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
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';
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
;
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;
71 if (buffer
->newline
) {
72 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
73 buffer
->newline
= FALSE
;
79 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
81 buffer
->newline
= TRUE
;
86 int shader_addline(SHADER_BUFFER
* buffer
, const char *format
, ...)
91 va_start(args
, format
);
92 ret
= shader_vaddline(buffer
, format
, args
);
98 void shader_init(struct IWineD3DBaseShaderClass
*shader
,
99 IWineD3DDevice
*device
, const SHADER_OPCODE
*instruction_table
)
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
)
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
];
123 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124 code
, code
, code
& WINED3DSI_OPCODE_MASK
, shader_version
);
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
);
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
)
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
, ¶m
, &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
);
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
);
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
;
196 FIXME("Unsupported register type: %d\n", regtype
);
201 static void shader_delete_constant_list(struct list
* clist
) {
204 struct local_constant
* constant
;
206 ptr
= list_head(clist
);
208 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
209 ptr
= list_next(clist
, ptr
);
210 HeapFree(GetProcessHeap(), 0, constant
);
215 /* Note that this does not count the loop register
216 * as an address register. */
218 HRESULT
shader_get_registers_used(IWineD3DBaseShader
*iface
, struct shader_reg_maps
*reg_maps
,
219 struct semantic
*semantics_in
, struct semantic
*semantics_out
, const DWORD
*byte_code
)
221 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
222 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
223 DWORD shader_version
;
224 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
225 const DWORD
* pToken
= byte_code
;
228 /* There are some minor differences between pixel and vertex shaders */
230 memset(reg_maps
->bumpmat
, 0, sizeof(reg_maps
->bumpmat
));
231 memset(reg_maps
->luminanceparams
, 0, sizeof(reg_maps
->luminanceparams
));
233 /* get_registers_used is called on every compile on some 1.x shaders, which can result
234 * in stacking up a collection of local constants. Delete the old constants if existing
236 shader_delete_constant_list(&This
->baseShader
.constantsF
);
237 shader_delete_constant_list(&This
->baseShader
.constantsB
);
238 shader_delete_constant_list(&This
->baseShader
.constantsI
);
240 /* The version token is supposed to be the first token */
241 if (!shader_is_version_token(*pToken
))
243 FIXME("First token is not a version token, invalid shader.\n");
244 return WINED3DERR_INVALIDCALL
;
246 reg_maps
->shader_version
= shader_version
= *pToken
++;
247 pshader
= shader_is_pshader_version(shader_version
);
249 while (WINED3DVS_END() != *pToken
) {
250 CONST SHADER_OPCODE
* curOpcode
;
254 if (shader_is_comment(*pToken
))
256 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
258 pToken
+= comment_len
;
263 opcode_token
= *pToken
++;
264 curOpcode
= shader_get_opcode(shader_ins
, shader_version
, opcode_token
);
266 /* Unhandled opcode, and its parameters */
267 if (NULL
== curOpcode
) {
268 while (*pToken
& 0x80000000)
271 /* Handle declarations */
272 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
274 DWORD usage
= *pToken
++;
275 DWORD param
= *pToken
++;
276 DWORD regtype
= shader_get_regtype(param
);
277 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
279 /* Vshader: mark attributes used
280 Pshader: mark 3.0 input registers used, save token */
281 if (WINED3DSPR_INPUT
== regtype
) {
284 reg_maps
->attributes
[regnum
] = 1;
286 reg_maps
->packed_input
[regnum
] = 1;
288 semantics_in
[regnum
].usage
= usage
;
289 semantics_in
[regnum
].reg
= param
;
291 /* Vshader: mark 3.0 output registers used, save token */
292 } else if (WINED3DSPR_OUTPUT
== regtype
) {
293 reg_maps
->packed_output
[regnum
] = 1;
294 semantics_out
[regnum
].usage
= usage
;
295 semantics_out
[regnum
].reg
= param
;
296 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
299 /* Save sampler usage token */
300 } else if (WINED3DSPR_SAMPLER
== regtype
)
301 reg_maps
->samplers
[regnum
] = usage
;
303 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
305 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
306 if (!lconst
) return E_OUTOFMEMORY
;
307 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
308 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
310 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
311 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1 && pshader
)
313 float *value
= (float *) lconst
->value
;
314 if(value
[0] < -1.0) value
[0] = -1.0;
315 else if(value
[0] > 1.0) value
[0] = 1.0;
316 if(value
[1] < -1.0) value
[1] = -1.0;
317 else if(value
[1] > 1.0) value
[1] = 1.0;
318 if(value
[2] < -1.0) value
[2] = -1.0;
319 else if(value
[2] > 1.0) value
[2] = 1.0;
320 if(value
[3] < -1.0) value
[3] = -1.0;
321 else if(value
[3] > 1.0) value
[3] = 1.0;
324 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
325 pToken
+= curOpcode
->num_params
;
327 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
329 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
330 if (!lconst
) return E_OUTOFMEMORY
;
331 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
332 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
333 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
334 pToken
+= curOpcode
->num_params
;
336 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
338 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
339 if (!lconst
) return E_OUTOFMEMORY
;
340 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
341 memcpy(lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
342 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
343 pToken
+= curOpcode
->num_params
;
345 /* If there's a loop in the shader */
346 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
347 WINED3DSIO_REP
== curOpcode
->opcode
) {
349 if(cur_loop_depth
> max_loop_depth
)
350 max_loop_depth
= cur_loop_depth
;
351 pToken
+= curOpcode
->num_params
;
353 /* Rep and Loop always use an integer constant for the control parameters */
354 This
->baseShader
.uses_int_consts
= TRUE
;
355 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
356 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
359 /* For subroutine prototypes */
360 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
362 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
363 reg_maps
->labels
[snum
] = 1;
364 pToken
+= curOpcode
->num_params
;
366 /* Set texture, address, temporary registers */
370 /* Declare 1.X samplers implicitly, based on the destination reg. number */
371 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1
372 && pshader
/* Filter different instructions with the same enum values in VS */
373 && (WINED3DSIO_TEX
== curOpcode
->opcode
374 || WINED3DSIO_TEXBEM
== curOpcode
->opcode
375 || WINED3DSIO_TEXBEML
== curOpcode
->opcode
376 || WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
377 || WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
378 || WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
379 || WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
380 || WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
381 || WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
382 || WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
383 || WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
))
385 /* Fake sampler usage, only set reserved bit and ttype */
386 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
388 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
389 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
391 /* texbem is only valid with < 1.4 pixel shaders */
392 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
393 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
394 reg_maps
->bumpmat
[sampler_code
] = TRUE
;
395 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
396 reg_maps
->luminanceparams
[sampler_code
] = TRUE
;
400 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
401 reg_maps
->usesnrm
= 1;
402 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
&& pshader
) {
403 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
404 reg_maps
->bumpmat
[regnum
] = TRUE
;
405 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
406 reg_maps
->usesdsy
= 1;
409 /* This will loop over all the registers and try to
410 * make a bitmask of the ones we're interested in.
412 * Relative addressing tokens are ignored, but that's
413 * okay, since we'll catch any address registers when
414 * they are initialized (required by spec) */
416 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
417 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
419 for (i
= 0; i
< limit
; ++i
) {
421 DWORD param
, addr_token
, reg
, regtype
;
422 pToken
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
424 regtype
= shader_get_regtype(param
);
425 reg
= param
& WINED3DSP_REGNUM_MASK
;
427 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
430 reg_maps
->texcoord
[reg
] = 1;
432 reg_maps
->address
[reg
] = 1;
435 else if (WINED3DSPR_TEMP
== regtype
)
436 reg_maps
->temporary
[reg
] = 1;
438 else if (WINED3DSPR_INPUT
== regtype
) {
440 reg_maps
->attributes
[reg
] = 1;
442 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
443 /* If relative addressing is used, we must assume that all registers
444 * are used. Even if it is a construct like v3[aL], we can't assume
445 * that v0, v1 and v2 aren't read because aL can be negative
448 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
449 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
452 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
457 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
460 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
463 else if(WINED3DSPR_CONST
== regtype
) {
464 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
466 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
467 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
468 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
469 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
472 reg_maps
->usesrelconstF
= TRUE
;
475 else if(WINED3DSPR_CONSTINT
== regtype
) {
476 This
->baseShader
.uses_int_consts
= TRUE
;
478 else if(WINED3DSPR_CONSTBOOL
== regtype
) {
479 This
->baseShader
.uses_bool_consts
= TRUE
;
482 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
483 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
484 * isn't used in them, but future register types might cause issues
486 else if (WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */
487 && !pshader
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) < 3)
489 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
495 reg_maps
->loop_depth
= max_loop_depth
;
497 This
->baseShader
.functionLength
= ((char *)pToken
- (char *)byte_code
);
502 static void shader_dump_decl_usage(DWORD decl
, DWORD param
, DWORD shader_version
)
504 DWORD regtype
= shader_get_regtype(param
);
508 if (regtype
== WINED3DSPR_SAMPLER
) {
509 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
512 case WINED3DSTT_2D
: TRACE("_2d"); break;
513 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
514 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
515 default: TRACE("_unknown_ttype(0x%08x)", ttype
);
520 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
521 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
523 /* Pixel shaders 3.0 don't have usage semantics */
524 if (shader_is_pshader_version(shader_version
) && shader_version
< WINED3DPS_VERSION(3,0))
530 case WINED3DDECLUSAGE_POSITION
:
531 TRACE("position%d", idx
);
533 case WINED3DDECLUSAGE_BLENDINDICES
:
536 case WINED3DDECLUSAGE_BLENDWEIGHT
:
539 case WINED3DDECLUSAGE_NORMAL
:
540 TRACE("normal%d", idx
);
542 case WINED3DDECLUSAGE_PSIZE
:
545 case WINED3DDECLUSAGE_COLOR
:
549 TRACE("specular%d", (idx
- 1));
552 case WINED3DDECLUSAGE_TEXCOORD
:
553 TRACE("texture%d", idx
);
555 case WINED3DDECLUSAGE_TANGENT
:
558 case WINED3DDECLUSAGE_BINORMAL
:
561 case WINED3DDECLUSAGE_TESSFACTOR
:
564 case WINED3DDECLUSAGE_POSITIONT
:
565 TRACE("positionT%d", idx
);
567 case WINED3DDECLUSAGE_FOG
:
570 case WINED3DDECLUSAGE_DEPTH
:
573 case WINED3DDECLUSAGE_SAMPLE
:
577 FIXME("unknown_semantics(0x%08x)", usage
);
582 static void shader_dump_arr_entry(const DWORD param
, const DWORD addr_token
,
583 unsigned int reg
, int input
, DWORD shader_version
)
586 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
591 shader_dump_param(addr_token
, 0, input
, shader_version
);
601 static void shader_dump_param(const DWORD param
, const DWORD addr_token
, int input
, DWORD shader_version
)
603 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
604 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
605 const char *swizzle_reg_chars
= "xyzw";
607 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
608 DWORD regtype
= shader_get_regtype(param
);
609 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
611 /* There are some minor differences between pixel and vertex shaders */
612 char pshader
= shader_is_pshader_version(shader_version
);
615 if ( (modifier
== WINED3DSPSM_NEG
) ||
616 (modifier
== WINED3DSPSM_BIASNEG
) ||
617 (modifier
== WINED3DSPSM_SIGNNEG
) ||
618 (modifier
== WINED3DSPSM_X2NEG
) ||
619 (modifier
== WINED3DSPSM_ABSNEG
) )
621 else if (modifier
== WINED3DSPSM_COMP
)
623 else if (modifier
== WINED3DSPSM_NOT
)
626 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
631 case WINED3DSPR_TEMP
:
634 case WINED3DSPR_INPUT
:
636 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
638 case WINED3DSPR_CONST
:
639 case WINED3DSPR_CONST2
:
640 case WINED3DSPR_CONST3
:
641 case WINED3DSPR_CONST4
:
643 shader_dump_arr_entry(param
, addr_token
, shader_get_float_offset(param
), input
, shader_version
);
645 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
646 TRACE("%c%u", (pshader
? 't':'a'), reg
);
648 case WINED3DSPR_RASTOUT
:
649 TRACE("%s", rastout_reg_names
[reg
]);
651 case WINED3DSPR_COLOROUT
:
654 case WINED3DSPR_DEPTHOUT
:
657 case WINED3DSPR_ATTROUT
:
660 case WINED3DSPR_TEXCRDOUT
:
662 /* Vertex shaders >= 3.0 use general purpose output registers
663 * (WINED3DSPR_OUTPUT), which can include an address token */
665 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) {
667 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
672 case WINED3DSPR_CONSTINT
:
674 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
676 case WINED3DSPR_CONSTBOOL
:
678 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
680 case WINED3DSPR_LABEL
:
683 case WINED3DSPR_LOOP
:
686 case WINED3DSPR_SAMPLER
:
689 case WINED3DSPR_MISCTYPE
:
691 FIXME("Unhandled misctype register %d\n", reg
);
693 TRACE("%s", misctype_reg_names
[reg
]);
696 case WINED3DSPR_PREDICATE
:
700 TRACE("unhandled_rtype(%#x)", regtype
);
705 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
707 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
709 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
710 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
711 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
712 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
717 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
718 DWORD swizzle_x
= swizzle
& 0x03;
719 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
720 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
721 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
725 case WINED3DSPSM_NONE
: break;
726 case WINED3DSPSM_NEG
: break;
727 case WINED3DSPSM_NOT
: break;
728 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
729 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
730 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
731 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
732 case WINED3DSPSM_COMP
: break;
733 case WINED3DSPSM_X2
: TRACE("_x2"); break;
734 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
735 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
736 case WINED3DSPSM_DW
: TRACE("_dw"); break;
737 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
738 case WINED3DSPSM_ABS
: TRACE(")"); break;
740 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
745 * swizzle bits fields:
748 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
749 if (swizzle_x
== swizzle_y
&&
750 swizzle_x
== swizzle_z
&&
751 swizzle_x
== swizzle_w
) {
752 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
755 swizzle_reg_chars
[swizzle_x
],
756 swizzle_reg_chars
[swizzle_y
],
757 swizzle_reg_chars
[swizzle_z
],
758 swizzle_reg_chars
[swizzle_w
]);
764 /* Shared code in order to generate the bulk of the shader string.
765 * NOTE: A description of how to parse tokens can be found on msdn */
766 void shader_generate_main(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
,
767 const shader_reg_maps
* reg_maps
, CONST DWORD
* pFunction
)
769 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
770 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
771 const SHADER_OPCODE
*opcode_table
= This
->baseShader
.shader_ins
;
772 const SHADER_HANDLER
*handler_table
= device
->shader_backend
->shader_instruction_handler_table
;
773 DWORD shader_version
= reg_maps
->shader_version
;
774 struct wined3d_shader_dst_param dst_param
;
775 struct wined3d_shader_instruction ins
;
776 const DWORD
*pToken
= pFunction
;
777 const SHADER_OPCODE
*curOpcode
;
778 SHADER_HANDLER hw_fct
;
781 /* Initialize current parsing state */
784 ins
.reg_maps
= reg_maps
;
785 ins
.dst
= &dst_param
;
786 This
->baseShader
.parse_state
.current_row
= 0;
788 while (WINED3DPS_END() != *pToken
)
792 /* Skip version token */
793 if (shader_is_version_token(*pToken
))
799 /* Skip comment tokens */
800 if (shader_is_comment(*pToken
))
802 pToken
+= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
808 opcode_token
= *pToken
++;
809 curOpcode
= shader_get_opcode(opcode_table
, shader_version
, opcode_token
);
811 /* Unknown opcode and its parameters */
814 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token
);
815 pToken
+= shader_skip_unrecognized(pToken
, shader_version
);
820 if (WINED3DSIO_DCL
== curOpcode
->opcode
821 || WINED3DSIO_NOP
== curOpcode
->opcode
822 || WINED3DSIO_DEF
== curOpcode
->opcode
823 || WINED3DSIO_DEFI
== curOpcode
->opcode
824 || WINED3DSIO_DEFB
== curOpcode
->opcode
825 || WINED3DSIO_PHASE
== curOpcode
->opcode
826 || WINED3DSIO_RET
== curOpcode
->opcode
)
828 pToken
+= shader_skip_opcode(curOpcode
, opcode_token
, shader_version
);
833 hw_fct
= handler_table
[curOpcode
->handler_idx
];
835 /* Unhandled opcode */
838 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
839 pToken
+= shader_skip_opcode(curOpcode
, opcode_token
, shader_version
);
843 ins
.handler_idx
= curOpcode
->handler_idx
;
844 ins
.flags
= opcode_token
& WINED3D_OPCODESPECIFICCONTROL_MASK
;
845 ins
.coissue
= opcode_token
& WINED3DSI_COISSUE
;
847 /* Destination token */
848 ins
.dst_count
= curOpcode
->dst_token
? 1 : 0;
851 dst_param
.addr_token
= 0;
852 pToken
+= shader_get_param(pToken
, shader_version
, &dst_param
.token
, &dst_param
.addr_token
);
853 dst_param
.register_type
= ((dst_param
.token
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
)
854 | ((dst_param
.token
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
);
855 dst_param
.register_idx
= dst_param
.token
& WINED3DSP_REGNUM_MASK
;
856 dst_param
.write_mask
= dst_param
.token
& WINED3DSP_WRITEMASK_ALL
;
857 dst_param
.modifiers
= dst_param
.token
& WINED3DSP_DSTMOD_MASK
;
860 /* Predication token */
861 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) ins
.predicate
= *pToken
++;
863 /* Other source tokens */
864 ins
.src_count
= curOpcode
->num_params
- curOpcode
->dst_token
;
865 for (i
= 0; i
< ins
.src_count
; ++i
)
867 DWORD param
, addr_token
= 0;
868 pToken
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
870 ins
.src_addr
[i
] = addr_token
;
873 /* Call appropriate function for output target */
876 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
877 /* FIXME: This should be internal to the shader backend.
878 * Also, right now this is the only reason "shader_mode" exists. */
879 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) shader_glsl_add_instruction_modifiers(&ins
);
883 static void shader_dump_ins_modifiers(const DWORD output
)
885 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
886 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
890 case 13: TRACE("_d8"); break;
891 case 14: TRACE("_d4"); break;
892 case 15: TRACE("_d2"); break;
893 case 1: TRACE("_x2"); break;
894 case 2: TRACE("_x4"); break;
895 case 3: TRACE("_x8"); break;
896 default: TRACE("_unhandled_shift(%d)", shift
); break;
899 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
900 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
901 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
903 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
905 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
908 void shader_trace_init(const DWORD
*pFunction
, const SHADER_OPCODE
*opcode_table
)
910 const DWORD
* pToken
= pFunction
;
911 const SHADER_OPCODE
* curOpcode
= NULL
;
912 DWORD shader_version
;
916 TRACE("Parsing %p\n", pFunction
);
918 /* The version token is supposed to be the first token */
919 if (!shader_is_version_token(*pToken
))
921 FIXME("First token is not a version token, invalid shader.\n");
924 shader_version
= *pToken
++;
925 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version
) ? "ps": "vs",
926 WINED3DSHADER_VERSION_MAJOR(shader_version
), WINED3DSHADER_VERSION_MINOR(shader_version
));
928 while (WINED3DVS_END() != *pToken
)
930 if (shader_is_comment(*pToken
)) /* comment */
932 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
934 TRACE("//%s\n", (const char*)pToken
);
935 pToken
+= comment_len
;
938 opcode_token
= *pToken
++;
939 curOpcode
= shader_get_opcode(opcode_table
, shader_version
, opcode_token
);
944 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token
);
945 tokens_read
= shader_skip_unrecognized(pToken
, shader_version
);
946 pToken
+= tokens_read
;
950 if (curOpcode
->opcode
== WINED3DSIO_DCL
)
952 DWORD usage
= *pToken
;
953 DWORD param
= *(pToken
+ 1);
955 shader_dump_decl_usage(usage
, param
, shader_version
);
956 shader_dump_ins_modifiers(param
);
958 shader_dump_param(param
, 0, 0, shader_version
);
961 else if (curOpcode
->opcode
== WINED3DSIO_DEF
)
963 unsigned int offset
= shader_get_float_offset(*pToken
);
965 TRACE("def c%u = %f, %f, %f, %f", offset
,
966 *(const float *)(pToken
+ 1),
967 *(const float *)(pToken
+ 2),
968 *(const float *)(pToken
+ 3),
969 *(const float *)(pToken
+ 4));
972 else if (curOpcode
->opcode
== WINED3DSIO_DEFI
)
974 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
981 else if (curOpcode
->opcode
== WINED3DSIO_DEFB
)
983 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
984 *(pToken
+ 1)? "true": "false");
989 DWORD param
, addr_token
;
992 /* Print out predication source token first - it follows
993 * the destination token. */
994 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
997 shader_dump_param(*(pToken
+ 2), 0, 1, shader_version
);
1000 if (opcode_token
& WINED3DSI_COISSUE
)
1002 /* PixWin marks instructions with the coissue flag with a '+' */
1006 TRACE("%s", curOpcode
->name
);
1008 if (curOpcode
->opcode
== WINED3DSIO_IFC
1009 || curOpcode
->opcode
== WINED3DSIO_BREAKC
)
1011 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1015 case COMPARISON_GT
: TRACE("_gt"); break;
1016 case COMPARISON_EQ
: TRACE("_eq"); break;
1017 case COMPARISON_GE
: TRACE("_ge"); break;
1018 case COMPARISON_LT
: TRACE("_lt"); break;
1019 case COMPARISON_NE
: TRACE("_ne"); break;
1020 case COMPARISON_LE
: TRACE("_le"); break;
1021 default: TRACE("_(%u)", op
);
1024 else if (curOpcode
->opcode
== WINED3DSIO_TEX
1025 && shader_version
>= WINED3DPS_VERSION(2,0)
1026 && (opcode_token
& WINED3DSI_TEXLD_PROJECT
))
1031 /* Destination token */
1032 if (curOpcode
->dst_token
)
1034 tokens_read
= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
1035 pToken
+= tokens_read
;
1037 shader_dump_ins_modifiers(param
);
1039 shader_dump_param(param
, addr_token
, 0, shader_version
);
1042 /* Predication token - already printed out, just skip it */
1043 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
1048 /* Other source tokens */
1049 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
)
1051 tokens_read
= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
1052 pToken
+= tokens_read
;
1054 TRACE((i
== 0)? " " : ", ");
1055 shader_dump_param(param
, addr_token
, 1, shader_version
);
1063 void shader_cleanup(IWineD3DBaseShader
*iface
)
1065 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1067 ((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->shader_backend
->shader_destroy(iface
);
1068 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1069 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1070 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1071 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1072 list_remove(&This
->baseShader
.shader_list_entry
);
1075 static const SHADER_HANDLER shader_none_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] = {0};
1076 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1077 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {}
1078 static void shader_none_deselect_depth_blt(IWineD3DDevice
*iface
) {}
1079 static void shader_none_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1080 static void shader_none_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1081 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1082 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1083 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1084 static void shader_none_free(IWineD3DDevice
*iface
) {}
1085 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1086 static GLuint
shader_none_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1087 FIXME("NONE shader backend asked to generate a pixel shader\n");
1090 static GLuint
shader_none_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
1091 FIXME("NONE shader backend asked to generate a vertex shader\n");
1095 #define GLINFO_LOCATION (*gl_info)
1096 static void shader_none_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
1098 /* Set the shader caps to 0 for the none shader backend */
1099 pCaps
->VertexShaderVersion
= 0;
1100 pCaps
->PixelShaderVersion
= 0;
1101 pCaps
->PixelShader1xMaxValue
= 0.0;
1103 #undef GLINFO_LOCATION
1104 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1106 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1108 TRACE("Checking support for fixup:\n");
1109 dump_color_fixup_desc(fixup
);
1112 /* Faked to make some apps happy. */
1113 if (!is_yuv_fixup(fixup
))
1119 TRACE("[FAILED]\n");
1123 const shader_backend_t none_shader_backend
= {
1124 shader_none_instruction_handler_table
,
1126 shader_none_select_depth_blt
,
1127 shader_none_deselect_depth_blt
,
1128 shader_none_update_float_vertex_constants
,
1129 shader_none_update_float_pixel_constants
,
1130 shader_none_load_constants
,
1131 shader_none_destroy
,
1134 shader_none_dirty_const
,
1135 shader_none_generate_pshader
,
1136 shader_none_generate_vshader
,
1137 shader_none_get_caps
,
1138 shader_none_color_fixup_supported
,