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
);
56 SHADER_BUFFER
* buffer
,
57 const char *format
, ...) {
59 char* base
= buffer
->buffer
+ buffer
->bsize
;
63 va_start(args
, format
);
64 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
67 if (rc
< 0 || /* C89 */
68 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
70 ERR("The buffer allocated for the shader program string "
71 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
72 buffer
->bsize
= SHADER_PGMSIZE
- 1;
76 if (buffer
->newline
) {
77 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
78 buffer
->newline
= FALSE
;
84 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
86 buffer
->newline
= TRUE
;
91 void shader_init(struct IWineD3DBaseShaderClass
*shader
,
92 IWineD3DDevice
*device
, const SHADER_OPCODE
*instruction_table
)
95 shader
->device
= device
;
96 shader
->shader_ins
= instruction_table
;
97 list_init(&shader
->linked_programs
);
100 const SHADER_OPCODE
*shader_get_opcode(const SHADER_OPCODE
*opcode_table
, DWORD shader_version
, DWORD code
)
104 /** TODO: use dichotomic search */
105 while (opcode_table
[i
].name
)
107 if ((code
& WINED3DSI_OPCODE_MASK
) == opcode_table
[i
].opcode
108 && shader_version
>= opcode_table
[i
].min_version
109 && (!opcode_table
[i
].max_version
|| shader_version
<= opcode_table
[i
].max_version
))
111 return &opcode_table
[i
];
116 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
117 code
, code
, code
& WINED3DSI_OPCODE_MASK
, shader_version
);
122 /* Read a parameter opcode from the input stream,
123 * and possibly a relative addressing token.
124 * Return the number of tokens read */
125 static int shader_get_param(const DWORD
*pToken
, DWORD shader_version
, DWORD
*param
, DWORD
*addr_token
)
127 /* PS >= 3.0 have relative addressing (with token)
128 * VS >= 2.0 have relative addressing (with token)
129 * VS >= 1.0 < 2.0 have relative addressing (without token)
130 * The version check below should work in general */
132 char rel_token
= WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 2 &&
133 ((*pToken
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
136 *addr_token
= rel_token
? *(pToken
+ 1): 0;
137 return rel_token
? 2:1;
140 /* Return the number of parameters to skip for an opcode */
141 static inline int shader_skip_opcode(const SHADER_OPCODE
*curOpcode
, DWORD opcode_token
, DWORD shader_version
)
143 /* Shaders >= 2.0 may contain address tokens, but fortunately they
144 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
145 return (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 2)
146 ? ((opcode_token
& WINED3DSI_INSTLENGTH_MASK
) >> WINED3DSI_INSTLENGTH_SHIFT
) : curOpcode
->num_params
;
149 /* Read the parameters of an unrecognized opcode from the input stream
150 * Return the number of tokens read.
152 * Note: This function assumes source or destination token format.
153 * It will not work with specially-formatted tokens like DEF or DCL,
154 * but hopefully those would be recognized */
155 static int shader_skip_unrecognized(const DWORD
*pToken
, DWORD shader_version
)
160 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
161 while (*pToken
& 0x80000000) {
163 DWORD param
, addr_token
;
164 tokens_read
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
165 pToken
+= tokens_read
;
167 FIXME("Unrecognized opcode param: token=0x%08x "
168 "addr_token=0x%08x name=", param
, addr_token
);
169 shader_dump_param(param
, addr_token
, i
, shader_version
);
176 /* Convert floating point offset relative
177 * to a register file to an absolute offset for float constants */
178 static unsigned int shader_get_float_offset(const DWORD reg
)
180 unsigned int regnum
= reg
& WINED3DSP_REGNUM_MASK
;
181 int regtype
= shader_get_regtype(reg
);
184 case WINED3DSPR_CONST
: return regnum
;
185 case WINED3DSPR_CONST2
: return 2048 + regnum
;
186 case WINED3DSPR_CONST3
: return 4096 + regnum
;
187 case WINED3DSPR_CONST4
: return 6144 + regnum
;
189 FIXME("Unsupported register type: %d\n", regtype
);
194 static void shader_delete_constant_list(struct list
* clist
) {
197 struct local_constant
* constant
;
199 ptr
= list_head(clist
);
201 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
202 ptr
= list_next(clist
, ptr
);
203 HeapFree(GetProcessHeap(), 0, constant
);
208 /* Note that this does not count the loop register
209 * as an address register. */
211 HRESULT
shader_get_registers_used(IWineD3DBaseShader
*iface
, struct shader_reg_maps
*reg_maps
,
212 struct semantic
*semantics_in
, struct semantic
*semantics_out
, const DWORD
*byte_code
)
214 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
215 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
216 DWORD shader_version
;
217 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
218 const DWORD
* pToken
= byte_code
;
221 /* There are some minor differences between pixel and vertex shaders */
223 memset(reg_maps
->bumpmat
, 0, sizeof(reg_maps
->bumpmat
));
224 memset(reg_maps
->luminanceparams
, 0, sizeof(reg_maps
->luminanceparams
));
226 /* get_registers_used is called on every compile on some 1.x shaders, which can result
227 * in stacking up a collection of local constants. Delete the old constants if existing
229 shader_delete_constant_list(&This
->baseShader
.constantsF
);
230 shader_delete_constant_list(&This
->baseShader
.constantsB
);
231 shader_delete_constant_list(&This
->baseShader
.constantsI
);
233 /* The version token is supposed to be the first token */
234 if (!shader_is_version_token(*pToken
))
236 FIXME("First token is not a version token, invalid shader.\n");
237 return WINED3DERR_INVALIDCALL
;
239 reg_maps
->shader_version
= shader_version
= *pToken
++;
240 pshader
= shader_is_pshader_version(shader_version
);
242 while (WINED3DVS_END() != *pToken
) {
243 CONST SHADER_OPCODE
* curOpcode
;
247 if (shader_is_comment(*pToken
))
249 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
251 pToken
+= comment_len
;
256 opcode_token
= *pToken
++;
257 curOpcode
= shader_get_opcode(shader_ins
, shader_version
, opcode_token
);
259 /* Unhandled opcode, and its parameters */
260 if (NULL
== curOpcode
) {
261 while (*pToken
& 0x80000000)
264 /* Handle declarations */
265 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
267 DWORD usage
= *pToken
++;
268 DWORD param
= *pToken
++;
269 DWORD regtype
= shader_get_regtype(param
);
270 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
272 /* Vshader: mark attributes used
273 Pshader: mark 3.0 input registers used, save token */
274 if (WINED3DSPR_INPUT
== regtype
) {
277 reg_maps
->attributes
[regnum
] = 1;
279 reg_maps
->packed_input
[regnum
] = 1;
281 semantics_in
[regnum
].usage
= usage
;
282 semantics_in
[regnum
].reg
= param
;
284 /* Vshader: mark 3.0 output registers used, save token */
285 } else if (WINED3DSPR_OUTPUT
== regtype
) {
286 reg_maps
->packed_output
[regnum
] = 1;
287 semantics_out
[regnum
].usage
= usage
;
288 semantics_out
[regnum
].reg
= param
;
289 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
292 /* Save sampler usage token */
293 } else if (WINED3DSPR_SAMPLER
== regtype
)
294 reg_maps
->samplers
[regnum
] = usage
;
296 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
298 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
299 if (!lconst
) return E_OUTOFMEMORY
;
300 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
301 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
303 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
304 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1 && pshader
)
306 float *value
= (float *) lconst
->value
;
307 if(value
[0] < -1.0) value
[0] = -1.0;
308 else if(value
[0] > 1.0) value
[0] = 1.0;
309 if(value
[1] < -1.0) value
[1] = -1.0;
310 else if(value
[1] > 1.0) value
[1] = 1.0;
311 if(value
[2] < -1.0) value
[2] = -1.0;
312 else if(value
[2] > 1.0) value
[2] = 1.0;
313 if(value
[3] < -1.0) value
[3] = -1.0;
314 else if(value
[3] > 1.0) value
[3] = 1.0;
317 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
318 pToken
+= curOpcode
->num_params
;
320 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
322 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
323 if (!lconst
) return E_OUTOFMEMORY
;
324 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
325 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
326 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
327 pToken
+= curOpcode
->num_params
;
329 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
331 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
332 if (!lconst
) return E_OUTOFMEMORY
;
333 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
334 memcpy(lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
335 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
336 pToken
+= curOpcode
->num_params
;
338 /* If there's a loop in the shader */
339 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
340 WINED3DSIO_REP
== curOpcode
->opcode
) {
342 if(cur_loop_depth
> max_loop_depth
)
343 max_loop_depth
= cur_loop_depth
;
344 pToken
+= curOpcode
->num_params
;
346 /* Rep and Loop always use an integer constant for the control parameters */
347 This
->baseShader
.uses_int_consts
= TRUE
;
348 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
349 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
352 /* For subroutine prototypes */
353 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
355 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
356 reg_maps
->labels
[snum
] = 1;
357 pToken
+= curOpcode
->num_params
;
359 /* Set texture, address, temporary registers */
363 /* Declare 1.X samplers implicitly, based on the destination reg. number */
364 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1
365 && pshader
/* Filter different instructions with the same enum values in VS */
366 && (WINED3DSIO_TEX
== curOpcode
->opcode
367 || WINED3DSIO_TEXBEM
== curOpcode
->opcode
368 || WINED3DSIO_TEXBEML
== curOpcode
->opcode
369 || WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
370 || WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
371 || WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
372 || WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
373 || WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
374 || WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
375 || WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
376 || WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
))
378 /* Fake sampler usage, only set reserved bit and ttype */
379 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
381 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
382 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
384 /* texbem is only valid with < 1.4 pixel shaders */
385 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
386 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
387 reg_maps
->bumpmat
[sampler_code
] = TRUE
;
388 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
389 reg_maps
->luminanceparams
[sampler_code
] = TRUE
;
393 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
394 reg_maps
->usesnrm
= 1;
395 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
&& pshader
) {
396 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
397 reg_maps
->bumpmat
[regnum
] = TRUE
;
398 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
399 reg_maps
->usesdsy
= 1;
402 /* This will loop over all the registers and try to
403 * make a bitmask of the ones we're interested in.
405 * Relative addressing tokens are ignored, but that's
406 * okay, since we'll catch any address registers when
407 * they are initialized (required by spec) */
409 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
410 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
412 for (i
= 0; i
< limit
; ++i
) {
414 DWORD param
, addr_token
, reg
, regtype
;
415 pToken
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
417 regtype
= shader_get_regtype(param
);
418 reg
= param
& WINED3DSP_REGNUM_MASK
;
420 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
423 reg_maps
->texcoord
[reg
] = 1;
425 reg_maps
->address
[reg
] = 1;
428 else if (WINED3DSPR_TEMP
== regtype
)
429 reg_maps
->temporary
[reg
] = 1;
431 else if (WINED3DSPR_INPUT
== regtype
) {
433 reg_maps
->attributes
[reg
] = 1;
435 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
436 /* If relative addressing is used, we must assume that all registers
437 * are used. Even if it is a construct like v3[aL], we can't assume
438 * that v0, v1 and v2 aren't read because aL can be negative
441 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
442 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
445 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
450 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
453 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
456 else if(WINED3DSPR_CONST
== regtype
) {
457 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
459 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
460 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
461 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
462 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
465 reg_maps
->usesrelconstF
= TRUE
;
468 else if(WINED3DSPR_CONSTINT
== regtype
) {
469 This
->baseShader
.uses_int_consts
= TRUE
;
471 else if(WINED3DSPR_CONSTBOOL
== regtype
) {
472 This
->baseShader
.uses_bool_consts
= TRUE
;
475 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
476 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
477 * isn't used in them, but future register types might cause issues
479 else if (WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */
480 && !pshader
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) < 3)
482 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
488 reg_maps
->loop_depth
= max_loop_depth
;
490 This
->baseShader
.functionLength
= ((char *)pToken
- (char *)byte_code
);
495 static void shader_dump_decl_usage(DWORD decl
, DWORD param
, DWORD shader_version
)
497 DWORD regtype
= shader_get_regtype(param
);
501 if (regtype
== WINED3DSPR_SAMPLER
) {
502 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
505 case WINED3DSTT_2D
: TRACE("_2d"); break;
506 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
507 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
508 default: TRACE("_unknown_ttype(0x%08x)", ttype
);
513 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
514 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
516 /* Pixel shaders 3.0 don't have usage semantics */
517 if (shader_is_pshader_version(shader_version
) && shader_version
< WINED3DPS_VERSION(3,0))
523 case WINED3DDECLUSAGE_POSITION
:
524 TRACE("position%d", idx
);
526 case WINED3DDECLUSAGE_BLENDINDICES
:
529 case WINED3DDECLUSAGE_BLENDWEIGHT
:
532 case WINED3DDECLUSAGE_NORMAL
:
533 TRACE("normal%d", idx
);
535 case WINED3DDECLUSAGE_PSIZE
:
538 case WINED3DDECLUSAGE_COLOR
:
542 TRACE("specular%d", (idx
- 1));
545 case WINED3DDECLUSAGE_TEXCOORD
:
546 TRACE("texture%d", idx
);
548 case WINED3DDECLUSAGE_TANGENT
:
551 case WINED3DDECLUSAGE_BINORMAL
:
554 case WINED3DDECLUSAGE_TESSFACTOR
:
557 case WINED3DDECLUSAGE_POSITIONT
:
558 TRACE("positionT%d", idx
);
560 case WINED3DDECLUSAGE_FOG
:
563 case WINED3DDECLUSAGE_DEPTH
:
566 case WINED3DDECLUSAGE_SAMPLE
:
570 FIXME("unknown_semantics(0x%08x)", usage
);
575 static void shader_dump_arr_entry(const DWORD param
, const DWORD addr_token
,
576 unsigned int reg
, int input
, DWORD shader_version
)
579 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
584 shader_dump_param(addr_token
, 0, input
, shader_version
);
594 static void shader_dump_param(const DWORD param
, const DWORD addr_token
, int input
, DWORD shader_version
)
596 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
597 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
598 const char *swizzle_reg_chars
= "xyzw";
600 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
601 DWORD regtype
= shader_get_regtype(param
);
602 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
604 /* There are some minor differences between pixel and vertex shaders */
605 char pshader
= shader_is_pshader_version(shader_version
);
608 if ( (modifier
== WINED3DSPSM_NEG
) ||
609 (modifier
== WINED3DSPSM_BIASNEG
) ||
610 (modifier
== WINED3DSPSM_SIGNNEG
) ||
611 (modifier
== WINED3DSPSM_X2NEG
) ||
612 (modifier
== WINED3DSPSM_ABSNEG
) )
614 else if (modifier
== WINED3DSPSM_COMP
)
616 else if (modifier
== WINED3DSPSM_NOT
)
619 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
624 case WINED3DSPR_TEMP
:
627 case WINED3DSPR_INPUT
:
629 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
631 case WINED3DSPR_CONST
:
632 case WINED3DSPR_CONST2
:
633 case WINED3DSPR_CONST3
:
634 case WINED3DSPR_CONST4
:
636 shader_dump_arr_entry(param
, addr_token
, shader_get_float_offset(param
), input
, shader_version
);
638 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
639 TRACE("%c%u", (pshader
? 't':'a'), reg
);
641 case WINED3DSPR_RASTOUT
:
642 TRACE("%s", rastout_reg_names
[reg
]);
644 case WINED3DSPR_COLOROUT
:
647 case WINED3DSPR_DEPTHOUT
:
650 case WINED3DSPR_ATTROUT
:
653 case WINED3DSPR_TEXCRDOUT
:
655 /* Vertex shaders >= 3.0 use general purpose output registers
656 * (WINED3DSPR_OUTPUT), which can include an address token */
658 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) {
660 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
665 case WINED3DSPR_CONSTINT
:
667 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
669 case WINED3DSPR_CONSTBOOL
:
671 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
673 case WINED3DSPR_LABEL
:
676 case WINED3DSPR_LOOP
:
679 case WINED3DSPR_SAMPLER
:
682 case WINED3DSPR_MISCTYPE
:
684 FIXME("Unhandled misctype register %d\n", reg
);
686 TRACE("%s", misctype_reg_names
[reg
]);
689 case WINED3DSPR_PREDICATE
:
693 TRACE("unhandled_rtype(%#x)", regtype
);
698 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
700 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
702 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
703 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
704 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
705 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
710 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
711 DWORD swizzle_x
= swizzle
& 0x03;
712 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
713 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
714 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
718 case WINED3DSPSM_NONE
: break;
719 case WINED3DSPSM_NEG
: break;
720 case WINED3DSPSM_NOT
: break;
721 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
722 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
723 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
724 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
725 case WINED3DSPSM_COMP
: break;
726 case WINED3DSPSM_X2
: TRACE("_x2"); break;
727 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
728 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
729 case WINED3DSPSM_DW
: TRACE("_dw"); break;
730 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
731 case WINED3DSPSM_ABS
: TRACE(")"); break;
733 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
738 * swizzle bits fields:
741 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
742 if (swizzle_x
== swizzle_y
&&
743 swizzle_x
== swizzle_z
&&
744 swizzle_x
== swizzle_w
) {
745 TRACE(".%c", swizzle_reg_chars
[swizzle_x
]);
748 swizzle_reg_chars
[swizzle_x
],
749 swizzle_reg_chars
[swizzle_y
],
750 swizzle_reg_chars
[swizzle_z
],
751 swizzle_reg_chars
[swizzle_w
]);
757 /* Shared code in order to generate the bulk of the shader string.
758 * NOTE: A description of how to parse tokens can be found on msdn */
759 void shader_generate_main(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
,
760 const shader_reg_maps
* reg_maps
, CONST DWORD
* pFunction
)
762 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
763 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
764 const SHADER_OPCODE
*opcode_table
= This
->baseShader
.shader_ins
;
765 const SHADER_HANDLER
*handler_table
= device
->shader_backend
->shader_instruction_handler_table
;
766 DWORD shader_version
= reg_maps
->shader_version
;
767 const DWORD
*pToken
= pFunction
;
768 const SHADER_OPCODE
*curOpcode
;
769 SHADER_HANDLER hw_fct
;
771 SHADER_OPCODE_ARG hw_arg
;
773 /* Initialize current parsing state */
774 hw_arg
.shader
= iface
;
775 hw_arg
.buffer
= buffer
;
776 hw_arg
.reg_maps
= reg_maps
;
777 This
->baseShader
.parse_state
.current_row
= 0;
779 while (WINED3DPS_END() != *pToken
)
781 /* Skip version token */
782 if (shader_is_version_token(*pToken
))
788 /* Skip comment tokens */
789 if (shader_is_comment(*pToken
))
791 pToken
+= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
797 hw_arg
.opcode_token
= *pToken
++;
798 curOpcode
= shader_get_opcode(opcode_table
, shader_version
, hw_arg
.opcode_token
);
800 /* Unknown opcode and its parameters */
803 FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg
.opcode_token
);
804 pToken
+= shader_skip_unrecognized(pToken
, shader_version
);
809 if (WINED3DSIO_DCL
== curOpcode
->opcode
810 || WINED3DSIO_NOP
== curOpcode
->opcode
811 || WINED3DSIO_DEF
== curOpcode
->opcode
812 || WINED3DSIO_DEFI
== curOpcode
->opcode
813 || WINED3DSIO_DEFB
== curOpcode
->opcode
814 || WINED3DSIO_PHASE
== curOpcode
->opcode
815 || WINED3DSIO_RET
== curOpcode
->opcode
)
817 pToken
+= shader_skip_opcode(curOpcode
, hw_arg
.opcode_token
, shader_version
);
822 hw_fct
= handler_table
[curOpcode
->handler_idx
];
824 /* Unhandled opcode */
827 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
828 pToken
+= shader_skip_opcode(curOpcode
, hw_arg
.opcode_token
, shader_version
);
832 hw_arg
.opcode
= curOpcode
;
834 /* Destination token */
835 if (curOpcode
->dst_token
)
837 DWORD param
, addr_token
= 0;
838 pToken
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
840 hw_arg
.dst_addr
= addr_token
;
843 /* Predication token */
844 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) hw_arg
.predicate
= *pToken
++;
846 /* Other source tokens */
847 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); ++i
)
849 DWORD param
, addr_token
= 0;
850 pToken
+= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
851 hw_arg
.src
[i
] = param
;
852 hw_arg
.src_addr
[i
] = addr_token
;
855 /* Call appropriate function for output target */
858 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
859 /* FIXME: This should be internal to the shader backend.
860 * Also, right now this is the only reason "shader_mode" exists. */
861 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) shader_glsl_add_instruction_modifiers(&hw_arg
);
865 static void shader_dump_ins_modifiers(const DWORD output
)
867 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
868 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
872 case 13: TRACE("_d8"); break;
873 case 14: TRACE("_d4"); break;
874 case 15: TRACE("_d2"); break;
875 case 1: TRACE("_x2"); break;
876 case 2: TRACE("_x4"); break;
877 case 3: TRACE("_x8"); break;
878 default: TRACE("_unhandled_shift(%d)", shift
); break;
881 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
882 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
883 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
885 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
887 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
890 void shader_trace_init(const DWORD
*pFunction
, const SHADER_OPCODE
*opcode_table
)
892 const DWORD
* pToken
= pFunction
;
893 const SHADER_OPCODE
* curOpcode
= NULL
;
894 DWORD shader_version
;
898 TRACE("Parsing %p\n", pFunction
);
900 /* The version token is supposed to be the first token */
901 if (!shader_is_version_token(*pToken
))
903 FIXME("First token is not a version token, invalid shader.\n");
906 shader_version
= *pToken
++;
907 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version
) ? "ps": "vs",
908 WINED3DSHADER_VERSION_MAJOR(shader_version
), WINED3DSHADER_VERSION_MINOR(shader_version
));
910 while (WINED3DVS_END() != *pToken
)
912 if (shader_is_comment(*pToken
)) /* comment */
914 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
916 TRACE("//%s\n", (const char*)pToken
);
917 pToken
+= comment_len
;
920 opcode_token
= *pToken
++;
921 curOpcode
= shader_get_opcode(opcode_table
, shader_version
, opcode_token
);
926 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token
);
927 tokens_read
= shader_skip_unrecognized(pToken
, shader_version
);
928 pToken
+= tokens_read
;
932 if (curOpcode
->opcode
== WINED3DSIO_DCL
)
934 DWORD usage
= *pToken
;
935 DWORD param
= *(pToken
+ 1);
937 shader_dump_decl_usage(usage
, param
, shader_version
);
938 shader_dump_ins_modifiers(param
);
940 shader_dump_param(param
, 0, 0, shader_version
);
943 else if (curOpcode
->opcode
== WINED3DSIO_DEF
)
945 unsigned int offset
= shader_get_float_offset(*pToken
);
947 TRACE("def c%u = %f, %f, %f, %f", offset
,
948 *(const float *)(pToken
+ 1),
949 *(const float *)(pToken
+ 2),
950 *(const float *)(pToken
+ 3),
951 *(const float *)(pToken
+ 4));
954 else if (curOpcode
->opcode
== WINED3DSIO_DEFI
)
956 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
963 else if (curOpcode
->opcode
== WINED3DSIO_DEFB
)
965 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
966 *(pToken
+ 1)? "true": "false");
971 DWORD param
, addr_token
;
974 /* Print out predication source token first - it follows
975 * the destination token. */
976 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
979 shader_dump_param(*(pToken
+ 2), 0, 1, shader_version
);
982 if (opcode_token
& WINED3DSI_COISSUE
)
984 /* PixWin marks instructions with the coissue flag with a '+' */
988 TRACE("%s", curOpcode
->name
);
990 if (curOpcode
->opcode
== WINED3DSIO_IFC
991 || curOpcode
->opcode
== WINED3DSIO_BREAKC
)
993 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
997 case COMPARISON_GT
: TRACE("_gt"); break;
998 case COMPARISON_EQ
: TRACE("_eq"); break;
999 case COMPARISON_GE
: TRACE("_ge"); break;
1000 case COMPARISON_LT
: TRACE("_lt"); break;
1001 case COMPARISON_NE
: TRACE("_ne"); break;
1002 case COMPARISON_LE
: TRACE("_le"); break;
1003 default: TRACE("_(%u)", op
);
1006 else if (curOpcode
->opcode
== WINED3DSIO_TEX
1007 && shader_version
>= WINED3DPS_VERSION(2,0)
1008 && (opcode_token
& WINED3DSI_TEXLD_PROJECT
))
1013 /* Destination token */
1014 if (curOpcode
->dst_token
)
1016 tokens_read
= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
1017 pToken
+= tokens_read
;
1019 shader_dump_ins_modifiers(param
);
1021 shader_dump_param(param
, addr_token
, 0, shader_version
);
1024 /* Predication token - already printed out, just skip it */
1025 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
1030 /* Other source tokens */
1031 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
)
1033 tokens_read
= shader_get_param(pToken
, shader_version
, ¶m
, &addr_token
);
1034 pToken
+= tokens_read
;
1036 TRACE((i
== 0)? " " : ", ");
1037 shader_dump_param(param
, addr_token
, 1, shader_version
);
1045 void shader_cleanup(IWineD3DBaseShader
*iface
)
1047 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1049 ((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->shader_backend
->shader_destroy(iface
);
1050 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1051 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1052 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1053 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1054 list_remove(&This
->baseShader
.shader_list_entry
);
1057 static const SHADER_HANDLER shader_none_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] = {0};
1058 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1059 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {}
1060 static void shader_none_deselect_depth_blt(IWineD3DDevice
*iface
) {}
1061 static void shader_none_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1062 static void shader_none_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
) {}
1063 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1064 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1065 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1066 static void shader_none_free(IWineD3DDevice
*iface
) {}
1067 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1068 static GLuint
shader_none_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1069 FIXME("NONE shader backend asked to generate a pixel shader\n");
1072 static GLuint
shader_none_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
1073 FIXME("NONE shader backend asked to generate a vertex shader\n");
1077 #define GLINFO_LOCATION (*gl_info)
1078 static void shader_none_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
1080 /* Set the shader caps to 0 for the none shader backend */
1081 pCaps
->VertexShaderVersion
= 0;
1082 pCaps
->PixelShaderVersion
= 0;
1083 pCaps
->PixelShader1xMaxValue
= 0.0;
1085 #undef GLINFO_LOCATION
1086 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1088 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1090 TRACE("Checking support for fixup:\n");
1091 dump_color_fixup_desc(fixup
);
1094 /* Faked to make some apps happy. */
1095 if (!is_yuv_fixup(fixup
))
1101 TRACE("[FAILED]\n");
1105 const shader_backend_t none_shader_backend
= {
1106 shader_none_instruction_handler_table
,
1108 shader_none_select_depth_blt
,
1109 shader_none_deselect_depth_blt
,
1110 shader_none_update_float_vertex_constants
,
1111 shader_none_update_float_pixel_constants
,
1112 shader_none_load_constants
,
1113 shader_none_destroy
,
1116 shader_none_dirty_const
,
1117 shader_none_generate_pshader
,
1118 shader_none_generate_vshader
,
1119 shader_none_get_caps
,
1120 shader_none_color_fixup_supported
,