d3dx9: Add sampler dcl instruction support to the shader assembler.
[wine.git] / dlls / d3dx9_36 / asmshader.l
blob9486b5333cf41193444deed5db13934518512a31
1 /*
2  * Direct3D shader assembler
3  *
4  * Copyright 2008 Stefan Dösinger
5  * Copyright 2009 Matteo Bruni
6  *
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.
11  *
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.
16  *
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
20  */
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wine/debug.h"
27 #include "d3dx9_36_private.h"
28 #include "asmshader.tab.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
33 %option noyywrap
34 %option prefix="asmshader_"
35 %option noinput nounput
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.
40  */
41 DOT                     \.
42 COMPONENT               [xyzw]|[rgba]
44 /* Registers */
45 REG_TEMP                r[0-9]+
46 /* for relative addressing in the form o[x], v[x] and c[x] */
47 REG_OUTPUT              o[0-9]*
48 REG_INPUT               v[0-9]*
49 REG_CONSTFLOAT          c[0-9]*
50 REG_CONSTINT            i[0-9]+
51 REG_CONSTBOOL           b[0-9]+
52 REG_TEXTURE             t[0-9]+
53 REG_TEXCRDOUT           oT[0-9]+
54 REG_SAMPLER             s[0-9]+
55 REG_OPOS                oPos
56 REG_OFOG                oFog
57 REG_OPTS                oPts
58 REG_VERTEXCOLOR         oD[01]
59 REG_FRAGCOLOR           oC[0-9]+
60 REG_FRAGDEPTH           oDepth
61 REG_VPOS                vPos
62 REG_VFACE               vFace
63 REG_ADDRESS             a0
64 REG_LOOP                aL
65 REG_PREDICATE           p0
66 /* Not really a register, but it is considered as such */
67 REG_LABEL               l[0-9]+
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]*
80 DCL_FOG                 _fog[0-9]*
81 DCL_DEPTH               _depth[0-9]*
82 DCL_SAMPLE              _sample[0-9]*
84 DCL_SAMPLER1D           _1d
85 DCL_SAMPLER2D           _2d
86 DCL_SAMPLERCUBE         _cube
87 DCL_SAMPLERVOLUME       _volume
89 PREPROCESSORDIRECTIVE   #[^\n]*\n
91 /* Comments */
92 DOUBLESLASHCOMMENT      "//"[^\n]*
93 SEMICOLONCOMMENT        ";"[^\n]*
95 /* Whitespaces are spaces, tabs and newlines */
96 WHITESPACE              [ \t]+
97 NEWLINE                 (\n)|(\r\n)
99 COMMA                   ","
101 IMMVAL                  \-?(([0-9]+)|([0-9]*\.[0-9]+))(f)?
103 ANY                     (.)
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 rep                     {return INSTR_REP;          }
142 endrep                  {return INSTR_ENDREP;       }
143 if                      {return INSTR_IF;           }
144 else                    {return INSTR_ELSE;         }
145 endif                   {return INSTR_ENDIF;        }
146 break                   {return INSTR_BREAK;        }
147 breakp                  {return INSTR_BREAKP;       }
148 call                    {return INSTR_CALL;         }
149 callnz                  {return INSTR_CALLNZ;       }
150 loop                    {return INSTR_LOOP;         }
151 ret                     {return INSTR_RET;          }
152 endloop                 {return INSTR_ENDLOOP;      }
153 label                   {return INSTR_LABEL;        }
154 setp                    {return INSTR_SETP;         }
155 texldl                  {return INSTR_TEXLDL;       }
157     /* Vertex shader only instructions  */
158 lit                     {return INSTR_LIT;          }
159 mova                    {return INSTR_MOVA;         }
162 {REG_TEMP}              {
163                             asmshader_lval.regnum = atoi(yytext + 1);
164                             return REG_TEMP;
165                         }
166 {REG_OUTPUT}            {
167                             asmshader_lval.regnum = atoi(yytext + 1);
168                             return REG_OUTPUT;
169                         }
170 {REG_INPUT}             {
171                             asmshader_lval.regnum = atoi(yytext + 1);
172                             return REG_INPUT;
173                         }
174 {REG_CONSTFLOAT}        {
175                             asmshader_lval.regnum = atoi(yytext + 1);
176                             return REG_CONSTFLOAT;
177                         }
178 {REG_CONSTINT}          {
179                             asmshader_lval.regnum = atoi(yytext + 1);
180                             return REG_CONSTINT;
181                         }
182 {REG_CONSTBOOL}         {
183                             asmshader_lval.regnum = atoi(yytext + 1);
184                             return REG_CONSTBOOL;
185                         }
186 {REG_TEXTURE}           {
187                             asmshader_lval.regnum = atoi(yytext + 1);
188                             return REG_TEXTURE;
189                         }
190 {REG_TEXCRDOUT}         {
191                             asmshader_lval.regnum = atoi(yytext + 2);
192                             return REG_TEXCRDOUT;
193                         }
194 {REG_SAMPLER}           {
195                             asmshader_lval.regnum = atoi(yytext + 1);
196                             return REG_SAMPLER;
197                         }
198 {REG_OPOS}              {return REG_OPOS;           }
199 {REG_OFOG}              {return REG_OFOG;           }
200 {REG_OPTS}              {return REG_OPTS;           }
201 {REG_VERTEXCOLOR}       {
202                             asmshader_lval.regnum = atoi(yytext + 2);
203                             return REG_VERTEXCOLOR;
204                         }
205 {REG_FRAGCOLOR}         {
206                             asmshader_lval.regnum = atoi(yytext + 2);
207                             return REG_FRAGCOLOR;
208                         }
209 {REG_FRAGDEPTH}         {return REG_FRAGDEPTH;      }
210 {REG_VPOS}              {return REG_VPOS;           }
211 {REG_VFACE}             {return REG_VFACE;          }
212 {REG_ADDRESS}           {return REG_ADDRESS;        }
213 {REG_LOOP}              {return REG_LOOP;           }
214 {REG_PREDICATE}         {return REG_PREDICATE;      }
216 {REG_LABEL}             {
217                             asmshader_lval.regnum = atoi(yytext + 1);
218                             return REG_LABEL;
219                         }
221     /* Shader versions. These are important to select the correct
222      * parser profile.
223      */
224 vs\.1\.0|vs_1_0         {return VER_VS10;       }
225 vs\.1\.1|vs_1_1         {return VER_VS11;       }
227 vs_2_0                  {return VER_VS20;       }
228 vs_2_x                  {return VER_VS2X;       }
229 vs_3_0                  {return VER_VS30;       }
231 ps\.1\.0|ps_1_0         {return VER_PS10;       }
232 ps\.1\.1|ps_1_1         {return VER_PS11;       }
233 ps\.1\.2|ps_1_2         {return VER_PS12;       }
234 ps\.1\.3|ps_1_3         {return VER_PS13;       }
235 ps\.1\.4|ps_1_4         {return VER_PS14;       }
237 ps_2_0                  {return VER_PS20;       }
238 ps_2_x                  {return VER_PS2X;       }
239 ps_3_0                  {return VER_PS30;       }
241 {DOT}                   {return yytext[0];      }
242 {COMPONENT}             {
243                             switch(yytext[0]) {
244                                 case 'x':
245                                 case 'r':
246                                     asmshader_lval.component = 0;
247                                     break;
248                                 case 'y':
249                                 case 'g':
250                                     asmshader_lval.component = 1;
251                                     break;
252                                 case 'z':
253                                 case 'b':
254                                     asmshader_lval.component = 2;
255                                     break;
256                                 case 'w':
257                                 case 'a':
258                                     asmshader_lval.component = 3;
259                                     break;
260                             }
261                             return COMPONENT;
262                         }
264     /* Output modifiers */
265 \_sat                   {return MOD_SAT;            }
266 \_pp                    {return MOD_PP;             }
267 \_centroid              {return MOD_CENTROID;       }
269     /* compare params */
270 \_gt                    {return COMP_GT;            }
271 \_lt                    {return COMP_LT;            }
272 \_ge                    {return COMP_GE;            }
273 \_le                    {return COMP_LE;            }
274 \_eq                    {return COMP_EQ;            }
275 \_ne                    {return COMP_NE;            }
277 {IMMVAL}                {
278                             asmshader_lval.immval.val = atof(yytext);
279                             asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
280                             return IMMVAL;
281                         }
283 {COMMA}                 {return yytext[0];          }
284 -                       {return yytext[0];          }
285 \(                      {return yytext[0];          }
286 \)                      {return yytext[0];          }
288     /* for relative addressing */
289 \[|\]|\+                {return yytext[0];          }
291 \_abs                   {return SMOD_ABS;           }
293 !                       {return SMOD_NOT;           }
295 {DCL_POSITION}          {
296                             if(yytext[strlen("_position")] == '\0') {
297                                 asmshader_lval.regnum = 0;
298                             } else {
299                                 asmshader_lval.regnum = atoi(yytext + strlen("_position"));
300                             }
301                             return USAGE_POSITION;
302                         }
303 {DCL_BLENDWEIGHT}       {
304                             if(yytext[strlen("_blendweight")] == '\0') {
305                                 asmshader_lval.regnum = 0;
306                             } else {
307                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
308                             }
309                             return USAGE_BLENDWEIGHT;
310                         }
311 {DCL_BLENDINDICES}      {
312                             if(yytext[strlen("_blendindices")] == '\0') {
313                                 asmshader_lval.regnum = 0;
314                             } else {
315                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
316                             }
317                             return USAGE_BLENDINDICES;
318                         }
319 {DCL_NORMAL}            {
320                             if(yytext[strlen("_normal")] == '\0') {
321                                 asmshader_lval.regnum = 0;
322                             } else {
323                                 asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
324                             }
325                             return USAGE_NORMAL;
326                         }
327 {DCL_PSIZE}             {
328                             if(yytext[strlen("_psize")] == '\0') {
329                                 asmshader_lval.regnum = 0;
330                             } else {
331                                 asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
332                             }
333                             return USAGE_PSIZE;
334                         }
335 {DCL_TEXCOORD}          {
336                             if(yytext[strlen("_texcoord")] == '\0') {
337                                 asmshader_lval.regnum = 0;
338                             } else {
339                                 asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
340                             }
341                             return USAGE_TEXCOORD;
342                         }
343 {DCL_TANGENT}           {
344                             if(yytext[strlen("_tangent")] == '\0') {
345                                 asmshader_lval.regnum = 0;
346                             } else {
347                                 asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
348                             }
349                             return USAGE_TANGENT;
350                         }
351 {DCL_BINORMAL}          {
352                             if(yytext[strlen("_binormal")] == '\0') {
353                                 asmshader_lval.regnum = 0;
354                             } else {
355                                 asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
356                             }
357                             return USAGE_BINORMAL;
358                         }
359 {DCL_TESSFACTOR}        {
360                             if(yytext[strlen("_tessfactor")] == '\0') {
361                                 asmshader_lval.regnum = 0;
362                             } else {
363                                 asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
364                             }
365                             return USAGE_TESSFACTOR;
366                         }
367 {DCL_POSITIONT}         {
368                             if(yytext[strlen("_positiont")] == '\0') {
369                                 asmshader_lval.regnum = 0;
370                             } else {
371                                 asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
372                             }
373                             return USAGE_POSITIONT;
374                         }
375 {DCL_COLOR}             {
376                             if(yytext[strlen("_color")] == '\0') {
377                                 asmshader_lval.regnum = 0;
378                             } else {
379                                 asmshader_lval.regnum = atoi(yytext + strlen("_color"));
380                             }
381                             return USAGE_COLOR;
382                         }
383 {DCL_FOG}               {
384                             if(yytext[strlen("_fog")] == '\0') {
385                                 asmshader_lval.regnum = 0;
386                             } else {
387                                 asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
388                             }
389                             return USAGE_FOG;
390                         }
391 {DCL_DEPTH}             {
392                             if(yytext[strlen("_depth")] == '\0') {
393                                 asmshader_lval.regnum = 0;
394                             } else {
395                                 asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
396                             }
397                             return USAGE_DEPTH;
398                         }
399 {DCL_SAMPLE}            {
400                             if(yytext[strlen("_sample")] == '\0') {
401                                 asmshader_lval.regnum = 0;
402                             } else {
403                                 asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
404                             }
405                             return USAGE_SAMPLE;
406                         }
408 {DCL_SAMPLER1D}         { return SAMPTYPE_1D;       }
409 {DCL_SAMPLER2D}         { return SAMPTYPE_2D;       }
410 {DCL_SAMPLERCUBE}       { return SAMPTYPE_CUBE;     }
411 {DCL_SAMPLERVOLUME}     { return SAMPTYPE_VOLUME;   }
413 {PREPROCESSORDIRECTIVE} {
414                             /* TODO: update current line information */
415                             TRACE("line info update: %s", yytext);
416                         }
418     /* Skip comments */
419 {DOUBLESLASHCOMMENT}    {                           }
420 {SEMICOLONCOMMENT}      {                           }
422 {WHITESPACE}            { /* Do nothing */          }
423 {NEWLINE}               {
424                             asm_ctx.line_no++;
425                         }
427 {ANY}                   {
428                             asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
429                             set_parse_status(&asm_ctx, PARSE_ERR);
430                         }
434 struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
435     struct bwriter_shader *ret = NULL;
436     YY_BUFFER_STATE buffer;
437     TRACE("%p, %p\n", text, messages);
439     buffer = asmshader__scan_string(text);
440     asmshader__switch_to_buffer(buffer);
442     ret = parse_asm_shader(messages);
444     asmshader__delete_buffer(buffer);
446     return ret;