wined3d: Group instruction context information together in struct wined3d_shader_context.
[wine/hacks.git] / dlls / wined3d / baseshader.c
blob1d90e88fb7f323da908ae8257a6bc0b5eed8fcf5
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
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
36 static inline BOOL shader_is_version_token(DWORD token) {
37 return shader_is_pshader_version(token) ||
38 shader_is_vshader_version(token);
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
43 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44 buffer->buffer[0] = '\0';
45 buffer->bsize = 0;
46 buffer->lineNo = 0;
47 buffer->newline = TRUE;
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
52 HeapFree(GetProcessHeap(), 0, buffer->buffer);
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
57 char* base = buffer->buffer + buffer->bsize;
58 int rc;
60 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
62 if (rc < 0 || /* C89 */
63 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
65 ERR("The buffer allocated for the shader program string "
66 "is too small at %d bytes.\n", SHADER_PGMSIZE);
67 buffer->bsize = SHADER_PGMSIZE - 1;
68 return -1;
71 if (buffer->newline) {
72 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73 buffer->newline = FALSE;
74 } else {
75 TRACE("%s", base);
78 buffer->bsize += rc;
79 if (buffer->buffer[buffer->bsize-1] == '\n') {
80 buffer->lineNo++;
81 buffer->newline = TRUE;
83 return 0;
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
88 int ret;
89 va_list args;
91 va_start(args, format);
92 ret = shader_vaddline(buffer, format, args);
93 va_end(args);
95 return ret;
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
101 shader->ref = 1;
102 shader->device = device;
103 shader->shader_ins = instruction_table;
104 list_init(&shader->linked_programs);
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
109 DWORD i = 0;
111 /** TODO: use dichotomic search */
112 while (opcode_table[i].name)
114 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115 && shader_version >= opcode_table[i].min_version
116 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
118 return &opcode_table[i];
120 ++i;
123 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
126 return NULL;
129 /* Read a parameter opcode from the input stream,
130 * and possibly a relative addressing token.
131 * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
134 /* PS >= 3.0 have relative addressing (with token)
135 * VS >= 2.0 have relative addressing (with token)
136 * VS >= 1.0 < 2.0 have relative addressing (without token)
137 * The version check below should work in general */
139 char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
142 *param = *pToken;
143 *addr_token = rel_token? *(pToken + 1): 0;
144 return rel_token? 2:1;
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
150 /* Shaders >= 2.0 may contain address tokens, but fortunately they
151 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
156 /* Read the parameters of an unrecognized opcode from the input stream
157 * Return the number of tokens read.
159 * Note: This function assumes source or destination token format.
160 * It will not work with specially-formatted tokens like DEF or DCL,
161 * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
164 int tokens_read = 0;
165 int i = 0;
167 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168 while (*pToken & 0x80000000) {
170 DWORD param, addr_token;
171 tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
172 pToken += tokens_read;
174 FIXME("Unrecognized opcode param: token=0x%08x "
175 "addr_token=0x%08x name=", param, addr_token);
176 shader_dump_param(param, addr_token, i, shader_version);
177 FIXME("\n");
178 ++i;
180 return tokens_read;
183 /* Convert floating point offset relative
184 * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
187 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188 int regtype = shader_get_regtype(reg);
190 switch (regtype) {
191 case WINED3DSPR_CONST: return regnum;
192 case WINED3DSPR_CONST2: return 2048 + regnum;
193 case WINED3DSPR_CONST3: return 4096 + regnum;
194 case WINED3DSPR_CONST4: return 6144 + regnum;
195 default:
196 FIXME("Unsupported register type: %d\n", regtype);
197 return regnum;
201 static void shader_delete_constant_list(struct list* clist) {
203 struct list *ptr;
204 struct local_constant* constant;
206 ptr = list_head(clist);
207 while (ptr) {
208 constant = LIST_ENTRY(ptr, struct local_constant, entry);
209 ptr = list_next(clist, ptr);
210 HeapFree(GetProcessHeap(), 0, constant);
212 list_init(clist);
215 static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
217 dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
218 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
219 dst->register_idx = param & WINED3DSP_REGNUM_MASK;
220 dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
221 dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
222 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
223 dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
224 dst->addr_token = addr_param;
227 /* Note that this does not count the loop register
228 * as an address register. */
230 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
231 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
232 const DWORD *byte_code)
234 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
235 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
236 DWORD shader_version;
237 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
238 const DWORD* pToken = byte_code;
239 char pshader;
241 /* There are some minor differences between pixel and vertex shaders */
243 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
244 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
246 /* get_registers_used is called on every compile on some 1.x shaders, which can result
247 * in stacking up a collection of local constants. Delete the old constants if existing
249 shader_delete_constant_list(&This->baseShader.constantsF);
250 shader_delete_constant_list(&This->baseShader.constantsB);
251 shader_delete_constant_list(&This->baseShader.constantsI);
253 /* The version token is supposed to be the first token */
254 if (!shader_is_version_token(*pToken))
256 FIXME("First token is not a version token, invalid shader.\n");
257 return WINED3DERR_INVALIDCALL;
259 reg_maps->shader_version = shader_version = *pToken++;
260 pshader = shader_is_pshader_version(shader_version);
262 while (WINED3DVS_END() != *pToken) {
263 CONST SHADER_OPCODE* curOpcode;
264 DWORD opcode_token;
266 /* Skip comments */
267 if (shader_is_comment(*pToken))
269 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
270 ++pToken;
271 pToken += comment_len;
272 continue;
275 /* Fetch opcode */
276 opcode_token = *pToken++;
277 curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
279 /* Unhandled opcode, and its parameters */
280 if (NULL == curOpcode) {
281 while (*pToken & 0x80000000)
282 ++pToken;
284 /* Handle declarations */
285 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
287 DWORD usage = *pToken++;
288 DWORD param = *pToken++;
289 DWORD regtype = shader_get_regtype(param);
290 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
292 /* Vshader: mark attributes used
293 Pshader: mark 3.0 input registers used, save token */
294 if (WINED3DSPR_INPUT == regtype) {
296 if (!pshader)
297 reg_maps->attributes[regnum] = 1;
298 else
299 reg_maps->packed_input[regnum] = 1;
301 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
302 semantics_in[regnum].usage_idx =
303 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
304 shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
306 /* Vshader: mark 3.0 output registers used, save token */
307 } else if (WINED3DSPR_OUTPUT == regtype) {
308 reg_maps->packed_output[regnum] = 1;
309 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
310 semantics_out[regnum].usage_idx =
311 (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
312 shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
314 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
315 reg_maps->fog = 1;
317 /* Save sampler usage token */
318 } else if (WINED3DSPR_SAMPLER == regtype)
319 reg_maps->samplers[regnum] = usage;
321 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
323 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
324 if (!lconst) return E_OUTOFMEMORY;
325 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
326 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
328 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
329 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
331 float *value = (float *) lconst->value;
332 if(value[0] < -1.0) value[0] = -1.0;
333 else if(value[0] > 1.0) value[0] = 1.0;
334 if(value[1] < -1.0) value[1] = -1.0;
335 else if(value[1] > 1.0) value[1] = 1.0;
336 if(value[2] < -1.0) value[2] = -1.0;
337 else if(value[2] > 1.0) value[2] = 1.0;
338 if(value[3] < -1.0) value[3] = -1.0;
339 else if(value[3] > 1.0) value[3] = 1.0;
342 list_add_head(&This->baseShader.constantsF, &lconst->entry);
343 pToken += curOpcode->num_params;
345 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
347 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
348 if (!lconst) return E_OUTOFMEMORY;
349 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
350 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
351 list_add_head(&This->baseShader.constantsI, &lconst->entry);
352 pToken += curOpcode->num_params;
354 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
356 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
357 if (!lconst) return E_OUTOFMEMORY;
358 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
359 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
360 list_add_head(&This->baseShader.constantsB, &lconst->entry);
361 pToken += curOpcode->num_params;
363 /* If there's a loop in the shader */
364 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
365 WINED3DSIO_REP == curOpcode->opcode) {
366 cur_loop_depth++;
367 if(cur_loop_depth > max_loop_depth)
368 max_loop_depth = cur_loop_depth;
369 pToken += curOpcode->num_params;
371 /* Rep and Loop always use an integer constant for the control parameters */
372 This->baseShader.uses_int_consts = TRUE;
373 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
374 WINED3DSIO_ENDREP == curOpcode->opcode) {
375 cur_loop_depth--;
377 /* For subroutine prototypes */
378 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
380 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
381 reg_maps->labels[snum] = 1;
382 pToken += curOpcode->num_params;
384 /* Set texture, address, temporary registers */
385 } else {
386 int i, limit;
388 /* Declare 1.X samplers implicitly, based on the destination reg. number */
389 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
390 && pshader /* Filter different instructions with the same enum values in VS */
391 && (WINED3DSIO_TEX == curOpcode->opcode
392 || WINED3DSIO_TEXBEM == curOpcode->opcode
393 || WINED3DSIO_TEXBEML == curOpcode->opcode
394 || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
395 || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
396 || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
397 || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
398 || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
399 || WINED3DSIO_TEXREG2AR == curOpcode->opcode
400 || WINED3DSIO_TEXREG2GB == curOpcode->opcode
401 || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
403 /* Fake sampler usage, only set reserved bit and ttype */
404 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
406 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
407 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
409 /* texbem is only valid with < 1.4 pixel shaders */
410 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
411 WINED3DSIO_TEXBEML == curOpcode->opcode) {
412 reg_maps->bumpmat[sampler_code] = TRUE;
413 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
414 reg_maps->luminanceparams[sampler_code] = TRUE;
418 if(WINED3DSIO_NRM == curOpcode->opcode) {
419 reg_maps->usesnrm = 1;
420 } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
421 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
422 reg_maps->bumpmat[regnum] = TRUE;
423 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
424 reg_maps->usesdsy = 1;
427 /* This will loop over all the registers and try to
428 * make a bitmask of the ones we're interested in.
430 * Relative addressing tokens are ignored, but that's
431 * okay, since we'll catch any address registers when
432 * they are initialized (required by spec) */
434 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
435 curOpcode->num_params + 1: curOpcode->num_params;
437 for (i = 0; i < limit; ++i) {
439 DWORD param, addr_token, reg, regtype;
440 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
442 regtype = shader_get_regtype(param);
443 reg = param & WINED3DSP_REGNUM_MASK;
445 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
447 if (pshader)
448 reg_maps->texcoord[reg] = 1;
449 else
450 reg_maps->address[reg] = 1;
453 else if (WINED3DSPR_TEMP == regtype)
454 reg_maps->temporary[reg] = 1;
456 else if (WINED3DSPR_INPUT == regtype) {
457 if( !pshader)
458 reg_maps->attributes[reg] = 1;
459 else {
460 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
461 /* If relative addressing is used, we must assume that all registers
462 * are used. Even if it is a construct like v3[aL], we can't assume
463 * that v0, v1 and v2 aren't read because aL can be negative
465 unsigned int i;
466 for(i = 0; i < MAX_REG_INPUT; i++) {
467 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
469 } else {
470 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
475 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
476 reg_maps->fog = 1;
478 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
479 reg_maps->vpos = 1;
481 else if(WINED3DSPR_CONST == regtype) {
482 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
483 if(!pshader) {
484 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
485 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
486 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
487 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
490 reg_maps->usesrelconstF = TRUE;
493 else if(WINED3DSPR_CONSTINT == regtype) {
494 This->baseShader.uses_int_consts = TRUE;
496 else if(WINED3DSPR_CONSTBOOL == regtype) {
497 This->baseShader.uses_bool_consts = TRUE;
500 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
501 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
502 * isn't used in them, but future register types might cause issues
504 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
505 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
507 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
512 ++pToken;
513 reg_maps->loop_depth = max_loop_depth;
515 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
517 return WINED3D_OK;
520 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
522 DWORD regtype = shader_get_regtype(param);
524 TRACE("dcl");
526 if (regtype == WINED3DSPR_SAMPLER) {
527 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
529 switch (ttype) {
530 case WINED3DSTT_2D: TRACE("_2d"); break;
531 case WINED3DSTT_CUBE: TRACE("_cube"); break;
532 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
533 default: TRACE("_unknown_ttype(0x%08x)", ttype);
536 } else {
538 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
539 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
541 /* Pixel shaders 3.0 don't have usage semantics */
542 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
543 return;
544 else
545 TRACE("_");
547 switch(usage) {
548 case WINED3DDECLUSAGE_POSITION:
549 TRACE("position%d", idx);
550 break;
551 case WINED3DDECLUSAGE_BLENDINDICES:
552 TRACE("blend");
553 break;
554 case WINED3DDECLUSAGE_BLENDWEIGHT:
555 TRACE("weight");
556 break;
557 case WINED3DDECLUSAGE_NORMAL:
558 TRACE("normal%d", idx);
559 break;
560 case WINED3DDECLUSAGE_PSIZE:
561 TRACE("psize");
562 break;
563 case WINED3DDECLUSAGE_COLOR:
564 if(idx == 0) {
565 TRACE("color");
566 } else {
567 TRACE("specular%d", (idx - 1));
569 break;
570 case WINED3DDECLUSAGE_TEXCOORD:
571 TRACE("texture%d", idx);
572 break;
573 case WINED3DDECLUSAGE_TANGENT:
574 TRACE("tangent");
575 break;
576 case WINED3DDECLUSAGE_BINORMAL:
577 TRACE("binormal");
578 break;
579 case WINED3DDECLUSAGE_TESSFACTOR:
580 TRACE("tessfactor");
581 break;
582 case WINED3DDECLUSAGE_POSITIONT:
583 TRACE("positionT%d", idx);
584 break;
585 case WINED3DDECLUSAGE_FOG:
586 TRACE("fog");
587 break;
588 case WINED3DDECLUSAGE_DEPTH:
589 TRACE("depth");
590 break;
591 case WINED3DDECLUSAGE_SAMPLE:
592 TRACE("sample");
593 break;
594 default:
595 FIXME("unknown_semantics(0x%08x)", usage);
600 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
601 unsigned int reg, int input, DWORD shader_version)
603 char relative =
604 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
606 if (relative) {
607 TRACE("[");
608 if (addr_token)
609 shader_dump_param(addr_token, 0, input, shader_version);
610 else
611 TRACE("a0.x");
612 TRACE(" + ");
614 TRACE("%u", reg);
615 if (relative)
616 TRACE("]");
619 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
621 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
622 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
623 const char *swizzle_reg_chars = "xyzw";
625 DWORD reg = param & WINED3DSP_REGNUM_MASK;
626 DWORD regtype = shader_get_regtype(param);
627 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
629 /* There are some minor differences between pixel and vertex shaders */
630 char pshader = shader_is_pshader_version(shader_version);
632 if (input) {
633 if ( (modifier == WINED3DSPSM_NEG) ||
634 (modifier == WINED3DSPSM_BIASNEG) ||
635 (modifier == WINED3DSPSM_SIGNNEG) ||
636 (modifier == WINED3DSPSM_X2NEG) ||
637 (modifier == WINED3DSPSM_ABSNEG) )
638 TRACE("-");
639 else if (modifier == WINED3DSPSM_COMP)
640 TRACE("1-");
641 else if (modifier == WINED3DSPSM_NOT)
642 TRACE("!");
644 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
645 TRACE("abs(");
648 switch (regtype) {
649 case WINED3DSPR_TEMP:
650 TRACE("r%u", reg);
651 break;
652 case WINED3DSPR_INPUT:
653 TRACE("v");
654 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
655 break;
656 case WINED3DSPR_CONST:
657 case WINED3DSPR_CONST2:
658 case WINED3DSPR_CONST3:
659 case WINED3DSPR_CONST4:
660 TRACE("c");
661 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
662 break;
663 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
664 TRACE("%c%u", (pshader? 't':'a'), reg);
665 break;
666 case WINED3DSPR_RASTOUT:
667 TRACE("%s", rastout_reg_names[reg]);
668 break;
669 case WINED3DSPR_COLOROUT:
670 TRACE("oC%u", reg);
671 break;
672 case WINED3DSPR_DEPTHOUT:
673 TRACE("oDepth");
674 break;
675 case WINED3DSPR_ATTROUT:
676 TRACE("oD%u", reg);
677 break;
678 case WINED3DSPR_TEXCRDOUT:
680 /* Vertex shaders >= 3.0 use general purpose output registers
681 * (WINED3DSPR_OUTPUT), which can include an address token */
683 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
684 TRACE("o");
685 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
687 else
688 TRACE("oT%u", reg);
689 break;
690 case WINED3DSPR_CONSTINT:
691 TRACE("i");
692 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
693 break;
694 case WINED3DSPR_CONSTBOOL:
695 TRACE("b");
696 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
697 break;
698 case WINED3DSPR_LABEL:
699 TRACE("l%u", reg);
700 break;
701 case WINED3DSPR_LOOP:
702 TRACE("aL");
703 break;
704 case WINED3DSPR_SAMPLER:
705 TRACE("s%u", reg);
706 break;
707 case WINED3DSPR_MISCTYPE:
708 if (reg > 1) {
709 FIXME("Unhandled misctype register %d\n", reg);
710 } else {
711 TRACE("%s", misctype_reg_names[reg]);
713 break;
714 case WINED3DSPR_PREDICATE:
715 TRACE("p%u", reg);
716 break;
717 default:
718 TRACE("unhandled_rtype(%#x)", regtype);
719 break;
722 if (!input) {
723 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
725 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
726 TRACE(".");
727 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
728 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
729 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
730 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
733 } else {
734 /** operand input */
735 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
736 DWORD swizzle_x = swizzle & 0x03;
737 DWORD swizzle_y = (swizzle >> 2) & 0x03;
738 DWORD swizzle_z = (swizzle >> 4) & 0x03;
739 DWORD swizzle_w = (swizzle >> 6) & 0x03;
741 if (0 != modifier) {
742 switch (modifier) {
743 case WINED3DSPSM_NONE: break;
744 case WINED3DSPSM_NEG: break;
745 case WINED3DSPSM_NOT: break;
746 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
747 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
748 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
749 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
750 case WINED3DSPSM_COMP: break;
751 case WINED3DSPSM_X2: TRACE("_x2"); break;
752 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
753 case WINED3DSPSM_DZ: TRACE("_dz"); break;
754 case WINED3DSPSM_DW: TRACE("_dw"); break;
755 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
756 case WINED3DSPSM_ABS: TRACE(")"); break;
757 default:
758 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
763 * swizzle bits fields:
764 * RRGGBBAA
766 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
767 if (swizzle_x == swizzle_y &&
768 swizzle_x == swizzle_z &&
769 swizzle_x == swizzle_w) {
770 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
771 } else {
772 TRACE(".%c%c%c%c",
773 swizzle_reg_chars[swizzle_x],
774 swizzle_reg_chars[swizzle_y],
775 swizzle_reg_chars[swizzle_z],
776 swizzle_reg_chars[swizzle_w]);
782 /* Shared code in order to generate the bulk of the shader string.
783 * NOTE: A description of how to parse tokens can be found on msdn */
784 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
785 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
787 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
788 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
789 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
790 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
791 DWORD shader_version = reg_maps->shader_version;
792 struct wined3d_shader_dst_param dst_param;
793 struct wined3d_shader_instruction ins;
794 struct wined3d_shader_context ctx;
795 const DWORD *pToken = pFunction;
796 const SHADER_OPCODE *curOpcode;
797 SHADER_HANDLER hw_fct;
798 DWORD i;
800 /* Initialize current parsing state */
801 ctx.shader = iface;
802 ctx.reg_maps = reg_maps;
803 ctx.buffer = buffer;
805 ins.ctx = &ctx;
806 ins.dst = &dst_param;
807 This->baseShader.parse_state.current_row = 0;
809 while (WINED3DPS_END() != *pToken)
811 DWORD opcode_token;
813 /* Skip version token */
814 if (shader_is_version_token(*pToken))
816 ++pToken;
817 continue;
820 /* Skip comment tokens */
821 if (shader_is_comment(*pToken))
823 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
824 ++pToken;
825 continue;
828 /* Read opcode */
829 opcode_token = *pToken++;
830 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
832 /* Unknown opcode and its parameters */
833 if (!curOpcode)
835 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
836 pToken += shader_skip_unrecognized(pToken, shader_version);
837 continue;
840 /* Nothing to do */
841 if (WINED3DSIO_DCL == curOpcode->opcode
842 || WINED3DSIO_NOP == curOpcode->opcode
843 || WINED3DSIO_DEF == curOpcode->opcode
844 || WINED3DSIO_DEFI == curOpcode->opcode
845 || WINED3DSIO_DEFB == curOpcode->opcode
846 || WINED3DSIO_PHASE == curOpcode->opcode
847 || WINED3DSIO_RET == curOpcode->opcode)
849 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
850 continue;
853 /* Select handler */
854 hw_fct = handler_table[curOpcode->handler_idx];
856 /* Unhandled opcode */
857 if (!hw_fct)
859 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
860 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
861 continue;
864 ins.handler_idx = curOpcode->handler_idx;
865 ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
866 ins.coissue = opcode_token & WINED3DSI_COISSUE;
868 /* Destination token */
869 ins.dst_count = curOpcode->dst_token ? 1 : 0;
870 if (ins.dst_count)
872 DWORD param, addr_param = 0;
873 pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
874 shader_parse_dst_param(param, addr_param, &dst_param);
877 /* Predication token */
878 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
880 /* Other source tokens */
881 ins.src_count = curOpcode->num_params - curOpcode->dst_token;
882 for (i = 0; i < ins.src_count; ++i)
884 DWORD param, addr_token = 0;
885 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
886 ins.src[i] = param;
887 ins.src_addr[i] = addr_token;
890 /* Call appropriate function for output target */
891 hw_fct(&ins);
893 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
894 /* FIXME: This should be internal to the shader backend.
895 * Also, right now this is the only reason "shader_mode" exists. */
896 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
900 static void shader_dump_ins_modifiers(const DWORD output)
902 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
903 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
905 switch (shift) {
906 case 0: break;
907 case 13: TRACE("_d8"); break;
908 case 14: TRACE("_d4"); break;
909 case 15: TRACE("_d2"); break;
910 case 1: TRACE("_x2"); break;
911 case 2: TRACE("_x4"); break;
912 case 3: TRACE("_x8"); break;
913 default: TRACE("_unhandled_shift(%d)", shift); break;
916 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
917 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
918 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
920 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
921 if (mmask)
922 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
925 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
927 const DWORD* pToken = pFunction;
928 const SHADER_OPCODE* curOpcode = NULL;
929 DWORD shader_version;
930 DWORD opcode_token;
931 DWORD i;
933 TRACE("Parsing %p\n", pFunction);
935 /* The version token is supposed to be the first token */
936 if (!shader_is_version_token(*pToken))
938 FIXME("First token is not a version token, invalid shader.\n");
939 return;
941 shader_version = *pToken++;
942 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
943 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
945 while (WINED3DVS_END() != *pToken)
947 if (shader_is_comment(*pToken)) /* comment */
949 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
950 ++pToken;
951 TRACE("//%s\n", (const char*)pToken);
952 pToken += comment_len;
953 continue;
955 opcode_token = *pToken++;
956 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
958 if (!curOpcode)
960 int tokens_read;
961 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
962 tokens_read = shader_skip_unrecognized(pToken, shader_version);
963 pToken += tokens_read;
965 else
967 if (curOpcode->opcode == WINED3DSIO_DCL)
969 DWORD usage = *pToken;
970 DWORD param = *(pToken + 1);
972 shader_dump_decl_usage(usage, param, shader_version);
973 shader_dump_ins_modifiers(param);
974 TRACE(" ");
975 shader_dump_param(param, 0, 0, shader_version);
976 pToken += 2;
978 else if (curOpcode->opcode == WINED3DSIO_DEF)
980 unsigned int offset = shader_get_float_offset(*pToken);
982 TRACE("def c%u = %f, %f, %f, %f", offset,
983 *(const float *)(pToken + 1),
984 *(const float *)(pToken + 2),
985 *(const float *)(pToken + 3),
986 *(const float *)(pToken + 4));
987 pToken += 5;
989 else if (curOpcode->opcode == WINED3DSIO_DEFI)
991 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
992 *(pToken + 1),
993 *(pToken + 2),
994 *(pToken + 3),
995 *(pToken + 4));
996 pToken += 5;
998 else if (curOpcode->opcode == WINED3DSIO_DEFB)
1000 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1001 *(pToken + 1)? "true": "false");
1002 pToken += 2;
1004 else
1006 DWORD param, addr_token;
1007 int tokens_read;
1009 /* Print out predication source token first - it follows
1010 * the destination token. */
1011 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1013 TRACE("(");
1014 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1015 TRACE(") ");
1017 if (opcode_token & WINED3DSI_COISSUE)
1019 /* PixWin marks instructions with the coissue flag with a '+' */
1020 TRACE("+");
1023 TRACE("%s", curOpcode->name);
1025 if (curOpcode->opcode == WINED3DSIO_IFC
1026 || curOpcode->opcode == WINED3DSIO_BREAKC)
1028 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1030 switch (op)
1032 case COMPARISON_GT: TRACE("_gt"); break;
1033 case COMPARISON_EQ: TRACE("_eq"); break;
1034 case COMPARISON_GE: TRACE("_ge"); break;
1035 case COMPARISON_LT: TRACE("_lt"); break;
1036 case COMPARISON_NE: TRACE("_ne"); break;
1037 case COMPARISON_LE: TRACE("_le"); break;
1038 default: TRACE("_(%u)", op);
1041 else if (curOpcode->opcode == WINED3DSIO_TEX
1042 && shader_version >= WINED3DPS_VERSION(2,0)
1043 && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1045 TRACE("p");
1048 /* Destination token */
1049 if (curOpcode->dst_token)
1051 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1052 pToken += tokens_read;
1054 shader_dump_ins_modifiers(param);
1055 TRACE(" ");
1056 shader_dump_param(param, addr_token, 0, shader_version);
1059 /* Predication token - already printed out, just skip it */
1060 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1062 pToken++;
1065 /* Other source tokens */
1066 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1068 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1069 pToken += tokens_read;
1071 TRACE((i == 0)? " " : ", ");
1072 shader_dump_param(param, addr_token, 1, shader_version);
1075 TRACE("\n");
1080 void shader_cleanup(IWineD3DBaseShader *iface)
1082 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1084 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1085 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1086 shader_delete_constant_list(&This->baseShader.constantsF);
1087 shader_delete_constant_list(&This->baseShader.constantsB);
1088 shader_delete_constant_list(&This->baseShader.constantsI);
1089 list_remove(&This->baseShader.shader_list_entry);
1092 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1093 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1094 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1095 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1096 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1097 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1098 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1099 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1100 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1101 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1102 static void shader_none_free(IWineD3DDevice *iface) {}
1103 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1104 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1105 FIXME("NONE shader backend asked to generate a pixel shader\n");
1106 return 0;
1108 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1109 FIXME("NONE shader backend asked to generate a vertex shader\n");
1110 return 0;
1113 #define GLINFO_LOCATION (*gl_info)
1114 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1116 /* Set the shader caps to 0 for the none shader backend */
1117 pCaps->VertexShaderVersion = 0;
1118 pCaps->PixelShaderVersion = 0;
1119 pCaps->PixelShader1xMaxValue = 0.0;
1121 #undef GLINFO_LOCATION
1122 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1124 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1126 TRACE("Checking support for fixup:\n");
1127 dump_color_fixup_desc(fixup);
1130 /* Faked to make some apps happy. */
1131 if (!is_yuv_fixup(fixup))
1133 TRACE("[OK]\n");
1134 return TRUE;
1137 TRACE("[FAILED]\n");
1138 return FALSE;
1141 const shader_backend_t none_shader_backend = {
1142 shader_none_instruction_handler_table,
1143 shader_none_select,
1144 shader_none_select_depth_blt,
1145 shader_none_deselect_depth_blt,
1146 shader_none_update_float_vertex_constants,
1147 shader_none_update_float_pixel_constants,
1148 shader_none_load_constants,
1149 shader_none_load_np2fixup_constants,
1150 shader_none_destroy,
1151 shader_none_alloc,
1152 shader_none_free,
1153 shader_none_dirty_const,
1154 shader_none_generate_pshader,
1155 shader_none_generate_vshader,
1156 shader_none_get_caps,
1157 shader_none_color_fixup_supported,