d3dx9: Add shift modifiers parsing to the shader assembler.
[wine.git] / dlls / d3dx9_36 / asmshader.l
blobf02cc9e2f856dab556322833390402ecd9ccf515
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 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 cmp                     {return INSTR_CMP;          }
166 dp2add                  {return INSTR_DP2ADD;       }
167 texkill                 {return INSTR_TEXKILL;      }
168 texld                   {return INSTR_TEXLD;        }
169 dsx                     {return INSTR_DSX;          }
170 dsy                     {return INSTR_DSY;          }
171 texldp                  {return INSTR_TEXLDP;       }
172 texldb                  {return INSTR_TEXLDB;       }
173 texldd                  {return INSTR_TEXLDD;       }
175 {REG_TEMP}              {
176                             asmshader_lval.regnum = atoi(yytext + 1);
177                             return REG_TEMP;
178                         }
179 {REG_OUTPUT}            {
180                             asmshader_lval.regnum = atoi(yytext + 1);
181                             return REG_OUTPUT;
182                         }
183 {REG_INPUT}             {
184                             asmshader_lval.regnum = atoi(yytext + 1);
185                             return REG_INPUT;
186                         }
187 {REG_CONSTFLOAT}        {
188                             asmshader_lval.regnum = atoi(yytext + 1);
189                             return REG_CONSTFLOAT;
190                         }
191 {REG_CONSTINT}          {
192                             asmshader_lval.regnum = atoi(yytext + 1);
193                             return REG_CONSTINT;
194                         }
195 {REG_CONSTBOOL}         {
196                             asmshader_lval.regnum = atoi(yytext + 1);
197                             return REG_CONSTBOOL;
198                         }
199 {REG_TEXTURE}           {
200                             asmshader_lval.regnum = atoi(yytext + 1);
201                             return REG_TEXTURE;
202                         }
203 {REG_TEXCRDOUT}         {
204                             asmshader_lval.regnum = atoi(yytext + 2);
205                             return REG_TEXCRDOUT;
206                         }
207 {REG_SAMPLER}           {
208                             asmshader_lval.regnum = atoi(yytext + 1);
209                             return REG_SAMPLER;
210                         }
211 {REG_OPOS}              {return REG_OPOS;           }
212 {REG_OFOG}              {return REG_OFOG;           }
213 {REG_OPTS}              {return REG_OPTS;           }
214 {REG_VERTEXCOLOR}       {
215                             asmshader_lval.regnum = atoi(yytext + 2);
216                             return REG_VERTEXCOLOR;
217                         }
218 {REG_FRAGCOLOR}         {
219                             asmshader_lval.regnum = atoi(yytext + 2);
220                             return REG_FRAGCOLOR;
221                         }
222 {REG_FRAGDEPTH}         {return REG_FRAGDEPTH;      }
223 {REG_VPOS}              {return REG_VPOS;           }
224 {REG_VFACE}             {return REG_VFACE;          }
225 {REG_ADDRESS}           {return REG_ADDRESS;        }
226 {REG_LOOP}              {return REG_LOOP;           }
227 {REG_PREDICATE}         {return REG_PREDICATE;      }
229 {REG_LABEL}             {
230                             asmshader_lval.regnum = atoi(yytext + 1);
231                             return REG_LABEL;
232                         }
234     /* Shader versions. These are important to select the correct
235      * parser profile.
236      */
237 vs\.1\.0|vs_1_0         {return VER_VS10;       }
238 vs\.1\.1|vs_1_1         {return VER_VS11;       }
240 vs_2_0                  {return VER_VS20;       }
241 vs_2_x                  {return VER_VS2X;       }
242 vs_3_0                  {return VER_VS30;       }
244 ps\.1\.0|ps_1_0         {return VER_PS10;       }
245 ps\.1\.1|ps_1_1         {return VER_PS11;       }
246 ps\.1\.2|ps_1_2         {return VER_PS12;       }
247 ps\.1\.3|ps_1_3         {return VER_PS13;       }
248 ps\.1\.4|ps_1_4         {return VER_PS14;       }
250 ps_2_0                  {return VER_PS20;       }
251 ps_2_x                  {return VER_PS2X;       }
252 ps_3_0                  {return VER_PS30;       }
254 {DOT}                   {return yytext[0];      }
255 {COMPONENT}             {
256                             switch(yytext[0]) {
257                                 case 'x':
258                                 case 'r':
259                                     asmshader_lval.component = 0;
260                                     break;
261                                 case 'y':
262                                 case 'g':
263                                     asmshader_lval.component = 1;
264                                     break;
265                                 case 'z':
266                                 case 'b':
267                                     asmshader_lval.component = 2;
268                                     break;
269                                 case 'w':
270                                 case 'a':
271                                     asmshader_lval.component = 3;
272                                     break;
273                             }
274                             return COMPONENT;
275                         }
277     /* Output modifiers */
278 \_x2                    {return SHIFT_X2;           }
279 \_x4                    {return SHIFT_X4;           }
280 \_x8                    {return SHIFT_X8;           }
281 \_d2                    {return SHIFT_D2;           }
282 \_d4                    {return SHIFT_D4;           }
283 \_d8                    {return SHIFT_D8;           }
284 \_sat                   {return MOD_SAT;            }
285 \_pp                    {return MOD_PP;             }
286 \_centroid              {return MOD_CENTROID;       }
288     /* compare params */
289 \_gt                    {return COMP_GT;            }
290 \_lt                    {return COMP_LT;            }
291 \_ge                    {return COMP_GE;            }
292 \_le                    {return COMP_LE;            }
293 \_eq                    {return COMP_EQ;            }
294 \_ne                    {return COMP_NE;            }
296 {IMMVAL}                {
297                             asmshader_lval.immval.val = atof(yytext);
298                             asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
299                             return IMMVAL;
300                         }
301 true                    {
302                             asmshader_lval.immbool = TRUE;
303                             return IMMBOOL;
304                         }
305 false                   {
306                             asmshader_lval.immbool = FALSE;
307                             return IMMBOOL;
308                         }
310 {COMMA}                 {return yytext[0];          }
311 -                       {return yytext[0];          }
312 \(                      {return yytext[0];          }
313 \)                      {return yytext[0];          }
315     /* for relative addressing */
316 \[|\]|\+                {return yytext[0];          }
318 \_bias                  {return SMOD_BIAS;          }
319     /* No _x2 here; it is identical to MOD_X2 */
320 \_bx2                   {return SMOD_SCALEBIAS;     }
321 \_dz                    {return SMOD_DZ;            }
322 \_dw                    {return SMOD_DW;            }
323 \_abs                   {return SMOD_ABS;           }
325 !                       {return SMOD_NOT;           }
327 {DCL_POSITION}          {
328                             if(yytext[strlen("_position")] == '\0') {
329                                 asmshader_lval.regnum = 0;
330                             } else {
331                                 asmshader_lval.regnum = atoi(yytext + strlen("_position"));
332                             }
333                             return USAGE_POSITION;
334                         }
335 {DCL_BLENDWEIGHT}       {
336                             if(yytext[strlen("_blendweight")] == '\0') {
337                                 asmshader_lval.regnum = 0;
338                             } else {
339                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
340                             }
341                             return USAGE_BLENDWEIGHT;
342                         }
343 {DCL_BLENDINDICES}      {
344                             if(yytext[strlen("_blendindices")] == '\0') {
345                                 asmshader_lval.regnum = 0;
346                             } else {
347                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
348                             }
349                             return USAGE_BLENDINDICES;
350                         }
351 {DCL_NORMAL}            {
352                             if(yytext[strlen("_normal")] == '\0') {
353                                 asmshader_lval.regnum = 0;
354                             } else {
355                                 asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
356                             }
357                             return USAGE_NORMAL;
358                         }
359 {DCL_PSIZE}             {
360                             if(yytext[strlen("_psize")] == '\0') {
361                                 asmshader_lval.regnum = 0;
362                             } else {
363                                 asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
364                             }
365                             return USAGE_PSIZE;
366                         }
367 {DCL_TEXCOORD}          {
368                             if(yytext[strlen("_texcoord")] == '\0') {
369                                 asmshader_lval.regnum = 0;
370                             } else {
371                                 asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
372                             }
373                             return USAGE_TEXCOORD;
374                         }
375 {DCL_TANGENT}           {
376                             if(yytext[strlen("_tangent")] == '\0') {
377                                 asmshader_lval.regnum = 0;
378                             } else {
379                                 asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
380                             }
381                             return USAGE_TANGENT;
382                         }
383 {DCL_BINORMAL}          {
384                             if(yytext[strlen("_binormal")] == '\0') {
385                                 asmshader_lval.regnum = 0;
386                             } else {
387                                 asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
388                             }
389                             return USAGE_BINORMAL;
390                         }
391 {DCL_TESSFACTOR}        {
392                             if(yytext[strlen("_tessfactor")] == '\0') {
393                                 asmshader_lval.regnum = 0;
394                             } else {
395                                 asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
396                             }
397                             return USAGE_TESSFACTOR;
398                         }
399 {DCL_POSITIONT}         {
400                             if(yytext[strlen("_positiont")] == '\0') {
401                                 asmshader_lval.regnum = 0;
402                             } else {
403                                 asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
404                             }
405                             return USAGE_POSITIONT;
406                         }
407 {DCL_COLOR}             {
408                             if(yytext[strlen("_color")] == '\0') {
409                                 asmshader_lval.regnum = 0;
410                             } else {
411                                 asmshader_lval.regnum = atoi(yytext + strlen("_color"));
412                             }
413                             return USAGE_COLOR;
414                         }
415 {DCL_FOG}               {
416                             if(yytext[strlen("_fog")] == '\0') {
417                                 asmshader_lval.regnum = 0;
418                             } else {
419                                 asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
420                             }
421                             return USAGE_FOG;
422                         }
423 {DCL_DEPTH}             {
424                             if(yytext[strlen("_depth")] == '\0') {
425                                 asmshader_lval.regnum = 0;
426                             } else {
427                                 asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
428                             }
429                             return USAGE_DEPTH;
430                         }
431 {DCL_SAMPLE}            {
432                             if(yytext[strlen("_sample")] == '\0') {
433                                 asmshader_lval.regnum = 0;
434                             } else {
435                                 asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
436                             }
437                             return USAGE_SAMPLE;
438                         }
440 {DCL_SAMPLER1D}         { return SAMPTYPE_1D;       }
441 {DCL_SAMPLER2D}         { return SAMPTYPE_2D;       }
442 {DCL_SAMPLERCUBE}       { return SAMPTYPE_CUBE;     }
443 {DCL_SAMPLERVOLUME}     { return SAMPTYPE_VOLUME;   }
445 {PREPROCESSORDIRECTIVE} {
446                             /* TODO: update current line information */
447                             TRACE("line info update: %s", yytext);
448                         }
450     /* Skip comments */
451 {DOUBLESLASHCOMMENT}    {                           }
452 {SEMICOLONCOMMENT}      {                           }
454 {WHITESPACE}            { /* Do nothing */          }
455 {NEWLINE}               {
456                             asm_ctx.line_no++;
457                         }
459 {ANY}                   {
460                             asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
461                             set_parse_status(&asm_ctx, PARSE_ERR);
462                         }
466 struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
467     struct bwriter_shader *ret = NULL;
468     YY_BUFFER_STATE buffer;
469     TRACE("%p, %p\n", text, messages);
471     buffer = asmshader__scan_string(text);
472     asmshader__switch_to_buffer(buffer);
474     ret = parse_asm_shader(messages);
476     asmshader__delete_buffer(buffer);
478     return ret;