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
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
);
40 SHADER_BUFFER
* buffer
,
41 const char *format
, ...) {
43 char* base
= buffer
->buffer
+ buffer
->bsize
;
47 va_start(args
, format
);
48 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, 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;
60 if (buffer
->newline
) {
61 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
62 buffer
->newline
= FALSE
;
68 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
70 buffer
->newline
= TRUE
;
75 const SHADER_OPCODE
* shader_get_opcode(
76 IWineD3DBaseShader
*iface
, const DWORD code
) {
78 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
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
];
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code
, code
, code
& WINED3DSI_OPCODE_MASK
, hex_version
);
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
,
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
);
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
) {
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
, ¶m
, &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
);
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
);
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
;
179 FIXME("Unsupported register type: %d\n", regtype
);
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
,
193 IWineD3DStateBlockImpl
*stateBlock
) {
195 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
197 /* There are some minor differences between pixel and vertex shaders */
198 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
200 reg_maps
->bumpmat
= -1;
201 reg_maps
->luminanceparams
= -1;
206 while (WINED3DVS_END() != *pToken
) {
207 CONST SHADER_OPCODE
* curOpcode
;
211 if (shader_is_version_token(*pToken
)) {
216 } else if (shader_is_comment(*pToken
)) {
217 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
219 pToken
+= comment_len
;
224 opcode_token
= *pToken
++;
225 curOpcode
= shader_get_opcode(iface
, opcode_token
);
227 /* Unhandled opcode, and its parameters */
228 if (NULL
== curOpcode
) {
229 while (*pToken
& 0x80000000)
232 /* Handle declarations */
233 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
235 DWORD usage
= *pToken
++;
236 DWORD param
= *pToken
++;
237 DWORD regtype
= shader_get_regtype(param
);
238 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
240 /* Vshader: mark attributes used
241 Pshader: mark 3.0 input registers used, save token */
242 if (WINED3DSPR_INPUT
== regtype
) {
245 reg_maps
->attributes
[regnum
] = 1;
247 reg_maps
->packed_input
[regnum
] = 1;
249 semantics_in
[regnum
].usage
= usage
;
250 semantics_in
[regnum
].reg
= param
;
252 /* Vshader: mark 3.0 output registers used, save token */
253 } else if (WINED3DSPR_OUTPUT
== regtype
) {
254 reg_maps
->packed_output
[regnum
] = 1;
255 semantics_out
[regnum
].usage
= usage
;
256 semantics_out
[regnum
].reg
= param
;
257 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
260 /* Save sampler usage token */
261 } else if (WINED3DSPR_SAMPLER
== regtype
)
262 reg_maps
->samplers
[regnum
] = usage
;
264 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
266 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
267 if (!lconst
) return E_OUTOFMEMORY
;
268 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
269 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
270 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
271 pToken
+= curOpcode
->num_params
;
273 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
275 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
276 if (!lconst
) return E_OUTOFMEMORY
;
277 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
278 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
279 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
280 pToken
+= curOpcode
->num_params
;
282 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
284 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
285 if (!lconst
) return E_OUTOFMEMORY
;
286 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
287 memcpy(&lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
288 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
289 pToken
+= curOpcode
->num_params
;
291 /* If there's a loop in the shader */
292 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
293 WINED3DSIO_REP
== curOpcode
->opcode
) {
295 pToken
+= curOpcode
->num_params
;
297 /* For subroutine prototypes */
298 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
300 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
301 reg_maps
->labels
[snum
] = 1;
302 pToken
+= curOpcode
->num_params
;
304 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
) {
305 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
306 if(reg_maps
->bumpmat
!= -1 && reg_maps
->bumpmat
!= regnum
) {
307 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
309 reg_maps
->bumpmat
= regnum
;
312 /* Set texture, address, temporary registers */
316 /* Declare 1.X samplers implicitly, based on the destination reg. number */
317 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
318 (WINED3DSIO_TEX
== curOpcode
->opcode
||
319 WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
320 WINED3DSIO_TEXBEML
== curOpcode
->opcode
||
321 WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
||
322 WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
||
323 WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
||
324 WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
||
325 WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
||
326 WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
||
327 WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
||
328 WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
)) {
330 /* Fake sampler usage, only set reserved bit and ttype */
331 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
333 if(!stateBlock
->textures
[sampler_code
]) {
334 ERR("No texture bound to sampler %d\n", sampler_code
);
335 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
337 int texType
= IWineD3DBaseTexture_GetTextureDimensions(stateBlock
->textures
[sampler_code
]);
340 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
344 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_VOLUME
;
347 case GL_TEXTURE_CUBE_MAP_ARB
:
348 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_CUBE
;
352 ERR("Unexpected gl texture type found: %d\n", texType
);
353 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
357 /* texbem is only valid with < 1.4 pixel shaders */
358 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
359 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
360 if(reg_maps
->bumpmat
!= -1 && reg_maps
->bumpmat
!= sampler_code
) {
361 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
363 reg_maps
->bumpmat
= sampler_code
;
364 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
365 reg_maps
->luminanceparams
= sampler_code
;
371 /* This will loop over all the registers and try to
372 * make a bitmask of the ones we're interested in.
374 * Relative addressing tokens are ignored, but that's
375 * okay, since we'll catch any address registers when
376 * they are initialized (required by spec) */
378 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
379 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
381 for (i
= 0; i
< limit
; ++i
) {
383 DWORD param
, addr_token
, reg
, regtype
;
384 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
386 regtype
= shader_get_regtype(param
);
387 reg
= param
& WINED3DSP_REGNUM_MASK
;
389 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
392 reg_maps
->texcoord
[reg
] = 1;
394 reg_maps
->address
[reg
] = 1;
397 else if (WINED3DSPR_TEMP
== regtype
)
398 reg_maps
->temporary
[reg
] = 1;
400 else if (WINED3DSPR_INPUT
== regtype
&& !pshader
)
401 reg_maps
->attributes
[reg
] = 1;
403 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
412 static void shader_dump_decl_usage(
413 IWineD3DBaseShaderImpl
* This
,
417 DWORD regtype
= shader_get_regtype(param
);
421 if (regtype
== WINED3DSPR_SAMPLER
) {
422 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
425 case WINED3DSTT_2D
: TRACE("_2d"); break;
426 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
427 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
428 default: TRACE("_unknown_ttype(%08x)", ttype
);
433 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
434 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
436 /* Pixel shaders 3.0 don't have usage semantics */
437 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
438 if (pshader
&& This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0))
444 case WINED3DDECLUSAGE_POSITION
:
445 TRACE("position%d", idx
);
447 case WINED3DDECLUSAGE_BLENDINDICES
:
450 case WINED3DDECLUSAGE_BLENDWEIGHT
:
453 case WINED3DDECLUSAGE_NORMAL
:
454 TRACE("normal%d", idx
);
456 case WINED3DDECLUSAGE_PSIZE
:
459 case WINED3DDECLUSAGE_COLOR
:
463 TRACE("specular%d", (idx
- 1));
466 case WINED3DDECLUSAGE_TEXCOORD
:
467 TRACE("texture%d", idx
);
469 case WINED3DDECLUSAGE_TANGENT
:
472 case WINED3DDECLUSAGE_BINORMAL
:
475 case WINED3DDECLUSAGE_TESSFACTOR
:
478 case WINED3DDECLUSAGE_POSITIONT
:
479 TRACE("positionT%d", idx
);
481 case WINED3DDECLUSAGE_FOG
:
484 case WINED3DDECLUSAGE_DEPTH
:
487 case WINED3DDECLUSAGE_SAMPLE
:
491 FIXME("unknown_semantics(%08x)", usage
);
496 static void shader_dump_arr_entry(
497 IWineD3DBaseShader
*iface
,
499 const DWORD addr_token
,
504 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
509 shader_dump_param(iface
, addr_token
, 0, input
);
519 void shader_dump_param(
520 IWineD3DBaseShader
*iface
,
522 const DWORD addr_token
,
525 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
526 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
527 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
528 char swizzle_reg_chars
[4];
530 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
531 DWORD regtype
= shader_get_regtype(param
);
532 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
534 /* There are some minor differences between pixel and vertex shaders */
535 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
537 /* For one, we'd prefer color components to be shown for pshaders.
538 * FIXME: use the swizzle function for this */
540 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
541 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
542 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
543 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
546 if ( (modifier
== WINED3DSPSM_NEG
) ||
547 (modifier
== WINED3DSPSM_BIASNEG
) ||
548 (modifier
== WINED3DSPSM_SIGNNEG
) ||
549 (modifier
== WINED3DSPSM_X2NEG
) ||
550 (modifier
== WINED3DSPSM_ABSNEG
) )
552 else if (modifier
== WINED3DSPSM_COMP
)
554 else if (modifier
== WINED3DSPSM_NOT
)
557 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
562 case WINED3DSPR_TEMP
:
565 case WINED3DSPR_INPUT
:
567 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
569 case WINED3DSPR_CONST
:
570 case WINED3DSPR_CONST2
:
571 case WINED3DSPR_CONST3
:
572 case WINED3DSPR_CONST4
:
574 shader_dump_arr_entry(iface
, param
, addr_token
, shader_get_float_offset(param
), input
);
576 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
577 TRACE("%c%u", (pshader
? 't':'a'), reg
);
579 case WINED3DSPR_RASTOUT
:
580 TRACE("%s", rastout_reg_names
[reg
]);
582 case WINED3DSPR_COLOROUT
:
585 case WINED3DSPR_DEPTHOUT
:
588 case WINED3DSPR_ATTROUT
:
591 case WINED3DSPR_TEXCRDOUT
:
593 /* Vertex shaders >= 3.0 use general purpose output registers
594 * (WINED3DSPR_OUTPUT), which can include an address token */
596 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
598 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
603 case WINED3DSPR_CONSTINT
:
605 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
607 case WINED3DSPR_CONSTBOOL
:
609 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
611 case WINED3DSPR_LABEL
:
614 case WINED3DSPR_LOOP
:
617 case WINED3DSPR_SAMPLER
:
620 case WINED3DSPR_MISCTYPE
:
622 FIXME("Unhandled misctype register %d\n", reg
);
624 TRACE("%s", misctype_reg_names
[reg
]);
627 case WINED3DSPR_PREDICATE
:
631 TRACE("unhandled_rtype(%#x)", regtype
);
636 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
638 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
640 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
641 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
642 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
643 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
648 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
649 DWORD swizzle_r
= swizzle
& 0x03;
650 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
651 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
652 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
656 case WINED3DSPSM_NONE
: break;
657 case WINED3DSPSM_NEG
: break;
658 case WINED3DSPSM_NOT
: break;
659 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
660 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
661 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
662 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
663 case WINED3DSPSM_COMP
: break;
664 case WINED3DSPSM_X2
: TRACE("_x2"); break;
665 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
666 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
667 case WINED3DSPSM_DW
: TRACE("_dw"); break;
668 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
669 case WINED3DSPSM_ABS
: TRACE(")"); break;
671 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
676 * swizzle bits fields:
679 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
680 if (swizzle_r
== swizzle_g
&&
681 swizzle_r
== swizzle_b
&&
682 swizzle_r
== swizzle_a
) {
683 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
686 swizzle_reg_chars
[swizzle_r
],
687 swizzle_reg_chars
[swizzle_g
],
688 swizzle_reg_chars
[swizzle_b
],
689 swizzle_reg_chars
[swizzle_a
]);
695 /** Shared code in order to generate the bulk of the shader string.
696 Use the shader_header_fct & shader_footer_fct to add strings
697 that are specific to pixel or vertex functions
698 NOTE: A description of how to parse tokens can be found at:
699 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
700 void shader_generate_main(
701 IWineD3DBaseShader
*iface
,
702 SHADER_BUFFER
* buffer
,
703 shader_reg_maps
* reg_maps
,
704 CONST DWORD
* pFunction
) {
706 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
707 const DWORD
*pToken
= pFunction
;
708 const SHADER_OPCODE
*curOpcode
= NULL
;
709 SHADER_HANDLER hw_fct
= NULL
;
711 SHADER_OPCODE_ARG hw_arg
;
713 /* Initialize current parsing state */
714 hw_arg
.shader
= iface
;
715 hw_arg
.buffer
= buffer
;
716 hw_arg
.reg_maps
= reg_maps
;
717 This
->baseShader
.parse_state
.current_row
= 0;
719 /* Second pass, process opcodes */
720 if (NULL
!= pToken
) {
721 while (WINED3DPS_END() != *pToken
) {
723 /* Skip version token */
724 if (shader_is_version_token(*pToken
)) {
729 /* Skip comment tokens */
730 if (shader_is_comment(*pToken
)) {
731 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
733 TRACE("#%s\n", (const char*)pToken
);
734 pToken
+= comment_len
;
739 hw_arg
.opcode_token
= *pToken
++;
740 curOpcode
= shader_get_opcode(iface
, hw_arg
.opcode_token
);
743 if (curOpcode
== NULL
)
745 else if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
746 hw_fct
= curOpcode
->hw_glsl_fct
;
747 else if (This
->baseShader
.shader_mode
== SHADER_ARB
)
748 hw_fct
= curOpcode
->hw_fct
;
750 /* Unknown opcode and its parameters */
751 if (NULL
== curOpcode
) {
752 FIXME("Unrecognized opcode: token=%08x\n", hw_arg
.opcode_token
);
753 pToken
+= shader_skip_unrecognized(iface
, pToken
);
756 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
||
757 WINED3DSIO_NOP
== curOpcode
->opcode
||
758 WINED3DSIO_DEF
== curOpcode
->opcode
||
759 WINED3DSIO_DEFI
== curOpcode
->opcode
||
760 WINED3DSIO_DEFB
== curOpcode
->opcode
||
761 WINED3DSIO_PHASE
== curOpcode
->opcode
||
762 WINED3DSIO_RET
== curOpcode
->opcode
) {
764 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
766 /* If a generator function is set for current shader target, use it */
767 } else if (hw_fct
!= NULL
) {
769 hw_arg
.opcode
= curOpcode
;
771 /* Destination token */
772 if (curOpcode
->dst_token
) {
774 DWORD param
, addr_token
= 0;
775 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
777 hw_arg
.dst_addr
= addr_token
;
780 /* Predication token */
781 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
782 hw_arg
.predicate
= *pToken
++;
784 /* Other source tokens */
785 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); i
++) {
787 DWORD param
, addr_token
= 0;
788 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
789 hw_arg
.src
[i
] = param
;
790 hw_arg
.src_addr
[i
] = addr_token
;
793 /* Call appropriate function for output target */
796 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
797 if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
798 shader_glsl_add_instruction_modifiers(&hw_arg
);
800 /* Unhandled opcode */
803 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
804 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
807 /* TODO: What about result.depth? */
812 void shader_dump_ins_modifiers(const DWORD output
) {
814 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
815 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
819 case 13: TRACE("_d8"); break;
820 case 14: TRACE("_d4"); break;
821 case 15: TRACE("_d2"); break;
822 case 1: TRACE("_x2"); break;
823 case 2: TRACE("_x4"); break;
824 case 3: TRACE("_x8"); break;
825 default: TRACE("_unhandled_shift(%d)", shift
); break;
828 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
829 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
830 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
832 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
834 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
837 /* First pass: trace shader, initialize length and version */
838 void shader_trace_init(
839 IWineD3DBaseShader
*iface
,
840 const DWORD
* pFunction
) {
842 IWineD3DBaseShaderImpl
*This
=(IWineD3DBaseShaderImpl
*)iface
;
844 const DWORD
* pToken
= pFunction
;
845 const SHADER_OPCODE
* curOpcode
= NULL
;
847 unsigned int len
= 0;
850 TRACE("(%p) : Parsing programme\n", This
);
852 if (NULL
!= pToken
) {
853 while (WINED3DVS_END() != *pToken
) {
854 if (shader_is_version_token(*pToken
)) { /** version */
855 This
->baseShader
.hex_version
= *pToken
;
856 TRACE("%s_%u_%u\n", shader_is_pshader_version(This
->baseShader
.hex_version
)? "ps": "vs",
857 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
),
858 WINED3DSHADER_VERSION_MINOR(This
->baseShader
.hex_version
));
863 if (shader_is_comment(*pToken
)) { /** comment */
864 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
866 TRACE("//%s\n", (const char*)pToken
);
867 pToken
+= comment_len
;
868 len
+= comment_len
+ 1;
871 opcode_token
= *pToken
++;
872 curOpcode
= shader_get_opcode(iface
, opcode_token
);
875 if (NULL
== curOpcode
) {
877 FIXME("Unrecognized opcode: token=%08x\n", opcode_token
);
878 tokens_read
= shader_skip_unrecognized(iface
, pToken
);
879 pToken
+= tokens_read
;
883 if (curOpcode
->opcode
== WINED3DSIO_DCL
) {
885 DWORD usage
= *pToken
;
886 DWORD param
= *(pToken
+ 1);
888 shader_dump_decl_usage(This
, usage
, param
);
889 shader_dump_ins_modifiers(param
);
891 shader_dump_param(iface
, param
, 0, 0);
895 } else if (curOpcode
->opcode
== WINED3DSIO_DEF
) {
897 unsigned int offset
= shader_get_float_offset(*pToken
);
899 TRACE("def c%u = %f, %f, %f, %f", offset
,
900 *(const float *)(pToken
+ 1),
901 *(const float *)(pToken
+ 2),
902 *(const float *)(pToken
+ 3),
903 *(const float *)(pToken
+ 4));
907 } else if (curOpcode
->opcode
== WINED3DSIO_DEFI
) {
909 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
918 } else if (curOpcode
->opcode
== WINED3DSIO_DEFB
) {
920 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
921 *(pToken
+ 1)? "true": "false");
928 DWORD param
, addr_token
;
931 /* Print out predication source token first - it follows
932 * the destination token. */
933 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
935 shader_dump_param(iface
, *(pToken
+ 2), 0, 1);
939 TRACE("%s", curOpcode
->name
);
941 if (curOpcode
->opcode
== WINED3DSIO_IFC
||
942 curOpcode
->opcode
== WINED3DSIO_BREAKC
) {
944 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
946 case COMPARISON_GT
: TRACE("_gt"); break;
947 case COMPARISON_EQ
: TRACE("_eq"); break;
948 case COMPARISON_GE
: TRACE("_ge"); break;
949 case COMPARISON_LT
: TRACE("_lt"); break;
950 case COMPARISON_NE
: TRACE("_ne"); break;
951 case COMPARISON_LE
: TRACE("_le"); break;
955 } else if (curOpcode
->opcode
== WINED3DSIO_TEX
&&
956 This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
957 if(opcode_token
& WINED3DSI_TEXLD_PROJECT
) TRACE("p");
960 /* Destination token */
961 if (curOpcode
->dst_token
) {
963 /* Destination token */
964 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
965 pToken
+= tokens_read
;
968 shader_dump_ins_modifiers(param
);
970 shader_dump_param(iface
, param
, addr_token
, 0);
973 /* Predication token - already printed out, just skip it */
974 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
979 /* Other source tokens */
980 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
) {
982 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
983 pToken
+= tokens_read
;
986 TRACE((i
== 0)? " " : ", ");
987 shader_dump_param(iface
, param
, addr_token
, 1);
993 This
->baseShader
.functionLength
= (len
+ 1) * sizeof(DWORD
);
995 This
->baseShader
.functionLength
= 1; /* no Function defined use fixed function vertex processing */
999 void shader_delete_constant_list(
1000 struct list
* clist
) {
1003 struct local_constant
* constant
;
1005 ptr
= list_head(clist
);
1007 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
1008 ptr
= list_next(clist
, ptr
);
1009 HeapFree(GetProcessHeap(), 0, constant
);
1013 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1014 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
) {}
1015 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1016 static void shader_none_cleanup(IWineD3DDevice
*iface
) {}
1018 const shader_backend_t none_shader_backend
= {
1019 &shader_none_select
,
1020 &shader_none_select_depth_blt
,
1021 &shader_none_load_constants
,
1022 &shader_none_cleanup