2 * Direct3D shader assembler
4 * Copyright 2008 Stefan Dösinger
5 * Copyright 2009 Matteo Bruni
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wine/port.h"
25 #include "wine/debug.h"
27 #include "d3dcompiler_private.h"
28 #include "asmshader.tab.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
34 %option prefix="asmshader_"
35 %option noinput nounput never-interactive
37 /* Swizzles and writemasks consist of a dot and up to 4 x, y, z or w characters,
38 * or up to 4 a, r, g, b characters. There are different rules for swizzles and
39 * writemasks wrt repetition, those are handled in the grammar.
42 COMPONENT [xyzw]|[rgba]
46 /* for relative addressing in the form o[x], v[x] and c[x] */
49 REG_CONSTFLOAT c[0-9]*
53 REG_TEXCRDOUT oT[0-9]+
58 REG_VERTEXCOLOR oD[01]
59 REG_FRAGCOLOR oC[0-9]+
66 /* Not really a register, but it is considered as such */
69 DCL_POSITION _position[0-9]*
70 DCL_BLENDWEIGHT _blendweight[0-9]*
71 DCL_BLENDINDICES _blendindices[0-9]*
72 DCL_NORMAL _normal[0-9]*
73 DCL_PSIZE _psize[0-9]*
74 DCL_TEXCOORD _texcoord[0-9]*
75 DCL_TANGENT _tangent[0-9]*
76 DCL_BINORMAL _binormal[0-9]*
77 DCL_TESSFACTOR _tessfactor[0-9]*
78 DCL_POSITIONT _positiont[0-9]*
79 DCL_COLOR _color[0-9]*
81 DCL_DEPTH _depth[0-9]*
82 DCL_SAMPLE _sample[0-9]*
87 DCL_SAMPLERVOLUME _volume
89 PREPROCESSORDIRECTIVE #[^\n]*\n
92 DOUBLESLASHCOMMENT "//"[^\n]*
93 SEMICOLONCOMMENT ";"[^\n]*
95 /* Whitespaces are spaces, tabs and newlines */
101 IMMVAL \-?(([0-9]+\.?)|([0-9]*\.[0-9]+))(f)?
107 /* Common instructions(vertex and pixel shaders) */
108 add {return INSTR_ADD; }
109 nop {return INSTR_NOP; }
110 mov {return INSTR_MOV; }
111 sub {return INSTR_SUB; }
112 mad {return INSTR_MAD; }
113 mul {return INSTR_MUL; }
114 rcp {return INSTR_RCP; }
115 rsq {return INSTR_RSQ; }
116 dp3 {return INSTR_DP3; }
117 dp4 {return INSTR_DP4; }
118 min {return INSTR_MIN; }
119 max {return INSTR_MAX; }
120 slt {return INSTR_SLT; }
121 sge {return INSTR_SGE; }
122 abs {return INSTR_ABS; }
123 exp {return INSTR_EXP; }
124 log {return INSTR_LOG; }
125 expp {return INSTR_EXPP; }
126 logp {return INSTR_LOGP; }
127 dst {return INSTR_DST; }
128 lrp {return INSTR_LRP; }
129 frc {return INSTR_FRC; }
130 pow {return INSTR_POW; }
131 crs {return INSTR_CRS; }
132 sgn {return INSTR_SGN; }
133 nrm {return INSTR_NRM; }
134 sincos {return INSTR_SINCOS; }
135 m4x4 {return INSTR_M4x4; }
136 m4x3 {return INSTR_M4x3; }
137 m3x4 {return INSTR_M3x4; }
138 m3x3 {return INSTR_M3x3; }
139 m3x2 {return INSTR_M3x2; }
140 dcl {return INSTR_DCL; }
141 def {return INSTR_DEF; }
142 defb {return INSTR_DEFB; }
143 defi {return INSTR_DEFI; }
144 rep {return INSTR_REP; }
145 endrep {return INSTR_ENDREP; }
146 if {return INSTR_IF; }
147 else {return INSTR_ELSE; }
148 endif {return INSTR_ENDIF; }
149 break {return INSTR_BREAK; }
150 breakp {return INSTR_BREAKP; }
151 call {return INSTR_CALL; }
152 callnz {return INSTR_CALLNZ; }
153 loop {return INSTR_LOOP; }
154 ret {return INSTR_RET; }
155 endloop {return INSTR_ENDLOOP; }
156 label {return INSTR_LABEL; }
157 setp {return INSTR_SETP; }
158 texldl {return INSTR_TEXLDL; }
160 /* Vertex shader only instructions */
161 lit {return INSTR_LIT; }
162 mova {return INSTR_MOVA; }
164 /* Pixel shader only instructions */
165 cnd {return INSTR_CND; }
166 cmp {return INSTR_CMP; }
167 dp2add {return INSTR_DP2ADD; }
168 texcoord {return INSTR_TEXCOORD; }
169 texcrd {return INSTR_TEXCRD; }
170 texkill {return INSTR_TEXKILL; }
171 tex {return INSTR_TEX; }
172 texld {return INSTR_TEXLD; }
173 texbem {return INSTR_TEXBEM; }
174 texbeml {return INSTR_TEXBEML; }
175 texreg2ar {return INSTR_TEXREG2AR; }
176 texreg2gb {return INSTR_TEXREG2GB; }
177 texreg2rgb {return INSTR_TEXREG2RGB; }
178 texm3x2pad {return INSTR_TEXM3x2PAD; }
179 texm3x2tex {return INSTR_TEXM3x2TEX; }
180 texm3x3pad {return INSTR_TEXM3x3PAD; }
181 texm3x3spec {return INSTR_TEXM3x3SPEC; }
182 texm3x3vspec {return INSTR_TEXM3x3VSPEC; }
183 texm3x3tex {return INSTR_TEXM3x3TEX; }
184 texdp3tex {return INSTR_TEXDP3TEX; }
185 texm3x2depth {return INSTR_TEXM3x2DEPTH; }
186 texdp3 {return INSTR_TEXDP3; }
187 texm3x3 {return INSTR_TEXM3x3; }
188 texdepth {return INSTR_TEXDEPTH; }
189 bem {return INSTR_BEM; }
190 dsx {return INSTR_DSX; }
191 dsy {return INSTR_DSY; }
192 texldp {return INSTR_TEXLDP; }
193 texldb {return INSTR_TEXLDB; }
194 texldd {return INSTR_TEXLDD; }
195 phase {return INSTR_PHASE; }
198 asmshader_lval.regnum = atoi(yytext + 1);
202 asmshader_lval.regnum = atoi(yytext + 1);
206 asmshader_lval.regnum = atoi(yytext + 1);
210 asmshader_lval.regnum = atoi(yytext + 1);
211 return REG_CONSTFLOAT;
214 asmshader_lval.regnum = atoi(yytext + 1);
218 asmshader_lval.regnum = atoi(yytext + 1);
219 return REG_CONSTBOOL;
222 asmshader_lval.regnum = atoi(yytext + 1);
226 asmshader_lval.regnum = atoi(yytext + 2);
227 return REG_TEXCRDOUT;
230 asmshader_lval.regnum = atoi(yytext + 1);
233 {REG_OPOS} {return REG_OPOS; }
234 {REG_OFOG} {return REG_OFOG; }
235 {REG_OPTS} {return REG_OPTS; }
237 asmshader_lval.regnum = atoi(yytext + 2);
238 return REG_VERTEXCOLOR;
241 asmshader_lval.regnum = atoi(yytext + 2);
242 return REG_FRAGCOLOR;
244 {REG_FRAGDEPTH} {return REG_FRAGDEPTH; }
245 {REG_VPOS} {return REG_VPOS; }
246 {REG_VFACE} {return REG_VFACE; }
247 {REG_ADDRESS} {return REG_ADDRESS; }
248 {REG_LOOP} {return REG_LOOP; }
249 {REG_PREDICATE} {return REG_PREDICATE; }
252 asmshader_lval.regnum = atoi(yytext + 1);
256 /* Shader versions. These are important to select the correct
259 vs\.1\.0|vs_1_0 {return VER_VS10; }
260 vs\.1\.1|vs_1_1 {return VER_VS11; }
262 vs\.2\.0|vs_2_0 {return VER_VS20; }
263 vs\.2\.x|vs_2_x {return VER_VS2X; }
264 vs\.3\.0|vs_3_0 {return VER_VS30; }
266 ps\.1\.0|ps_1_0 {return VER_PS10; }
267 ps\.1\.1|ps_1_1 {return VER_PS11; }
268 ps\.1\.2|ps_1_2 {return VER_PS12; }
269 ps\.1\.3|ps_1_3 {return VER_PS13; }
270 ps\.1\.4|ps_1_4 {return VER_PS14; }
272 ps\.2\.0|ps_2_0 {return VER_PS20; }
273 ps\.2\.x|ps_2_x {return VER_PS2X; }
274 ps\.3\.0|ps_3_0 {return VER_PS30; }
276 {DOT} {return yytext[0]; }
281 asmshader_lval.component = 0;
285 asmshader_lval.component = 1;
289 asmshader_lval.component = 2;
293 asmshader_lval.component = 3;
299 /* Output modifiers */
300 \_x2 {return SHIFT_X2; }
301 \_x4 {return SHIFT_X4; }
302 \_x8 {return SHIFT_X8; }
303 \_d2 {return SHIFT_D2; }
304 \_d4 {return SHIFT_D4; }
305 \_d8 {return SHIFT_D8; }
306 \_sat {return MOD_SAT; }
307 \_pp {return MOD_PP; }
308 \_centroid {return MOD_CENTROID; }
311 \_gt {return COMP_GT; }
312 \_lt {return COMP_LT; }
313 \_ge {return COMP_GE; }
314 \_le {return COMP_LE; }
315 \_eq {return COMP_EQ; }
316 \_ne {return COMP_NE; }
319 asmshader_lval.immval.val = atof(yytext);
320 asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
324 asmshader_lval.immbool = TRUE;
328 asmshader_lval.immbool = FALSE;
332 {COMMA} {return yytext[0]; }
333 - {return yytext[0]; }
334 \( {return yytext[0]; }
335 \) {return yytext[0]; }
337 /* for relative addressing */
338 \[|\]|\+ {return yytext[0]; }
340 \_bias {return SMOD_BIAS; }
341 /* No _x2 here; it is identical to MOD_X2 */
342 \_bx2 {return SMOD_SCALEBIAS; }
343 \_dz {return SMOD_DZ; }
344 \_dw {return SMOD_DW; }
345 \_abs {return SMOD_ABS; }
347 ! {return SMOD_NOT; }
350 if(yytext[strlen("_position")] == '\0') {
351 asmshader_lval.regnum = 0;
353 asmshader_lval.regnum = atoi(yytext + strlen("_position"));
355 return USAGE_POSITION;
358 if(yytext[strlen("_blendweight")] == '\0') {
359 asmshader_lval.regnum = 0;
361 asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
363 return USAGE_BLENDWEIGHT;
366 if(yytext[strlen("_blendindices")] == '\0') {
367 asmshader_lval.regnum = 0;
369 asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
371 return USAGE_BLENDINDICES;
374 if(yytext[strlen("_normal")] == '\0') {
375 asmshader_lval.regnum = 0;
377 asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
382 if(yytext[strlen("_psize")] == '\0') {
383 asmshader_lval.regnum = 0;
385 asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
390 if(yytext[strlen("_texcoord")] == '\0') {
391 asmshader_lval.regnum = 0;
393 asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
395 return USAGE_TEXCOORD;
398 if(yytext[strlen("_tangent")] == '\0') {
399 asmshader_lval.regnum = 0;
401 asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
403 return USAGE_TANGENT;
406 if(yytext[strlen("_binormal")] == '\0') {
407 asmshader_lval.regnum = 0;
409 asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
411 return USAGE_BINORMAL;
414 if(yytext[strlen("_tessfactor")] == '\0') {
415 asmshader_lval.regnum = 0;
417 asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
419 return USAGE_TESSFACTOR;
422 if(yytext[strlen("_positiont")] == '\0') {
423 asmshader_lval.regnum = 0;
425 asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
427 return USAGE_POSITIONT;
430 if(yytext[strlen("_color")] == '\0') {
431 asmshader_lval.regnum = 0;
433 asmshader_lval.regnum = atoi(yytext + strlen("_color"));
438 if(yytext[strlen("_fog")] == '\0') {
439 asmshader_lval.regnum = 0;
441 asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
446 if(yytext[strlen("_depth")] == '\0') {
447 asmshader_lval.regnum = 0;
449 asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
454 if(yytext[strlen("_sample")] == '\0') {
455 asmshader_lval.regnum = 0;
457 asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
462 {DCL_SAMPLER1D} { return SAMPTYPE_1D; }
463 {DCL_SAMPLER2D} { return SAMPTYPE_2D; }
464 {DCL_SAMPLERCUBE} { return SAMPTYPE_CUBE; }
465 {DCL_SAMPLERVOLUME} { return SAMPTYPE_VOLUME; }
467 {PREPROCESSORDIRECTIVE} {
468 /* TODO: update current line information */
469 TRACE("line info update: %s", yytext);
473 {DOUBLESLASHCOMMENT} { }
474 {SEMICOLONCOMMENT} { }
476 {WHITESPACE} { /* Do nothing */ }
482 asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
483 set_parse_status(&asm_ctx.status, PARSE_ERR);
488 struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
489 struct bwriter_shader *ret = NULL;
490 YY_BUFFER_STATE buffer;
491 TRACE("%p, %p\n", text, messages);
493 buffer = asmshader__scan_string(text);
494 asmshader__switch_to_buffer(buffer);
496 ret = parse_asm_shader(messages);
498 asmshader__delete_buffer(buffer);