader_skip_unrecognized(
IWineD3DBaseShader* iface,
const DWORD* pToken) {
int tokens_read = 0;
int i = 0;
/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
while (*pToken & 0x80000000) {
DWORD param, addr_token;
tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
pToken += tokens_read;
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. */
HRESULT shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
semantic* semantics_in,
semantic* semantics_out,
CONST DWORD* pToken,
IWineD3DStateBlockImpl *stateBlock) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
if (pToken == NULL)
return WINED3D_OK;
while (WINED3DVS_END() != *pToken) {
CONST SHADER_OPCODE* curOpcode;
DWORD opcode_token;
/* Skip version */
if (shader_is_version_token(*pToken)) {
++pToken;
continue;
/* Skip comments */
} else if (shader_is_comment(*pToken)) {
DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
++pToken;
pToken += comment_len;
continue;
}
/* Fetch opcode */
opcode_token = *pToken++;
curOpcode = shader_get_opcode(iface, opcode_token);
/* Unhandled opcode, and its parameters */
if (NULL == curOpcode) {
while (*pToken & 0x80000000)
++pToken;
/* 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;
/* 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));
list_add_head(&This->baseShader.constantsF, &lconst->entry);
pToken += curOpcode->num_params;
} 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;
} 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) {
reg_maps->loop = 1;
pToken += curOpcode->num_params;
/* 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_1D:
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
break;
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) {
if(reg_maps->bumpmat != 0 && reg_maps->bumpmat != sampler_code) {
FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
} else {
reg_maps->bumpmat = sampler_code;
}
}
}
/* This will loop over all the registers and try to
* make a bitmask of the ones we're interested in.
*
* Relative addressing tokens are ignored, but that's
* okay, since we'll catch any address registers when
* they are initialized (required by spec) */
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, &param, &addr_token);
regtype = shader_get_regtype(param);
reg = param & WINED3DSP_REGNUM_MASK;
if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
if (pshader)
reg_maps->texcoord[reg] = 1;
else
reg_maps->address[reg] = 1;
}
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;
}
}
}
return WINED3D_OK;
}
static void shader_dump_decl_usage(
IWineD3DBaseShaderImpl* This,
DWORD decl,
DWORD param) {
DWORD regtype = shader_get_regtype(param);
TRACE("dcl");
if (regtype == WINED3DSPR_SAMPLER) {
DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
switch (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 & 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 WINED3DDECLUSAGE_POSITION:
TRACE("position%d", idx);
break;
case WINED3DDECLUSAGE_BLENDINDICES:
TRACE("blend");
break;
case WINED3DDECLUSAGE_BLENDWEIGHT:
TRACE("weight");
break;
case WINED3DDECLUSAGE_NORMAL:
TRACE("normal%d", idx);
break;
case WINED3DDECLUSAGE_PSIZE:
TRACE("psize");
break;
case WINED3DDECLUSAGE_COLOR:
if(idx == 0) {
TRACE("color");
} else {
TRACE("specular%d", (idx - 1));
}
break;
case WINED3DDECLUSAGE_TEXCOORD:
TRACE("texture%d", idx);
break;
case WINED3DDECLUSAGE_TANGENT:
TRACE("tangent");
break;
case WINED3DDECLUSAGE_BINORMAL:
TRACE("binormal");
break;
case WINED3DDECLUSAGE_TESSFACTOR:
TRACE("tessfactor");
break;
case WINED3DDECLUSAGE_POSITIONT:
TRACE("positionT%d", idx);
break;
case WINED3DDECLUSAGE_FOG:
TRACE("fog");
break;
case WINED3DDECLUSAGE_DEPTH:
TRACE("depth");
break;
case WINED3DDECLUSAGE_SAMPLE:
TRACE("sample");
break;
default:
FIXME("unknown_semantics(%08x)", usage);
}
}
}
static void shader_dump_arr_entry(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
unsigned int reg,
int input) {
char relative =
((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
if (relative) {
TRACE("[");
if (addr_token)
shader_dump_param(iface, addr_token, 0, input);
else
TRACE("a0.x");
TRACE(" + ");
}
TRACE("%u", reg);
if (relative)
TRACE("]");
}
void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
int input) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
char swizzle_reg_chars[4];
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 */
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[0] = pshader? 'r': 'x';
swizzle_reg_chars[1] = pshader? 'g': 'y';
swizzle_reg_chars[2] = pshader? 'b': 'z';
swizzle_reg_chars[3] = pshader? 'a': 'w';
if (input) {
if ( (modifier == WINED3DSPSM_NEG) ||
(modifier == WINED3DSPSM_BIASNEG) ||
(modifier == WINED3DSPSM_SIGNNEG) ||
(modifier == WINED3DSPSM_X2NEG) ||
(modifier == WINED3DSPSM_ABSNEG) )
TRACE("-");
else if (modifier == WINED3DSPSM_COMP)
TRACE("1-");
else if (modifier == WINED3DSPSM_NOT)
TRACE("!");
if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
TRACE("abs(");
}
switch (regtype) {
case WINED3DSPR_TEMP:
TRACE("r%u", reg);
break;
case WINED3DSPR_INPUT:
TRACE("v");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
break;
case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
TRACE("%c%u", (pshader? 't':'a'), reg);
break;
case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg]);
break;
case WINED3DSPR_COLOROUT:
TRACE("oC%u", reg);
break;
case WINED3DSPR_DEPTHOUT:
TRACE("oDepth");
break;
case WINED3DSPR_ATTROUT:
TRACE("oD%u", reg);
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
TRACE("o");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
}
else
TRACE("oT%u", reg);
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
break;
case WINED3DSPR_LABEL:
TRACE("l%u", reg);
break;
case WINED3DSPR_LOOP:
TRACE("aL");
break;
case WINED3DSPR_SAMPLER:
TRACE("s%u", reg);
break;
case WINED3DSPR_PREDICATE:
TRACE("p%u", reg);
break;
default:
TRACE("unhandled_rtype(%#x)", regtype);
break;
}
if (!input) {
/* operand output (for modifiers and shift, see dump_ins_modifiers) */
if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
TRACE(".");
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 & 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 != 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(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
}
}
/**
* swizzle bits fields:
* RRGGBBAA
*/
if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
if (swizzle_r == swizzle_g &&
swizzle_r == swizzle_b &&
swizzle_r == swizzle_a) {
TRACE(".%c", swizzle_reg_chars[swizzle_r]);
} else {
TRACE(".%c%c%c%c",
swizzle_reg_chars[swizzle_r],
swizzle_reg_chars[swizzle_g],
swizzle_reg_chars[swizzle_b],
swizzle_reg_chars[swizzle_a]);
}
}
}
}
/** 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 shader_generate_main(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
shader_reg_maps* reg_maps,
CONST DWORD* pFunction) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
SHADER_HANDLER hw_fct = NULL;
DWORD i;
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;
/* Second pass, process opcodes */
if (NULL != pToken) {
while (WINED3DPS_END() != *pToken) {
/* Skip version token */
if (shader_is_version_token(*pToken)) {
++pToken;
continue;
}
/* Skip comment tokens */
if (shader_is_comment(*pToken)) {
DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
++pToken;
TRACE("#%s\n", (const char*)pToken);
pToken += comment_len;
continue;
}
/* Read opcode */
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=%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) {
hw_arg.opcode = curOpcode;
/* Destination token */
if (curOpcode->dst_token) {
DWORD param, addr_token = 0;
pToken += shader_get_param(iface, pToken, &param, &addr_token);
hw_arg.dst = param;
hw_arg.dst_addr = addr_token;
}
/* Predication token */
if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
hw_arg.predicate = *pToken++;
/* Other source tokens */
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
DWORD param, addr_token = 0;
pToken += shader_get_param(iface, pToken, &param, &addr_token);
hw_arg.src[i] = param;
hw_arg.src_addr[i] = addr_token;
}
/* Call appropriate function for output target */
hw_fct(&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 {
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 & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
switch (shift) {
case 0: break;
case 13: TRACE("_d8"); break;
case 14: TRACE("_d4"); break;
case 15: TRACE("_d2"); break;
case 1: TRACE("_x2"); break;
case 2: TRACE("_x4"); break;
case 3: TRACE("_x8"); break;
default: TRACE("_unhandled_shift(%d)", shift); break;
}
if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
if (mmask)
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(") ");
}
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);
}
}
/* Destination token */
if (curOpcode->dst_token) {
/* Destination token */
tokens_read = shader_get_param(iface, pToken, &param, &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, &param, &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);
}
}
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
};