push 502c994fb3b2157cb8d5bfd04fb7e4ce7daec2a1
[wine/hacks.git] / dlls / wined3d / baseshader.c
blob57f65a466383987b955e28e37604dc0d7a37addb
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
36 static inline BOOL shader_is_version_token(DWORD token) {
37 return shader_is_pshader_version(token) ||
38 shader_is_vshader_version(token);
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
43 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44 buffer->buffer[0] = '\0';
45 buffer->bsize = 0;
46 buffer->lineNo = 0;
47 buffer->newline = TRUE;
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
52 HeapFree(GetProcessHeap(), 0, buffer->buffer);
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
57 char* base = buffer->buffer + buffer->bsize;
58 int rc;
60 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
62 if (rc < 0 || /* C89 */
63 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
65 ERR("The buffer allocated for the shader program string "
66 "is too small at %d bytes.\n", SHADER_PGMSIZE);
67 buffer->bsize = SHADER_PGMSIZE - 1;
68 return -1;
71 if (buffer->newline) {
72 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73 buffer->newline = FALSE;
74 } else {
75 TRACE("%s", base);
78 buffer->bsize += rc;
79 if (buffer->buffer[buffer->bsize-1] == '\n') {
80 buffer->lineNo++;
81 buffer->newline = TRUE;
83 return 0;
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
88 int ret;
89 va_list args;
91 va_start(args, format);
92 ret = shader_vaddline(buffer, format, args);
93 va_end(args);
95 return ret;
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
101 shader->ref = 1;
102 shader->device = device;
103 shader->shader_ins = instruction_table;
104 list_init(&shader->linked_programs);
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
109 DWORD i = 0;
111 /** TODO: use dichotomic search */
112 while (opcode_table[i].name)
114 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115 && shader_version >= opcode_table[i].min_version
116 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
118 return &opcode_table[i];
120 ++i;
123 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
126 return NULL;
129 /* Read a parameter opcode from the input stream,
130 * and possibly a relative addressing token.
131 * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
134 /* PS >= 3.0 have relative addressing (with token)
135 * VS >= 2.0 have relative addressing (with token)
136 * VS >= 1.0 < 2.0 have relative addressing (without token)
137 * The version check below should work in general */
139 char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
142 *param = *pToken;
143 *addr_token = rel_token? *(pToken + 1): 0;
144 return rel_token? 2:1;
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
150 /* Shaders >= 2.0 may contain address tokens, but fortunately they
151 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
156 /* Read the parameters of an unrecognized opcode from the input stream
157 * Return the number of tokens read.
159 * Note: This function assumes source or destination token format.
160 * It will not work with specially-formatted tokens like DEF or DCL,
161 * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
164 int tokens_read = 0;
165 int i = 0;
167 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168 while (*pToken & 0x80000000) {
170 DWORD param, addr_token;
171 tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
172 pToken += tokens_read;
174 FIXME("Unrecognized opcode param: token=0x%08x "
175 "addr_token=0x%08x name=", param, addr_token);
176 shader_dump_param(param, addr_token, i, shader_version);
177 FIXME("\n");
178 ++i;
180 return tokens_read;
183 /* Convert floating point offset relative
184 * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
187 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188 int regtype = shader_get_regtype(reg);
190 switch (regtype) {
191 case WINED3DSPR_CONST: return regnum;
192 case WINED3DSPR_CONST2: return 2048 + regnum;
193 case WINED3DSPR_CONST3: return 4096 + regnum;
194 case WINED3DSPR_CONST4: return 6144 + regnum;
195 default:
196 FIXME("Unsupported register type: %d\n", regtype);
197 return regnum;
201 static void shader_delete_constant_list(struct list* clist) {
203 struct list *ptr;
204 struct local_constant* constant;
206 ptr = list_head(clist);
207 while (ptr) {
208 constant = LIST_ENTRY(ptr, struct local_constant, entry);
209 ptr = list_next(clist, ptr);
210 HeapFree(GetProcessHeap(), 0, constant);
212 list_init(clist);
215 /* Note that this does not count the loop register
216 * as an address register. */
218 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
219 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
221 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
222 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
223 DWORD shader_version;
224 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
225 const DWORD* pToken = byte_code;
226 char pshader;
228 /* There are some minor differences between pixel and vertex shaders */
230 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
231 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
233 /* get_registers_used is called on every compile on some 1.x shaders, which can result
234 * in stacking up a collection of local constants. Delete the old constants if existing
236 shader_delete_constant_list(&This->baseShader.constantsF);
237 shader_delete_constant_list(&This->baseShader.constantsB);
238 shader_delete_constant_list(&This->baseShader.constantsI);
240 /* The version token is supposed to be the first token */
241 if (!shader_is_version_token(*pToken))
243 FIXME("First token is not a version token, invalid shader.\n");
244 return WINED3DERR_INVALIDCALL;
246 reg_maps->shader_version = shader_version = *pToken++;
247 pshader = shader_is_pshader_version(shader_version);
249 while (WINED3DVS_END() != *pToken) {
250 CONST SHADER_OPCODE* curOpcode;
251 DWORD opcode_token;
253 /* Skip comments */
254 if (shader_is_comment(*pToken))
256 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
257 ++pToken;
258 pToken += comment_len;
259 continue;
262 /* Fetch opcode */
263 opcode_token = *pToken++;
264 curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
266 /* Unhandled opcode, and its parameters */
267 if (NULL == curOpcode) {
268 while (*pToken & 0x80000000)
269 ++pToken;
271 /* Handle declarations */
272 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
274 DWORD usage = *pToken++;
275 DWORD param = *pToken++;
276 DWORD regtype = shader_get_regtype(param);
277 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
279 /* Vshader: mark attributes used
280 Pshader: mark 3.0 input registers used, save token */
281 if (WINED3DSPR_INPUT == regtype) {
283 if (!pshader)
284 reg_maps->attributes[regnum] = 1;
285 else
286 reg_maps->packed_input[regnum] = 1;
288 semantics_in[regnum].usage = usage;
289 semantics_in[regnum].reg = param;
291 /* Vshader: mark 3.0 output registers used, save token */
292 } else if (WINED3DSPR_OUTPUT == regtype) {
293 reg_maps->packed_output[regnum] = 1;
294 semantics_out[regnum].usage = usage;
295 semantics_out[regnum].reg = param;
296 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
297 reg_maps->fog = 1;
299 /* Save sampler usage token */
300 } else if (WINED3DSPR_SAMPLER == regtype)
301 reg_maps->samplers[regnum] = usage;
303 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
305 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
306 if (!lconst) return E_OUTOFMEMORY;
307 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
308 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
310 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
311 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
313 float *value = (float *) lconst->value;
314 if(value[0] < -1.0) value[0] = -1.0;
315 else if(value[0] > 1.0) value[0] = 1.0;
316 if(value[1] < -1.0) value[1] = -1.0;
317 else if(value[1] > 1.0) value[1] = 1.0;
318 if(value[2] < -1.0) value[2] = -1.0;
319 else if(value[2] > 1.0) value[2] = 1.0;
320 if(value[3] < -1.0) value[3] = -1.0;
321 else if(value[3] > 1.0) value[3] = 1.0;
324 list_add_head(&This->baseShader.constantsF, &lconst->entry);
325 pToken += curOpcode->num_params;
327 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
329 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
330 if (!lconst) return E_OUTOFMEMORY;
331 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
332 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
333 list_add_head(&This->baseShader.constantsI, &lconst->entry);
334 pToken += curOpcode->num_params;
336 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
338 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
339 if (!lconst) return E_OUTOFMEMORY;
340 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
341 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
342 list_add_head(&This->baseShader.constantsB, &lconst->entry);
343 pToken += curOpcode->num_params;
345 /* If there's a loop in the shader */
346 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
347 WINED3DSIO_REP == curOpcode->opcode) {
348 cur_loop_depth++;
349 if(cur_loop_depth > max_loop_depth)
350 max_loop_depth = cur_loop_depth;
351 pToken += curOpcode->num_params;
353 /* Rep and Loop always use an integer constant for the control parameters */
354 This->baseShader.uses_int_consts = TRUE;
355 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
356 WINED3DSIO_ENDREP == curOpcode->opcode) {
357 cur_loop_depth--;
359 /* For subroutine prototypes */
360 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
362 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
363 reg_maps->labels[snum] = 1;
364 pToken += curOpcode->num_params;
366 /* Set texture, address, temporary registers */
367 } else {
368 int i, limit;
370 /* Declare 1.X samplers implicitly, based on the destination reg. number */
371 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
372 && pshader /* Filter different instructions with the same enum values in VS */
373 && (WINED3DSIO_TEX == curOpcode->opcode
374 || WINED3DSIO_TEXBEM == curOpcode->opcode
375 || WINED3DSIO_TEXBEML == curOpcode->opcode
376 || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
377 || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
378 || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
379 || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
380 || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
381 || WINED3DSIO_TEXREG2AR == curOpcode->opcode
382 || WINED3DSIO_TEXREG2GB == curOpcode->opcode
383 || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
385 /* Fake sampler usage, only set reserved bit and ttype */
386 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
388 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
389 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
391 /* texbem is only valid with < 1.4 pixel shaders */
392 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
393 WINED3DSIO_TEXBEML == curOpcode->opcode) {
394 reg_maps->bumpmat[sampler_code] = TRUE;
395 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
396 reg_maps->luminanceparams[sampler_code] = TRUE;
400 if(WINED3DSIO_NRM == curOpcode->opcode) {
401 reg_maps->usesnrm = 1;
402 } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
403 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
404 reg_maps->bumpmat[regnum] = TRUE;
405 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
406 reg_maps->usesdsy = 1;
409 /* This will loop over all the registers and try to
410 * make a bitmask of the ones we're interested in.
412 * Relative addressing tokens are ignored, but that's
413 * okay, since we'll catch any address registers when
414 * they are initialized (required by spec) */
416 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
417 curOpcode->num_params + 1: curOpcode->num_params;
419 for (i = 0; i < limit; ++i) {
421 DWORD param, addr_token, reg, regtype;
422 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
424 regtype = shader_get_regtype(param);
425 reg = param & WINED3DSP_REGNUM_MASK;
427 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
429 if (pshader)
430 reg_maps->texcoord[reg] = 1;
431 else
432 reg_maps->address[reg] = 1;
435 else if (WINED3DSPR_TEMP == regtype)
436 reg_maps->temporary[reg] = 1;
438 else if (WINED3DSPR_INPUT == regtype) {
439 if( !pshader)
440 reg_maps->attributes[reg] = 1;
441 else {
442 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
443 /* If relative addressing is used, we must assume that all registers
444 * are used. Even if it is a construct like v3[aL], we can't assume
445 * that v0, v1 and v2 aren't read because aL can be negative
447 unsigned int i;
448 for(i = 0; i < MAX_REG_INPUT; i++) {
449 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
451 } else {
452 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
457 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
458 reg_maps->fog = 1;
460 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
461 reg_maps->vpos = 1;
463 else if(WINED3DSPR_CONST == regtype) {
464 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
465 if(!pshader) {
466 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
467 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
468 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
469 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
472 reg_maps->usesrelconstF = TRUE;
475 else if(WINED3DSPR_CONSTINT == regtype) {
476 This->baseShader.uses_int_consts = TRUE;
478 else if(WINED3DSPR_CONSTBOOL == regtype) {
479 This->baseShader.uses_bool_consts = TRUE;
482 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
483 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
484 * isn't used in them, but future register types might cause issues
486 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
487 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
489 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
494 ++pToken;
495 reg_maps->loop_depth = max_loop_depth;
497 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
499 return WINED3D_OK;
502 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
504 DWORD regtype = shader_get_regtype(param);
506 TRACE("dcl");
508 if (regtype == WINED3DSPR_SAMPLER) {
509 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
511 switch (ttype) {
512 case WINED3DSTT_2D: TRACE("_2d"); break;
513 case WINED3DSTT_CUBE: TRACE("_cube"); break;
514 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
515 default: TRACE("_unknown_ttype(0x%08x)", ttype);
518 } else {
520 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
521 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
523 /* Pixel shaders 3.0 don't have usage semantics */
524 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
525 return;
526 else
527 TRACE("_");
529 switch(usage) {
530 case WINED3DDECLUSAGE_POSITION:
531 TRACE("position%d", idx);
532 break;
533 case WINED3DDECLUSAGE_BLENDINDICES:
534 TRACE("blend");
535 break;
536 case WINED3DDECLUSAGE_BLENDWEIGHT:
537 TRACE("weight");
538 break;
539 case WINED3DDECLUSAGE_NORMAL:
540 TRACE("normal%d", idx);
541 break;
542 case WINED3DDECLUSAGE_PSIZE:
543 TRACE("psize");
544 break;
545 case WINED3DDECLUSAGE_COLOR:
546 if(idx == 0) {
547 TRACE("color");
548 } else {
549 TRACE("specular%d", (idx - 1));
551 break;
552 case WINED3DDECLUSAGE_TEXCOORD:
553 TRACE("texture%d", idx);
554 break;
555 case WINED3DDECLUSAGE_TANGENT:
556 TRACE("tangent");
557 break;
558 case WINED3DDECLUSAGE_BINORMAL:
559 TRACE("binormal");
560 break;
561 case WINED3DDECLUSAGE_TESSFACTOR:
562 TRACE("tessfactor");
563 break;
564 case WINED3DDECLUSAGE_POSITIONT:
565 TRACE("positionT%d", idx);
566 break;
567 case WINED3DDECLUSAGE_FOG:
568 TRACE("fog");
569 break;
570 case WINED3DDECLUSAGE_DEPTH:
571 TRACE("depth");
572 break;
573 case WINED3DDECLUSAGE_SAMPLE:
574 TRACE("sample");
575 break;
576 default:
577 FIXME("unknown_semantics(0x%08x)", usage);
582 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
583 unsigned int reg, int input, DWORD shader_version)
585 char relative =
586 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
588 if (relative) {
589 TRACE("[");
590 if (addr_token)
591 shader_dump_param(addr_token, 0, input, shader_version);
592 else
593 TRACE("a0.x");
594 TRACE(" + ");
596 TRACE("%u", reg);
597 if (relative)
598 TRACE("]");
601 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
603 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
604 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
605 const char *swizzle_reg_chars = "xyzw";
607 DWORD reg = param & WINED3DSP_REGNUM_MASK;
608 DWORD regtype = shader_get_regtype(param);
609 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
611 /* There are some minor differences between pixel and vertex shaders */
612 char pshader = shader_is_pshader_version(shader_version);
614 if (input) {
615 if ( (modifier == WINED3DSPSM_NEG) ||
616 (modifier == WINED3DSPSM_BIASNEG) ||
617 (modifier == WINED3DSPSM_SIGNNEG) ||
618 (modifier == WINED3DSPSM_X2NEG) ||
619 (modifier == WINED3DSPSM_ABSNEG) )
620 TRACE("-");
621 else if (modifier == WINED3DSPSM_COMP)
622 TRACE("1-");
623 else if (modifier == WINED3DSPSM_NOT)
624 TRACE("!");
626 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
627 TRACE("abs(");
630 switch (regtype) {
631 case WINED3DSPR_TEMP:
632 TRACE("r%u", reg);
633 break;
634 case WINED3DSPR_INPUT:
635 TRACE("v");
636 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
637 break;
638 case WINED3DSPR_CONST:
639 case WINED3DSPR_CONST2:
640 case WINED3DSPR_CONST3:
641 case WINED3DSPR_CONST4:
642 TRACE("c");
643 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
644 break;
645 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
646 TRACE("%c%u", (pshader? 't':'a'), reg);
647 break;
648 case WINED3DSPR_RASTOUT:
649 TRACE("%s", rastout_reg_names[reg]);
650 break;
651 case WINED3DSPR_COLOROUT:
652 TRACE("oC%u", reg);
653 break;
654 case WINED3DSPR_DEPTHOUT:
655 TRACE("oDepth");
656 break;
657 case WINED3DSPR_ATTROUT:
658 TRACE("oD%u", reg);
659 break;
660 case WINED3DSPR_TEXCRDOUT:
662 /* Vertex shaders >= 3.0 use general purpose output registers
663 * (WINED3DSPR_OUTPUT), which can include an address token */
665 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
666 TRACE("o");
667 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
669 else
670 TRACE("oT%u", reg);
671 break;
672 case WINED3DSPR_CONSTINT:
673 TRACE("i");
674 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
675 break;
676 case WINED3DSPR_CONSTBOOL:
677 TRACE("b");
678 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
679 break;
680 case WINED3DSPR_LABEL:
681 TRACE("l%u", reg);
682 break;
683 case WINED3DSPR_LOOP:
684 TRACE("aL");
685 break;
686 case WINED3DSPR_SAMPLER:
687 TRACE("s%u", reg);
688 break;
689 case WINED3DSPR_MISCTYPE:
690 if (reg > 1) {
691 FIXME("Unhandled misctype register %d\n", reg);
692 } else {
693 TRACE("%s", misctype_reg_names[reg]);
695 break;
696 case WINED3DSPR_PREDICATE:
697 TRACE("p%u", reg);
698 break;
699 default:
700 TRACE("unhandled_rtype(%#x)", regtype);
701 break;
704 if (!input) {
705 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
707 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
708 TRACE(".");
709 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
710 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
711 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
712 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
715 } else {
716 /** operand input */
717 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
718 DWORD swizzle_x = swizzle & 0x03;
719 DWORD swizzle_y = (swizzle >> 2) & 0x03;
720 DWORD swizzle_z = (swizzle >> 4) & 0x03;
721 DWORD swizzle_w = (swizzle >> 6) & 0x03;
723 if (0 != modifier) {
724 switch (modifier) {
725 case WINED3DSPSM_NONE: break;
726 case WINED3DSPSM_NEG: break;
727 case WINED3DSPSM_NOT: break;
728 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
729 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
730 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
731 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
732 case WINED3DSPSM_COMP: break;
733 case WINED3DSPSM_X2: TRACE("_x2"); break;
734 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
735 case WINED3DSPSM_DZ: TRACE("_dz"); break;
736 case WINED3DSPSM_DW: TRACE("_dw"); break;
737 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
738 case WINED3DSPSM_ABS: TRACE(")"); break;
739 default:
740 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
745 * swizzle bits fields:
746 * RRGGBBAA
748 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
749 if (swizzle_x == swizzle_y &&
750 swizzle_x == swizzle_z &&
751 swizzle_x == swizzle_w) {
752 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
753 } else {
754 TRACE(".%c%c%c%c",
755 swizzle_reg_chars[swizzle_x],
756 swizzle_reg_chars[swizzle_y],
757 swizzle_reg_chars[swizzle_z],
758 swizzle_reg_chars[swizzle_w]);
764 /* Shared code in order to generate the bulk of the shader string.
765 * NOTE: A description of how to parse tokens can be found on msdn */
766 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
767 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
769 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
770 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
771 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
772 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
773 DWORD shader_version = reg_maps->shader_version;
774 struct wined3d_shader_dst_param dst_param;
775 struct wined3d_shader_instruction ins;
776 const DWORD *pToken = pFunction;
777 const SHADER_OPCODE *curOpcode;
778 SHADER_HANDLER hw_fct;
779 DWORD i;
781 /* Initialize current parsing state */
782 ins.shader = iface;
783 ins.buffer = buffer;
784 ins.reg_maps = reg_maps;
785 ins.dst = &dst_param;
786 This->baseShader.parse_state.current_row = 0;
788 while (WINED3DPS_END() != *pToken)
790 DWORD opcode_token;
792 /* Skip version token */
793 if (shader_is_version_token(*pToken))
795 ++pToken;
796 continue;
799 /* Skip comment tokens */
800 if (shader_is_comment(*pToken))
802 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
803 ++pToken;
804 continue;
807 /* Read opcode */
808 opcode_token = *pToken++;
809 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
811 /* Unknown opcode and its parameters */
812 if (!curOpcode)
814 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
815 pToken += shader_skip_unrecognized(pToken, shader_version);
816 continue;
819 /* Nothing to do */
820 if (WINED3DSIO_DCL == curOpcode->opcode
821 || WINED3DSIO_NOP == curOpcode->opcode
822 || WINED3DSIO_DEF == curOpcode->opcode
823 || WINED3DSIO_DEFI == curOpcode->opcode
824 || WINED3DSIO_DEFB == curOpcode->opcode
825 || WINED3DSIO_PHASE == curOpcode->opcode
826 || WINED3DSIO_RET == curOpcode->opcode)
828 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
829 continue;
832 /* Select handler */
833 hw_fct = handler_table[curOpcode->handler_idx];
835 /* Unhandled opcode */
836 if (!hw_fct)
838 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
839 pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
840 continue;
843 ins.handler_idx = curOpcode->handler_idx;
844 ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
845 ins.coissue = opcode_token & WINED3DSI_COISSUE;
847 /* Destination token */
848 ins.dst_count = curOpcode->dst_token ? 1 : 0;
849 if (ins.dst_count)
851 dst_param.addr_token = 0;
852 pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
853 dst_param.register_type = ((dst_param.token & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
854 | ((dst_param.token & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
855 dst_param.register_idx = dst_param.token & WINED3DSP_REGNUM_MASK;
856 dst_param.write_mask = dst_param.token & WINED3DSP_WRITEMASK_ALL;
857 dst_param.modifiers = dst_param.token & WINED3DSP_DSTMOD_MASK;
860 /* Predication token */
861 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
863 /* Other source tokens */
864 ins.src_count = curOpcode->num_params - curOpcode->dst_token;
865 for (i = 0; i < ins.src_count; ++i)
867 DWORD param, addr_token = 0;
868 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
869 ins.src[i] = param;
870 ins.src_addr[i] = addr_token;
873 /* Call appropriate function for output target */
874 hw_fct(&ins);
876 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
877 /* FIXME: This should be internal to the shader backend.
878 * Also, right now this is the only reason "shader_mode" exists. */
879 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
883 static void shader_dump_ins_modifiers(const DWORD output)
885 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
886 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
888 switch (shift) {
889 case 0: break;
890 case 13: TRACE("_d8"); break;
891 case 14: TRACE("_d4"); break;
892 case 15: TRACE("_d2"); break;
893 case 1: TRACE("_x2"); break;
894 case 2: TRACE("_x4"); break;
895 case 3: TRACE("_x8"); break;
896 default: TRACE("_unhandled_shift(%d)", shift); break;
899 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
900 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
901 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
903 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
904 if (mmask)
905 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
908 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
910 const DWORD* pToken = pFunction;
911 const SHADER_OPCODE* curOpcode = NULL;
912 DWORD shader_version;
913 DWORD opcode_token;
914 DWORD i;
916 TRACE("Parsing %p\n", pFunction);
918 /* The version token is supposed to be the first token */
919 if (!shader_is_version_token(*pToken))
921 FIXME("First token is not a version token, invalid shader.\n");
922 return;
924 shader_version = *pToken++;
925 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
926 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
928 while (WINED3DVS_END() != *pToken)
930 if (shader_is_comment(*pToken)) /* comment */
932 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
933 ++pToken;
934 TRACE("//%s\n", (const char*)pToken);
935 pToken += comment_len;
936 continue;
938 opcode_token = *pToken++;
939 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
941 if (!curOpcode)
943 int tokens_read;
944 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
945 tokens_read = shader_skip_unrecognized(pToken, shader_version);
946 pToken += tokens_read;
948 else
950 if (curOpcode->opcode == WINED3DSIO_DCL)
952 DWORD usage = *pToken;
953 DWORD param = *(pToken + 1);
955 shader_dump_decl_usage(usage, param, shader_version);
956 shader_dump_ins_modifiers(param);
957 TRACE(" ");
958 shader_dump_param(param, 0, 0, shader_version);
959 pToken += 2;
961 else if (curOpcode->opcode == WINED3DSIO_DEF)
963 unsigned int offset = shader_get_float_offset(*pToken);
965 TRACE("def c%u = %f, %f, %f, %f", offset,
966 *(const float *)(pToken + 1),
967 *(const float *)(pToken + 2),
968 *(const float *)(pToken + 3),
969 *(const float *)(pToken + 4));
970 pToken += 5;
972 else if (curOpcode->opcode == WINED3DSIO_DEFI)
974 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
975 *(pToken + 1),
976 *(pToken + 2),
977 *(pToken + 3),
978 *(pToken + 4));
979 pToken += 5;
981 else if (curOpcode->opcode == WINED3DSIO_DEFB)
983 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
984 *(pToken + 1)? "true": "false");
985 pToken += 2;
987 else
989 DWORD param, addr_token;
990 int tokens_read;
992 /* Print out predication source token first - it follows
993 * the destination token. */
994 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
996 TRACE("(");
997 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
998 TRACE(") ");
1000 if (opcode_token & WINED3DSI_COISSUE)
1002 /* PixWin marks instructions with the coissue flag with a '+' */
1003 TRACE("+");
1006 TRACE("%s", curOpcode->name);
1008 if (curOpcode->opcode == WINED3DSIO_IFC
1009 || curOpcode->opcode == WINED3DSIO_BREAKC)
1011 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1013 switch (op)
1015 case COMPARISON_GT: TRACE("_gt"); break;
1016 case COMPARISON_EQ: TRACE("_eq"); break;
1017 case COMPARISON_GE: TRACE("_ge"); break;
1018 case COMPARISON_LT: TRACE("_lt"); break;
1019 case COMPARISON_NE: TRACE("_ne"); break;
1020 case COMPARISON_LE: TRACE("_le"); break;
1021 default: TRACE("_(%u)", op);
1024 else if (curOpcode->opcode == WINED3DSIO_TEX
1025 && shader_version >= WINED3DPS_VERSION(2,0)
1026 && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1028 TRACE("p");
1031 /* Destination token */
1032 if (curOpcode->dst_token)
1034 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1035 pToken += tokens_read;
1037 shader_dump_ins_modifiers(param);
1038 TRACE(" ");
1039 shader_dump_param(param, addr_token, 0, shader_version);
1042 /* Predication token - already printed out, just skip it */
1043 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1045 pToken++;
1048 /* Other source tokens */
1049 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1051 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1052 pToken += tokens_read;
1054 TRACE((i == 0)? " " : ", ");
1055 shader_dump_param(param, addr_token, 1, shader_version);
1058 TRACE("\n");
1063 void shader_cleanup(IWineD3DBaseShader *iface)
1065 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1067 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1068 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1069 shader_delete_constant_list(&This->baseShader.constantsF);
1070 shader_delete_constant_list(&This->baseShader.constantsB);
1071 shader_delete_constant_list(&This->baseShader.constantsI);
1072 list_remove(&This->baseShader.shader_list_entry);
1075 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1076 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1077 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1078 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1079 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1080 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1081 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1082 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1083 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1084 static void shader_none_free(IWineD3DDevice *iface) {}
1085 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1086 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1087 FIXME("NONE shader backend asked to generate a pixel shader\n");
1088 return 0;
1090 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1091 FIXME("NONE shader backend asked to generate a vertex shader\n");
1092 return 0;
1095 #define GLINFO_LOCATION (*gl_info)
1096 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1098 /* Set the shader caps to 0 for the none shader backend */
1099 pCaps->VertexShaderVersion = 0;
1100 pCaps->PixelShaderVersion = 0;
1101 pCaps->PixelShader1xMaxValue = 0.0;
1103 #undef GLINFO_LOCATION
1104 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1106 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1108 TRACE("Checking support for fixup:\n");
1109 dump_color_fixup_desc(fixup);
1112 /* Faked to make some apps happy. */
1113 if (!is_yuv_fixup(fixup))
1115 TRACE("[OK]\n");
1116 return TRUE;
1119 TRACE("[FAILED]\n");
1120 return FALSE;
1123 const shader_backend_t none_shader_backend = {
1124 shader_none_instruction_handler_table,
1125 shader_none_select,
1126 shader_none_select_depth_blt,
1127 shader_none_deselect_depth_blt,
1128 shader_none_update_float_vertex_constants,
1129 shader_none_update_float_pixel_constants,
1130 shader_none_load_constants,
1131 shader_none_destroy,
1132 shader_none_alloc,
1133 shader_none_free,
1134 shader_none_dirty_const,
1135 shader_none_generate_pshader,
1136 shader_none_generate_vshader,
1137 shader_none_get_caps,
1138 shader_none_color_fixup_supported,