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501 lines
21 KiB
Text
501 lines
21 KiB
Text
/*
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* Direct3D shader assembler
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*
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* Copyright 2008 Stefan Dösinger
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* Copyright 2009 Matteo Bruni
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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%{
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#include "config.h"
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#include "wine/port.h"
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#include "wine/debug.h"
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#include "d3dcompiler_private.h"
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#include "asmshader.tab.h"
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WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
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%}
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%option noyywrap
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%option prefix="asmshader_"
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%option noinput nounput
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/* Swizzles and writemasks consist of a dot and up to 4 x, y, z or w characters,
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* or up to 4 a, r, g, b characters. There are different rules for swizzles and
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* writemasks wrt repetition, those are handled in the grammar.
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*/
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DOT \.
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COMPONENT [xyzw]|[rgba]
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/* Registers */
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REG_TEMP r[0-9]+
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/* for relative addressing in the form o[x], v[x] and c[x] */
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REG_OUTPUT o[0-9]*
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REG_INPUT v[0-9]*
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REG_CONSTFLOAT c[0-9]*
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REG_CONSTINT i[0-9]+
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REG_CONSTBOOL b[0-9]+
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REG_TEXTURE t[0-9]+
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REG_TEXCRDOUT oT[0-9]+
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REG_SAMPLER s[0-9]+
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REG_OPOS oPos
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REG_OFOG oFog
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REG_OPTS oPts
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REG_VERTEXCOLOR oD[01]
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REG_FRAGCOLOR oC[0-9]+
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REG_FRAGDEPTH oDepth
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REG_VPOS vPos
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REG_VFACE vFace
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REG_ADDRESS a0
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REG_LOOP aL
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REG_PREDICATE p0
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/* Not really a register, but it is considered as such */
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REG_LABEL l[0-9]+
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DCL_POSITION _position[0-9]*
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DCL_BLENDWEIGHT _blendweight[0-9]*
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DCL_BLENDINDICES _blendindices[0-9]*
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DCL_NORMAL _normal[0-9]*
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DCL_PSIZE _psize[0-9]*
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DCL_TEXCOORD _texcoord[0-9]*
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DCL_TANGENT _tangent[0-9]*
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DCL_BINORMAL _binormal[0-9]*
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DCL_TESSFACTOR _tessfactor[0-9]*
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DCL_POSITIONT _positiont[0-9]*
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DCL_COLOR _color[0-9]*
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DCL_FOG _fog[0-9]*
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DCL_DEPTH _depth[0-9]*
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DCL_SAMPLE _sample[0-9]*
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DCL_SAMPLER1D _1d
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DCL_SAMPLER2D _2d
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DCL_SAMPLERCUBE _cube
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DCL_SAMPLERVOLUME _volume
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PREPROCESSORDIRECTIVE #[^\n]*\n
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/* Comments */
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DOUBLESLASHCOMMENT "//"[^\n]*
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SEMICOLONCOMMENT ";"[^\n]*
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/* Whitespaces are spaces, tabs and newlines */
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WHITESPACE [ \t]+
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NEWLINE (\n)|(\r\n)
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COMMA ","
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IMMVAL \-?(([0-9]+\.?)|([0-9]*\.[0-9]+))(f)?
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ANY (.)
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%%
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/* Common instructions(vertex and pixel shaders) */
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add {return INSTR_ADD; }
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nop {return INSTR_NOP; }
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mov {return INSTR_MOV; }
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sub {return INSTR_SUB; }
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mad {return INSTR_MAD; }
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mul {return INSTR_MUL; }
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rcp {return INSTR_RCP; }
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rsq {return INSTR_RSQ; }
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dp3 {return INSTR_DP3; }
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dp4 {return INSTR_DP4; }
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min {return INSTR_MIN; }
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max {return INSTR_MAX; }
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slt {return INSTR_SLT; }
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sge {return INSTR_SGE; }
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abs {return INSTR_ABS; }
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exp {return INSTR_EXP; }
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log {return INSTR_LOG; }
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expp {return INSTR_EXPP; }
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logp {return INSTR_LOGP; }
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dst {return INSTR_DST; }
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lrp {return INSTR_LRP; }
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frc {return INSTR_FRC; }
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pow {return INSTR_POW; }
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crs {return INSTR_CRS; }
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sgn {return INSTR_SGN; }
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nrm {return INSTR_NRM; }
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sincos {return INSTR_SINCOS; }
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m4x4 {return INSTR_M4x4; }
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m4x3 {return INSTR_M4x3; }
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m3x4 {return INSTR_M3x4; }
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m3x3 {return INSTR_M3x3; }
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m3x2 {return INSTR_M3x2; }
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dcl {return INSTR_DCL; }
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def {return INSTR_DEF; }
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defb {return INSTR_DEFB; }
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defi {return INSTR_DEFI; }
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rep {return INSTR_REP; }
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endrep {return INSTR_ENDREP; }
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if {return INSTR_IF; }
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else {return INSTR_ELSE; }
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endif {return INSTR_ENDIF; }
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break {return INSTR_BREAK; }
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breakp {return INSTR_BREAKP; }
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call {return INSTR_CALL; }
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callnz {return INSTR_CALLNZ; }
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loop {return INSTR_LOOP; }
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ret {return INSTR_RET; }
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endloop {return INSTR_ENDLOOP; }
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label {return INSTR_LABEL; }
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setp {return INSTR_SETP; }
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texldl {return INSTR_TEXLDL; }
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/* Vertex shader only instructions */
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lit {return INSTR_LIT; }
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mova {return INSTR_MOVA; }
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/* Pixel shader only instructions */
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cnd {return INSTR_CND; }
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cmp {return INSTR_CMP; }
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dp2add {return INSTR_DP2ADD; }
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texcoord {return INSTR_TEXCOORD; }
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texcrd {return INSTR_TEXCRD; }
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texkill {return INSTR_TEXKILL; }
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tex {return INSTR_TEX; }
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texld {return INSTR_TEXLD; }
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texbem {return INSTR_TEXBEM; }
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texbeml {return INSTR_TEXBEML; }
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texreg2ar {return INSTR_TEXREG2AR; }
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texreg2gb {return INSTR_TEXREG2GB; }
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texreg2rgb {return INSTR_TEXREG2RGB; }
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texm3x2pad {return INSTR_TEXM3x2PAD; }
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texm3x2tex {return INSTR_TEXM3x2TEX; }
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texm3x3pad {return INSTR_TEXM3x3PAD; }
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texm3x3spec {return INSTR_TEXM3x3SPEC; }
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texm3x3vspec {return INSTR_TEXM3x3VSPEC; }
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texm3x3tex {return INSTR_TEXM3x3TEX; }
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texdp3tex {return INSTR_TEXDP3TEX; }
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texm3x2depth {return INSTR_TEXM3x2DEPTH; }
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texdp3 {return INSTR_TEXDP3; }
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texm3x3 {return INSTR_TEXM3x3; }
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texdepth {return INSTR_TEXDEPTH; }
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bem {return INSTR_BEM; }
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dsx {return INSTR_DSX; }
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dsy {return INSTR_DSY; }
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texldp {return INSTR_TEXLDP; }
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texldb {return INSTR_TEXLDB; }
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texldd {return INSTR_TEXLDD; }
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phase {return INSTR_PHASE; }
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{REG_TEMP} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_TEMP;
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}
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{REG_OUTPUT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_OUTPUT;
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}
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{REG_INPUT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_INPUT;
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}
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{REG_CONSTFLOAT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTFLOAT;
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}
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{REG_CONSTINT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTINT;
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}
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{REG_CONSTBOOL} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTBOOL;
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}
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{REG_TEXTURE} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_TEXTURE;
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}
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{REG_TEXCRDOUT} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_TEXCRDOUT;
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}
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{REG_SAMPLER} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_SAMPLER;
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}
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{REG_OPOS} {return REG_OPOS; }
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{REG_OFOG} {return REG_OFOG; }
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{REG_OPTS} {return REG_OPTS; }
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{REG_VERTEXCOLOR} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_VERTEXCOLOR;
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}
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{REG_FRAGCOLOR} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_FRAGCOLOR;
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}
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{REG_FRAGDEPTH} {return REG_FRAGDEPTH; }
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{REG_VPOS} {return REG_VPOS; }
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{REG_VFACE} {return REG_VFACE; }
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{REG_ADDRESS} {return REG_ADDRESS; }
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{REG_LOOP} {return REG_LOOP; }
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{REG_PREDICATE} {return REG_PREDICATE; }
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{REG_LABEL} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_LABEL;
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}
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/* Shader versions. These are important to select the correct
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* parser profile.
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*/
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vs\.1\.0|vs_1_0 {return VER_VS10; }
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vs\.1\.1|vs_1_1 {return VER_VS11; }
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vs_2_0 {return VER_VS20; }
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vs_2_x {return VER_VS2X; }
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vs_3_0 {return VER_VS30; }
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ps\.1\.0|ps_1_0 {return VER_PS10; }
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ps\.1\.1|ps_1_1 {return VER_PS11; }
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ps\.1\.2|ps_1_2 {return VER_PS12; }
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ps\.1\.3|ps_1_3 {return VER_PS13; }
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ps\.1\.4|ps_1_4 {return VER_PS14; }
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ps_2_0 {return VER_PS20; }
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ps_2_x {return VER_PS2X; }
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ps_3_0 {return VER_PS30; }
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{DOT} {return yytext[0]; }
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{COMPONENT} {
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switch(yytext[0]) {
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case 'x':
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case 'r':
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asmshader_lval.component = 0;
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break;
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case 'y':
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case 'g':
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asmshader_lval.component = 1;
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break;
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case 'z':
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case 'b':
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asmshader_lval.component = 2;
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break;
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case 'w':
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case 'a':
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asmshader_lval.component = 3;
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break;
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}
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return COMPONENT;
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}
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/* Output modifiers */
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\_x2 {return SHIFT_X2; }
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\_x4 {return SHIFT_X4; }
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\_x8 {return SHIFT_X8; }
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\_d2 {return SHIFT_D2; }
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\_d4 {return SHIFT_D4; }
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\_d8 {return SHIFT_D8; }
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\_sat {return MOD_SAT; }
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\_pp {return MOD_PP; }
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\_centroid {return MOD_CENTROID; }
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/* compare params */
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\_gt {return COMP_GT; }
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\_lt {return COMP_LT; }
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\_ge {return COMP_GE; }
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\_le {return COMP_LE; }
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\_eq {return COMP_EQ; }
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\_ne {return COMP_NE; }
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{IMMVAL} {
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asmshader_lval.immval.val = atof(yytext);
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asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
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return IMMVAL;
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}
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true {
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asmshader_lval.immbool = TRUE;
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return IMMBOOL;
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}
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false {
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asmshader_lval.immbool = FALSE;
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return IMMBOOL;
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}
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{COMMA} {return yytext[0]; }
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- {return yytext[0]; }
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\( {return yytext[0]; }
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\) {return yytext[0]; }
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/* for relative addressing */
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\[|\]|\+ {return yytext[0]; }
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\_bias {return SMOD_BIAS; }
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/* No _x2 here; it is identical to MOD_X2 */
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\_bx2 {return SMOD_SCALEBIAS; }
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\_dz {return SMOD_DZ; }
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\_dw {return SMOD_DW; }
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\_abs {return SMOD_ABS; }
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! {return SMOD_NOT; }
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{DCL_POSITION} {
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if(yytext[strlen("_position")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_position"));
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}
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return USAGE_POSITION;
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}
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{DCL_BLENDWEIGHT} {
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if(yytext[strlen("_blendweight")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
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}
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return USAGE_BLENDWEIGHT;
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}
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{DCL_BLENDINDICES} {
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if(yytext[strlen("_blendindices")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
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}
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return USAGE_BLENDINDICES;
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}
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{DCL_NORMAL} {
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if(yytext[strlen("_normal")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
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}
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return USAGE_NORMAL;
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}
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{DCL_PSIZE} {
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if(yytext[strlen("_psize")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
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}
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return USAGE_PSIZE;
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}
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{DCL_TEXCOORD} {
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if(yytext[strlen("_texcoord")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
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}
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return USAGE_TEXCOORD;
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}
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{DCL_TANGENT} {
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if(yytext[strlen("_tangent")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
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}
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return USAGE_TANGENT;
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}
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{DCL_BINORMAL} {
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if(yytext[strlen("_binormal")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
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}
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return USAGE_BINORMAL;
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}
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{DCL_TESSFACTOR} {
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if(yytext[strlen("_tessfactor")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
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}
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return USAGE_TESSFACTOR;
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}
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{DCL_POSITIONT} {
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if(yytext[strlen("_positiont")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
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}
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return USAGE_POSITIONT;
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}
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{DCL_COLOR} {
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if(yytext[strlen("_color")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_color"));
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}
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return USAGE_COLOR;
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}
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{DCL_FOG} {
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if(yytext[strlen("_fog")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
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}
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return USAGE_FOG;
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}
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{DCL_DEPTH} {
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if(yytext[strlen("_depth")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
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}
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return USAGE_DEPTH;
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}
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{DCL_SAMPLE} {
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if(yytext[strlen("_sample")] == '\0') {
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asmshader_lval.regnum = 0;
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} else {
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asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
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}
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return USAGE_SAMPLE;
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}
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{DCL_SAMPLER1D} { return SAMPTYPE_1D; }
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{DCL_SAMPLER2D} { return SAMPTYPE_2D; }
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{DCL_SAMPLERCUBE} { return SAMPTYPE_CUBE; }
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{DCL_SAMPLERVOLUME} { return SAMPTYPE_VOLUME; }
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{PREPROCESSORDIRECTIVE} {
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/* TODO: update current line information */
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TRACE("line info update: %s", yytext);
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}
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/* Skip comments */
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{DOUBLESLASHCOMMENT} { }
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{SEMICOLONCOMMENT} { }
|
|
|
|
{WHITESPACE} { /* Do nothing */ }
|
|
{NEWLINE} {
|
|
asm_ctx.line_no++;
|
|
}
|
|
|
|
{ANY} {
|
|
asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
|
|
set_parse_status(&asm_ctx, PARSE_ERR);
|
|
}
|
|
|
|
%%
|
|
|
|
struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
|
|
struct bwriter_shader *ret = NULL;
|
|
YY_BUFFER_STATE buffer;
|
|
TRACE("%p, %p\n", text, messages);
|
|
|
|
buffer = asmshader__scan_string(text);
|
|
asmshader__switch_to_buffer(buffer);
|
|
|
|
ret = parse_asm_shader(messages);
|
|
|
|
asmshader__delete_buffer(buffer);
|
|
|
|
return ret;
|
|
}
|