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 length 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 static void shader_delete_constant_list(struct list
* clist
) {
187 struct local_constant
* constant
;
189 ptr
= list_head(clist
);
191 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
192 ptr
= list_next(clist
, ptr
);
193 HeapFree(GetProcessHeap(), 0, constant
);
198 /* Note that this does not count the loop register
199 * as an address register. */
201 HRESULT
shader_get_registers_used(
202 IWineD3DBaseShader
*iface
,
203 shader_reg_maps
* reg_maps
,
204 semantic
* semantics_in
,
205 semantic
* semantics_out
,
207 IWineD3DStateBlockImpl
*stateBlock
) {
209 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
210 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
212 /* There are some minor differences between pixel and vertex shaders */
213 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
215 reg_maps
->bumpmat
= -1;
216 reg_maps
->luminanceparams
= -1;
221 /* get_registers_used is called on every compile on some 1.x shaders, which can result
222 * in stacking up a collection of local constants. Delete the old constants if existing
224 shader_delete_constant_list(&This
->baseShader
.constantsF
);
225 shader_delete_constant_list(&This
->baseShader
.constantsB
);
226 shader_delete_constant_list(&This
->baseShader
.constantsI
);
228 while (WINED3DVS_END() != *pToken
) {
229 CONST SHADER_OPCODE
* curOpcode
;
233 if (shader_is_version_token(*pToken
)) {
238 } else if (shader_is_comment(*pToken
)) {
239 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
241 pToken
+= comment_len
;
246 opcode_token
= *pToken
++;
247 curOpcode
= shader_get_opcode(iface
, opcode_token
);
249 /* Unhandled opcode, and its parameters */
250 if (NULL
== curOpcode
) {
251 while (*pToken
& 0x80000000)
254 /* Handle declarations */
255 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
257 DWORD usage
= *pToken
++;
258 DWORD param
= *pToken
++;
259 DWORD regtype
= shader_get_regtype(param
);
260 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
262 /* Vshader: mark attributes used
263 Pshader: mark 3.0 input registers used, save token */
264 if (WINED3DSPR_INPUT
== regtype
) {
267 reg_maps
->attributes
[regnum
] = 1;
269 reg_maps
->packed_input
[regnum
] = 1;
271 semantics_in
[regnum
].usage
= usage
;
272 semantics_in
[regnum
].reg
= param
;
274 /* Vshader: mark 3.0 output registers used, save token */
275 } else if (WINED3DSPR_OUTPUT
== regtype
) {
276 reg_maps
->packed_output
[regnum
] = 1;
277 semantics_out
[regnum
].usage
= usage
;
278 semantics_out
[regnum
].reg
= param
;
279 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
282 /* Save sampler usage token */
283 } else if (WINED3DSPR_SAMPLER
== regtype
)
284 reg_maps
->samplers
[regnum
] = usage
;
286 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
288 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
289 if (!lconst
) return E_OUTOFMEMORY
;
290 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
291 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
293 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
294 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 && pshader
) {
295 float *value
= (float *) lconst
->value
;
296 if(value
[0] < -1.0) value
[0] = -1.0;
297 else if(value
[0] > 1.0) value
[0] = 1.0;
298 if(value
[1] < -1.0) value
[1] = -1.0;
299 else if(value
[1] > 1.0) value
[1] = 1.0;
300 if(value
[2] < -1.0) value
[2] = -1.0;
301 else if(value
[2] > 1.0) value
[2] = 1.0;
302 if(value
[3] < -1.0) value
[3] = -1.0;
303 else if(value
[3] > 1.0) value
[3] = 1.0;
306 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
307 pToken
+= curOpcode
->num_params
;
309 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
311 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
312 if (!lconst
) return E_OUTOFMEMORY
;
313 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
314 memcpy(&lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
315 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
316 pToken
+= curOpcode
->num_params
;
318 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
320 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
321 if (!lconst
) return E_OUTOFMEMORY
;
322 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
323 memcpy(&lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
324 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
325 pToken
+= curOpcode
->num_params
;
327 /* If there's a loop in the shader */
328 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
329 WINED3DSIO_REP
== curOpcode
->opcode
) {
331 if(cur_loop_depth
> max_loop_depth
)
332 max_loop_depth
= cur_loop_depth
;
333 pToken
+= curOpcode
->num_params
;
335 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
336 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
339 /* For subroutine prototypes */
340 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
342 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
343 reg_maps
->labels
[snum
] = 1;
344 pToken
+= curOpcode
->num_params
;
346 /* Set texture, address, temporary registers */
350 /* Declare 1.X samplers implicitly, based on the destination reg. number */
351 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
352 (WINED3DSIO_TEX
== curOpcode
->opcode
||
353 WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
354 WINED3DSIO_TEXBEML
== curOpcode
->opcode
||
355 WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
||
356 WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
||
357 WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
||
358 WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
||
359 WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
||
360 WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
||
361 WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
||
362 WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
)) {
364 /* Fake sampler usage, only set reserved bit and ttype */
365 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
367 if(!stateBlock
->textures
[sampler_code
]) {
368 ERR("No texture bound to sampler %d\n", sampler_code
);
369 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
371 int texType
= IWineD3DBaseTexture_GetTextureDimensions(stateBlock
->textures
[sampler_code
]);
373 /* We have to select between texture rectangles and 2D textures later because 2.0 and
374 * 3.0 shaders only have WINED3DSTT_2D as well
376 case GL_TEXTURE_RECTANGLE_ARB
:
378 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
382 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_VOLUME
;
385 case GL_TEXTURE_CUBE_MAP_ARB
:
386 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_CUBE
;
390 ERR("Unexpected gl texture type found: %d\n", texType
);
391 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
395 /* texbem is only valid with < 1.4 pixel shaders */
396 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
397 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
398 if(reg_maps
->bumpmat
!= -1 && reg_maps
->bumpmat
!= sampler_code
) {
399 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
401 reg_maps
->bumpmat
= sampler_code
;
402 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
403 reg_maps
->luminanceparams
= sampler_code
;
408 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
409 reg_maps
->usesnrm
= 1;
410 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
) {
411 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
412 if(reg_maps
->bumpmat
!= -1 && reg_maps
->bumpmat
!= regnum
) {
413 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
415 reg_maps
->bumpmat
= regnum
;
417 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
418 reg_maps
->usesdsy
= 1;
421 /* This will loop over all the registers and try to
422 * make a bitmask of the ones we're interested in.
424 * Relative addressing tokens are ignored, but that's
425 * okay, since we'll catch any address registers when
426 * they are initialized (required by spec) */
428 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
429 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
431 for (i
= 0; i
< limit
; ++i
) {
433 DWORD param
, addr_token
, reg
, regtype
;
434 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
436 regtype
= shader_get_regtype(param
);
437 reg
= param
& WINED3DSP_REGNUM_MASK
;
439 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
442 reg_maps
->texcoord
[reg
] = 1;
444 reg_maps
->address
[reg
] = 1;
447 else if (WINED3DSPR_TEMP
== regtype
)
448 reg_maps
->temporary
[reg
] = 1;
450 else if (WINED3DSPR_INPUT
== regtype
) {
452 reg_maps
->attributes
[reg
] = 1;
454 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
455 /* If relative addressing is used, we must assume that all registers
456 * are used. Even if it is a construct like v3[aL], we can't assume
457 * that v0, v1 and v2 aren't read because aL can be negative
460 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
461 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
464 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
469 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
472 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
475 else if(WINED3DSPR_CONST
== regtype
) {
476 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
478 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
479 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
480 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
481 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
484 reg_maps
->usesrelconstF
= TRUE
;
488 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
489 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
490 * isn't used in them, but future register types might cause issues
492 else if(WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */ &&
493 !pshader
&& WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) < 3) {
494 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
499 reg_maps
->loop_depth
= max_loop_depth
;
504 static void shader_dump_decl_usage(
505 IWineD3DBaseShaderImpl
* This
,
509 DWORD regtype
= shader_get_regtype(param
);
513 if (regtype
== WINED3DSPR_SAMPLER
) {
514 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
517 case WINED3DSTT_2D
: TRACE("_2d"); break;
518 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
519 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
520 default: TRACE("_unknown_ttype(%08x)", ttype
);
525 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
526 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
528 /* Pixel shaders 3.0 don't have usage semantics */
529 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
530 if (pshader
&& This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0))
536 case WINED3DDECLUSAGE_POSITION
:
537 TRACE("position%d", idx
);
539 case WINED3DDECLUSAGE_BLENDINDICES
:
542 case WINED3DDECLUSAGE_BLENDWEIGHT
:
545 case WINED3DDECLUSAGE_NORMAL
:
546 TRACE("normal%d", idx
);
548 case WINED3DDECLUSAGE_PSIZE
:
551 case WINED3DDECLUSAGE_COLOR
:
555 TRACE("specular%d", (idx
- 1));
558 case WINED3DDECLUSAGE_TEXCOORD
:
559 TRACE("texture%d", idx
);
561 case WINED3DDECLUSAGE_TANGENT
:
564 case WINED3DDECLUSAGE_BINORMAL
:
567 case WINED3DDECLUSAGE_TESSFACTOR
:
570 case WINED3DDECLUSAGE_POSITIONT
:
571 TRACE("positionT%d", idx
);
573 case WINED3DDECLUSAGE_FOG
:
576 case WINED3DDECLUSAGE_DEPTH
:
579 case WINED3DDECLUSAGE_SAMPLE
:
583 FIXME("unknown_semantics(%08x)", usage
);
588 static void shader_dump_arr_entry(
589 IWineD3DBaseShader
*iface
,
591 const DWORD addr_token
,
596 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
601 shader_dump_param(iface
, addr_token
, 0, input
);
611 void shader_dump_param(
612 IWineD3DBaseShader
*iface
,
614 const DWORD addr_token
,
617 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
618 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
619 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
620 char swizzle_reg_chars
[4];
622 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
623 DWORD regtype
= shader_get_regtype(param
);
624 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
626 /* There are some minor differences between pixel and vertex shaders */
627 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
629 /* For one, we'd prefer color components to be shown for pshaders.
630 * FIXME: use the swizzle function for this */
632 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
633 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
634 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
635 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
638 if ( (modifier
== WINED3DSPSM_NEG
) ||
639 (modifier
== WINED3DSPSM_BIASNEG
) ||
640 (modifier
== WINED3DSPSM_SIGNNEG
) ||
641 (modifier
== WINED3DSPSM_X2NEG
) ||
642 (modifier
== WINED3DSPSM_ABSNEG
) )
644 else if (modifier
== WINED3DSPSM_COMP
)
646 else if (modifier
== WINED3DSPSM_NOT
)
649 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
654 case WINED3DSPR_TEMP
:
657 case WINED3DSPR_INPUT
:
659 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
661 case WINED3DSPR_CONST
:
662 case WINED3DSPR_CONST2
:
663 case WINED3DSPR_CONST3
:
664 case WINED3DSPR_CONST4
:
666 shader_dump_arr_entry(iface
, param
, addr_token
, shader_get_float_offset(param
), input
);
668 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
669 TRACE("%c%u", (pshader
? 't':'a'), reg
);
671 case WINED3DSPR_RASTOUT
:
672 TRACE("%s", rastout_reg_names
[reg
]);
674 case WINED3DSPR_COLOROUT
:
677 case WINED3DSPR_DEPTHOUT
:
680 case WINED3DSPR_ATTROUT
:
683 case WINED3DSPR_TEXCRDOUT
:
685 /* Vertex shaders >= 3.0 use general purpose output registers
686 * (WINED3DSPR_OUTPUT), which can include an address token */
688 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
690 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
695 case WINED3DSPR_CONSTINT
:
697 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
699 case WINED3DSPR_CONSTBOOL
:
701 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
703 case WINED3DSPR_LABEL
:
706 case WINED3DSPR_LOOP
:
709 case WINED3DSPR_SAMPLER
:
712 case WINED3DSPR_MISCTYPE
:
714 FIXME("Unhandled misctype register %d\n", reg
);
716 TRACE("%s", misctype_reg_names
[reg
]);
719 case WINED3DSPR_PREDICATE
:
723 TRACE("unhandled_rtype(%#x)", regtype
);
728 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
730 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
732 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
733 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
734 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
735 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
740 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
741 DWORD swizzle_r
= swizzle
& 0x03;
742 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
743 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
744 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
748 case WINED3DSPSM_NONE
: break;
749 case WINED3DSPSM_NEG
: break;
750 case WINED3DSPSM_NOT
: break;
751 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
752 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
753 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
754 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
755 case WINED3DSPSM_COMP
: break;
756 case WINED3DSPSM_X2
: TRACE("_x2"); break;
757 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
758 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
759 case WINED3DSPSM_DW
: TRACE("_dw"); break;
760 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
761 case WINED3DSPSM_ABS
: TRACE(")"); break;
763 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
768 * swizzle bits fields:
771 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
772 if (swizzle_r
== swizzle_g
&&
773 swizzle_r
== swizzle_b
&&
774 swizzle_r
== swizzle_a
) {
775 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
778 swizzle_reg_chars
[swizzle_r
],
779 swizzle_reg_chars
[swizzle_g
],
780 swizzle_reg_chars
[swizzle_b
],
781 swizzle_reg_chars
[swizzle_a
]);
787 /** Shared code in order to generate the bulk of the shader string.
788 Use the shader_header_fct & shader_footer_fct to add strings
789 that are specific to pixel or vertex functions
790 NOTE: A description of how to parse tokens can be found at:
791 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
792 void shader_generate_main(
793 IWineD3DBaseShader
*iface
,
794 SHADER_BUFFER
* buffer
,
795 shader_reg_maps
* reg_maps
,
796 CONST DWORD
* pFunction
) {
798 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
799 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
800 const DWORD
*pToken
= pFunction
;
801 const SHADER_OPCODE
*curOpcode
= NULL
;
802 SHADER_HANDLER hw_fct
= NULL
;
804 SHADER_OPCODE_ARG hw_arg
;
806 /* Initialize current parsing state */
807 hw_arg
.shader
= iface
;
808 hw_arg
.buffer
= buffer
;
809 hw_arg
.reg_maps
= reg_maps
;
810 This
->baseShader
.parse_state
.current_row
= 0;
812 /* Second pass, process opcodes */
813 if (NULL
!= pToken
) {
814 while (WINED3DPS_END() != *pToken
) {
816 /* Skip version token */
817 if (shader_is_version_token(*pToken
)) {
822 /* Skip comment tokens */
823 if (shader_is_comment(*pToken
)) {
824 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
826 TRACE("#%s\n", (const char*)pToken
);
827 pToken
+= comment_len
;
832 hw_arg
.opcode_token
= *pToken
++;
833 curOpcode
= shader_get_opcode(iface
, hw_arg
.opcode_token
);
836 if (curOpcode
== NULL
)
838 else if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
839 hw_fct
= curOpcode
->hw_glsl_fct
;
840 else if (This
->baseShader
.shader_mode
== SHADER_ARB
)
841 hw_fct
= curOpcode
->hw_fct
;
843 /* Unknown opcode and its parameters */
844 if (NULL
== curOpcode
) {
845 FIXME("Unrecognized opcode: token=%08x\n", hw_arg
.opcode_token
);
846 pToken
+= shader_skip_unrecognized(iface
, pToken
);
849 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
||
850 WINED3DSIO_NOP
== curOpcode
->opcode
||
851 WINED3DSIO_DEF
== curOpcode
->opcode
||
852 WINED3DSIO_DEFI
== curOpcode
->opcode
||
853 WINED3DSIO_DEFB
== curOpcode
->opcode
||
854 WINED3DSIO_PHASE
== curOpcode
->opcode
||
855 WINED3DSIO_RET
== curOpcode
->opcode
) {
857 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
859 /* If a generator function is set for current shader target, use it */
860 } else if (hw_fct
!= NULL
) {
862 hw_arg
.opcode
= curOpcode
;
864 /* Destination token */
865 if (curOpcode
->dst_token
) {
867 DWORD param
, addr_token
= 0;
868 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
870 hw_arg
.dst_addr
= addr_token
;
873 /* Predication token */
874 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
875 hw_arg
.predicate
= *pToken
++;
877 /* Other source tokens */
878 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); i
++) {
880 DWORD param
, addr_token
= 0;
881 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
882 hw_arg
.src
[i
] = param
;
883 hw_arg
.src_addr
[i
] = addr_token
;
886 /* Call appropriate function for output target */
889 /* Add color correction if needed */
890 device
->shader_backend
->shader_color_correction(&hw_arg
);
892 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
893 if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
894 shader_glsl_add_instruction_modifiers(&hw_arg
);
896 /* Unhandled opcode */
899 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
900 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
903 /* TODO: What about result.depth? */
908 void shader_dump_ins_modifiers(const DWORD output
) {
910 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
911 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
915 case 13: TRACE("_d8"); break;
916 case 14: TRACE("_d4"); break;
917 case 15: TRACE("_d2"); break;
918 case 1: TRACE("_x2"); break;
919 case 2: TRACE("_x4"); break;
920 case 3: TRACE("_x8"); break;
921 default: TRACE("_unhandled_shift(%d)", shift
); break;
924 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
925 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
926 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
928 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
930 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
933 /* First pass: trace shader, initialize length and version */
934 void shader_trace_init(
935 IWineD3DBaseShader
*iface
,
936 const DWORD
* pFunction
) {
938 IWineD3DBaseShaderImpl
*This
=(IWineD3DBaseShaderImpl
*)iface
;
940 const DWORD
* pToken
= pFunction
;
941 const SHADER_OPCODE
* curOpcode
= NULL
;
943 unsigned int len
= 0;
946 TRACE("(%p) : Parsing programme\n", This
);
948 if (NULL
!= pToken
) {
949 while (WINED3DVS_END() != *pToken
) {
950 if (shader_is_version_token(*pToken
)) { /** version */
951 This
->baseShader
.hex_version
= *pToken
;
952 TRACE("%s_%u_%u\n", shader_is_pshader_version(This
->baseShader
.hex_version
)? "ps": "vs",
953 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
),
954 WINED3DSHADER_VERSION_MINOR(This
->baseShader
.hex_version
));
959 if (shader_is_comment(*pToken
)) { /** comment */
960 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
962 TRACE("//%s\n", (const char*)pToken
);
963 pToken
+= comment_len
;
964 len
+= comment_len
+ 1;
967 opcode_token
= *pToken
++;
968 curOpcode
= shader_get_opcode(iface
, opcode_token
);
971 if (NULL
== curOpcode
) {
973 FIXME("Unrecognized opcode: token=%08x\n", opcode_token
);
974 tokens_read
= shader_skip_unrecognized(iface
, pToken
);
975 pToken
+= tokens_read
;
979 if (curOpcode
->opcode
== WINED3DSIO_DCL
) {
981 DWORD usage
= *pToken
;
982 DWORD param
= *(pToken
+ 1);
984 shader_dump_decl_usage(This
, usage
, param
);
985 shader_dump_ins_modifiers(param
);
987 shader_dump_param(iface
, param
, 0, 0);
991 } else if (curOpcode
->opcode
== WINED3DSIO_DEF
) {
993 unsigned int offset
= shader_get_float_offset(*pToken
);
995 TRACE("def c%u = %f, %f, %f, %f", offset
,
996 *(const float *)(pToken
+ 1),
997 *(const float *)(pToken
+ 2),
998 *(const float *)(pToken
+ 3),
999 *(const float *)(pToken
+ 4));
1003 } else if (curOpcode
->opcode
== WINED3DSIO_DEFI
) {
1005 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
1014 } else if (curOpcode
->opcode
== WINED3DSIO_DEFB
) {
1016 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
1017 *(pToken
+ 1)? "true": "false");
1024 DWORD param
, addr_token
;
1027 /* Print out predication source token first - it follows
1028 * the destination token. */
1029 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1031 shader_dump_param(iface
, *(pToken
+ 2), 0, 1);
1034 if (opcode_token
& WINED3DSI_COISSUE
) {
1035 /* PixWin marks instructions with the coissue flag with a '+' */
1039 TRACE("%s", curOpcode
->name
);
1041 if (curOpcode
->opcode
== WINED3DSIO_IFC
||
1042 curOpcode
->opcode
== WINED3DSIO_BREAKC
) {
1044 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1046 case COMPARISON_GT
: TRACE("_gt"); break;
1047 case COMPARISON_EQ
: TRACE("_eq"); break;
1048 case COMPARISON_GE
: TRACE("_ge"); break;
1049 case COMPARISON_LT
: TRACE("_lt"); break;
1050 case COMPARISON_NE
: TRACE("_ne"); break;
1051 case COMPARISON_LE
: TRACE("_le"); break;
1055 } else if (curOpcode
->opcode
== WINED3DSIO_TEX
&&
1056 This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
1057 if(opcode_token
& WINED3DSI_TEXLD_PROJECT
) TRACE("p");
1060 /* Destination token */
1061 if (curOpcode
->dst_token
) {
1063 /* Destination token */
1064 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1065 pToken
+= tokens_read
;
1068 shader_dump_ins_modifiers(param
);
1070 shader_dump_param(iface
, param
, addr_token
, 0);
1073 /* Predication token - already printed out, just skip it */
1074 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1079 /* Other source tokens */
1080 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
) {
1082 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1083 pToken
+= tokens_read
;
1086 TRACE((i
== 0)? " " : ", ");
1087 shader_dump_param(iface
, param
, addr_token
, 1);
1093 This
->baseShader
.functionLength
= (len
+ 1) * sizeof(DWORD
);
1095 This
->baseShader
.functionLength
= 1; /* no Function defined use fixed function vertex processing */
1099 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1100 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
) {}
1101 static void shader_none_destroy_depth_blt(IWineD3DDevice
*iface
) {}
1102 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1103 static void shader_none_cleanup(IWineD3DDevice
*iface
) {}
1104 static void shader_none_color_correction(SHADER_OPCODE_ARG
* arg
) {}
1105 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1107 const shader_backend_t none_shader_backend
= {
1108 &shader_none_select
,
1109 &shader_none_select_depth_blt
,
1110 &shader_none_destroy_depth_blt
,
1111 &shader_none_load_constants
,
1112 &shader_none_cleanup
,
1113 &shader_none_color_correction
,
1114 &shader_none_destroy
1117 /* *******************************************
1118 IWineD3DPixelShader IUnknown parts follow
1119 ******************************************* */
1120 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
1122 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1123 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
1124 if (IsEqualGUID(riid
, &IID_IUnknown
)
1125 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1126 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1127 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
1128 IUnknown_AddRef(iface
);
1133 return E_NOINTERFACE
;
1136 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
) {
1137 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1138 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->baseShader
.ref
);
1139 return InterlockedIncrement(&This
->baseShader
.ref
);
1142 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
) {
1143 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1144 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1146 TRACE("(%p) : Releasing from %d\n", This
, This
->baseShader
.ref
);
1147 ref
= InterlockedDecrement(&This
->baseShader
.ref
);
1149 deviceImpl
->shader_backend
->shader_destroy(iface
);
1150 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1151 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1152 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1153 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1154 list_remove(&This
->baseShader
.shader_list_entry
);
1155 HeapFree(GetProcessHeap(), 0, This
);