push 0f15bbd80d260bbd8adf052e820484a405c49375
[wine/hacks.git] / dlls / wined3d / baseshader.c
blob5f94a29cbd67ced6b6a0582ba4f88516a0073762
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
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
25 #include "config.h"
26 #include <string.h>
27 #include <stdio.h>
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);
39 int shader_addline(
40 SHADER_BUFFER* buffer,
41 const char *format, ...) {
43 char* base = buffer->buffer + buffer->bsize;
44 int rc;
46 va_list args;
47 va_start(args, format);
48 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49 va_end(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;
57 return -1;
60 if (buffer->newline) {
61 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62 buffer->newline = FALSE;
63 } else {
64 TRACE("%s", base);
67 buffer->bsize += rc;
68 if (buffer->buffer[buffer->bsize-1] == '\n') {
69 buffer->lineNo++;
70 buffer->newline = TRUE;
72 return 0;
75 const SHADER_OPCODE* shader_get_opcode(
76 IWineD3DBaseShader *iface, const DWORD code) {
78 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
80 DWORD i = 0;
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];
91 ++i;
93 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
94 code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
95 return NULL;
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,
103 const DWORD* pToken,
104 DWORD* param,
105 DWORD* addr_token) {
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);
116 *param = *pToken;
117 *addr_token = rel_token? *(pToken + 1): 0;
118 return rel_token? 2:1;
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123 IWineD3DBaseShaderImpl* This,
124 const SHADER_OPCODE* curOpcode,
125 DWORD opcode_token) {
127 /* Shaders >= 2.0 may contain address tokens, but fortunately they
128 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
130 return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131 ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132 curOpcode->num_params;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
138 * Note: This function assumes source or destination token format.
139 * It will not work with specially-formatted tokens like DEF or DCL,
140 * but hopefully those would be recognized */
142 int shader_skip_unrecognized(
143 IWineD3DBaseShader* iface,
144 const DWORD* pToken) {
146 int tokens_read = 0;
147 int i = 0;
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, &param, &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);
159 FIXME("\n");
160 ++i;
162 return tokens_read;
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);
173 switch (regtype) {
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;
178 default:
179 FIXME("Unsupported register type: %d\n", regtype);
180 return regnum;
184 /* Note that this does not count the loop register
185 * as an address register. */
187 HRESULT shader_get_registers_used(
188 IWineD3DBaseShader *iface,
189 shader_reg_maps* reg_maps,
190 semantic* semantics_in,
191 semantic* semantics_out,
192 CONST DWORD* pToken,
193 IWineD3DStateBlockImpl *stateBlock) {
195 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
196 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
198 /* There are some minor differences between pixel and vertex shaders */
199 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
201 reg_maps->bumpmat = -1;
202 reg_maps->luminanceparams = -1;
204 if (pToken == NULL)
205 return WINED3D_OK;
207 while (WINED3DVS_END() != *pToken) {
208 CONST SHADER_OPCODE* curOpcode;
209 DWORD opcode_token;
211 /* Skip version */
212 if (shader_is_version_token(*pToken)) {
213 ++pToken;
214 continue;
216 /* Skip comments */
217 } else if (shader_is_comment(*pToken)) {
218 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
219 ++pToken;
220 pToken += comment_len;
221 continue;
224 /* Fetch opcode */
225 opcode_token = *pToken++;
226 curOpcode = shader_get_opcode(iface, opcode_token);
228 /* Unhandled opcode, and its parameters */
229 if (NULL == curOpcode) {
230 while (*pToken & 0x80000000)
231 ++pToken;
233 /* Handle declarations */
234 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
236 DWORD usage = *pToken++;
237 DWORD param = *pToken++;
238 DWORD regtype = shader_get_regtype(param);
239 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
241 /* Vshader: mark attributes used
242 Pshader: mark 3.0 input registers used, save token */
243 if (WINED3DSPR_INPUT == regtype) {
245 if (!pshader)
246 reg_maps->attributes[regnum] = 1;
247 else
248 reg_maps->packed_input[regnum] = 1;
250 semantics_in[regnum].usage = usage;
251 semantics_in[regnum].reg = param;
253 /* Vshader: mark 3.0 output registers used, save token */
254 } else if (WINED3DSPR_OUTPUT == regtype) {
255 reg_maps->packed_output[regnum] = 1;
256 semantics_out[regnum].usage = usage;
257 semantics_out[regnum].reg = param;
258 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
259 reg_maps->fog = 1;
261 /* Save sampler usage token */
262 } else if (WINED3DSPR_SAMPLER == regtype)
263 reg_maps->samplers[regnum] = usage;
265 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
267 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
268 if (!lconst) return E_OUTOFMEMORY;
269 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
270 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
272 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
273 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
274 float *value = (float *) lconst->value;
275 if(value[0] < -1.0) value[0] = -1.0;
276 else if(value[0] > 1.0) value[0] = 1.0;
277 if(value[1] < -1.0) value[1] = -1.0;
278 else if(value[1] > 1.0) value[1] = 1.0;
279 if(value[2] < -1.0) value[2] = -1.0;
280 else if(value[2] > 1.0) value[2] = 1.0;
281 if(value[3] < -1.0) value[3] = -1.0;
282 else if(value[3] > 1.0) value[3] = 1.0;
285 list_add_head(&This->baseShader.constantsF, &lconst->entry);
286 pToken += curOpcode->num_params;
288 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
290 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
291 if (!lconst) return E_OUTOFMEMORY;
292 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
293 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
294 list_add_head(&This->baseShader.constantsI, &lconst->entry);
295 pToken += curOpcode->num_params;
297 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
299 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
300 if (!lconst) return E_OUTOFMEMORY;
301 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
302 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
303 list_add_head(&This->baseShader.constantsB, &lconst->entry);
304 pToken += curOpcode->num_params;
306 /* If there's a loop in the shader */
307 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
308 WINED3DSIO_REP == curOpcode->opcode) {
309 cur_loop_depth++;
310 if(cur_loop_depth > max_loop_depth)
311 max_loop_depth = cur_loop_depth;
312 pToken += curOpcode->num_params;
314 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
315 WINED3DSIO_ENDREP == curOpcode->opcode) {
316 cur_loop_depth--;
318 /* For subroutine prototypes */
319 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
321 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
322 reg_maps->labels[snum] = 1;
323 pToken += curOpcode->num_params;
325 /* Set texture, address, temporary registers */
326 } else {
327 int i, limit;
329 /* Declare 1.X samplers implicitly, based on the destination reg. number */
330 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
331 (WINED3DSIO_TEX == curOpcode->opcode ||
332 WINED3DSIO_TEXBEM == curOpcode->opcode ||
333 WINED3DSIO_TEXBEML == curOpcode->opcode ||
334 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
335 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
336 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
337 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
338 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
339 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
340 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
341 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
343 /* Fake sampler usage, only set reserved bit and ttype */
344 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
346 if(!stateBlock->textures[sampler_code]) {
347 ERR("No texture bound to sampler %d\n", sampler_code);
348 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
349 } else {
350 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
351 switch(texType) {
352 /* We have to select between texture rectangles and 2D textures later because 2.0 and
353 * 3.0 shaders only have WINED3DSTT_2D as well
355 case GL_TEXTURE_RECTANGLE_ARB:
356 case GL_TEXTURE_2D:
357 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
358 break;
360 case GL_TEXTURE_3D:
361 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
362 break;
364 case GL_TEXTURE_CUBE_MAP_ARB:
365 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
366 break;
368 default:
369 ERR("Unexpected gl texture type found: %d\n", texType);
370 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
374 /* texbem is only valid with < 1.4 pixel shaders */
375 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
376 WINED3DSIO_TEXBEML == curOpcode->opcode) {
377 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != sampler_code) {
378 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
379 } else {
380 reg_maps->bumpmat = sampler_code;
381 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
382 reg_maps->luminanceparams = sampler_code;
387 if(WINED3DSIO_NRM == curOpcode->opcode) {
388 reg_maps->usesnrm = 1;
389 } else if(WINED3DSIO_BEM == curOpcode->opcode) {
390 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
391 if(reg_maps->bumpmat != -1 && reg_maps->bumpmat != regnum) {
392 FIXME("Pixel shader uses bem or texbem instruction on more than 1 sampler\n");
393 } else {
394 reg_maps->bumpmat = regnum;
396 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
397 reg_maps->usesdsy = 1;
400 /* This will loop over all the registers and try to
401 * make a bitmask of the ones we're interested in.
403 * Relative addressing tokens are ignored, but that's
404 * okay, since we'll catch any address registers when
405 * they are initialized (required by spec) */
407 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
408 curOpcode->num_params + 1: curOpcode->num_params;
410 for (i = 0; i < limit; ++i) {
412 DWORD param, addr_token, reg, regtype;
413 pToken += shader_get_param(iface, pToken, &param, &addr_token);
415 regtype = shader_get_regtype(param);
416 reg = param & WINED3DSP_REGNUM_MASK;
418 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
420 if (pshader)
421 reg_maps->texcoord[reg] = 1;
422 else
423 reg_maps->address[reg] = 1;
426 else if (WINED3DSPR_TEMP == regtype)
427 reg_maps->temporary[reg] = 1;
429 else if (WINED3DSPR_INPUT == regtype) {
430 if( !pshader)
431 reg_maps->attributes[reg] = 1;
432 else {
433 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
434 /* If relative addressing is used, we must assume that all registers
435 * are used. Even if it is a construct like v3[aL], we can't assume
436 * that v0, v1 and v2 aren't read because aL can be negative
438 unsigned int i;
439 for(i = 0; i < MAX_REG_INPUT; i++) {
440 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
442 } else {
443 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
448 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
449 reg_maps->fog = 1;
451 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
452 reg_maps->vpos = 1;
454 else if(WINED3DSPR_CONST == regtype) {
455 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
456 if(!pshader) {
457 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
458 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
459 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
460 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
463 reg_maps->usesrelconstF = TRUE;
469 reg_maps->loop_depth = max_loop_depth;
471 return WINED3D_OK;
474 static void shader_dump_decl_usage(
475 IWineD3DBaseShaderImpl* This,
476 DWORD decl,
477 DWORD param) {
479 DWORD regtype = shader_get_regtype(param);
481 TRACE("dcl");
483 if (regtype == WINED3DSPR_SAMPLER) {
484 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
486 switch (ttype) {
487 case WINED3DSTT_2D: TRACE("_2d"); break;
488 case WINED3DSTT_CUBE: TRACE("_cube"); break;
489 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
490 default: TRACE("_unknown_ttype(%08x)", ttype);
493 } else {
495 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
496 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
498 /* Pixel shaders 3.0 don't have usage semantics */
499 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
500 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
501 return;
502 else
503 TRACE("_");
505 switch(usage) {
506 case WINED3DDECLUSAGE_POSITION:
507 TRACE("position%d", idx);
508 break;
509 case WINED3DDECLUSAGE_BLENDINDICES:
510 TRACE("blend");
511 break;
512 case WINED3DDECLUSAGE_BLENDWEIGHT:
513 TRACE("weight");
514 break;
515 case WINED3DDECLUSAGE_NORMAL:
516 TRACE("normal%d", idx);
517 break;
518 case WINED3DDECLUSAGE_PSIZE:
519 TRACE("psize");
520 break;
521 case WINED3DDECLUSAGE_COLOR:
522 if(idx == 0) {
523 TRACE("color");
524 } else {
525 TRACE("specular%d", (idx - 1));
527 break;
528 case WINED3DDECLUSAGE_TEXCOORD:
529 TRACE("texture%d", idx);
530 break;
531 case WINED3DDECLUSAGE_TANGENT:
532 TRACE("tangent");
533 break;
534 case WINED3DDECLUSAGE_BINORMAL:
535 TRACE("binormal");
536 break;
537 case WINED3DDECLUSAGE_TESSFACTOR:
538 TRACE("tessfactor");
539 break;
540 case WINED3DDECLUSAGE_POSITIONT:
541 TRACE("positionT%d", idx);
542 break;
543 case WINED3DDECLUSAGE_FOG:
544 TRACE("fog");
545 break;
546 case WINED3DDECLUSAGE_DEPTH:
547 TRACE("depth");
548 break;
549 case WINED3DDECLUSAGE_SAMPLE:
550 TRACE("sample");
551 break;
552 default:
553 FIXME("unknown_semantics(%08x)", usage);
558 static void shader_dump_arr_entry(
559 IWineD3DBaseShader *iface,
560 const DWORD param,
561 const DWORD addr_token,
562 unsigned int reg,
563 int input) {
565 char relative =
566 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
568 if (relative) {
569 TRACE("[");
570 if (addr_token)
571 shader_dump_param(iface, addr_token, 0, input);
572 else
573 TRACE("a0.x");
574 TRACE(" + ");
576 TRACE("%u", reg);
577 if (relative)
578 TRACE("]");
581 void shader_dump_param(
582 IWineD3DBaseShader *iface,
583 const DWORD param,
584 const DWORD addr_token,
585 int input) {
587 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
588 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
589 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
590 char swizzle_reg_chars[4];
592 DWORD reg = param & WINED3DSP_REGNUM_MASK;
593 DWORD regtype = shader_get_regtype(param);
594 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
596 /* There are some minor differences between pixel and vertex shaders */
597 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
599 /* For one, we'd prefer color components to be shown for pshaders.
600 * FIXME: use the swizzle function for this */
602 swizzle_reg_chars[0] = pshader? 'r': 'x';
603 swizzle_reg_chars[1] = pshader? 'g': 'y';
604 swizzle_reg_chars[2] = pshader? 'b': 'z';
605 swizzle_reg_chars[3] = pshader? 'a': 'w';
607 if (input) {
608 if ( (modifier == WINED3DSPSM_NEG) ||
609 (modifier == WINED3DSPSM_BIASNEG) ||
610 (modifier == WINED3DSPSM_SIGNNEG) ||
611 (modifier == WINED3DSPSM_X2NEG) ||
612 (modifier == WINED3DSPSM_ABSNEG) )
613 TRACE("-");
614 else if (modifier == WINED3DSPSM_COMP)
615 TRACE("1-");
616 else if (modifier == WINED3DSPSM_NOT)
617 TRACE("!");
619 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
620 TRACE("abs(");
623 switch (regtype) {
624 case WINED3DSPR_TEMP:
625 TRACE("r%u", reg);
626 break;
627 case WINED3DSPR_INPUT:
628 TRACE("v");
629 shader_dump_arr_entry(iface, param, addr_token, reg, input);
630 break;
631 case WINED3DSPR_CONST:
632 case WINED3DSPR_CONST2:
633 case WINED3DSPR_CONST3:
634 case WINED3DSPR_CONST4:
635 TRACE("c");
636 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
637 break;
638 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
639 TRACE("%c%u", (pshader? 't':'a'), reg);
640 break;
641 case WINED3DSPR_RASTOUT:
642 TRACE("%s", rastout_reg_names[reg]);
643 break;
644 case WINED3DSPR_COLOROUT:
645 TRACE("oC%u", reg);
646 break;
647 case WINED3DSPR_DEPTHOUT:
648 TRACE("oDepth");
649 break;
650 case WINED3DSPR_ATTROUT:
651 TRACE("oD%u", reg);
652 break;
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(This->baseShader.hex_version) >= 3) {
659 TRACE("o");
660 shader_dump_arr_entry(iface, param, addr_token, reg, input);
662 else
663 TRACE("oT%u", reg);
664 break;
665 case WINED3DSPR_CONSTINT:
666 TRACE("i");
667 shader_dump_arr_entry(iface, param, addr_token, reg, input);
668 break;
669 case WINED3DSPR_CONSTBOOL:
670 TRACE("b");
671 shader_dump_arr_entry(iface, param, addr_token, reg, input);
672 break;
673 case WINED3DSPR_LABEL:
674 TRACE("l%u", reg);
675 break;
676 case WINED3DSPR_LOOP:
677 TRACE("aL");
678 break;
679 case WINED3DSPR_SAMPLER:
680 TRACE("s%u", reg);
681 break;
682 case WINED3DSPR_MISCTYPE:
683 if (reg > 1) {
684 FIXME("Unhandled misctype register %d\n", reg);
685 } else {
686 TRACE("%s", misctype_reg_names[reg]);
688 break;
689 case WINED3DSPR_PREDICATE:
690 TRACE("p%u", reg);
691 break;
692 default:
693 TRACE("unhandled_rtype(%#x)", regtype);
694 break;
697 if (!input) {
698 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
700 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
701 TRACE(".");
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]);
708 } else {
709 /** operand input */
710 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
711 DWORD swizzle_r = swizzle & 0x03;
712 DWORD swizzle_g = (swizzle >> 2) & 0x03;
713 DWORD swizzle_b = (swizzle >> 4) & 0x03;
714 DWORD swizzle_a = (swizzle >> 6) & 0x03;
716 if (0 != modifier) {
717 switch (modifier) {
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;
732 default:
733 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
738 * swizzle bits fields:
739 * RRGGBBAA
741 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
742 if (swizzle_r == swizzle_g &&
743 swizzle_r == swizzle_b &&
744 swizzle_r == swizzle_a) {
745 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
746 } else {
747 TRACE(".%c%c%c%c",
748 swizzle_reg_chars[swizzle_r],
749 swizzle_reg_chars[swizzle_g],
750 swizzle_reg_chars[swizzle_b],
751 swizzle_reg_chars[swizzle_a]);
757 /** Shared code in order to generate the bulk of the shader string.
758 Use the shader_header_fct & shader_footer_fct to add strings
759 that are specific to pixel or vertex functions
760 NOTE: A description of how to parse tokens can be found at:
761 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
762 void shader_generate_main(
763 IWineD3DBaseShader *iface,
764 SHADER_BUFFER* buffer,
765 shader_reg_maps* reg_maps,
766 CONST DWORD* pFunction) {
768 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
769 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
770 const DWORD *pToken = pFunction;
771 const SHADER_OPCODE *curOpcode = NULL;
772 SHADER_HANDLER hw_fct = NULL;
773 DWORD i;
774 SHADER_OPCODE_ARG hw_arg;
776 /* Initialize current parsing state */
777 hw_arg.shader = iface;
778 hw_arg.buffer = buffer;
779 hw_arg.reg_maps = reg_maps;
780 This->baseShader.parse_state.current_row = 0;
782 /* Second pass, process opcodes */
783 if (NULL != pToken) {
784 while (WINED3DPS_END() != *pToken) {
786 /* Skip version token */
787 if (shader_is_version_token(*pToken)) {
788 ++pToken;
789 continue;
792 /* Skip comment tokens */
793 if (shader_is_comment(*pToken)) {
794 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
795 ++pToken;
796 TRACE("#%s\n", (const char*)pToken);
797 pToken += comment_len;
798 continue;
801 /* Read opcode */
802 hw_arg.opcode_token = *pToken++;
803 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
805 /* Select handler */
806 if (curOpcode == NULL)
807 hw_fct = NULL;
808 else if (This->baseShader.shader_mode == SHADER_GLSL)
809 hw_fct = curOpcode->hw_glsl_fct;
810 else if (This->baseShader.shader_mode == SHADER_ARB)
811 hw_fct = curOpcode->hw_fct;
813 /* Unknown opcode and its parameters */
814 if (NULL == curOpcode) {
815 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
816 pToken += shader_skip_unrecognized(iface, pToken);
818 /* Nothing to do */
819 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
820 WINED3DSIO_NOP == curOpcode->opcode ||
821 WINED3DSIO_DEF == curOpcode->opcode ||
822 WINED3DSIO_DEFI == curOpcode->opcode ||
823 WINED3DSIO_DEFB == curOpcode->opcode ||
824 WINED3DSIO_PHASE == curOpcode->opcode ||
825 WINED3DSIO_RET == curOpcode->opcode) {
827 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
829 /* If a generator function is set for current shader target, use it */
830 } else if (hw_fct != NULL) {
832 hw_arg.opcode = curOpcode;
834 /* Destination token */
835 if (curOpcode->dst_token) {
837 DWORD param, addr_token = 0;
838 pToken += shader_get_param(iface, pToken, &param, &addr_token);
839 hw_arg.dst = param;
840 hw_arg.dst_addr = addr_token;
843 /* Predication token */
844 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
845 hw_arg.predicate = *pToken++;
847 /* Other source tokens */
848 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
850 DWORD param, addr_token = 0;
851 pToken += shader_get_param(iface, pToken, &param, &addr_token);
852 hw_arg.src[i] = param;
853 hw_arg.src_addr[i] = addr_token;
856 /* Call appropriate function for output target */
857 hw_fct(&hw_arg);
859 /* Add color correction if needed */
860 device->shader_backend->shader_color_correction(&hw_arg);
862 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
863 if (This->baseShader.shader_mode == SHADER_GLSL)
864 shader_glsl_add_instruction_modifiers(&hw_arg);
866 /* Unhandled opcode */
867 } else {
869 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
870 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
873 /* TODO: What about result.depth? */
878 void shader_dump_ins_modifiers(const DWORD output) {
880 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
881 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
883 switch (shift) {
884 case 0: break;
885 case 13: TRACE("_d8"); break;
886 case 14: TRACE("_d4"); break;
887 case 15: TRACE("_d2"); break;
888 case 1: TRACE("_x2"); break;
889 case 2: TRACE("_x4"); break;
890 case 3: TRACE("_x8"); break;
891 default: TRACE("_unhandled_shift(%d)", shift); break;
894 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
895 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
896 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
898 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
899 if (mmask)
900 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
903 /* First pass: trace shader, initialize length and version */
904 void shader_trace_init(
905 IWineD3DBaseShader *iface,
906 const DWORD* pFunction) {
908 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
910 const DWORD* pToken = pFunction;
911 const SHADER_OPCODE* curOpcode = NULL;
912 DWORD opcode_token;
913 unsigned int len = 0;
914 DWORD i;
916 TRACE("(%p) : Parsing programme\n", This);
918 if (NULL != pToken) {
919 while (WINED3DVS_END() != *pToken) {
920 if (shader_is_version_token(*pToken)) { /** version */
921 This->baseShader.hex_version = *pToken;
922 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
923 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
924 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
925 ++pToken;
926 ++len;
927 continue;
929 if (shader_is_comment(*pToken)) { /** comment */
930 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
931 ++pToken;
932 TRACE("//%s\n", (const char*)pToken);
933 pToken += comment_len;
934 len += comment_len + 1;
935 continue;
937 opcode_token = *pToken++;
938 curOpcode = shader_get_opcode(iface, opcode_token);
939 len++;
941 if (NULL == curOpcode) {
942 int tokens_read;
943 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
944 tokens_read = shader_skip_unrecognized(iface, pToken);
945 pToken += tokens_read;
946 len += tokens_read;
948 } else {
949 if (curOpcode->opcode == WINED3DSIO_DCL) {
951 DWORD usage = *pToken;
952 DWORD param = *(pToken + 1);
954 shader_dump_decl_usage(This, usage, param);
955 shader_dump_ins_modifiers(param);
956 TRACE(" ");
957 shader_dump_param(iface, param, 0, 0);
958 pToken += 2;
959 len += 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));
971 pToken += 5;
972 len += 5;
973 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
975 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
976 *(pToken + 1),
977 *(pToken + 2),
978 *(pToken + 3),
979 *(pToken + 4));
981 pToken += 5;
982 len += 5;
984 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
986 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
987 *(pToken + 1)? "true": "false");
989 pToken += 2;
990 len += 2;
992 } else {
994 DWORD param, addr_token;
995 int tokens_read;
997 /* Print out predication source token first - it follows
998 * the destination token. */
999 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1000 TRACE("(");
1001 shader_dump_param(iface, *(pToken + 2), 0, 1);
1002 TRACE(") ");
1004 if (opcode_token & WINED3DSI_COISSUE) {
1005 /* PixWin marks instructions with the coissue flag with a '+' */
1006 TRACE("+");
1009 TRACE("%s", curOpcode->name);
1011 if (curOpcode->opcode == WINED3DSIO_IFC ||
1012 curOpcode->opcode == WINED3DSIO_BREAKC) {
1014 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1015 switch (op) {
1016 case COMPARISON_GT: TRACE("_gt"); break;
1017 case COMPARISON_EQ: TRACE("_eq"); break;
1018 case COMPARISON_GE: TRACE("_ge"); break;
1019 case COMPARISON_LT: TRACE("_lt"); break;
1020 case COMPARISON_NE: TRACE("_ne"); break;
1021 case COMPARISON_LE: TRACE("_le"); break;
1022 default:
1023 TRACE("_(%u)", op);
1025 } else if (curOpcode->opcode == WINED3DSIO_TEX &&
1026 This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1027 if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
1030 /* Destination token */
1031 if (curOpcode->dst_token) {
1033 /* Destination token */
1034 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1035 pToken += tokens_read;
1036 len += tokens_read;
1038 shader_dump_ins_modifiers(param);
1039 TRACE(" ");
1040 shader_dump_param(iface, param, addr_token, 0);
1043 /* Predication token - already printed out, just skip it */
1044 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1045 pToken++;
1046 len++;
1049 /* Other source tokens */
1050 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1052 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1053 pToken += tokens_read;
1054 len += tokens_read;
1056 TRACE((i == 0)? " " : ", ");
1057 shader_dump_param(iface, param, addr_token, 1);
1060 TRACE("\n");
1063 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1064 } else {
1065 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1069 static void shader_delete_constant_list(
1070 struct list* clist) {
1072 struct list *ptr;
1073 struct local_constant* constant;
1075 ptr = list_head(clist);
1076 while (ptr) {
1077 constant = LIST_ENTRY(ptr, struct local_constant, entry);
1078 ptr = list_next(clist, ptr);
1079 HeapFree(GetProcessHeap(), 0, constant);
1083 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1084 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1085 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1086 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1087 static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
1088 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1090 const shader_backend_t none_shader_backend = {
1091 &shader_none_select,
1092 &shader_none_select_depth_blt,
1093 &shader_none_load_constants,
1094 &shader_none_cleanup,
1095 &shader_none_color_correction,
1096 &shader_none_destroy
1099 /* *******************************************
1100 IWineD3DPixelShader IUnknown parts follow
1101 ******************************************* */
1102 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
1104 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1105 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
1106 if (IsEqualGUID(riid, &IID_IUnknown)
1107 || IsEqualGUID(riid, &IID_IWineD3DBase)
1108 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1109 || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
1110 IUnknown_AddRef(iface);
1111 *ppobj = This;
1112 return S_OK;
1114 *ppobj = NULL;
1115 return E_NOINTERFACE;
1118 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
1119 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1120 TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
1121 return InterlockedIncrement(&This->baseShader.ref);
1124 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
1125 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1126 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
1127 ULONG ref;
1128 TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
1129 ref = InterlockedDecrement(&This->baseShader.ref);
1130 if (ref == 0) {
1131 deviceImpl->shader_backend->shader_destroy(iface);
1132 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1133 shader_delete_constant_list(&This->baseShader.constantsF);
1134 shader_delete_constant_list(&This->baseShader.constantsB);
1135 shader_delete_constant_list(&This->baseShader.constantsI);
1136 HeapFree(GetProcessHeap(), 0, This);
1138 return ref;