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 "d3dx9_36_private.h"
28 #include "asmshader.tab.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
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.
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 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; }
163 asmshader_lval.regnum = atoi(yytext + 1);
167 asmshader_lval.regnum = atoi(yytext + 1);
171 asmshader_lval.regnum = atoi(yytext + 1);
175 asmshader_lval.regnum = atoi(yytext + 1);
176 return REG_CONSTFLOAT;
179 asmshader_lval.regnum = atoi(yytext + 1);
183 asmshader_lval.regnum = atoi(yytext + 1);
184 return REG_CONSTBOOL;
187 asmshader_lval.regnum = atoi(yytext + 1);
191 asmshader_lval.regnum = atoi(yytext + 2);
192 return REG_TEXCRDOUT;
195 asmshader_lval.regnum = atoi(yytext + 1);
198 {REG_OPOS} {return REG_OPOS; }
199 {REG_OFOG} {return REG_OFOG; }
200 {REG_OPTS} {return REG_OPTS; }
202 asmshader_lval.regnum = atoi(yytext + 2);
203 return REG_VERTEXCOLOR;
206 asmshader_lval.regnum = atoi(yytext + 2);
207 return REG_FRAGCOLOR;
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; }
217 asmshader_lval.regnum = atoi(yytext + 1);
221 /* Shader versions. These are important to select the correct
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]; }
246 asmshader_lval.component = 0;
250 asmshader_lval.component = 1;
254 asmshader_lval.component = 2;
258 asmshader_lval.component = 3;
264 /* Output modifiers */
265 \_sat {return MOD_SAT; }
266 \_pp {return MOD_PP; }
267 \_centroid {return MOD_CENTROID; }
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; }
278 asmshader_lval.immval.val = atof(yytext);
279 asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
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; }
296 if(yytext[strlen("_position")] == '\0') {
297 asmshader_lval.regnum = 0;
299 asmshader_lval.regnum = atoi(yytext + strlen("_position"));
301 return USAGE_POSITION;
304 if(yytext[strlen("_blendweight")] == '\0') {
305 asmshader_lval.regnum = 0;
307 asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
309 return USAGE_BLENDWEIGHT;
312 if(yytext[strlen("_blendindices")] == '\0') {
313 asmshader_lval.regnum = 0;
315 asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
317 return USAGE_BLENDINDICES;
320 if(yytext[strlen("_normal")] == '\0') {
321 asmshader_lval.regnum = 0;
323 asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
328 if(yytext[strlen("_psize")] == '\0') {
329 asmshader_lval.regnum = 0;
331 asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
336 if(yytext[strlen("_texcoord")] == '\0') {
337 asmshader_lval.regnum = 0;
339 asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
341 return USAGE_TEXCOORD;
344 if(yytext[strlen("_tangent")] == '\0') {
345 asmshader_lval.regnum = 0;
347 asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
349 return USAGE_TANGENT;
352 if(yytext[strlen("_binormal")] == '\0') {
353 asmshader_lval.regnum = 0;
355 asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
357 return USAGE_BINORMAL;
360 if(yytext[strlen("_tessfactor")] == '\0') {
361 asmshader_lval.regnum = 0;
363 asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
365 return USAGE_TESSFACTOR;
368 if(yytext[strlen("_positiont")] == '\0') {
369 asmshader_lval.regnum = 0;
371 asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
373 return USAGE_POSITIONT;
376 if(yytext[strlen("_color")] == '\0') {
377 asmshader_lval.regnum = 0;
379 asmshader_lval.regnum = atoi(yytext + strlen("_color"));
384 if(yytext[strlen("_fog")] == '\0') {
385 asmshader_lval.regnum = 0;
387 asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
392 if(yytext[strlen("_depth")] == '\0') {
393 asmshader_lval.regnum = 0;
395 asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
400 if(yytext[strlen("_sample")] == '\0') {
401 asmshader_lval.regnum = 0;
403 asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
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);
419 {DOUBLESLASHCOMMENT} { }
420 {SEMICOLONCOMMENT} { }
422 {WHITESPACE} { /* Do nothing */ }
428 asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
429 set_parse_status(&asm_ctx, PARSE_ERR);
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);