wined3d: Keep track of shaders.
[wine/hacks.git] / dlls / wined3d / baseshader.c
blob858bf7f31c108395c974f2bf2d352b16fba5144f
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include <string.h>
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 #define GLNAME_REQUIRE_GLSL ((const char *)1)
34 static inline BOOL shader_is_version_token(DWORD token) {
35 return shader_is_pshader_version(token) ||
36 shader_is_vshader_version(token);
39 int shader_addline(
40 SHADER_BUFFER* buffer,
41 const char *format, ...) {
43 char* base = buffer->buffer + buffer->bsize;
44 int rc;
46 va_list args;
47 va_start(args, format);
48 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49 va_end(args);
51 if (rc < 0 || /* C89 */
52 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
54 ERR("The buffer allocated for the shader program string "
55 "is too small at %d bytes.\n", SHADER_PGMSIZE);
56 buffer->bsize = SHADER_PGMSIZE - 1;
57 return -1;
60 if (buffer->newline) {
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62 buffer->newline = FALSE;
63 } else {
64 TRACE("%s", base);
67 buffer->bsize += rc;
68 if (buffer->buffer[buffer->bsize-1] == '\n') {
69 buffer->lineNo++;
70 buffer->newline = TRUE;
72 return 0;
75 const SHADER_OPCODE* shader_get_opcode(
76 IWineD3DBaseShader *iface, const DWORD code) {
78 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
80 DWORD i = 0;
81 DWORD hex_version = This->baseShader.hex_version;
82 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
84 /** TODO: use dichotomic search */
85 while (NULL != shader_ins[i].name) {
86 if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
87 (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
88 ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
89 return &shader_ins[i];
91 ++i;
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
95 return NULL;
98 /* Read a parameter opcode from the input stream,
99 * and possibly a relative addressing token.
100 * Return the number of tokens read */
101 int shader_get_param(
102 IWineD3DBaseShader* iface,
103 const DWORD* pToken,
104 DWORD* param,
105 DWORD* addr_token) {
107 /* PS >= 3.0 have relative addressing (with token)
108 * VS >= 2.0 have relative addressing (with token)
109 * VS >= 1.0 < 2.0 have relative addressing (without token)
110 * The version check below should work in general */
112 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
113 char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
114 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
116 *param = *pToken;
117 *addr_token = rel_token? *(pToken + 1): 0;
118 return rel_token? 2:1;
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123 IWineD3DBaseShaderImpl* This,
124 const SHADER_OPCODE* curOpcode,
125 DWORD opcode_token) {
127 /* Shaders >= 2.0 may contain address tokens, but fortunately they
128 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
130 return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131 ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132 curOpcode->num_params;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
138 * Note: This function assumes source or destination token format.
139 * It will not work with specially-formatted tokens like DEF or DCL,
140 * but hopefully those would be recognized */
142 int shader_skip_unrecognized(
143 IWineD3DBaseShader* iface,
144 const DWORD* pToken) {
146 int tokens_read = 0;
147 int i = 0;
149 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150 while (*pToken & 0x80000000) {
152 DWORD param, addr_token;
153 tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
154 pToken += tokens_read;
156 FIXME("Unrecognized opcode param: token=%08x "
157 "addr_token=%08x name=", param, addr_token);
158 shader_dump_param(iface, param, addr_token, i);
159 FIXME("\n");
160 ++i;
162 return tokens_read;
165 /* Convert floating point offset relative
166 * to a register file to an absolute offset for float constants */
168 unsigned int shader_get_float_offset(const DWORD reg) {
170 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171 int regtype = shader_get_regtype(reg);
173 switch (regtype) {
174 case WINED3DSPR_CONST: return regnum;
175 case WINED3DSPR_CONST2: return 2048 + regnum;
176 case WINED3DSPR_CONST3: return 4096 + regnum;
177 case WINED3DSPR_CONST4: return 6144 + regnum;
178 default:
179 FIXME("Unsupported register type: %d\n", regtype);
180 return regnum;
184 /* Note that this does not count the loop register
185 * as an address register. */
187 HRESULT shader_get_registers_used(
188 IWineD3DBaseShader *iface,
189 shader_reg_maps* reg_maps,
190 semantic* semantics_in,
191 semantic* semantics_out,
192 CONST DWORD* pToken,
193 IWineD3DStateBlockImpl *stateBlock) {
195 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
196 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
198 /* There are some minor differences between pixel and vertex shaders */
199 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
201 reg_maps->bumpmat = -1;
202 reg_maps->luminanceparams = -1;
204 if (pToken == NULL)
205 return WINED3D_OK;
207 while (WINED3DVS_END() != *pToken) {
208 CONST SHADER_OPCODE* curOpcode;
209 DWORD opcode_token;
211 /* Skip version */
212 if (shader_is_version_token(*pToken)) {
213 ++pToken;
214 continue;
216 /* Skip comments */
217 } else if (shader_is_comment(*pToken)) {
218 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
219 ++pToken;
220 pToken += comment_len;
221 continue;
224 /* Fetch opcode */
225 opcode_token = *pToken++;
226 curOpcode = shader_get_opcode(iface, opcode_token);
228 /* Unhandled opcode, and its parameters */
229 if (NULL == curOpcode) {
230 while (*pToken & 0x80000000)
231 ++pToken;
233 /* Handle declarations */
234 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
236 DWORD usage = *pToken++;
237 DWORD param = *pToken++;
238 DWORD regtype = shader_get_regtype(param);
239 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
241 /* Vshader: mark attributes used
242 Pshader: mark 3.0 input registers used, save token */
243 if (WINED3DSPR_INPUT == regtype) {
245 if (!pshader)
246 reg_maps->attributes[regnum] = 1;
247 else
248 reg_maps->packed_input[regnum] = 1;
250 semantics_in[regnum].usage = usage;
251 semantics_in[regnum].reg = param;
253 /* Vshader: mark 3.0 output registers used, save token */
254 } else if (WINED3DSPR_OUTPUT == regtype) {
255 reg_maps->packed_output[regnum] = 1;
256 semantics_out[regnum].usage = usage;
257 semantics_out[regnum].reg = param;
258 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
259 reg_maps->fog = 1;
261 /* Save sampler usage token */
262 } else if (WINED3DSPR_SAMPLER == regtype)
263 reg_maps->samplers[regnum] = usage;
265 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
267 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
268 if (!lconst) return E_OUTOFMEMORY;
269 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
270 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
272 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
273 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
274 float *value = (float *) lconst->value;
275 if(value[0] < -1.0) value[0] = -1.0;
276 else if(value[0] > 1.0) value[0] = 1.0;
277 if(value[1] < -1.0) value[1] = -1.0;
278 else if(value[1] > 1.0) value[1] = 1.0;
279 if(value[2] < -1.0) value[2] = -1.0;
280 else if(value[2] > 1.0) value[2] = 1.0;
281 if(value[3] < -1.0) value[3] = -1.0;
282 else if(value[3] > 1.0) value[3] = 1.0;
285 list_add_head(&This->baseShader.constantsF, &lconst->entry);
286 pToken += curOpcode->num_params;
288 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
290 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
291 if (!lconst) return E_OUTOFMEMORY;
292 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
293 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
294 list_add_head(&This->baseShader.constantsI, &lconst->entry);
295 pToken += curOpcode->num_params;
297 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
299 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
300 if (!lconst) return E_OUTOFMEMORY;
301 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
302 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
303 list_add_head(&This->baseShader.constantsB, &lconst->entry);
304 pToken += curOpcode->num_params;
306 /* If there's a loop in the shader */
307 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
308 WINED3DSIO_REP == curOpcode->opcode) {
309 cur_loop_depth++;
310 if(cur_loop_depth > max_loop_depth)
311 max_loop_depth = cur_loop_depth;
312 pToken += curOpcode->num_params;
314 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
315 WINED3DSIO_ENDREP == curOpcode->opcode) {
316 cur_loop_depth--;
318 /* For subroutine prototypes */
319 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
321 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
322 reg_maps->labels[snum] = 1;
323 pToken += curOpcode->num_params;
325 /* Set texture, address, temporary registers */
326 } else {
327 int i, limit;
329 /* Declare 1.X samplers implicitly, based on the destination reg. number */
330 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
331 (WINED3DSIO_TEX == curOpcode->opcode ||
332 WINED3DSIO_TEXBEM == curOpcode->opcode ||
333 WINED3DSIO_TEXBEML == curOpcode->opcode ||
334 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
335 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
336 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
337 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
338 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
339 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
340 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
341 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
343 /* Fake sampler usage, only set reserved bit and ttype */
344 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
346 if(!stateBlock->textures[sampler_code]) {
347 ERR("No texture bound to sampler %d\n", sampler_code);
348 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
349 } else {
350 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
351 switch(texType) {
352 /* We have to select between texture rectangles and 2D textures later because 2.0 and
353 * 3.0 shaders only have WINED3DSTT_2D as well
355 case GL_TEXTURE_RECTANGLE_ARB:
356 case GL_TEXTURE_2D:
357 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
358 break;
360 case GL_TEXTURE_3D:
361 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
362 break;
364 case GL_TEXTURE_CUBE_MAP_ARB:
365 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
366 break;
368 default:
369 ERR("Unexpected gl texture type found: %d\n", texType);
370 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
374 /* texbem is only valid with < 1.4 pixel shaders */
375 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
376 WINED3DSIO_TEXBEML == curOpcode->opcode) {
377 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
378 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
379 } else {
380 reg_maps->bumpmat = sampler_code;
381 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
382 reg_maps->luminanceparams = sampler_code;
387 if(WINED3DSIO_NRM == curOpcode->opcode) {
388 reg_maps->usesnrm = 1;
389 } else if(WINED3DSIO_BEM == curOpcode->opcode) {
390 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
391 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
392 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
393 } else {
394 reg_maps->bumpmat = regnum;
396 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
397 reg_maps->usesdsy = 1;
400 /* This will loop over all the registers and try to
401 * make a bitmask of the ones we're interested in.
403 * Relative addressing tokens are ignored, but that's
404 * okay, since we'll catch any address registers when
405 * they are initialized (required by spec) */
407 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
408 curOpcode->num_params + 1: curOpcode->num_params;
410 for (i = 0; i < limit; ++i) {
412 DWORD param, addr_token, reg, regtype;
413 pToken += shader_get_param(iface, pToken, &param, &addr_token);
415 regtype = shader_get_regtype(param);
416 reg = param & WINED3DSP_REGNUM_MASK;
418 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
420 if (pshader)
421 reg_maps->texcoord[reg] = 1;
422 else
423 reg_maps->address[reg] = 1;
426 else if (WINED3DSPR_TEMP == regtype)
427 reg_maps->temporary[reg] = 1;
429 else if (WINED3DSPR_INPUT == regtype) {
430 if( !pshader)
431 reg_maps->attributes[reg] = 1;
432 else {
433 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
434 /* If relative addressing is used, we must assume that all registers
435 * are used. Even if it is a construct like v3[aL], we can't assume
436 * that v0, v1 and v2 aren't read because aL can be negative
438 unsigned int i;
439 for(i = 0; i < MAX_REG_INPUT; i++) {
440 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
442 } else {
443 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
448 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
449 reg_maps->fog = 1;
451 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
452 reg_maps->vpos = 1;
454 else if(WINED3DSPR_CONST == regtype) {
455 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
456 if(!pshader) {
457 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
458 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
459 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
460 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
463 reg_maps->usesrelconstF = TRUE;
467 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
468 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
469 * isn't used in them, but future register types might cause issues
471 else if(WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */ &&
472 !pshader && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) < 3) {
473 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
478 reg_maps->loop_depth = max_loop_depth;
480 return WINED3D_OK;
483 static void shader_dump_decl_usage(
484 IWineD3DBaseShaderImpl* This,
485 DWORD decl,
486 DWORD param) {
488 DWORD regtype = shader_get_regtype(param);
490 TRACE("dcl");
492 if (regtype == WINED3DSPR_SAMPLER) {
493 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
495 switch (ttype) {
496 case WINED3DSTT_2D: TRACE("_2d"); break;
497 case WINED3DSTT_CUBE: TRACE("_cube"); break;
498 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
499 default: TRACE("_unknown_ttype(%08x)", ttype);
502 } else {
504 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
505 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
507 /* Pixel shaders 3.0 don't have usage semantics */
508 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
509 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
510 return;
511 else
512 TRACE("_");
514 switch(usage) {
515 case WINED3DDECLUSAGE_POSITION:
516 TRACE("position%d", idx);
517 break;
518 case WINED3DDECLUSAGE_BLENDINDICES:
519 TRACE("blend");
520 break;
521 case WINED3DDECLUSAGE_BLENDWEIGHT:
522 TRACE("weight");
523 break;
524 case WINED3DDECLUSAGE_NORMAL:
525 TRACE("normal%d", idx);
526 break;
527 case WINED3DDECLUSAGE_PSIZE:
528 TRACE("psize");
529 break;
530 case WINED3DDECLUSAGE_COLOR:
531 if(idx == 0) {
532 TRACE("color");
533 } else {
534 TRACE("specular%d", (idx - 1));
536 break;
537 case WINED3DDECLUSAGE_TEXCOORD:
538 TRACE("texture%d", idx);
539 break;
540 case WINED3DDECLUSAGE_TANGENT:
541 TRACE("tangent");
542 break;
543 case WINED3DDECLUSAGE_BINORMAL:
544 TRACE("binormal");
545 break;
546 case WINED3DDECLUSAGE_TESSFACTOR:
547 TRACE("tessfactor");
548 break;
549 case WINED3DDECLUSAGE_POSITIONT:
550 TRACE("positionT%d", idx);
551 break;
552 case WINED3DDECLUSAGE_FOG:
553 TRACE("fog");
554 break;
555 case WINED3DDECLUSAGE_DEPTH:
556 TRACE("depth");
557 break;
558 case WINED3DDECLUSAGE_SAMPLE:
559 TRACE("sample");
560 break;
561 default:
562 FIXME("unknown_semantics(%08x)", usage);
567 static void shader_dump_arr_entry(
568 IWineD3DBaseShader *iface,
569 const DWORD param,
570 const DWORD addr_token,
571 unsigned int reg,
572 int input) {
574 char relative =
575 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
577 if (relative) {
578 TRACE("[");
579 if (addr_token)
580 shader_dump_param(iface, addr_token, 0, input);
581 else
582 TRACE("a0.x");
583 TRACE(" + ");
585 TRACE("%u", reg);
586 if (relative)
587 TRACE("]");
590 void shader_dump_param(
591 IWineD3DBaseShader *iface,
592 const DWORD param,
593 const DWORD addr_token,
594 int input) {
596 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
597 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
598 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
599 char swizzle_reg_chars[4];
601 DWORD reg = param & WINED3DSP_REGNUM_MASK;
602 DWORD regtype = shader_get_regtype(param);
603 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
605 /* There are some minor differences between pixel and vertex shaders */
606 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
608 /* For one, we'd prefer color components to be shown for pshaders.
609 * FIXME: use the swizzle function for this */
611 swizzle_reg_chars[0] = pshader? 'r': 'x';
612 swizzle_reg_chars[1] = pshader? 'g': 'y';
613 swizzle_reg_chars[2] = pshader? 'b': 'z';
614 swizzle_reg_chars[3] = pshader? 'a': 'w';
616 if (input) {
617 if ( (modifier == WINED3DSPSM_NEG) ||
618 (modifier == WINED3DSPSM_BIASNEG) ||
619 (modifier == WINED3DSPSM_SIGNNEG) ||
620 (modifier == WINED3DSPSM_X2NEG) ||
621 (modifier == WINED3DSPSM_ABSNEG) )
622 TRACE("-");
623 else if (modifier == WINED3DSPSM_COMP)
624 TRACE("1-");
625 else if (modifier == WINED3DSPSM_NOT)
626 TRACE("!");
628 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
629 TRACE("abs(");
632 switch (regtype) {
633 case WINED3DSPR_TEMP:
634 TRACE("r%u", reg);
635 break;
636 case WINED3DSPR_INPUT:
637 TRACE("v");
638 shader_dump_arr_entry(iface, param, addr_token, reg, input);
639 break;
640 case WINED3DSPR_CONST:
641 case WINED3DSPR_CONST2:
642 case WINED3DSPR_CONST3:
643 case WINED3DSPR_CONST4:
644 TRACE("c");
645 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
646 break;
647 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
648 TRACE("%c%u", (pshader? 't':'a'), reg);
649 break;
650 case WINED3DSPR_RASTOUT:
651 TRACE("%s", rastout_reg_names[reg]);
652 break;
653 case WINED3DSPR_COLOROUT:
654 TRACE("oC%u", reg);
655 break;
656 case WINED3DSPR_DEPTHOUT:
657 TRACE("oDepth");
658 break;
659 case WINED3DSPR_ATTROUT:
660 TRACE("oD%u", reg);
661 break;
662 case WINED3DSPR_TEXCRDOUT:
664 /* Vertex shaders >= 3.0 use general purpose output registers
665 * (WINED3DSPR_OUTPUT), which can include an address token */
667 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
668 TRACE("o");
669 shader_dump_arr_entry(iface, param, addr_token, reg, input);
671 else
672 TRACE("oT%u", reg);
673 break;
674 case WINED3DSPR_CONSTINT:
675 TRACE("i");
676 shader_dump_arr_entry(iface, param, addr_token, reg, input);
677 break;
678 case WINED3DSPR_CONSTBOOL:
679 TRACE("b");
680 shader_dump_arr_entry(iface, param, addr_token, reg, input);
681 break;
682 case WINED3DSPR_LABEL:
683 TRACE("l%u", reg);
684 break;
685 case WINED3DSPR_LOOP:
686 TRACE("aL");
687 break;
688 case WINED3DSPR_SAMPLER:
689 TRACE("s%u", reg);
690 break;
691 case WINED3DSPR_MISCTYPE:
692 if (reg > 1) {
693 FIXME("Unhandled misctype register %d\n", reg);
694 } else {
695 TRACE("%s", misctype_reg_names[reg]);
697 break;
698 case WINED3DSPR_PREDICATE:
699 TRACE("p%u", reg);
700 break;
701 default:
702 TRACE("unhandled_rtype(%#x)", regtype);
703 break;
706 if (!input) {
707 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
709 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
710 TRACE(".");
711 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
712 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
713 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
714 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
717 } else {
718 /** operand input */
719 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
720 DWORD swizzle_r = swizzle & 0x03;
721 DWORD swizzle_g = (swizzle >> 2) & 0x03;
722 DWORD swizzle_b = (swizzle >> 4) & 0x03;
723 DWORD swizzle_a = (swizzle >> 6) & 0x03;
725 if (0 != modifier) {
726 switch (modifier) {
727 case WINED3DSPSM_NONE: break;
728 case WINED3DSPSM_NEG: break;
729 case WINED3DSPSM_NOT: break;
730 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
731 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
732 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
733 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
734 case WINED3DSPSM_COMP: break;
735 case WINED3DSPSM_X2: TRACE("_x2"); break;
736 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
737 case WINED3DSPSM_DZ: TRACE("_dz"); break;
738 case WINED3DSPSM_DW: TRACE("_dw"); break;
739 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
740 case WINED3DSPSM_ABS: TRACE(")"); break;
741 default:
742 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
747 * swizzle bits fields:
748 * RRGGBBAA
750 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
751 if (swizzle_r == swizzle_g &&
752 swizzle_r == swizzle_b &&
753 swizzle_r == swizzle_a) {
754 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
755 } else {
756 TRACE(".%c%c%c%c",
757 swizzle_reg_chars[swizzle_r],
758 swizzle_reg_chars[swizzle_g],
759 swizzle_reg_chars[swizzle_b],
760 swizzle_reg_chars[swizzle_a]);
766 /** Shared code in order to generate the bulk of the shader string.
767 Use the shader_header_fct & shader_footer_fct to add strings
768 that are specific to pixel or vertex functions
769 NOTE: A description of how to parse tokens can be found at:
770 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
771 void shader_generate_main(
772 IWineD3DBaseShader *iface,
773 SHADER_BUFFER* buffer,
774 shader_reg_maps* reg_maps,
775 CONST DWORD* pFunction) {
777 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
778 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
779 const DWORD *pToken = pFunction;
780 const SHADER_OPCODE *curOpcode = NULL;
781 SHADER_HANDLER hw_fct = NULL;
782 DWORD i;
783 SHADER_OPCODE_ARG hw_arg;
785 /* Initialize current parsing state */
786 hw_arg.shader = iface;
787 hw_arg.buffer = buffer;
788 hw_arg.reg_maps = reg_maps;
789 This->baseShader.parse_state.current_row = 0;
791 /* Second pass, process opcodes */
792 if (NULL != pToken) {
793 while (WINED3DPS_END() != *pToken) {
795 /* Skip version token */
796 if (shader_is_version_token(*pToken)) {
797 ++pToken;
798 continue;
801 /* Skip comment tokens */
802 if (shader_is_comment(*pToken)) {
803 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
804 ++pToken;
805 TRACE("#%s\n", (const char*)pToken);
806 pToken += comment_len;
807 continue;
810 /* Read opcode */
811 hw_arg.opcode_token = *pToken++;
812 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
814 /* Select handler */
815 if (curOpcode == NULL)
816 hw_fct = NULL;
817 else if (This->baseShader.shader_mode == SHADER_GLSL)
818 hw_fct = curOpcode->hw_glsl_fct;
819 else if (This->baseShader.shader_mode == SHADER_ARB)
820 hw_fct = curOpcode->hw_fct;
822 /* Unknown opcode and its parameters */
823 if (NULL == curOpcode) {
824 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
825 pToken += shader_skip_unrecognized(iface, pToken);
827 /* Nothing to do */
828 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
829 WINED3DSIO_NOP == curOpcode->opcode ||
830 WINED3DSIO_DEF == curOpcode->opcode ||
831 WINED3DSIO_DEFI == curOpcode->opcode ||
832 WINED3DSIO_DEFB == curOpcode->opcode ||
833 WINED3DSIO_PHASE == curOpcode->opcode ||
834 WINED3DSIO_RET == curOpcode->opcode) {
836 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
838 /* If a generator function is set for current shader target, use it */
839 } else if (hw_fct != NULL) {
841 hw_arg.opcode = curOpcode;
843 /* Destination token */
844 if (curOpcode->dst_token) {
846 DWORD param, addr_token = 0;
847 pToken += shader_get_param(iface, pToken, &param, &addr_token);
848 hw_arg.dst = param;
849 hw_arg.dst_addr = addr_token;
852 /* Predication token */
853 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
854 hw_arg.predicate = *pToken++;
856 /* Other source tokens */
857 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
859 DWORD param, addr_token = 0;
860 pToken += shader_get_param(iface, pToken, &param, &addr_token);
861 hw_arg.src[i] = param;
862 hw_arg.src_addr[i] = addr_token;
865 /* Call appropriate function for output target */
866 hw_fct(&hw_arg);
868 /* Add color correction if needed */
869 device->shader_backend->shader_color_correction(&hw_arg);
871 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
872 if (This->baseShader.shader_mode == SHADER_GLSL)
873 shader_glsl_add_instruction_modifiers(&hw_arg);
875 /* Unhandled opcode */
876 } else {
878 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
879 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
882 /* TODO: What about result.depth? */
887 void shader_dump_ins_modifiers(const DWORD output) {
889 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
890 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
892 switch (shift) {
893 case 0: break;
894 case 13: TRACE("_d8"); break;
895 case 14: TRACE("_d4"); break;
896 case 15: TRACE("_d2"); break;
897 case 1: TRACE("_x2"); break;
898 case 2: TRACE("_x4"); break;
899 case 3: TRACE("_x8"); break;
900 default: TRACE("_unhandled_shift(%d)", shift); break;
903 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
904 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
905 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
907 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
908 if (mmask)
909 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
912 /* First pass: trace shader, initialize length and version */
913 void shader_trace_init(
914 IWineD3DBaseShader *iface,
915 const DWORD* pFunction) {
917 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
919 const DWORD* pToken = pFunction;
920 const SHADER_OPCODE* curOpcode = NULL;
921 DWORD opcode_token;
922 unsigned int len = 0;
923 DWORD i;
925 TRACE("(%p) : Parsing programme\n", This);
927 if (NULL != pToken) {
928 while (WINED3DVS_END() != *pToken) {
929 if (shader_is_version_token(*pToken)) { /** version */
930 This->baseShader.hex_version = *pToken;
931 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
932 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
933 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
934 ++pToken;
935 ++len;
936 continue;
938 if (shader_is_comment(*pToken)) { /** comment */
939 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
940 ++pToken;
941 TRACE("//%s\n", (const char*)pToken);
942 pToken += comment_len;
943 len += comment_len + 1;
944 continue;
946 opcode_token = *pToken++;
947 curOpcode = shader_get_opcode(iface, opcode_token);
948 len++;
950 if (NULL == curOpcode) {
951 int tokens_read;
952 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
953 tokens_read = shader_skip_unrecognized(iface, pToken);
954 pToken += tokens_read;
955 len += tokens_read;
957 } else {
958 if (curOpcode->opcode == WINED3DSIO_DCL) {
960 DWORD usage = *pToken;
961 DWORD param = *(pToken + 1);
963 shader_dump_decl_usage(This, usage, param);
964 shader_dump_ins_modifiers(param);
965 TRACE(" ");
966 shader_dump_param(iface, param, 0, 0);
967 pToken += 2;
968 len += 2;
970 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
972 unsigned int offset = shader_get_float_offset(*pToken);
974 TRACE("def c%u = %f, %f, %f, %f", offset,
975 *(const float *)(pToken + 1),
976 *(const float *)(pToken + 2),
977 *(const float *)(pToken + 3),
978 *(const float *)(pToken + 4));
980 pToken += 5;
981 len += 5;
982 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
984 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
985 *(pToken + 1),
986 *(pToken + 2),
987 *(pToken + 3),
988 *(pToken + 4));
990 pToken += 5;
991 len += 5;
993 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
995 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
996 *(pToken + 1)? "true": "false");
998 pToken += 2;
999 len += 2;
1001 } else {
1003 DWORD param, addr_token;
1004 int tokens_read;
1006 /* Print out predication source token first - it follows
1007 * the destination token. */
1008 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1009 TRACE("(");
1010 shader_dump_param(iface, *(pToken + 2), 0, 1);
1011 TRACE(") ");
1013 if (opcode_token & WINED3DSI_COISSUE) {
1014 /* PixWin marks instructions with the coissue flag with a '+' */
1015 TRACE("+");
1018 TRACE("%s", curOpcode->name);
1020 if (curOpcode->opcode == WINED3DSIO_IFC ||
1021 curOpcode->opcode == WINED3DSIO_BREAKC) {
1023 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1024 switch (op) {
1025 case COMPARISON_GT: TRACE("_gt"); break;
1026 case COMPARISON_EQ: TRACE("_eq"); break;
1027 case COMPARISON_GE: TRACE("_ge"); break;
1028 case COMPARISON_LT: TRACE("_lt"); break;
1029 case COMPARISON_NE: TRACE("_ne"); break;
1030 case COMPARISON_LE: TRACE("_le"); break;
1031 default:
1032 TRACE("_(%u)", op);
1034 } else if (curOpcode->opcode == WINED3DSIO_TEX &&
1035 This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1036 if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
1039 /* Destination token */
1040 if (curOpcode->dst_token) {
1042 /* Destination token */
1043 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1044 pToken += tokens_read;
1045 len += tokens_read;
1047 shader_dump_ins_modifiers(param);
1048 TRACE(" ");
1049 shader_dump_param(iface, param, addr_token, 0);
1052 /* Predication token - already printed out, just skip it */
1053 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1054 pToken++;
1055 len++;
1058 /* Other source tokens */
1059 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1061 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1062 pToken += tokens_read;
1063 len += tokens_read;
1065 TRACE((i == 0)? " " : ", ");
1066 shader_dump_param(iface, param, addr_token, 1);
1069 TRACE("\n");
1072 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1073 } else {
1074 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1078 static void shader_delete_constant_list(
1079 struct list* clist) {
1081 struct list *ptr;
1082 struct local_constant* constant;
1084 ptr = list_head(clist);
1085 while (ptr) {
1086 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1087 ptr = list_next(clist, ptr);
1088 HeapFree(GetProcessHeap(), 0, constant);
1092 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1093 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1094 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1095 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1096 static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
1097 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1099 const shader_backend_t none_shader_backend = {
1100 &shader_none_select,
1101 &shader_none_select_depth_blt,
1102 &shader_none_load_constants,
1103 &shader_none_cleanup,
1104 &shader_none_color_correction,
1105 &shader_none_destroy
1108 /* *******************************************
1109 IWineD3DPixelShader IUnknown parts follow
1110 ******************************************* */
1111 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
1113 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1114 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
1115 if (IsEqualGUID(riid, &IID_IUnknown)
1116 || IsEqualGUID(riid, &IID_IWineD3DBase)
1117 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1118 || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
1119 IUnknown_AddRef(iface);
1120 *ppobj = This;
1121 return S_OK;
1123 *ppobj = NULL;
1124 return E_NOINTERFACE;
1127 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
1128 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1129 TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
1130 return InterlockedIncrement(&This->baseShader.ref);
1133 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
1134 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1135 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
1136 ULONG ref;
1137 TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
1138 ref = InterlockedDecrement(&This->baseShader.ref);
1139 if (ref == 0) {
1140 deviceImpl->shader_backend->shader_destroy(iface);
1141 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1142 shader_delete_constant_list(&This->baseShader.constantsF);
1143 shader_delete_constant_list(&This->baseShader.constantsB);
1144 shader_delete_constant_list(&This->baseShader.constantsI);
1145 list_remove(&This->baseShader.shader_list_entry);
1146 HeapFree(GetProcessHeap(), 0, This);
1148 return ref;